Glaivier Community Guide
Table of Contents
- General Information
- Class Summary
- Control Pinnacle
- Identity & Pinnacle Mechanics
- Stances & Mechanics
- Chaos Dungeon & Skill Setup
- Rotation & DPS Distribution
- Engravings & Gear
- Gem Priority & Cooldowns
- General Rotations & Tips
- Appendix: Useful References
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General Information
This document is created by community members.
If you have feedback or want to discuss a class, join our Discord!
Class Summary
Control Pinnacle
Summary
Simple builder-spender back attacker with high mobility.
65 casts per minute.
85% uptime needed for max DPS.
Semi-bursty back attacker with a stance swap.
45-65 casts per minute.
55-75% uptime needed for max DPS.
Pros
- Fast move speed
- Mobility skills
- Some ranged skills
- Push Immunity on 2 biggest skills
- Long Spacebar
- Easy to play, hard to master
- ~40% gemless DPS
- Bursty (good with downtime)
- Lots of utility skills; 2 counters and a parry skill
- ~30% gemless DPS
Cons
- Loses a lot of DPS to downtime
- Needs 80 Enlightenment Points for endgame build (X skill)
- Inconsistent Crit
- Inconsistent Spacebar (different between the 2 stances)
- Needs Karma(i1670) for Crit on T.
Identity
Dual Meter
The Dual Meter is a three-bar meter used to enhance some Glaive(Blue) skills with “Final
Decision” tripods. It is filled by landing attacks and also generates slowly over time.
Pinnacle only below here
Swapping stances consumes 1 bar of meter and grants a buff:
- Flurry (Blue)
- Focus (Red)
>1 Bar
+15% Attack Speed and +20% Damage for 20s
>1 Bar
+15% Move Speed and +50% Crit Dmg for 15s
If you use the Pinnacle Enlightenment tree nodes you get both bonuses at the same time.
Swapping stances always removes current buff. If you swap without a bar you end up without a buff.
Stances
Pinnacle utilizes two weapons, Glaive(Flurry/”Blue” stance) and Spear(Focus/”Red” stance), each with their unique set of skills.
Pressing the
The blocks on the bottom of the Identity interface indicate the cooldown status of skills in the opposing stance with respect to their hotkey position.
Colored blocks indicate the skill is off cooldown (ready to use). Non-colored/gray blocks indicate the skill is still on cooldown.
There are only 6 Red skills, so the last 2 blocks will always be grey.
Chaos Dungeon
Skill Lv. Tripods Rune Evolution Enlightenment
Half Moon S.
14
2 3 2
Galewind Critical 10 Swift 30 +Pet Control
Cutting Wind
14
1 2 1
Poison Bound. MP 2 Optimized T. 1 Flurry Movement
Spear Dive
14
3 1 2
Galewind Unlimited Magick 2 Critical Cut Flurry Str.
Windsplitter
12+
2 1 1
Quick Re. Supersonic Breakthrough 2 Yeon Tech. 0* Flurry Conv.
Flash Kick
14
1 2 2
Galewind
*X skill is terrible in Chaos, so prioritize the side nodes over Yeon Tech.
Leap
Soul Cutter
Filler
1 3 2
Galewind Awk. Amp. 0-1 Unleashed P. Release P. 5 Instant Spell 3
Chain Slash
Filler
1 1 2
Bleed Resilient Strike
Awakening T-skill Engravings
Storming Red Dragon Dragon Flurry
Rotation: order of skills in list. Aim away from the HMS tornado with CW.
Restart rotation when HMS is off cooldown(tho ofc use mobility first if not in a group of mobs).
Flash Kick and Spear Dive for mobility; moving between groups of enemies.
Dmg+CD gem recommended on the 5 first skills in the list. Solo shop has free T3 lvl7s.
Low rarity Bleed/Poison to avoid enemies dying as you leave.
Paradise
Use default Pinnacle skill setup with Blue T for early levels.
Only skill preset matters in Paradise (also, runes don’t do anything).
Beyond that move build closer to Control as you progress up in Crit Rate.
