Glaivier
Community Guide
GUIDE UPDATED OCT 2025
Editors Arsonistic
T3 Archive
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 < Z > key swaps between the two stances.
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 Fille r 1 3 2 Galewind (^) Awk. Amp. 0-1 Unleashed P. Release P. 5 Instant Spell 3
Chain Slash
Fille r
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.
Control
Ark Passive
Evolution Enlightenment Leap
Check Stat Tuning below Control Unleashed P. 5 Release P. 3
Limit Break 3 Flurry Movement Awk. Amp. 0-1^ Instant Spell 3
Strike 2 Critical Cut Flurry Str. Resilient Strike
Standing Striker 2 Yeon Mark Yeon Tech.
Main(blue) nodes take prio over side-nodes. Critical Cut>Yeon Mark.
Blunt Thorn build Standing Striker->BT and Cursed Doll->Adrenaline, everything else same. Same-ish DPS, but requires good Adrenaline stacking/upkeep.
Stat Tuning Aim for 140% Movement Speed with Support+Feast+Wine to cap Raid Captain. This means 123% Move Speed in Profile->Details (all the way at the bottom) without them. Start at 0 Swift, then increase it until you hit 123% (generally 1340+ Swift), then put rest in Crit.
If using Mana food or Azena’s Blessing tune for 126% MS instead.
By default this generally gets you 90-100% Crit depending on rolled stuff like Bracelets. With very high Crit rolls you may need to drop some Crit if above 70% in Profile.
After tuning Swift, if using Blunt Thorn and Crit is below 70% in Profile->Details , add a level of Keen Sense, 2 levels if still below 70%. -6% on that if you have max Relic Adrenaline.
Crit Synergies Depending on your build you might need to drop some Crit to fit a Crit synergy. Standing Striker build wants MAX 60% Crit in Profile->Details with Syn. 60profile+20SelfBuff+10BackAtk+10Syn = 100%
Blunt Thorn build wants MAX 59.3% (plus the % you’re missing from the 20% of full Relic Adr) in Profile->Details with Syn. 59.3profile+20Adr+20SelfBuff+10BackAtk+10Syn = 119.3%
If you somehow run with 2 Crit synergies, you gotta play a weird variant where you just run BT without Adrenaline ; the 2 Crit syns basically acting as a replacement for Adrenaline. Same stats as standard build, literally just SS->BT.
Illicit Spell Can’t be used once X skill is unlocked, but before X it’s recommended over Limit Break for better mana economy.
High uptime build
Swift 30+Pet
+
Adrenaline Everything else standard. This offers roughly +8% Sustained DPS for -8% Burst vs standard build. However, also 84%->98% Uptime requirement. This much higher uptime requirement means it’ll do less DPS in most raids, so this kind of build is only really good in extremely high uptime fights like Mordum G3.
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 11.7% 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 same-ish Dmg at max stacks if not overcapping, but not listing the number to avoid misleading people into thinking it’s good. Engravings _Green outline means default recommendation._ Core Pick 1 (Standing Striker) Blunt Thorn Grudge AM Raid Captain KBW (^) Cursed Doll SS Adrenaline MP Efficiency is usable _before_ X skill is unlocked. Engraving/Stone Efficiency Engraving +DPS from Relic Engr^ +DPS from Lv4 Stone
Grudge 21% 4.96% Keen Blunt Weapon 18% 4.89% Adrenaline Varies 4.95% Cursed Doll/SS 17% 5.13% Ambush Master 22.4% 5.02% Raid Captain 19.2% 5.03% Mass Increase 14.7% 5.04% MP Efficiency 12.3% 4.1% Ether Predator 14.2% 4.6% Value of Mass Increase is averaged across Burst and Sustained DPS. Stone Prio: CD > SS > AM > RC > Grudge >? KBW > Adr SS and RC ranked lower cuz conditional. Adr and KBW suffer from being the only engravings with additive stats, making them less future-proof as more of those bonuses may get added down the line.
