Might DPS Master Thread - Rotations for Every Power and How to Build/Test Them

Discussion in 'Oracle’s Database (Guides)' started by AV, Feb 10, 2020.

  1. AV Loyal Player

    MAJOR UPDATE AND MIGRATION IN PROGRESS. WILL BE RELEASED IN 1-2 WEEKS.


    NOTICE

    The developers have established a precedent that they will alter artifacts well after official release, dramatically undercutting their value. As such, we will not accept responsibility for advising players on artifact use except to caution them that any time/effort/money they invest into the artifact system could be ultimately wasted. Our advice is to be extremely careful when investing in artifacts in general and assume that what you get may not be what you pay for. The devs have also demonstrated a lack of honesty and transparency in pushing those types of changes, so spend at your own risk.

    We will continue to identify rotations that are intended for use with specific artifacts but will not otherwise comment on the viability/performance of any artifacts.

    Contributors
    AimForTheKnee
    Chains
    Davis Xavier
    Deity Supreme
    Dolkka
    HawkGem
    kingxkhaos
    L T
    Pale Rage
    Raizel Etrama
    Rejchadar
    Timer
    Titan
    Von Bl17zZ
    Please let me know if I missed you!

    [I apologize for working on two massive guides at the same time (this and the LPVE one), I just wanted to get as much work on this done as I could while the Test Server was still up.
    I'll update with placeholder videos as time permits before ultimately rendering a complete guide (primarily for the actual power section) into a single video with links to the appropriate time stamps for each power. My goal is for the video to reinforce the guide, not to force you to watch it to get the information you need.]

    You can download the test server at http://launch.daybreakgames.com/installer/DCUO_Test_setup.exe. Here is a quick guide on how to quickly get a Test Server League Hall: https://forums.daybreakgames.com/dcuo/index.php?threads/how-to-test-league-halls.212003/

    Note: You cannot be logged into Test and Live with the same account at the same time. You may want to create a new account specifically for Test Server

    Contents
    Goal

    General Information
    Powers

    Testing - This section will be written up last. At minimum though, any sustainable rotation with which you can cleanly/quickly end combat should be parsed at End of Combat but Invis/Stealth builds should be parsed at (a large number of properly averaged) 10s intervals, as Invis/Stealth often prevent you from leaving combat afterwards. When using 10s intervals, we have to write log to drive and average many parses to hope to accurately determine actual DPS; do not take individual 10s parses at face value. Extreme power-cost rotations may also need to be conducted by averaging a ton of 10s parses over multiple tests (this is also why devs initially recommended 10s parses back in the day, because no rotation could sustain combat for long at the time). In general, take any claims/results based on 10s parses with a grain of salt and verify methods carefully, whether your own or someone else's. Remember that these parses are performed on test at much lower SP and lower CR than you likely have on live; if you want to see how they compare to your current rotation, you need to test both on the same character with long-form End of Combat parse (or a ton of manually averaged 10s parses in the case of Invis/Stealth rotations). IMPORTANT: Never conduct comparative analysis while wearing The Transformation Card or The Strategist Card, as they introduce a chaotic element to the evaluation that makes proper assessment difficult. If you want to see how a rotation does with these on, do it after you've first identified the best rotations.
    Testing Setup
    Methodology
    Power Analysis
    Rotation Building
    Rotation Testing and Comparative Analysis
    Fine Tuning
    Field Testing
    Testing With Others
    Artifact Testing

    Note: The emphasis here is on elite/endgame content. This stuff won't necessarily work for leveling/developing players
    • Like x 3
  2. AV Loyal Player

    Goal

    The purpose of this guide is to not only serve as a quick reference for useful Elite-ready rotations for every power for various situations (but with an emphasis on ST/boss performance), but to help show people that they don't have to be prec, no matter what power they are, to take down content. In all my time with DCUO my experience has been that most players do passable General Damage but that their Boss Damage (the category that actually determines whether or not the group beats the raid) often leaves a lot to be desired; hopefully this helps people better understand ST min:max or provides them with workable rotations for Elite raid bosses.

    General Information

    Fundamental Techniques

    Clipping
    Clipping is essentially the act of superimposing additional powers/attacks/effects over others and gaining the benefit of all powers/attacks/effects used while drastically cutting down on animation time. Of note:

    - Most combos (power and weapon) can be clipped by other powers/attacks/effects
    - Things like shields, breakouts, and self-buffs can often be clipped onto most other attacks
    - Rarely, some attacks lose large portions of their damage if clipped

    Clipping is an excellent way of increasing DPS but that doesn't mean that the best DPS is always achieved with a rotation that relies on clipping.

    Dashing
    Dashing is a mechanic available to Acrobatic and Superspeed characters. When in combat, with movement mode turned on, and not-attacking, we can cycle our Fast Movement button for short bursts of speed. Not only is this useful for dodging attacks and dealing with mechanics but it can help our DPS by keeping us in range against an uppity boss or by helping us reach the next group of trash mobs sooner. Unfortunately, Flight characters can't do this but they do get to fly over the mechanics in a lot of fights.

    Note: You can't dash if you're grounded. In fights where the devs don't want you to be able to do this, you'll be grounded the entire time.

    Jump Cancel
    Jumping during attacks has several potential benefits/consequences:

    - Cancel an attack early to dodge mechanics (eg. Heat Vision)
    - For powers/attacks that would normally root you in place, jumping can unlock your movement and allow you to reposition during your rotation without cancelling the effect of the power/attack you're jumping during
    - Jumping during some attacks will cancel the damage/effect (eg. Soul Barrage, Soul Storm)

    It's important to learn what effect jumping has on the powers on your rotation. I've tried to highlight major jump cancel points in the guide but it's not exhaustive, so be sure to experiment.

    Tap Cancel
    Certain channeled or long-duration powers can be cancelled with a melee or ranged tap. In addition to being handy for allowing you to dodge mechanics, this is beneficial in that:

    - You maximize the DPS of certain powers by cancelling them early, greatly increasing their viability (eg. Freezing Breath and Sonic Shout achieve maximum DPS by being cancelled after exactly 2 ticks of damage)
    - It lets you better fit certain powers into rotation (eg. Whirling Dervish can be cancelled early to improve rotation flow and potentially increase overall DPS)

    Tap Queueing
    Most powers allow you to "queue" a ranged tap that will clip onto the end seamlessly between powers in your rotation, allowing Might players to add bonus damage to every attack and proc their Adapter regularly. Of note:

    - Most channeled powers allow you to do a ranged tap at any time during the cast without issue but some will either instantly cancel channeling, cut reduce the overall duration of channeling, or (in the case of Absorb Heat) also prevent you from being able to block cancel. I have clearly indicated which channeled powers used do not allow tap queueing (as well as the specific behavioural quirk) at the top of each section;
    - Not channeled powers can still be tap queued but you need to either a. learn the specific time where you can start to queue (most powers won't queue if you try too early), or b. spam ranged taps during the cast (this is easier initially when learning a power but once you figure out the timing it's easier on your hands to just tap once when appropriate);
    - Remember to keep spamming your next power regardless. Getting the tap in is pointless if we're not still also seamlessly flowing through the rotation; and
    - You can still get a tap in at the end of "queue-unfriendly" channeled powers if you time the tap correctly (after the last tick, when your hands first start coming down) but you need to do a cost:benefit analysis to determine if you personally accept the risk of cutting off a might tick or delaying the rotation. Imo it's more reliable to simply not tap queue onto the few powers like that


    Artifact Analysis

    The developers have established a precedent that they will alter artifacts well after official release, dramatically undercutting their value. As such, we will not accept responsibility for advising players on artifact use except to caution them that any time/effort/money they invest into the artifact system could be ultimately wasted. Our advice is to be extremely careful when investing in artifacts in general and assume that what you get may not be what you pay for. The devs have also demonstrated a lack of honesty and transparency in pushing those types of changes, so spend at your own risk.

    We will continue to identify rotations that are intended for use with specific artifacts but will not otherwise comment on the viability/performance of any artifacts.
    • Like x 1
  3. AV Loyal Player

    ATOMIC
    Boss Fight Rotations
    Artifacts: Solar Amplifier, The Transformation Card, and Tetrahedron of Urgrund (or Grimorium Verum or Lernaea's Amulet if someone already using Tetra)
    General Purpose - Optimal for most boss fight situations but fairly vulnerable to interrupt; consider using one of the other variants in interrupt-heavy fights.
    Heat Vision>Neutron Bomb (full combo)(clipped with)>Neutron Bomb (clipped with)>Atom-Powered Assault>[Heat Vision>Neutron Bomb (full combo)(clipped with)>Geiger Beam>Repeat portion in square brackets only]

    Note: Balanced ST and AoE performance but obviously not very clean or pure ST output. If you need cleaner ST damage for a feat or something, use the variant below.