Useful Resources
Glaivier Stagger Values(outdated on Red skills)
Cast time
This was measured at 100% Attack Speed and no Runes with 60FPS recordings (±17ms
margin of error) using the ingame skill queue system for perfect timing.
How the ingame skill queue system works:
It automatically casts the next skill right after the current cast if you press the skill
button within 1s of finishing the cast of the previous skill.
FK: 0.766
FK(Cork): 0.833
FK(Air) 0.95
RDS(Precise): 3.133
RDS(Additional): 2.433
RDS(Quick): 1.35
HMS(Chasing): 2.3
HMS(Tornado): 0.95
SBD: 0.883
Blue T: 1.817 (IS2)
Blue T: 1.767 (IS3)
Red T: 1.784 (IS2)
Meteor Awk: 3.3
Red Awk: 4.567
Meteor Hyper: 3.9
Red Hyper: 5.334
- Pinnacle only -
Z: 0.3-0.5s (server-tick dependent)
SfP(Ground): 2.4
SfP(Power): 1.717
RDH*: 2 +0.2 with slow release
ToD*: 1.7
4HD(Shadow): 0.716
4HD(Last): 1.567
4HD(Violent): 2.483
*With near-perfect release timing on RDH and ToD
- Control only -
X: 1.267
BDC: 0.734
WoB(Consecutive): 1.85
SS: 0.75
CS(Illusory): 0.783
CS(Fatal): 1.267
SC(Brilliant): 1.95
SC(Quick): 1.467
SC(Bond): 1
Playing without Positionals(Back Attack)
All positional classes (Front and Back) can technically run non-positional builds by just
dropping their positional Engraving(Brawler/Ambush), but it’s always a DPS loss. You
only need 63% positional dmg for the Engravings to outperform 17% Dmg engravings,
and 63% should be easily achievable without even trying.
Chaos Dungeon, Continued
Further Rotation and Tips
- X can be cast during a skill to buff the next one, minimizing downtime by pressing X right after pressing SfP/HMS.
- Start with Flash Kick if synergy isn’t applied already, or about to run out.
- Red skills before Blue since they have higher burst(Dmg per cast time).
- Order of skills in each row is flexible; pair X with T or RDH, and RDS for blues; SBD required as 1st Blue.
- Awakening is filler that does little damage. Use it during downtime for max DPS, or for utility(immunities) or when you can’t hit the boss.
Chaos Dungeon – Summary Tables and Graphs
- DPS Distribution
DPS with Lv9 gems and Lv3 X and T skill nodes.
Based on 3min Trixion “simulation”.
- Accessory
Numbers for default build.
Strength and Weapon Power numbers are for i1725, with Sup buff.
Piece Bonus Low Mid High
Neck
Additional Damage +0.7/1.6/2.6% 0.53% 1.2% 1.95%
1.08%
1.76%
2.41%
2.51% 3.17%
3.99%
Outgoing Damage +0.55/1.2/2% 0.55% 1.2% 2% 1.73% 2.54% 3.22%
Ear
Attack Power +0.4/0.95/1.55% 0.38% 0.89% 1.45%
0.65%
1.17%
1.52%
1.74% 2.09%
2.51%
Weapon Power +0.8/1.8/3% 0.28% 0.62% 1.04% 1% 1.41% 1.94%
Ring
Crit Rate +0.4/0.95/1.55% 0.31% 0.73% 1.2%
0.67%
1.09%
1.52%
1.56% 1.99%
2.51%
Crit Damage +1.1/2.4/4% 0.36% 0.78% 1.25%
Not doing combos on Common bonuses as they'd result in
hundreds of values.
Quality numbers are gain from max stat vs minimum for Ring, Earring and Necklace in
that order.
*Rough numbers for Crit cuz they assume you don’t overcap Crit with them(<119.3%),
and you will with a Crit syn or Flash Orb, so all Crit Rate bonuses are useless with an external Crit buff.
**Assumes the ASMS line is used to replace Swiftness on the Bracelet, because otherwise it does nothing since you cap ASMS with a Swiftness Bracelet.
- Engravings
Green outline means default recommendation.