Skills
Core
Half Moon Slash
14
1
3
2
Galewind
Judgment
Big Damage, Weak Point ● Blade of Tornado(2) has a fast animation which is important on a low downtime class like Control. ● 56% of the damage is in the upwards slash, 44% in the tornado. ● Weak Point applies on the final hit of the upward slash.
Stampeding Slash
14
3
3
2
Bleed
Damage ● Has a very fast cast now with Illusive Strike(3) , making it a mandatory skill.
Chain Slash
14
1
1
2
Poison
Damage, Weak Point ● Weak Point applies on final hit. ● Fatal Strike(3) offers +4% Dmg and +62% CastTime, for a total of… -36% Burst, making it obviously worse than Illusory Chain Slash(1). ● Weak Point Detection(1) offers +5% Dmg, but will likely deal less DPS in practice due to the extremely short range.
Soul Cutter
14
1
2
2
Galewind
Damage, Stagger ● Quick Step(2) offers highest damage, short cast and wide hitbox. Moves you forward, then back, and if the forward movement is blocked by a boss that means you’ll simply back away from the boss. ● Bond of Trust(1) is similar to Quick(2) , but with -32% cast time and -8% damage (= more Burst), however, it also has a more narrow hitbox, which means Quick(2) generally is preferable. ● Brilliant Spear(3) moves you forward and gives ~60% of the skill damage a much longer range. The downside is that it also gives -4% Dmg and +25% cast time for that range. Note: it’s a combo skill with just 2 parts(even if it looks like more), so you don’t have to hold it for the full duration. As long as you didn’t backstep you got the full cast.
Blue Dragon’s Claw
14
1
2
2
Focus
Conviction
Damage ● Illusory Double(2) makes the cast very short, so you can start casting other skills while it deals damage.
Raging Dragon Slash
14
3
1
2
Galewind
Focus
Damage, Stagger ● Quick Slash(2) is -15% damage and stagger and -20% range, but it’s also -44% cast time, which can be significant on a high uptime class like Control. ● Additional Slash(1) is needed to counteract a back-step in the Standard rotation. Main upside of this tripod is longer range and forward movement. ● Use cooldown gem with Flash Kick, since that frees up the gem slot previously used for SBD.
Thorn Jab
4/7
2
2 Vision/Over
Counter ● Good counter; quick with a bit of mobility.
Pick 1 Synergy depending on Enlightenment Points
Flash Kick
7
1
3
Quick Re.
Synergy, Mobility ● Corkscrew(1) offers +1% DPS and more stagger, with the downside of costing more mana than lv7 and having a slightly longer cast. Due to the small bonuses lv7 is generally preferable. ● Air Raid(2) offers a cooler animation(mini SfP), but slightly longer cast time than lv7 and Corkscrew(1).
Focus
Shackling Blue Dragon
10
3
1
1
ONLY USE BELOW 80 ENLIGHTENMENT POINTS Self Crit, Synergy, Weak Point ● No Paralysis Immunity. ● +20% Crit for 6s on cast, hit the enemy to apply party synergy. ● +20% Crit buff does not stack with the X skill buff. Hence why you drop this after you get X skill. ● Skip RagingDragonSlash CD gem to fit this CD gem. ● Use where the first Flash Kick is in the rotations.
Awakening and T-Skill
Spear Meteor
Does ~5% less damage than Storming, but is still the superior option due to the ability to use it at range and the shorter cast time. Has a minimum cast range.
Dragon Flurry
Can’t use other T skill, so no option here.
Gem Priority
DMG
> >
Cooldown Gem optimization Lv8+: Chain Slash, Soul Cutter, Stampeding Slash Lv6+: Half Moon Slash, (Shackling Blue Dragon) Lv6: Raging Dragon Slash
Don’t upgrade HMS and RDS until the trio above them are at lv10, cuz the CDR does very little.