    Cleaner ST - Use this when you need to avoid damaging anything but your intended target
    Artifacts: Solar Amplifier, Grimorium Verum, and Tetrahedron of Urgrund (or The Transformation Card if someone already using Tetra)
    Optional: Consider using the Critical Atom-Powered Assault III mod
    Heat Vision>Particle Beam (or Zip Tie Attack)(clipped with)>Atom-powered Assault>Geiger Beam>Particle Beam (or Zip Tie Attack)>Heat Vision>Particle Beam (or Zip Tie Attack)>Geiger Beam>Particle Beam (or Zip Tie Attack)>Repeat

    Note: Marginally higher overall damage potential with Zip Tie Attack. You could also replace Atom-Powered assault in your loadout with an AoE option for fights with hybrid requirements if you wished or a second SC.

    Lernaea's Amulet
    Artifacts: Solar Amplifier, Lernaea's Amulet, and Tetrahedron of Urgrund (or The Transformation Card if someone with more health using Tetra)
    Heat Vision>Neutron Bomb (full combo)(clipped with)>Neutron Bomb (clipped with)>Atom-Powered Assault>Geiger Beam>[Heat Vision>Neutron Bomb (full combo)(cipped with)>Neutron Bomb (full combo)(clipped with)>Geiger Beam>Repeat portion in square brackets only]
    Note: Adjust the number of full Neutron Combos for the situation, keeping the healers in mind. If maintaining 10 stacks, re-use Heat Vision whenever it's ready.

    Source Shard Boss Rotation
    Artifacts: Solar Amplifier, Grimorium Verum, and Source Shard
    Heat Vision>Godwave Strength (or Particle Beam/Zip Tie Attack if on cooldown)>Geiger Beam>Particle Beam/Zip Tie Attack (or Godwave Strength if available)>Repeat

    Note: Highly RNG dependent but close to Tetra/Trans in performance once you factor in the 3rd pet. When using Source Shard, try to keep a 3rd pet active as much as possible by popping your trinket pet (ideally Dark Construct/Shadow Bat) then wait for it to expire before popping Henchmen (ideally the new Dawnbreaker variant). If you get an immediate proc on Godwave Strength cooldown reset, consider waiting for the second upcoming Particle Beam/Zip Tie Attack phase to replace in order to give the current pet buff time to run its course without overwriting.
    Important Note: Since this dramatically shifts the percentage of our DPS that is coming from pets vs which is coming from us directly, either abstain from using Neo-Venom Boost when using Source Shard or, with Neo-Venom Boost active, abstain from activating Godwave Strength for its 15s duration. Also, pets don't benefit from stat/dmg buffs like food, Supply Drops, modifiers, or group artifact buffs and pets can die, so this will see lower relative performance in actual Elite content. It is ideally used in situations where a boss will force players to stop their rotations to deal with mechanics, as the pets can continue DPSing the boss while you evade.

    Raid Trash Clear Rotations
    Melee - This has the highest damage potential but does considerably less in actual content due to damage lost to range considerations, enemy CC, interrupts, enemy movement/pulls, and positioning
    Artifacts: The Transformation Card, The Strategist Card, and Tetrahedron of Urgrund (or Lernaea's Amulet or Grimorium Verum if another Tetra is already in play)
    Optional: Consider using the Critical Atom-Powered Assault III mod
    Whirling Dervish (1-3 ticks)(Dashing Combo)(clipped with)>Atom Splitter (full combo)(clipped with)>Geiger Blast (clipped with)>Atom-Powered Assault>Whirling Dervish (1-3 ticks)(Dashing Combo)(clipped with)>Atom Splitter (full combo)(clipped with)>Geiger Blast>Whirling Dervish (1-3 ticks)(Dashing Combo)(clipped with)>Atom Splitter (full combo)(clipped with)>Geiger Blast>Repeat

    Note: Optimal output is achieved by doing Dashing Combos at 3 ticks of Whirling Dervish. This will do noticeably more damage if someone else in the group is establishing a Dazed PI (unfortunately, if we attempt to establish our own or run Grimorium Verum without another Tetra present in the group, it's a significant DPS loss).

    Ranged - Despite parsing lower than the melee build on Sparring Targets, this will generally perform as well as it does or better in actual content as it's not susceptible to range/position/interrupt concerns
    Artifacts: Solar Amplifier, The Strategist Card, Tetrahedron of Urgrund (or The Transformation Card or Lernaea's Amulet if someone with more Health is using Tetra already)
    Heat Vision>Neutron Bomb (full combo)(clipped with)>Nuclear Burst (clipped with)>Atom-Powered Assault>[Heat Vision>Neutron Bomb (full combo)(clipped with)>Nuclear Burst (full combo)(clipped with)>Repeat portion in square brackets only]


    5-Power Ranged - You can sacrifice your SC slot if you want your rotation to hit a little harder in general
    Artifacts: Solar Amplifier, The Strategist Card, Tetrahedron of Urgrund (or The Transformation Card or Lernaea's Amulet if someone with more Health is using Tetra already)
    Heat Vision>Neutron Bomb (full combo)(clipped with)>Nuclear Burst (clipped with)>Atom-Powered Assault>[Heat Vision>Neutron Bomb (full combo)(clipped with)>Freezing Breath (2 ticks)(tap cancel)>Heat Vision>Neutron Bomb (full combo)(clipped with)>Nuclear Burst (full combo)(clipped with)>Repeat portion in square brackets only]


    Supercharge Selection -All values discussed non-crit to easily determine hierarchy. Crits do not change the outcome, as they apply equally to all damage and the relative/comparative results are identical

    TLDR For Boss Fights
    If only using head mod: Neo-Venom Boost >>>>> Atomic Bast = Radiation Burn = Movement SCs (~35% loss)
    If using mod + tac swap Scrap: Neo-Venom Boost > Movement SCs (22% loss) >>> Atomic Blast (35% loss) >> Radiation Burn (42% loss)

    Note: This assumes you're doing an optimal rotation at appropriate times such that you'll get 15s of DPS off, which can be reliably done in all boss fights to such a degree this hierarchy holds true everywhere.

    TLDR For Raid Trash Clear
    Speed Drain/Devastating Flip/Vacuum Bubble* > Atomic Blast (4-22% loss)
    *Note: If using Vacuum Bubble, you have to line your targets up. If not tac-swapping Scrap, Atomic Blast is on par with Speed Drain and Devastating Flip but has the disadvantage of making it harder to arrive at the boss with full SC while effectively using it. If using Speed Drain, try to initiate with it or use when at least three targets are still at high heath, as it is a medium-fast DoT.

    General Note: For trash clear, in addition to the better DMG:SC performance of lower cost SCs they also ensure you'll arrive at the boss with your bar full or nearly full. Strongly advise against every using 10000 cost SCs for trash clear.

    Comparative Analysis
    Calculating Base Boss DPS and Base Neo-Venom Boost for Comparison and Cast Time Losses
    Total DPS = [(Base DPS x 46 x 2.36) + (Base DPS x 54)x0.85]/100
    (37000 - 2900) = 1.38Base DPS
    Therefore, Base DPS = ~24679
    Therefore, Base Neo Venom Boost = 24679x0.45x15 = ~166581 additional damage

    Calculating DMG/SC for Bosses
    Neo-Venom Boost
    Mod only = 166581/4500 = 37.0 DMG/SC
    Mod + Scrap swap = 166581/3800 = 43.8 DMG/SC

    Speed Drain/Devastating Flip/Vacuum Bubble
    Mod Only = ~54212/2250 = 24.0 DMG/SC = 0.65 Neos
    Mod + Scrap swap = ~54212x0.98/1550 = 34.2 DMG/SC = 0.78 Neos

    Atomic Blast
    Mod only = ~110583/4500 = 24.6 DMG/SC = 0.66 Neos
    Mod + Scrap swap = ~110583x0.98/3800 = 28.5 DMG/SC = 0.65 Neos

    Radiation Burn
    Mod only = ~215574/9000 = 24.0 DMG/SC = 0.65 Neos
    Mod + Scrap swap = ~215574x0.98/8300 = 25.4 DMG/SC = 0.58 Neos

    Calculating DMG:SC for Trash Clear
    Neo-Venom Boost not considered for trash clear, as everything will generally be dead well before your buff has ended and much of it will be frequently wasted.