Core Pick 3
Grudge AM Cursed Doll Raid Captain SS MP Efficiency Mass Increase RC Raid Captain SS MP Efficiency
Ambush Master 22.4%
Raid Captain 19.2%
Mass Increase 14.7%
MP Efficiency 12.3%
Ether Predator 14.2%
Value of Mass Increase is averaged across Burst and Sustained DPS.
Stone Prio: CD > SS > AM > RC > Grudge
MPE only if you run it ofc. It’s still a dmg loss vs other engravings of same rarity.
SS and RC ranked lower cuz conditional.
Skills
Grey means optional, green is default option.
Core
Shackling Blue
Dragon
10
3
1
1
Self Crit Rate, Synergy, Weak Point
● No Paralysis Immunity.
● +20% Crit for 6s on cast, hit the enemy to apply
party synergy.
Half Moon
Slash
10+
1
1
2
Vision/Gale
Damage, Weak Point
● Blade of Tornado(2) offers -60% cast time, but also -18% damage, removes mobility and still takes time to deal its damage with the lingering tornado. Since skill DPS is on the low side, the shorter cast should generally be preferable.
● Chasing Slash(1) can be used to deal damage and move around the boss’ hitbox as long as you avoid direct collision with them.
○ Tap the skill if fast Weak Point is needed.
● Weak Point applies on the final hit of the upward swing.
Raging Dragon
Slash
14
1
1
2
Galewind
Damage, Stagger
● Additional Slash(1) is the reliable option, offering decent damage and great stagger.
● Precise Slash(3) has 2.2/1.7 = +29% damage in exchange for increasing cast time by… also +29%, and making it more back-loaded. So this tripod really doesn’t even change burst(dmg per cast time). The main downside of the tripod is the -29% stagger.
Flash Kick
4
1
Synergy
● Needed as initial synergy to start rotation with Red skills when using 100% Crit tripods.
● Can also act as backup synergy in case Shackling Blue Dragon misses on other builds.
Red Dragon’s
Horn
14
1
3
1
Galewind
Damage
● Holding skill with a Perfect Zone. Landing the Perfect Zone increases skill damage and range.
● Weak Point Detection(1) will always deal more damage than Fatal Aim(2) due to the high amount
of Crit Damage available.
Starfall Pounce
14
1
2
1
Wealth
Galewind
Damage
● Character hitbox remains at the starting location until landing; basically a delayed teleport. This is because it allows re-aiming the final spot right up until the hit.
● Movement collides with big enemies.
Thrust of
Destruction
14
3
1
1
Galewind
Damage
● Can be released when the bar is filled to cast earlier than the auto-release.
4-Headed
Dragon
11+
3
3
2
Vision/Gale
Quick Re.
Damage
● Shadow Thrust(3) does similar dmg to the other 2 tripods on the 100% Crit build, but also has a much shorter animation, making it the obvious choice.
● Galewind if no Vision available.
● Only use CD gem with a Quick Recharge rune. They let you have a chance at 2 casts per rotation, but opportunities for that are unlikely in actual raids. QR removes current cooldown, meaning it removes more CD on the skill it is equipped on. Use 4HD as first Red skill in rotation if fishing for 2 uses.
Spiraling Spear
1/4
3
Quick Re.
Purify
Counter, Weak Point, Dash
● Shoulder Slam(3) is an option for additional mobility, giving the skill a dash component. This dash can also Counter.
● Quick Recharge only with CD gem and legendary QR on 4HD. Cast(fish for procs) after all other Red skills.
● Good choice for Purify, but prio using it on a Blue skill if build downtime is spent in Blue stance.
Dragonscale
Defense
1/3
Mountain
Parry
● Grants a brief shield (scaling with Skill Level) and push immunity. Retaliates in character direction if damaged during the counter window.
○ Is triggered by tick damage.
○ Does not ignore status ailments unless Absolute Defense(3) is selected.
● The shield and push immunity linger briefly if it fails to be triggered within time.
● Level it to 3 if you have 2 skill points you can’t do anything else with, otherwise leave at 1.
Pick 4 (skip 1)
4
2
Purify
Counter
● If the encounter has ANY Counter mechanics, you ALWAYS take this.
● Excellent Mobility(2) is nice if you have the skill Thorn Jab points.