Cooldowns per rotation Yeon Technique(X): 16s* (22-0.5/(1-CDR) per cast) Soul Cutter: 20 Chain Slash: 20 Stampeding Slash: 20 (Shackling Blue Dragon: 19) Half Moon Slash: 18 Blue Dragon’s Claw: 12 Raging Dragon Slash: 16 Flash Kick: 14 20s CD with a lvl10 gem is 15.2s so skills at ≤15.2s don’t need a gem.
*X (Yeon Tech) CD is a bit weird. The -0.5s CDR applied is flat, so the more CDR you have through other sources the bigger that 0.5s reduction becomes relative to the whole. You can basically look at it as -0.5/(1-CDR), and CDR is generally around 30% from Swift, so it’s more like -0.7s per cast, which as long as you hit 8 skill casts brings it down to ~16s total CD. If you hit any less than that you will experience desync. Your biggest limiters on uptime are the trio of 10s CD skills (Soul Cutter, Chain Slash and Stampeding Slash, keep these synced ), so they are the highest priority for higher level gems. And Half Moon Slash only needs 4 levels below them to sync, but it’s helpful to keep it only 1 level below to allow better resync when used after T skill.
Rotations
Adrenaline pre-stack
Far from boss
Downtime
( )
Skip Chain Slash if below 2 bars since it consumes 1.
Boss damageable Just start rotation.
Standard
If boss moves after HMS/T: skip SS(Stampeding Slash). Delaying other skills by moving to hit that extra SS cast is a DPS loss. Skipping SS lets you cast it faster in the 2nd set, which tends to be the biggest limiter on uptime.
Requires Additional Slash(1) RDS to compensate for BDC backstep.
Due to cooldown alignment you get 2 uses of each of the 10s CD skills(last 3 in the rotation). This means that you have 2 downtime windows after their uses, so that’s why you spread out some skills in between each of these skill blocks. That’s a DPS increase over other rotations.
Tip for using combo skills more comfortably:
Hold down the button and while the cast is happening start spamming the next skill button; that will automatically cast the next skill once the current combo skill finishes.
Use Chain Slash and Brilliant(3) Soul Cutter any time you can deal damage at a distance. These sync back into your rotation so quick it doesn’t have any downsides.
CJ Conviction +Judgement
T after BDC+HMS so it can benefit from CJ. Can use any tripod on RDS.
Stagger For stagger checks without DR ofc just use normal rotation and throw WW during downtime. For long stagger checks you can use SBD+BDC+HMS when SS+CS+SC are cooling down as long as they’ll be up by the time your can do DPS again.
DPS Distribution DPS with Lv9 gems and Lv3 X and T skill nodes. Based on 3min Trixion “ simulation ”.
In non-Trixion conditions the skills later in the rotation will be doing less DPS.
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% Outgoing Damage +0.55/1.2/ 2 % 3.99% 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% 1.3% 1.09% 1.62% 2.05%
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% And Quality would be thousands of values.
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.
Bracelet Numbers for default build. Strength and Weapon Power numbers are for i1725, with Sup buff. Swift is same value as Crit since it’s tuned for 123%MoveSpd, with rest put into Crit. Bonus Low Mid High Crit/Swift + 80 / 100 / 120 2.21% 2.76% 3.31% Attack & Move Speed + 4 / 5 / 6 % 1.53% 1.91% 2.29%
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%^ 3.5%^ 3.7% 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% 2.41% 2.89% 3.37% Value of lines that change CDR or AS is averaged across Burst and Sustained DPS.
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 llicit 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 2.18% 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 > MPE > 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 Awkening 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. Lv.9+ 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. Lv.8 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, without 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. And Quality would be thousands of values. 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.
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 3.2%^ 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% ~3-4% Crit Damage +6.8/8.4/ 10 % & Crit Hit Damage +1.5% 3.53%^ 4.04%^ 4.55% Crit Rate +3.4/4.2/ 5 % ~2-3%* Crit Damage +6.8/8.4/ 10 % 2.12% 2.62% 3.12% Damage +4.5/ 5 /5.5% & Cooldown + 2 % 3.34%^ 3.83%^ 4.33% 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 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 Brace, because otherwise it does nothing since you cap ASMS with a Swiftness Bracelet.