    Speed Drain/Devastating Flip
    Mod Only = ~106128/2250 = 47.2 DMG/SC
    Mod + Scrap swap = ~106128x0.98/1550 = 67.1 DMG/SC
    Note: Vacuum Bubble has the same potential but you have to line at least three targets up, as it's a very narrow cone

    Atomic Blast
    Mod Only = ~202961/4500 = 45.1 DMG/SC = 0.96 Movement SCs
    Mod + Scrap swap = ~202961*0.98/3800 = 52.3 DMG/SC = 0.78 Movement SCs

    Radiation Burn
    Mod only = ~385509/9000 = 42.8 DMG/SC = 0.91 Movement SCs
    Mod + Scrap swap = ~385509*0.98/8300 = 45.5 DMG/SC = 0.68 Movement SCs
    Note: Radiation Burn's post-burst DoT has slow ticks and you may not get them all off before everything dies, further weakening this.
    • Like x 1
  4. AV Loyal Player

    CELESTIAL
    Boss Fight Rotations

    Lernaea's Amulet
    Artifacts: Solar Amplifier, Lernaea's Amulet, and Grimorium Verum* (or The Transformation Card* or, if no one else is able, Tetrahedron).
    Heat Vision>Consume Soul>Plague (no combo) (or Wither (with combo)>Consume Soul>Repeat, (replacing Plague (or Wither combo) with finisher as required)
    Note: Plague variant should hit harder but requires Grim PI and results in more Amulet dmg. Wither w combo allows us to use Trans but is also more vulnerable to interrupt. Both variants result in moderate Amulet damage and might require dumping stacks after reaching 10. Will further comment after some field testing.

    General Purpose
    Artifacts: Solar Amplifier, Grimorium Verum, and Tetrahedron of Urgrund (or Lernaea's Amulet or The Transformation Card)
    Optional: Consider using Critical Anoint III mod
    Heat Vision>Consume Soul (clipped with)>Anoint>Defile>Consume Soul>Heat Vision>Consume Soul>Defile>Consume Soul>Repeat

    Note: Do not queue taps onto Defile.
    Note:Can hybridize loadout by replacing Anoint with Plague or Wither for add phases.

    Source Shard Boss Rotation
    Artifacts: Solar Amplifier, Grimorium Verum, and Source Shard
    Heat Vision>Godwave Strength (or Consume Soul if on cooldown)>Defile>Consume Soul (or Godwave Strength if available)>Repeat

    Note: Closer to Tetra/Trans in performance once we factor in the 3rd pet. Try to keep 3rd pet active as much as possible by alternating trinket pet (ideally Dark Construct/Shadow Bat) and Henchmen (ideally the new Dawnbreaker variant).

    Raid Trash Clear Rotations
    Melee - Highest damage potential but do less in content due to range considerations, CC/interrupts, movement/pulls, and positioning.
    Artifacts: The Transformation Card, The Strategist Card, and Tetrahedron of Urgrund (or Solar Amplifier, Lernaea's Amulet, or Grimorium Verum if another Tetra is already in play on someone with more Health)
    Anoint Variant - Bursty and large-area 360 pbAoE, more vulnerable to interrupt
    Use Critical Anoint III mod
    Whirling Dervish (3 ticks)(Dashing Combo)(clipped with)>Wrath of the Presence (full combo)(clipped with)>Divine Light (clipped with)>Anoint>Whirling Dervish (3 ticks)(Dashing Combo)(clipped with)>Wrath of the Presence (full combo)(clipped with)>Wrath of the Presence (full combo)(clipped with)>Whirling Dervish (3 ticks)(Dashing Combo)(clipped with)>Wrath of the Presence (full combo)(clipped with)>Wrath of the Presence (full combo)(clipped with)>Repeat


    Blight Variant - Slightly less vulnerable but requires modification near target death (see note)
    Whirling Dervish (3 ticks)(Dashing Combo)(clipped with)>Wrath of the Presence (full combo)(clipped with)>Divine Light>Whirling Dervish (3 ticks)(Dashing Combo)(clipped with)>Wrath of the Presence (full combo)(clipped with)>Blight>Whirling Dervish (3 ticks)(Dashing Combo)(clipped with)>Wrath of the Presence (full combo)(clipped with)>Blight>Repeat

    Important Note: When targets are low on health, do a second full combo Wrath of the Presence instead of Blight (Blight is a medium-speed DoT that takes a few seconds to get all its damage out).
    Note: We can substitute Sonic Cry for Blight at a slight damage loss if we want to make this burstier or setup Dazed for someone else. We can consider substituting Haunt combo for Blight, which has the same base damage with combo but slightly burstier, but slower to get off.
    5-Power Variant - You can give up your supercharge slot to increase your general damage a bit
    Use the Critical Anoint III mod
    Whirling Dervish (3 ticks)(Dashing Combo)(clipped with)>Wrath of the Presence (full combo)(clipped with)>Divine Light (clipped with)>Anoint>Whirling Dervish (3 ticks)(Dashing Combo)(clipped with)>Wrath of the Presence (full combo)(clipped with)>Blight>Whirling Dervish (3 ticks)(Dashing Combo)(clipped with)>Blight>Repeat

    Important Note: When targets are low on health, do a second full combo Wrath of the Presence instead of Blight (Blight is a medium-speed DoT that takes a few seconds to get all its damage out).
    Note: We can substitute Sonic Cry for Blight at a slight damage lost if we want to make this burstier or setup Dazed for someone else.

    Ranged - Despite parsing lower than the melee builds on Sparring Targets, these will perform as well or better in content as they're not susceptible to range/position/interrupt
    Artifacts: Solar Amplifier, The Strategist Card, and Tetrahedron of Urgrund (or Lernaea's Amulet or The Transformation Card if someone with more Health is using Tetra already)
    Mid-Range Variant - Highest DPS and burstier but you need to stand a bit closer to the action
    Heat Vision>Plague (full combo)(clipped with)>Wrath of the Presence (full combo)(clipped with)>Freezing Breath (2 ticks)(tap cancel)>Repeat

    Important Note: Every time we cast Plague, we move a step forward. This may result in ending up in interrupt range eventually vs a large group of adds. Try to change targets for each Plague but focus on the enemies with the most health remaining.

    Full-Range Variant - Slight DPS loss, quicker/easier positioning
    Heat Vision>Plague (full combo)(clipped with)>Wither (full combo)(clipped with)>Freezing Breath (2 ticks)(tap cancel)>Repeat

    Important Note: Wither's Corrupted Retribution combo places a DoT aura on your target that's a clone of Fire's Overheat. As such, it's critical to always target the enemy with the most health remaining in order to ensure the DoT aura deals max damage.

    Supercharge Selection - All values discussed non-crit to easily determine hierarchy. Crits do not change the outcome, as they apply equally to all damage and the relative/comparative results are identical

    TLDR For Boss Fights
    If only using head mod: Neo-Venom Boost >>>>> Cursed Idol (34% loss) > Movement SCs (38% loss)
    If using mod + tac swap Scrap: Neo-Venom Boost >> Movement SCs (25% loss) >> Cursed Idol (36% loss)

    Note: This assumes you're doing an optimal rotation at appropriate times such that you'll get 15s of DPS off, which can be reliably done in all boss fights to such a degree this hierarchy holds true everywhere.

    TLDR For Raid Trash Clear
    If only using head mod: Speed Drain/Devastating Flip/Vacuum Bubble* ~ Cursed Idol
    If using mod + tac swap Scrap: Speed Drain/Devastating Flip/Vacuum Bubble* > Cursed Idol

    *Note: If using Vacuum Bubble, you have to line your targets up. If using Speed Drain, try to initiate with it or use when at least three targets are still at high heath, as it is a medium-fast DoT.

    General Note: For trash clear, in addition to the often better DMG:SC performance of lower cost SCs they also ensure you'll arrive at the boss with your bar full or nearly full. Strongly advise against every using 10000 cost SCs for trash clear.

    Comparative Analysis
    Calculating Base Boss DPS and Base Neo-Venom Boost for Comparison and Cast Time Losses
    Total DPS = [(Base DPS x 26 x 2.06) + (Base DPS x 74)]/100
    (37750 - 4900) = 1.2756Base DPS
    Therefore, Base DPS = ~25752
    Therefore, Base Neo-Venom Boost = 23356x0.45x15 = ~173829 DMG

    Calculating DMG/SC for Bosses
    Neo-Venom Boost
    Mod only = 173829/4500 = 38.6 DMG/SC
    Mod + Scrap swap = 173829/3800 = 45.7 DMG/SC

    Speed Drain/Devastating Flip/Vacuum Bubble
    Mod Only = ~54212/2250 = 24.0 DMG/SC = 0.62 Neos
    Mod + Scrap swap = ~54212x0.98/1550 = 34.2 DMG/SC = 0.75 Neos

    Cursed Idol - (Not Including Bonus Procs)
    Mod only = ~114000/4500 = 25.3 DMG/SC = 0.66 Neos
    Mod + Scrap swap = ~114000x0.98/3800 = 29.4 DMG/SC = 0.64 Neos
    Note: Bonus Procs will not reliable occur when used on bosses and don't sufficiently benefit Idol's performance here.