Wheel of
Blades
4
1
Overwhelm
Stagger
● Has decent stagger even at lvl1, but Concussion(1) is recommended for a nice +40% boost.
● Overwhelm rune optional, but recommended.
Soul Cutter
4
2
Wealth
Backup generation
● Generates 1 bar with 1850 Spec.
Chain Slash
1
Weak Point
● Weak Point applies on final hit.
● The mobility tripod(Swoop(2)) is usable, but less effective than walking unless you cancel the attack animation with spacebar.
Double Strike
1
Purify
Adrenaline upkeep, Rune spam
● Default build doesn’t use Adrenaline anymore, so this is a safe skip.
● Prio for Purify for rotations that spend downtime in the Blue stance. The opposite is true for rotations that spend downtime in Red stance; prio using it on Spiraling Spear.
Awakening and T-Skill
Spear Meteor
Meteor is the default recommendation because it offers much bigger Hyper Awakening hitbox and shorter cast time, along with the ability to use the normal awakening at range.
Has a minimum cast range.
Red Dragon Finisher
Does the most damage due to Spec.
Gem Priority
DMG
>
CDR
[ *]
ALL skills in the brackets need same gem lvl to sync as they have the same base Cooldown.
Max lvl8 is recommended. Lv9+ is low value as cooldowns get pushed below SBD, causing desync when SBD is used in the middle of the rotation.
SBD cooldown is 19s. Lv8 Gem gives 19.2s.
The 11th gem slot is open for Pinnacle. You can slot a cooldown gem for any utility skill, but generally Flash Kick probably is the most useful option. 4HD is also an option for those rare moments where you might be able to sneak in 1 extra cast in the rotation.
SBD CD gem is only a good idea if you have lvl9+ CD gems on the main 4 skills.
Rotations
<2 bar start
Soul Cutter at the start to generate 1 bar for the Stance swap, then Starfall being mandatory before X+T to generate the other bar needed.
Note that you need to press X after hitting Starfall so you get the bar. Because of this it might be worth it to use ToD there to have a buffer skill to use X during.
This is only needed when you’re low on bars like after a wipe.
Stimming also works if you wanna skip the extra skill cast.
General
X can be cast during a skill to buff the next one, so to minimize downtime I recommend pressing X right after pressing SfP/HMS.
Start with Flash Kick if synergy isn’t applied already, or about to run out.
Red skills before Blue since they have higher burst(Dmg per cast time).
Order of skills in each row is flexible, just pair X with T or RDH, and RDS for blues, also SBD required as 1st Blue.
Awakening is filler that does little damage. Use it during downtime for max DPS, or for utility(immunities) or when you can’t hit the boss.
Stagger
DPS Distribution
DPS with Lv9 gems and Lv3 X and T skill nodes.
Based on 3min Trixion “simulation”.
Accessory
Numbers for default build.
Strength and Weapon Power numbers are for i1725, with Sup buff.
Piece Bonus Low Mid High LL ML MM HL HM HH
Neck
Additional Damage +0.7/1.6/2.6% 0.53% 1.2% 1.95%
1.08%
1.76%
2.41%
2.51% 3.17%
3.99%
Outgoing Damage +0.55/1.2/2% 0.55% 1.2% 2% 1.73% 2.54% 3.22%
Ear
Attack Power +0.4/0.95/1.55% 0.38% 0.89% 1.45%
0.65%
1.17%
1.52%
1.74% 2.09%
2.51%
Weapon Power +0.8/1.8/3% 0.28% 0.62% 1.04% 1% 1.41% 1.94%
Ring
Crit Rate +0.4/0.95/1.55% ~0-1%
N/A
N/A N/A
N/A N/A N/A
Crit Damage +1.1/2.4/4% 0.34% 0.75% 1.25% N/A N/A N/A
All
Attack Power +80/195/390 0.04% 0.1% 0.21%
Not doing combos on Common bonuses as they'd result in
hundreds of values when combined with the above.
Weapon Power +195/480/960 0.04% 0.11% 0.22%
Quality STR/DEX/INT +1935-2679 0.14% 0.15% 0.19%
Quality numbers are gain from max stat vs minimum for Ring, Earring and Necklace in
that order.