    Life Drain
    Damage insufficient to merit comparative analysis.

    Calculating DMG:SC for Trash Clear
    Neo-Venom Boost not considered for trash clear, as everything will generally be dead well before your buff has ended and much of it will be frequently wasted.

    Speed Drain/Devastating Flip/Vaumm Bubble*
    Mod Only = ~106128/2250 = 47.2 DMG/SC
    Mod + Scrap swap = ~106128x0.98/1550 = 67.1 DMG/SC

    Cursed Idol - Not Including Bonus Procs
    Mod Only = ~202000/4500 = 44.8 DMG/SC = 0.95 Movement SCs
    Mod + Scrap swap = ~202000*0.98/3800 = 52.1 DMG/SC = 0.78 Movement SCs
    Note: If not tac swapping Scrap, Idol's bonus procs will sufficiently close the gap with Movement SCs
  5. AV Loyal Player

    EARTH
    Boss Fight Rotations
    Artifacts: Solar Amplifier, Grimorium Verum, and Tetrahedron of Urgrund (or Lernaea's Amulet or The Transformation Card if someone with more health is already using Tetra)
    General Purpose - Optimal for most boss fight situations but heavy on splash/AoE. If we need cleaner ST, use one of the variants.
    Heat Vision>Freezing Breath (2 ticks)(tap cancel)>Sandblast>Upheaval (combo x1)(clipped with)>Heat Vision>Upheval (combo x1)(clipped with)>Sandblast>Freezing Breath (2 ticks)(tap cancel)>Heat Vision>Upheaval (combo x1)(clipped with)>Sandblast>Upheaval (combo x1)(clipped with)>Repeat

    Note: Strongest ST DPS rotation and doesn't rely on Debris Field. Maximizing output depends on nailing your clips and tap cancels, which takes some practice but well worth it.

    Clean ST - Only use this when we need to avoid damaging anything but our intended target, as this is significantly less DPS than the General Purpose rotation
    Heat Vision>Pebble Blast (or Tornado Pull or Zip Tie Attack)>Sandblast>Pebble Blast (or Tornado Pull clipped with Phase Dodge or Zip Tie Attack)>Repeat



    Note: The movement mode variants have notably higher DPS due to Pebble Blast's long animation and dovetail. If we need 100% clean ST, we can jump cancel the final tick of Heat Vision.
    Important Note: If using the Tornado Pull + Phase Dodge variant, only clip with Phase Dodge leading into Heat Vision. If you clip with it leading into Sandblast, Tornado Pull won't be off cooldown in time to use again.

    Source Shard Boss Rotations
    Artifacts: Solar Amplifier, Grimorium Verum, and Source Shard
    Robot Sidekick Variant
    Heat Vision>Godwave Strength (or Upheaval + 1x combo clipped, if Godwave on cooldown)>Sandblast>Upheaval (combo x1)(clipped with)(or Godwave Strength if available)>Repeat

    Note: Highly RNG dependent but closer to Tetra/Trans in performance once you factor in the 3rd pet. When using Source Shard, try to keep a 3rd pet active as much as possible by popping your trinket pet (ideally Dark Construct/Shadow Bat) then wait for it to expire before popping Henchmen (ideally the new Dawnbreaker variant). If you get an immediate proc on Godwave Strength cooldown reset, consider waiting for the second upcoming Upheaval phase to replace in order to give the current pet buff time to run its course without overwriting.
    Important Note: Since this dramatically shifts the percentage of our DPS that is coming from pets vs which is coming from us directly, either abstain from using Neo-Venom Boost when using Source Shard or, with Neo-Venom Boost active, abstain from activating Godwave Strength for its 15s duration. Also, pets don't benefit from stat/dmg buffs like food, Supply Drops, modifiers, or group artifact buffs and pets can die, so this will see lower relative performance in actual Elite content. It is ideally used in situations where a boss will force players to stop their rotations to deal with mechanics, as the pets can continue DPSing the boss while you evade.

    Crystal Variant

    [Heat Vision>Upheaval (combo x2)(clipped with)>Godwave Strength>Fortify Golem]>Heat Vision>Upheaval (combo x3)>Fortify Golem>Repeat, using portion in square brackets whenever Godwave Stength is off cooldown

    Note: Inferior ST output compared to Robot Sidekick variant but better AoE output and may be useful to low SP players, as a higher proportion of DPS is coming from pets, which are unaffected by stats/CR.

    Raid Trash Clear Rotations
    Melee - This has the highest damage potential but does less in actual content due to damage lost to range considerations, enemy CC, interrupts, enemy movement/pulls, and positioning
    Artifacts: The Transformation Card or Lernaea's Amulet, The Strategist Card, and Tetrahedron of Urgrund (or Trans/Amulet, Grimorium Verum or Solar Amplifier if another Tetra is already in play)
    Whirling Dervish (3 ticks)(Dashing Combo)(clipped with)>Tectonic Break (clipped with)>Unstoppable>Jackhammer (combo x8-9)(clipped with)>Repeat

    Note: Do not "reset" Jackhammer while comboing it. There is a misconception that DPS is increased by re-using the power but the higher damage on the initial hit comes with a major tempo loss and this practice ends up lowering overall DPS noticeably.

    Ranged - Despite parsing lower than the melee build on Sparring Targets, this can generally perform as well as it does or better in actual content as it's not susceptible to range/position/interrupt concerns. However, the gap between Earth's ranged AoE DPS and Melee DPS is wider than that of other powers, in favour of the Melee Variant.
    Artifacts: Solar Amplifier, The Strategist Card, Tetrahedron of Urgrund (or Lernaea's Amulet, Grimorium Verum, or The Transformation Card if someone with more Health is using Tetra already)
    Use the Critical Reinforce III mod
    Heat Vision>Upheaval (full combo)(clipped with)>Rumblecrush (clipped with)>Reinforce>Heat Vision>Upheaval (full combo)(clipped with)>Rumblecrush>Repeat


    Supercharge Selection -All values discussed non-crit to easily determine hierarchy. Crits do not change the outcome, as they apply equally to all damage and the relative/comparative results are identical

    TLDR For Boss Fights
    If only using head mod: Neo-Venom Boost >> Entomb (14% loss) > Earthquake (23% loss) > Movement SCs & Meteor Shower (~39% loss)
    If using mod + tac swap Scrap: Neo-Venom Boost >> Entomb (17% loss) > Movement SCs (16% loss) > Earthquake (31% loss) >>> Meteor Shower (45% loss)
    Note: This assumes you're doing an optimal rotation at appropriate times such that you'll get 15s of DPS off, which can be reliably done in all boss fights to such a degree this hierarchy holds true everywhere.

    TLDR For Raid Trash Clear
    If only using head mod: Entomb > Movement SCs* (23% loss)
    If using head mod + tac swap Scrap: Entomb/Speed Drain/Devastating Flip/Vacuum Bubble*
    *Note: If using Vacuum Bubble, you have to line your targets up.
    General Note: For trash clear, in addition to the often better DMG:SC performance of lower cost SCs they also ensure you'll arrive at the boss with your bar full or nearly full. Strongly advise against ever using 10000 cost SCs for trash clear.

    Comparative Analysis
    Calculating Base Boss DPS and Base Neo-Venom Boost for Comparison and Cast Time Losses
    Total DPS = [(Base DPS x 26 x 2.06) + (Base DPS x 74)]/100
    (38000 - 4900) = 1.2756xBase DPS
    Therefore, Base DPS = ~25949
    Therefore, Base Neo Venom Boost = 25949x0.45x15 = ~175152 additional damage

    Calculating DMG/SC for Bosses
    Neo-Venom Boost
    Mod only = 175162/4500 = 38.9 DMG/SC
    Mod + Scrap swap = 157654/3800 = 46.1 DMG/SC

    Speed Drain/Devastating Flip/Vacuum Bubble
    Mod Only = ~54212/2250 = 24.0 DMG/SC = 0.61 Neos
    Mod + Scrap swap = ~54212x0.98/1550 = 34.2 DMG/SC = 0.74 Neos

    Entomb
    Mod only = ~150000/4500 = 33.3 DMG/SC = 0.86 Neos
    Mod + Scrap swap = ~150000x0.98/3800 = 38.6 DMG/SC = 0.83 Neos

    Earthquake (Full Bar)
    Mod only = ~286504/9500 = 30.2 DMG/SC = 0.77 Neos
    Mod + Scrap swap = ~286504x0.98/8800 = 31.9 DMG/SC = 0.69 Neos

    Meteor Shower
    Mod only = ~214883/9000 = 23.9 DMG/SC = 0.61 Neos
    Mod + Scrap swap = ~214883x0.98/8300 = 25.4 DMG/SC = 0.55 Neos

    Calculating DMG:SC for Trash Clear
    Neo-Venom Boost not considered for trash clear, as everything will generally be dead well before your buff has ended and much of it will be frequently wasted.

    Speed Drain/Devastating Flip/Vacuum Bubble*
    Mod Only = ~106128/2250 = 47.2 DMG/SC
    Mod + Scrap swap = ~106128x0.98/1550 = 67.1 DMG/SC
    Note: Vacuum Bubble has the same potential but you have to line at least three targets up, as it's a very narrow cone

    Entomb
    Mod Only = ~260884/4500 = 58.0 DMG/SC = 1.23 Movement SCs
    Mod + Scrap swap = ~260884*0.98/3800 = 67.2 DMG/SC = ~ Movement SCs
    • Like x 1
  6. AV Loyal Player

    ELECTRICITY
    Important Note: We can't queue ranged taps onto Ionic Drain. To clip a tap onto Ionic Drain we have to tap the 7th (final) hit of the attack.

    Boss Fight Rotations

    Lernaea's Amulet - Best ST performance and can sustain 10 Offering stacks well due to extremely low power usage.
    Artifacts: Solar Amplifier, Lernaea's Amulet, and Tetrahedron of Urgrund (or The Transformation card if someone with more health is already using Tetra).
    Heat Vision>Voltaic Bolt>Tesla Blast>Tesla Blast>Heat Vision>Tesla Blast>Tesla Blast>Tesla Blast>Ionic Drain (as required)>Repeat
    Note: Be mindful of the healers but this should be able to go longer than this without popping finisher to maintain 10 stacks of Offering, since the meat of the rotation results in relatively little self-damage.

    The Transformation Card Builds
    Artifacts: Solar Amplifier, The Transformation Card, and Tetrahedron of Urgrund (or The Strategist Card or Grimorium Verum if someone with more health is already using Tetra). Note: If we're the Tetra-bearer in an Alert/Raid, Grim is technically better than Trans but only if all the DPS are close in output.
    Electrified PI Setup Variants
    ST-focus (Tesla Blast + PI)
    Heat Vision>Ionic Drain>Voltaic Bolt>Tesla Blast>Heat Vision>Ionic Drain>Tesla Blast>Tesla Blast>Repeat


    Splash-focus (Voltaic Blast + PI)
    Heat Vision>Voltaic Bolt>Ionic Drain>Voltaic Blast>Heat Vision>Voltaic Blast>Ionic Drain>Voltaic Blast>Repeat

    Note: Same output as previous but higher overall damage in multi-target situations.

    Wired Variants
    Use Critical Wired III mod
    ST-focus (Tesla Blast + Wired)
    Heat Vision>Ionic Drain>Tesla Blast (clipped with)>Wired>Tesla Blast>Heat Vision>Ionic Drain>Tesla Blast>Tesla Blast>Repeat

    Note: Ceanest ST output

    Splash-focus (Voltaic Blast + Wired)
    Heat Vision>Voltaic Blast (clipped with)>Wired>Ionic Drain>Voltaic Blast>Heat Vision>Voltaic Blast>Ionic Drain>Voltaic Blast>Repeat


    Grimorium Verum Build
    Artifacts: Solar Amplifier, Grimorium Verum, and Tetrahedron of Urgrund (or The Transformation Card if someone with more health is already using Tetra)
    Heat Vision>Freezing Breath (2 ticks)(tap cancel)>Ionic Drain>Electrostatic Bomb>Heat Vision>Electrostatic Bomb>Ionic Drain>Freezing Breath>Heat Vision>Electrostatic Bomb>Ionic Drain>Electrostatic Bomb>Repeat

    Note: Output more consistent with the overall average performance of all the boss builds. Good for bosses and adds.
    Important Note: Electrostatic Bomb is a projectile attack. It has a wide detonation area but can miss, so not ideal for all situations.

    Source Shard Build
    Artifacts: Solar Amplifier, Grimorium Verum, and Source Shard
    Heat Vision>Godwave Strength (as required) (or Electrostatic Bomb, if Godwave on cooldown)>Ionic Drain>Electrostatic Bomb (or Godwave Strength if available, as required)>Repeat
    Note: Highly RNG dependent but closer to Tetra/Trans in performance once you factor in the 3rd pet. When using Source Shard, try to keep a 3rd pet active as much as possible by popping your trinket pet (ideally Dark Construct/Shadow Bat) then wait for it to expire before popping Henchmen (ideally the new Dawnbreaker variant). If you get an immediate proc on Godwave Strength cooldown reset, consider waiting for the second upcoming Electrostatic Bomb phase to replace in order to give the current pet buff time to run its course without overwriting.

    Raid Trash Clear Rotations
    Artifacts: Solar Amplifier, The Strategist Card, Tetrahedron of Urgrund (or Lernaea's Amulet or The Transformation Card if someone with more Health is using Tetra already)
    Wrath of God - Fewer situations will allow this rotation to reach its full potential, as it requires both larger groups of adds and for everything to actually live long enough to feel its effects. Situationally, this is extremely useful and powerful but be aware that this won't always be the best rotation to take into a raid for the hallways.
    Arc Lightning>Tesla Ball>Electrogenesis>Arc Lightning>Heat Vision>Arc Lightning>Tesla Ball>Electrocute>Arc Lightning>Heat Vision>Repeat

    Note: 6th slot can be adjusted to taste. This does more and more damage the more targets there are available and is extremely DoT heavy, meaning it's not nearly as impressive against smaller groups of weak adds that go down quickly. In most good groups, this is only useful if the tank consistently pulls max-size groups of adds or to trivialize add-critical phases of specific boss fights.

    Burst AoE (Larger Group Focus) - Less max DPS potential than Wrath of God but more useful in actual practice in most cases
    Heat Vision>Arc Lightning>Voltaic Blast>Tesla Ball>Arc Lightning>Repeat
    or (when fewer than 4-5 targets are present)
    Heat Vision>Voltaic Blast>Arc Lightning>Tesla Ball>Voltaic Blast>Repeat

    Note: Quick output that's not dependent on DoTs or damage fields. The reason for switching the order dependent on the number of targets is because Arc Lightning does a fixed amount of additional damage for each additional target, so it has poor performance vs few targets and excellent performance vs many targets (Tesla Ball is similar). At 5+ targets you'll want 2+ Arc Lightnings, at 3 or less you'll want 2x Voltaic Blasts, and at 4 it should be fairly close either way.

    Burst AoE (Smaller Group Focus) - Weaker vs large groups of adds but better performance vs small groups
    Heat Vision>Voltaic Blast>Arc Lightning>Freezing Breath (2 ticks)(tap cancel)>Voltaic Blast>Repeat
    or (when >3-4 targets present)
    Heat Vision>Arc Lightning>Voltaic Blast>Freezing Breath (2 ticks)(tap cancel)>Arc Lightning>Repeat


    Supercharge Selection - All values discussed non-crit to easily determine hierarchy. Crits do not change the outcome, as they apply equally to all damage and the relative/comparative results are identical

    TLDR For Boss Fights
    If only using head mod: Circuit Breaker >>>> Megavolt (36% loss) >> Movement SCs (~47% loss)
    If using mod + tac swap Scrap: Circuit Breaker >>>> Megavolt ~ Movement SCs (36-37% loss)

    Note: This assumes you're doing an optimal rotation at appropriate times such that you'll get 15s of DPS off, which can be reliably done in all boss fights to such a degree this hierarchy holds true everywhere.

    TLDR For Raid Trash Clear
    If only using head mod: Megavolt > Speed Drain/Devastating Flip/Vacuum Bubble* (7% loss)
    If using head mod + tac swap Scrap: Speed Drain/Devastating Flip/Vacuum Bubble* > Megavolt (13% loss)
    *Note: If using Vacuum Bubble, you have to line your targets up.
    General Note: For trash clear, in addition to the often better DMG:SC performance of lower cost SCs they also ensure you'll arrive at the boss with your bar full or nearly full. Strongly advise against ever using 10000 cost SCs for trash clear.