*Rough numbers for Crit cuz they assume you don’t overcap Crit with them(<119.3%),
and you will with a Crit syn or Flash Orb, so all Crit Rate bonuses are useless with an external Crit buff.
**Assumes the ASMS line is used to replace Swiftness on the Bracelet, because otherwise it does nothing since you cap ASMS with a Swiftness Bracelet.
Bracelet
Numbers for default build.
Strength and Weapon Power numbers are for i1725, without Sup buff.
Bonus Low Mid High
Crit +80/100/120 ~2%*
Spec +80/100/120 1.92% 2.4% 2.88%
Swift +80/100/120 1.51% 1.89% 2.27%
Attack & Move Speed +4/5/6% ~1%**
STR/DEX/INT +12000/14000/16000 0.8% 1% 1.1%
Weapon Power +7200/8100/9000 1.7% 1.9% 2.1%
On hit, Weapon Power +1160/1320/1480
& Atk&Move Speed +1% for 10s, max 6x 3.3% 3.4% 3.6%
Weapon Power +6900/7800/8700
& On hit, WpnPwr +130/140/150 30s CD, max 30x 2% 2.2% 2.5%
Weapon Power +7200/8100/9000
& >50%HP, on hit, WpnPwr +2000/2200/2400 for 5s 2.1% 2.4% 2.6%
Crit Rate +3.4/4.2/5%
& Crit Hit Damage +1.5%
4.14% 4.77% 5.4%
Crit Damage +6.8/8.4/10%
& Crit Hit Damage +1.5%
3.71% 4.24% 4.77%
Crit Rate +3.4/4.2/5% 2.62% 3.24% 3.86%
Crit Damage +6.8/8.4/10% 2.22% 2.74% 3.26%
Damage +4.5/5/5.5%
& Cooldown +2%
3.21% 3.7% 4.19%
Damage +2/2.5/3%
& Damage to Staggered +4/4.5/5%
2.2% 2.73% 3.25%
Damage +2/2.5/3% 2% 2.5% 3%
Additional Damage +2.5/3/3.5%
& Dmg vs Demon/Archdemon +2.5%
4.26% 4.64% 5.02%
Additional Damage +3/3.5/4% 2.25% 2.63% 3%
Back Damage +2.5/3/3.5% 2.46% 2.95% 3.44%
Value of lines that change CDR or AS is averaged across Burst and Sustained DPS.
*Rough numbers for Crit cuz they assume you don’t overcap Crit with them(<119.3%),
and you will with an external Crit buff.
**Assumes the ASMS line is used to replace Swiftness on the Bracelet, because otherwise it does nothing since you cap ASMS with a Swiftness Bracelet.
Pinnacle
Ark Passive
Evolution Enlightenment Leap
Spec 30 +Pet Swiftness 10 Pinnacle I Unleashed P. 5 Potential R. 0*
Illicit Spell 2 Limit Break 1 Pinnacle II Trans. Power 4 Instant Spell 2+
Unlimited Magick 2 Pinnacle III Powerful S. Piercing Finish
Blunt Thorn 2 Yeon Mark Yeon C. Atk.
*T-skill CD = 55s. 3 rotations =
57s, lines up even without CDR levels. Main benefit of lvling the CDR is potentially getting extra casts with QR runes or downtime.
Main(red) nodes take prio over side-nodes.
Without a Crit synergy or high Crit Rate on Rings+Brace run Strike 1 for higher Burst DPS.
Illicit Spell vs Limit Break
Illicit should be less than 0.1% DPS loss for -12% mana cost, so it’s a pretty obvious no-brainer to get some extra protection against mana issues. If you were considering eating mana food just “eat” Attack/Move Speed wine (from Peyto) instead.
Boundless MP vs Limit/Illicit
Boundless MP offers a ceiling increase for high uptime fights (higher sustained DPS), at the cost of Burst DPS(lower dmg). Generally not worth for homework raids.
Optimized Training
Bad.
Stacks multiplicatively with Boundless MP and Unlimited Magick, which stack additively with each other, and multiplicative is worse than additive for subtractive effects(CDR).