    Comparative Analysis
    Calculating Base Boss DPS and Base Circuit Breaker for Comparison and Cast Time Losses
    Total DPS = [(Base DPS x 26 x 2.06) + (Base DPS x 74)]/100
    (~36600 - 4900) = 1.2756xBase Dps
    Therefore, Base DPS = ~24851
    Therefore, Base Circuit Breaker = 24851x0.55x15 = ~205021 additional damage

    Calculating DMG:SC for Bosses
    Circuit Breaker
    Mod only = 205021/4500 = 45.6 DMG/SC
    Mod + Scrap swap = 205021/3800 = 54.0 DMG/SC

    Speed Drain/Devastating Flip/Vacuum Bubble
    Mod Only = ~54212/2250 = 24.0 DMG/SC = 0.53 CBs
    Mod + Scrap swap = ~54212x0.98/1550 = 34.2 DMG/SC = 0.63 CBs

    Megavolt
    Mod only = ~133005/4500 = 29.6 DMG/SC = 0.64 CBs
    Mod + Scrap swap = ~133005x0.98/3800 = 34.3 DMG/SC = 0.64 CBs

    Calculating DMG:SC for Trash Clear
    Circuit Breaker not considered for trash clear, as everything will generally be dead well before your buff has ended and much of it will be frequently wasted.

    Speed Drain/Devastating Flip/Vacuum Bubble*
    Mod Only = ~106128/2250 = 47.2 DMG/SC
    Mod + Scrap swap = ~106128x0.98/1550 = 67.1 DMG/SC
    Note: Vacuum Bubble has the same potential but you have to line at least three targets up, as it's a very narrow cone

    Megavolt
    Mod Only = ~226411/4500 = 50.3 DMG/SC = 1.07 Movement SCs
    Mod + Scrap swap = ~226411*0.98/3800 = 58.4 DMG/SC = 0.87 Movement SCs
  7. AV Loyal Player

    FIRE
    Important Note: Queueing ranged taps onto Absorb Heat prevents block cancelling. Do not queue early.
    Note: Inferno's max cast range ~90% of red-target range. Mass Detonation's max range exceeds max red-target range. Heat Vision's max tick range limited to red-target range but the final burst + DoT extends farther.

    Boss Fight Rotations
    General Purpose Splash
    Artifacts: Solar Amplifier, Lernaea's Amulet or The Transformation Card, and Tetrahedron of Urgrund (or w/e of Trans/Amulet we weren't using).
    Heat Vision>Absorb Heat>Freezing Breath (2 ticks)(tap cancel)>Heat Vision>Absorb Heat>Spontaneous Combustion>Repeat
    Note: Higher output, less Empowered Channeling support, and much more AoE. Excellent for boss fights where we want the adds to die too. Alternating Combustion and Freezing Breath like this results in a notable gain, as Freezing Breath hits like a truck but, due to how its cooldown works, leaves a split second delay in the rotation if used every time.

    General Purpose Clean
    Artifacts: Solar Amplifier, The Transformation Card or Lernaea's Amulet, and Tetrahedron of Urgrund (or The Strategist Card or Grimorium Verum if someone with more health is already using Tetra). Note: If we're the Tetra-bearer, Grim is technically better than Trans due to boosting Tetra output, but only if all the DPS are close in performance.
    Inferno*(See note)>[Absorb Heat>Heat Vision>Snuff Out>Repeat portion in square brackets only (see note)]
    Technique: ~0% difference in average DPS between reapplying Inferno every rotation or skipping it (and ~0.1-0.5% DPS gain if we skip it after initial cast). Initiate with Inferno for PI then only re-apply if: a. More than one target, b.We pop anything we can clip it with, c. Our rotation gets interrupted with everything on CD, or d. Any time we have to stop to dodge mechanics
    Note: If needed, Inferno can be replaced with Meteor Strike, Spontaneous Combustion, or Wildfire for raids with lots of movement

    Lernaea's Amulet w/o Healer Support
    Artifacts: Solar Amplifier, Lernaea's Amulet, and Tetrahedron of Urgrund (or The Transformation Card if someone with more health is already using Tetra).
    Heat Vision>Absorb Heat>Freezing Breath (or Spontaneous Combustion) (2 ticks)(tap cancel)>Heat Vision>Absorb Heat>Snuff Out>Repeat
    Note: This will consistently reach 10 stacks of offering (Heat Vision frequently applies 3 stacks) before requiring reset. Good for solo or low-man content w/o support.

    La-Mort
    Artifacts: Solar Amplifier, La-Mort Card, and Tetrahedron of Urgrund (or The Transformation Card if someone with more health is already using Tetra).
    Snuff Out>Heat Vision>Freezing Breath (2 ticks)(tap cancel)>Snuff Out>Absorb Heat>Repeat

    Note: From 100%-35% of a boss' health, this is actually the highest average DPS rotation with the La-Mort proc factored in. Below 35%, however, is loses to General Purpose despite the more frequent finisher casts; it's ideal to Armoury swap to the General Purpose rotation after the proc.

    Frozen Wildfire -Use this for fights where we're worried Absorb Heat's cancel bug might get us killed
    Artifacts: Solar Amplifier, The Transformation Card, and Tetrahedron of Urgrund (or The Strategist Card or Grimorium Verum if someone with more health is already using Tetra)
    Heat Vision>Freezing Breath (2 ticks)(tap cancel)>Snuff Out>Wildfire>Heat Vision>Wildfire>Snuff Out>Freezing Breath (2 ticks)(tap cancel)>Heat Vision>Wildfire>Snuff Out>Wildfire>Repeat

    FGSe Zeus Max Range
    Artifacts: Source Shard, Grimorium Verum, Dead King's Scepter (or Tetra, tac swapping Scepter for pets, if no one else is able)
    Loadout: Mass Detonation, Wildfire, Godwave Strength, Immolation, Robot Sidekick, Volcanic Calamity
    Mass Detonation>Wildfire>Repeat, popping Godwave Strength in place or Wildfire or whenever it's available

    Important: Alternate summoning trinket pet and henchman. Do not summon them until Godwave Strength is ready. In the case of Henchmen, immediately pop Godwave Strength after summoning to ensure they're buffed for their initial burst attack. Remember to tac swap Orbital Strike for adds. Only use Volcanic Calamity when adds are out. Immolation may either be clipped whenever available or saved for cage phases. Can hit beyond normal max range and can instantly break cages over a wide area. Lower DPS than BiS but more reliable, useful, and consistent vs Zeus.

    Source Shard Build
    Artifacts: Solar Amplifier, Grimorium Verum, and Source Shard
    Heat Vision>Godwave Strength (as required)>Absorb Heat (or Godwave Strength if available, as required)>Snuff Out (or Godwave Strength if available, as required)>Repeat

    Note: Closer to Tetra/Trans in performance once we factor in the 3rd pet. Alternate trinket pet and henchmen summons. Avoid overwriting Godwave Strength by re-applying too early.

    Trash Clear Rotations
    Melee - This has the highest damage potential but does less in actual content due to damage lost to range considerations, enemy CC, interrupts, enemy movement/pulls, and positioning
    Artifacts: The Transformation Card, The Strategist Card and Tetrahedron of Urgrund (or Lernaea's Amulet or Grimorium Verum or Source Shard if someone with more health is already using Tetra)
    Stoke Flames (before lunging in)>[Whirling Dervish (3 ticks)(Dashing Combo)(clipped with)>Flashpoint>Mass Detonation>Repeat until Stoke Flames is ready]

    Note: Despite the solid Sparring Target melee output, this is high risk due to the cast time on Mass Detonation.

    Ranged - Despite parsing lower than the melee build on Sparring Targets, this can generally perform as well as it does or better in actual content as it's not susceptible to range/position/interrupt concerns
    Artifacts: Solar Amplifier, The Strategist Card, and Tetrahedron of Urgrund (or Trans, Amulet, Grim, or Source Shard if someone with more health is already using Tetra)
    Heat Vision>Fireburst>Spontaneous Combustion>Wildfire>Repeat

    Note: Fireburst is a medium-range conal pbAoE. If you want max range, replace it with Mass Detonation.
    Open World Add Farm Rotation
    Artifacts: Any
    Backdraft>Flashpoint>Wildfire>Snuff Out (as required)>Repeat

    Supercharge Selection - All values discussed non-crit to easily determine hierarchy. Crits do not change the outcome, as they apply equally to all damage and the relative/comparative results are identical

    TLDR For Boss Fights
    If only using head mod: Neo-Venom Boost >> Fireball Barrage (14% loss) >> Volcanic Calamity (26% loss) >> Movement SCs (40% loss)
    If using mod + tac swap Scrap: Neo-Venom Boost >> Fireball Barrage (16% loss) >> Movement SCs (27% loss) >> Volcanic Calamity (33% loss)
    Note: This assumes we're doing an optimal rotation at appropriate times such that you'll get 15s of DPS off, which can be reliably done in all boss fights to such a degree this hierarchy holds true everywhere.

    TLDR For Raid Trash Clear
    Fireball Barrage* > Movement SCs (9-33% loss)
    *Note: Fireball Barrage can be interrupted and can miss if we're too far back. We need to be close enough to ensure all the projectiles land but not so close that it gets cut off early. Movement SCs may still prove more reliable and leave our bar close to full for bosses.

    Comparative Analysis
    Calculating Base Boss DPS and Base Neo-Venom Boost for Comparison and Cast Time Losses
    Total DPS = [(Base DPS x 46 x 2.36) + (Base DPS x 54)x0.85]/100
    (~39500 - 2900) = 1.38 x Base Dps
    Therefore, Base DPS = ~26488
    Therefore, Base Neo-Vonom Boost = 26488x0.45x15 = ~178794 additional damage

    Calculating DMG:SC for Bosses
    Neo-Venom Boost
    Mod only = 178794/4500 = 39.7 DMG/SC
    Mod + Scrap swap = 205021/3800 = 47.1 DMG/SC

    Speed Drain/Devastating Flip/Vacuum Bubble
    Mod Only = ~54212/2250 = 24 DMG/SC = 0.60 Neos
    Mod + Scrap swap = ~54212x0.98/1550 = 34.2 DMG/SC = 0.73 Neos

    Fireball Barrage
    Mod only = ~153000/4500 = 34.0 DMG/SC = 0.86 Neos
    Mod + Scrap swap = ~153000x0.98/3800 = 39.5 DMG/SC = 0.84 CBs

    Volcanic Calamity
    Mod only = ~266000/9000 = 29.6 DMG/SC = 0.74 Neos
    Mod + Scrap swap = ~266000x0.98/8300 = 31.4 DMG/SC = 0.67 Neos

    Calculating DMG:SC for Trash Clear
    Neo-Venom Boost not considered for trash clear, as everything will generally be dead well before our buff has ended and much of it will be frequently wasted.

    Speed Drain/Devastating Flip/Vacuum Bubble*

    Mod Only = ~106128/2250 = 47.2 DMG/SC
    Mod + Scrap swap = ~106128x0.98/1550 = 67.1 DMG/SC
    Note: Vacuum Bubble has the same potential but we have to line at least three targets up, as it's a very narrow cone

    Fireball Barrage
    Mod Only = ~282472/4500 = 62.8 DMG/SC = 1.33 Movement SCs
    Mod + Scrap swap = ~282472*0.98/3800 = 72.84 DMG/SC = 1.09 Movement SCs
  8. AV Loyal Player

    GADGETS
    General Note: Additional rotations possible by clipping with Suppressor Turret then jump cancelling, but finisher and pet updates make that unnecessary. It's, in general, better to actually summon Suppressor Turret now. However, Suppressor Turret's summon still can't be clipped without cancelling it, so Robot Sidekick will be more effective in some fights.

    Boss Fight Loadout
    Main Bar: Paralyzing Dart, Stealth, Heat Vision, Taser Pull, Photon Blast, and Suppressor Turret.
    Stealth Bar: Tazer Pull (or Cryo-foam), Cuff' em, Surprise Attack, Suppressor Turret, and two optional slots for SC or utility powers.
    Artifacts: Solar Amplifier, The Transformation Card or Lernaea's Amulet or Grimorium Verum, and Tetrahedron of Urgrund
    Important Note: If we use Lernaea's Amulet, we must use Improved Stealth or the self-damage will knock us out of Stealth. If using Lernaea's Amulet, we can spam Taser Pull before doing our Stealth Combo to stack might but be warned: This results in us taking a significant burst of damage due to the high costs of all the powers we're clipping.
    Short Range Rotation
    Heat Vision>Taser Pull>Photon Blast>Paralyzing Dart (clipped with)>Stealth (clipped with)>Cuff'em (jump cancel)(clipped with)>Surprise Attack (spam ranged taps as fast as possible)>Heat Vision>Taser Pull>Photon Blast>Taser Pull>Repeat

    Important Note: Attack speed increases for 1s after Surprise Attack. Spam taps to get additional hits in.
    Note: Effective to ~30-35% of max range.

    Mid/Full Range Rotation
    Heat Vision>Taser Pull>Photon Blast (tap queue*)>Paralyzing Dart (clipped with)>Stealth (clipped with)>Cuff'em** (jump cancel)(clipped with)>Tazer Pull>Heat Vision>Taser Pull>Photon Blast>Taser Pull>Repeat

    *Critical Note: With this variant, we MUST queue a ranged tap onto Photon Blast and clip it with Paralyzing Dart & Stealth in order to proc Stealth's bonus damage. Range taps clipped into Stealth proc stealth immediately while Taser Pull does not. If someone is struggling with this, they can replace Taser Pull in the Stealth bar with Cryo-foam for a slight DPS loss.
    **Note: Cuff' em effective to ~55-60% of max range.

    Cryo-foam Mid/Full Range Variant
    Heat Vision>Taser Pull>Photon Blast (tap queue)>Paralyzing Dart (clipped with)>Stealth (clipped with)>Cuff'em* (jump cancel)(clipped with)>Cryo-foam (spam ranged taps as fast as you can)>Heat Vision>Taser Pull>Photon Blast>Taser Pull>Repeat

    Important Note: Attack speed increases for 1s after exiting Stealth. Spam taps to get additional hits in.

    Raid Trash Clear Rotations
    Melee - This has the highest damage potential but does considerably less in actual content due to damage lost to range considerations, enemy CC, interrupts, enemy movement/pulls, and positioning
    Artifacts: The Transformation Card, The Strategist Card, and Tetrahedron of Urgrund (or Solar Amplifier, Lernaea's Amulet, Grimorium Verum, or The Philosopher's Stone if another Tetra is already in play)
    Thermite Mine>Implosion Mine>Paralyzing Dart (clipped with)>Stealth (clipped with)>EMP Pulse>Whirling Dervish (3 ticks)(Dashing Combo)(clipped with)>Thermite Mine>Implosion Mine>Paralyzing Dart>Whirling Dervish (3 ticks)(Dashing Combo)(clipped with>Repeat

    Note: Do not queue melee taps onto anything but Paralyzing Dart, as if we do it will slow the flow down slightly and marginally reduce overall DPS.

    Ranged - Despite parsing lower than the melee build on Sparring Targets, this will generally perform at least as well in content as it's not susceptible to range/position/interrupt concerns
    Artifacts: Solar Amplifier, The Strategist Card, Tetrahedron of Urgrund or The Transformation Card
    Heat Vision>Cryo-foam>Paralyzing Dart>Cryo-foam>Freezing Breath (2 ticks)(tap cancel)>Repeat


    Source Shard Boss Fight Loadouts
    Note: Though decent in their own right, you'll get the best results using these in fights with lots of mechanics interrupting your rotation (eg. Lady Blackhawk) as your pets will continue to DPS for you while you evade
    Main Bar: Godwave Strength, Stealth, Heat Vision, Taser Pull, Photon Blast, and Suppressor Turret.
    Stealth Bar: Cryo-foam, Cuff' em, Surprise Attack, Suppressor Turret, and two optional slots for SC or utility powers.
    Artifacts: Solar Amplifier, Grimorium Verum, Source Shard
    Short Range Source Shard Rotation
    Heat Vision>Taser Pull>Photon Blast>Godwave Strength (clipped with)>Stealth (clipped with)>Cuff'em (jump cancel)(clipped with)>Surprise Attack (spam ranged taps as fast as possible)>Heat Vision>Taser Pull>Photon Blast>Taser Pull>Repeat

    Important Note: Your tap speed increases dramatically for a second after Surprise Attack. By spamming ranged taps after Surprise Attack, you can get several taps in before Heat Vision starts.
    Note: Effective to ~30-35% of max range.
    Important: Only use Godwave Strength in conjunction with Stealth, even if the CD procs early. Do not summon Henchmen and Combat Pet at the same time; summon Combat Pet in lieu of Taser Pull during a cycle when available, then do the same with Henchmen after Combat Pet times out, keeping at least three pets up as much as possible (doing that puts Source Shard on par with the above non-Source Shard rotations before SC and stat/damage buffs are factored in).

    Mid/Full Range Source Shard Rotation
    Heat Vision>Taser Pull>Photon Blast (ranged tap queue)>Godwave Strength (clipped with)>Stealth (clipped with)>Cuff'em* (jump cancel)(clipped with)>Cryo-foam (spam ranged taps as fast as possible)>Heat Vision>Taser Pull>Photon Blast>Taser Pull>Repeat

    Important Note: Your tap speed increases dramatically for a second after Cryo-foam. By spamming ranged taps after Surprise Attack, you can get several taps in before Heat Vision starts.
    Note: Cuff' em effective to ~55-60% of max range.