Elixir
Part Bonus +Dmg
All
STR/DEX/INT 0.38%
Weapon Power 0.35%
Attack Power 0.41%
Pants
AddDmg 2.33%
CritDmg 2.28%
Set
(Helm+Gloves)
Master 💩
Critical 11%
Weapon Power is generally the weakest Common, but any of them at lv5 is plenty good
enough.
Go for Incoming Damage Reduction on Chest and Boss Damage on Shoulders.
Master is bad on Pinnacle because it makes any other source of Crit Rate useless, and
there are more efficient sources of Crit than Master.
Engravings
Green outline means default recommendation.
Core Pick 3
Grudge AM Cursed Doll Raid Captain SS MP Efficiency
Mass Increase
RC requires ASMS Feast to cap.
Mass increase requires Feast+Wine AND external buff to compensate for AS loss.
Engraving/Stone Efficiency
Engraving +DPS from Relic Engr
+DPS from Lv4 Stone
Grudge 21% 4.96%
Keen Blunt Weapon 13.9% 4.02%
Cursed Doll/SS 17% 5.13%
Ambush Master 22.7% 5.02%
Raid Captain 19.2% 5.03%
Mass Increase 16% 5.04%
MP Efficiency 15.8% 5.11%
Ether Predator 14.2% 4.6%
Value of Mass Increase is averaged across Burst and Sustained DPS.
Stone Prio: CD > SS > AM > RC > Grudge
SS and RC ranked lower coz conditional.
Skills
Grey means optional, green is default option.
Core
Shackling Blue
Dragon
10
3
1
1
Self Crit Rate, Synergy, Weak Point
● No Paralysis Immunity.
● +20% Crit for 6s on cast, hit the enemy to apply
party synergy.
Half Moon
Slash
10+
1
1
2
Vision/Gale
Damage, Weak Point
● Blade of Tornado(2) offers -60% cast time, but also -18% damage, removes mobility and still takes time to deal its damage with the lingering tornado. Since skill DPS is on the low side, the shorter cast should generally be preferable.
● Chasing Slash(1) can be used to deal damage and move around the boss’ hitbox as long as you avoid direct collision with them.
○ Tap the skill if fast Weak Point is needed.
● Weak Point applies on the final hit of the upward swing.
Raging Dragon
Slash
14
1
1
2
Galewind
Damage, Stagger
● Additional Slash(1) is the reliable option, offering decent damage and great stagger.
● Precise Slash(3) has 2.2/1.7 = +29% damage in exchange for increasing cast time by… also +29%, and making it more back-loaded. So this tripod really doesn’t even change burst(dmg per cast time). The main downside of the tripod is the -29% stagger.
Flash Kick
4
1
Synergy
● Needed as initial synergy to start rotation with Red skills when using 100% Crit tripods.
● Can also act as backup synergy in case Shackling Blue Dragon misses on other builds.
Red Dragon’s
Horn
14
1
3
1
Galewind
Damage
● Holding skill with a Perfect Zone. Landing the Perfect Zone increases skill damage and range.
● Weak Point Detection(1) will always deal more damage than Fatal Aim(2) due to the high amount of Crit Damage available.
Starfall Pounce
14
1
2
1
Wealth
Galewind
Damage
● Character hitbox remains at the starting location until landing; basically a delayed teleport. This is because it allows re-aiming the final spot right up until the hit.
● Movement collides with big enemies.
Thrust of
Destruction
14
3
1
1
Galewind
Damage
● Can be released when the bar is filled to cast earlier than the auto-release.
4-Headed
Dragon
11+
3
3
2
Vision/Gale
Quick Re.
Damage
● Shadow Thrust(3) does similar dmg to the other 2 tripods on the 100% Crit build, but also has a much shorter animation, making it the obvious choice.
● Galewind if no Vision available.
● Only use CD gem with a Quick Recharge rune. They let you have a chance at 2 casts per rotation, but opportunities for that are unlikely in actual raids. QR removes current cooldown, meaning it removes more CD on the skill it is equipped on. Use 4HD as first Red skill in rotation if fishing for 2 uses.
Spiraling Spear
1/4
3
Quick Re.
Purify
Counter, Weak Point, Dash
● Shoulder Slam(3) is an option for additional mobility, giving the skill a dash component. This dash can also Counter.
● Quick Recharge only with CD gem and legendary QR on 4HD. Cast(fish for procs) after all other Red skills.
● Good choice for Purify, but prio using it on a Blue skill if build downtime is spent in Blue stance.
Dragonscale
Defense
1/3
Mountain
Parry
● Grants a brief shield (scaling with Skill Level) and push immunity. Retaliates in character direction if damaged during the counter window.
○ Is triggered by tick damage.
○ Does not ignore status ailments unless Absolute Defense(3) is selected.
● The shield and push immunity linger briefly if it fails to be triggered within time.
● Level it to 3 if you have 2 skill points you can’t do anything else with, otherwise leave at 1.
Pick 4 (skip 1)
4
2
Purify
Counter
● If the encounter has ANY Counter mechanics, you ALWAYS take this.
● Excellent Mobility(2) is nice if you have the skill Thorn Jab points.
Wheel of
Blades
4
1
Overwhelm
Stagger
● Has decent stagger even at lvl1, but Concussion(1) is recommended for a nice +40% boost.
● Overwhelm rune optional, but recommended.
Soul Cutter
4
2
Wealth
Backup generation
● Generates 1 bar with 1850 Spec.
Chain Slash
1
Weak Point
● Weak Point applies on final hit.
● The mobility tripod(Swoop(2)) is usable, but less effective than walking unless you cancel the attack animation with spacebar.
Double Strike
1
Purify
Adrenaline upkeep, Rune spam
● Default build doesn’t use Adrenaline anymore, so this is a safe skip.
● Prio for Purify for rotations that spend downtime in the Blue stance. The opposite is true for rotations that spend downtime in Red stance; prio using it on Spiraling Spear.
Awakening and T-Skill
Spear Meteor
Meteor is the default recommendation because it offers much bigger Hyper Awakening hitbox and shorter cast time, along with the ability to use the normal awakening at range.
Has a minimum cast range.
Red Dragon Finisher
Does the most damage due to Spec.
Gem Priority
DMG
>
CDR
[ *]
ALL skills in the brackets need same gem lvl to sync as they have the same base Cooldown.
Max lvl8 is recommended. Lv9+ is low value as cooldowns get pushed below SBD, causing desync when SBD is used in the middle of the rotation.
SBD cooldown is 19s. Lv8 Gem gives 19.2s.
The 11th gem slot is open for Pinnacle. You can slot a cooldown gem for any utility skill, but generally Flash Kick probably is the most useful option. 4HD is also an option for those rare moments where you might be able to sneak in 1 extra cast in the rotation.
SBD CD gem is only a good idea if you have lvl9+ CD gems on the main 4 skills.
Rotations
<2 bar start
Soul Cutter at the start to generate 1 bar for the Stance swap, then Starfall being mandatory before X+T to generate the other bar needed.
Note that you need to press X after hitting Starfall so you get the bar. Because of this it might be worth it to use ToD there to have a buffer skill to use X during.
This is only needed when you’re low on bars like after a wipe.
Stimming also works if you wanna skip the extra skill cast.
General
X can be cast during a skill to buff the next one, so to minimize downtime I recommend pressing X right after pressing SfP/HMS.
Start with Flash Kick if synergy isn’t applied already, or about to run out.
Red skills before Blue since they have higher burst(Dmg per cast time).
Order of skills in each row is flexible, just pair X with T or RDH, and RDS for blues, also SBD required as 1st Blue.
Awakening is filler that does little damage. Use it during downtime for max DPS, or for utility(immunities) or when you can’t hit the boss.
Stagger
DPS Distribution
DPS with Lv9 gems and Lv3 X and T skill nodes.
Based on 3min Trixion “simulation”.
Accessory
Notes for default build continued with numerical values showing DPS impact across gear pieces (Neck, Ear, Ring, All, Bracelet) and various stat lines. These tables illustrate ENG and DPS scaling across 12-16+ stat lines, highlighting how crit, damage, and weapon power scale with upgrade tiers (Low, Mid, High) and set bonuses (LL, ML, MM, HL, HM, HH).
Chaos Dungeon – Rotation & Build Notes (Additional Context)
- The Chaos Dungeon section includes detailed rotation sequences, synergy picks, and stat tuning guidance to optimize DPS under high uptime or chaotic combat scenarios.
- Key rotation principles include prioritizing 10-second cooldowns (SBD, HMS, RDS) for higher uptime and coordination of X and T skills with the awakening window to maximize DPS.
- A number of alternative builds are discussed, including Blunt Thorn, Standing Striker, and Adrenaline-based configurations, each with their own DPS curves and uptime considerations.
DPS Distribution & Appendix: Engravings & Stat Tuning
- A long section covers DPS distribution with Lv9 gems and Level 3 X and T nodes, based on 3-minute Trixion simulations.
- The guide documents the stat tuning approach for maximizing Move Speed (as part of raid captain optimization), Crit rate thresholds (e.g., 60% for some builds, 59.3% for others), and synergy effects across different engravings (Grudge, Raid Captain, Ambush Master, Mass Increase, MP Efficiency, Ether Predator).
- A dedicated appendix outlines the Garnish: Elixir, Gem Priority, and the relationships between cooldown gems and skill timing to synchronize with X and T skill usage. It also compares Illicit Spell vs Limit Break in mana economy and patch-level efficiency.
Engravings, Stone Efficiency & Core Picks
- Core picks: Grudge, AM, Raid Captain, Cursed Doll, SS, MP Efficiency, Ambush Master.
- Stone Efficiency: Focus on CD>SS>AM>RC>Grudge and later priorities as the rotation evolves with level caps.
- The Role of Classic Engravings: Master is discouraged on Pinnacle because it makes Crit Rate redundant when other sources provide Crit Rate while skyrocketing DPS from other sources.
- Notable synergy: 60% Crit for profile synergy when considering 20 Self Buff and 10 BackAtk and 10 Syn.
Awakening & T-Skill
- Spear Meteor is often the default due to larger Hyper Awakening hitbox and range efficiency.
- Dragon Flurry is tied to awakening constraints (cannot use other T skills simultaneously).
Gem Efficiency & CD Gems
- Level 8+ gems on main rotation skills to sync cooldowns; Level 9+ gems offer diminishing returns for certain DPS windows.
- SBD CD Gem as a potential upgrade only if you maintain level 9+ CD Gems on the main four skills.
- 11th slot reserved for a cooldown gem for utility skills (Flash Kick is commonly the best option).
Rotation Core Principles
- The rotations are designed to maximize uptime by aligning 10s cooldowns with the overall rotation rhythm.
- X+T synergy and pre-casting strategies ensure minimal downtime while preserving burst windows.
- The document emphasizes prioritizing back attacks, keeping mobility while ensuring stamina and mana economy are managed via Elixir and MP features.
Appendix: Useful References
- The guide includes references to stagger values and the latest adjustments to Glavier stagger values, with a note that the values are outdated for Red skills but still serve as approximate guidance for DPS benchmarks in Chaos Dungeons.
- Side notes clarify the interpretation of the table outputs and highlight the need for dynamic tuning based on your gear (i1725 with Sup buff) and the presence of external buffs (Feasts, WInes) to maximize DPS efficiency.
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Final Notes and Playstyle Philosophy
- The guide emphasizes that all positional classes can run non-positional builds with a DPS deficit and provides thresholds (63% positional damage) to decide whether to run Brawler/Ambush engravings.
- The recommended approach is to tune Swift to hit 123% Move Speed, then allocate remaining stat points into Crit, ensuring high uptime for optimal DPS.
- The pinnacle builds emphasize a dual-state mechanic to balance burst and sustained DPS through the Blue/Red stances and the Arc/Pinnacle tree nodes.
Closing Remarks
- The guide is a living document intended for community discussion and iterative improvement. Feedback and discussions are encouraged on Discord or community channels.
- As patches arrive, re-tuning, gem-priority adjustments, and rotation alignments may be necessary to maintain top DPS performance in raids and chaos dungeons.
Appendix: Quick References
- X Skill CD and rotation windows
- 10-second cooldown alignment tips
- Synergy and Dmg distribution guidelines
- Commonly updated numbers for stat tuning and gem efficiency