    General Note on more Dynamic use of Godwave Strength: If we choose to pop Godwave Strength without clipping it with Stealth, we will overall tend to lose damage due to the loss of free tempo gains offsetting the temporary damage buff, especially if only two pets are out.

    Supercharge Selection - All values discussed non-crit to easily determine hierarchy. Crits do not change the outcome, as they apply equally to all damage and the relative/comparative results are identical

    TLDR For Boss Fights
    If only using head mod: Neo-Venom Boost >>>> Asphyxiation Gas (30% loss) >> Bunker Buster (34% loss) >> Movement SCs (~40% loss)
    If using mod + tac swap Scrap: Neo-Venom Boost >>>> Movement SCs (28% loss) > Asphyxiation Gas (31% loss) >> Bunker Buster (40% loss)
    Note: This assumes we're doing an optimal rotation at appropriate times such that you'll get 15s of DPS off, which can be reliably done in all boss fights to such a degree this hierarchy holds true everywhere.

    TLDR For Raid Trash Clear
    If only using head mod: Asphyxiation Gas >>Movement SCs* (7% loss)
    If using head mod + tac swap Scrap: Speed Drain/Devastating Flip/Vacuum Bubble* > Asphyxiation Gas (12% loss)
    *Note: If using Vacuum Bubble, you have to line your targets up.
    General Note: For trash clear, in addition to the often better DMG:SC performance of lower cost SCs they also ensure you'll arrive at the boss with your bar full or nearly full. Strongly advise against ever using 10000 cost SCs for trash clear.

    Comparative Analysis
    Calculating Base Boss DPS and Base Neo-Venom Boost for Comparison and Cast Time Losses
    Total DPS = [(Base DPS x 26 x 2.06) + (Base DPS x 74)]/100
    (~38900 - 4900) = 1.2756xBase Dps
    Therefore, Base DPS = ~26654
    Therefore, Base Neo-Venom Boost = 26654x0.45x15 = ~179915 additional damage

    Calculating DMG:SC for Bosses
    Neo-Venom Boost
    Mod only = 179915/4500 = 40.0 DMG/SC
    Mod + Scrap swap = 179915/3800 = 47.3 DMG/SC

    Speed Drain/Devastating Flip/Vacuum Bubble
    Mod Only = ~54212/2250 = 24.0 DMG/SC = 0.60 Neos
    Mod + Scrap swap = ~54212x0.98/1550 = 34.2 DMG/SC = 0.72 Neos

    Asphyxiation Gas
    Mod only = ~126000/4500 = 28.0 DMG/SC = 0.70 Neos
    Mod + Scrap swap = ~126000x0.98/3800 = 32.5 DMG/SC = 0.69 Neos

    Bunker Buster
    Mod only = ~238507/9000 = 26.5 DMg/SC = 0.66 Neos
    Mod + Scrap swap = ~238507x0.98/8300 = 28.1 DMG/SC = 0.60 Neos

    Calculating DMG:SC for Trash Clear
    Neo-Venom Boost not considered for trash clear, as everything will generally be dead well before your buff has ended and much of it will be frequently wasted.

    Speed Drain/Devastating Flip/Vacuum Bubble*
    Mod Only = ~106128/2250 = 47.2 DMG/SC
    Mod + Scrap swap = ~106128x0.98/1550 = 67.1 DMG/SC
    Note: Vacuum Bubble has the same potential but you have to line at least three targets up, as it's a very narrow cone

    Asphyxiation Gas
    Mod Only = ~228000/4500 = 50.6 DMG/SC = 1.07 Movement SCs
    Mod + Scrap swap = ~228000*0.98/3800 = 58.8 DMG/SC = 0.88 Movement SCs
  9. AV Loyal Player

    ICE
    Boss Fight Rotations
    General Purpose
    Artifacts: Solar Amplifier, Lernaea's Amulet, and Tetrahedron of Urgrund (or The Transformation Card if someone with more health is already using Tetra).
    Heat Vision>Freezing Breath (2 ticks)(tap cancel)>Glacier Flash>Ice Boulder Strike>Heat Vision>Ice Boulder Strike>Glacier Flash>Freezing Breath (2 ticks)(tap cancel)>Heat Vision>Ice Boulder Strike>Glacier Flash>Ice Boulder Strike>Repeat

    Ice Boulder Variant
    Artifacts: Solar Amplifier, The Transformation Card, and Tetrahedron of Urgrund (or The Strategist Card or Grimorium Verum if someone with more health is already using Tetra).
    Heat Vision>Ice Boulder (thrown)>Glacier Flash>Freezing Breath (2 ticks)(tap cancel)>Repeat

    Note: Slightly higher DPS but more vulnerable to damage loss. Has advantage of being able to enter movement mode when we summon Ice Boulder.

    Source Shard Builds
    General Purpose Source Shard
    Artifacts: Solar Amplifier, Grimorium Verum, and Source Shard
    Heat Vision>Godwave Strength (as required)(or Ice Boulder Strike if unavailable)>Glacier Flash(or Godwave Strength if available, as required)>Ice Boulder Strike (or Godwave Strength if available, as required)>Repeat

    Note: Closer to Tetra/Trans in performance once we factor in the 3rd pet. Alternate trinket pet (ideally Dark Construct/Shadow Bat) and Henchmen (ideally the new Dawnbreaker variant).
    Important Note: Shifts percentage of DPS that coming from pets. Abstain from using Neo-Venom Boost or abstain from activating Godwave Strength for its duration. Pets don't benefit from stat/dmg buffs so this will see lower relative performance in actual Elite content. It is ideally used in situations where a boss will force players to stop their rotations to deal with mechanics, as the pets can continue DPSing the boss while you evade.

    Clean ST Source Shard
    Artifacts: Solar Amplifier, Grimorium Verum, and Source Shard
    Heat Vision>Godwave Strength (as required)(or Frost Snipe or Zip Tie Attack if unavailable)>Glacier Flash(or Godwave Strength if available, as required)>Frost Snipe (or Zip Tie Attack)(or Godwave Strength if available, as required)>Repeat
    media=youtube]oQvR6Pf8FDE[/media]
    Note: Zip Tie Attack variant has higher DPS. These are both superior Clean ST choices vs the non-Source Shard Clean ST below.

    Non-Source Shard Clean ST (For Feats Only)
    Artifacts: Solar Amplifier, Grimorium Verum, and Tetrahedron of Urgrund (or The Transformation Card if someone else with more health is wearing Tetra)
    Heat Vision>Frost Snipe (or Zip Tie Attack)>Glacier Flash>Frost Snipe (or Zip Tie Attack)>Repeat

    Important Note: Heavy DPS loss vs General Purpose and Source Shard ST

    Raid Trash Clear Rotations
    Melee - This has the highest damage potential but does less in actual content due to damage lost to range considerations, enemy CC, interrupts, enemy movement/pulls, and positioning.
    Artifacts: The Transformation Card, The Strategist Card and Tetrahedron of Urgrund (or Lernaea's Amulet or Grimorium Verum or Source Shard if someone with more health is already using Tetra)
    Whirling Dervish (3 ticks)(Dashing Combo)(clipped with)>Resonating Gale>Ice Boulder Strike>Frost Slam>Repeat


    Ranged - Despite parsing lower than the melee build on Sparring Targets, this can generally perform as well as it does or better in actual content as it's not susceptible to range/position/interrupt concerns
    Artifacts: Solar Amplifier, The Strategist Card, and Tetrahedron of Urgrund (or Lernaea's Amulet or The Transformation Card if someone with more health is already using Tetra)
    Heat Vision>Freezing Breath (2 ticks)(tap cancel)>Frost Blast* (see note)>Ice Boulder Strike>Repeat

    Important Note: If we queue taps or spam our next power while casting Frost Blast, there's a chance we will annul its damage.

    Supercharge Selection - All values discussed non-crit to easily determine hierarchy. Crits do not change the outcome, as they apply equally to all damage and the relative/comparative results are identical

    TLDR For Boss Fights
    If only using head mod: Neo-Venom Boost >>> Blizzard (22% loss) >> Deep Freeze & Movement SCs (40% loss) >>>>>>>>>>>>>>>>>>>>>>>>>>>>>>> Freeze Ray (worst than not using SC)
    If using mod + tac swap Scrap: Neo-Venom Boost >>> Blizzard (24% loss) > Movement SCs (27% loss) >> Deep Freeze (40% loss) >>>>>>>>>>>>>>>>>>>>>>>>>> Freeze Ray (worse than not using SC)
    Note: This assumes we're doing an optimal rotation at appropriate times such that you'll get 15s of DPS off, which can be reliably done in all boss fights to such a degree this hierarchy holds true everywhere.

    TLDR For Raid Trash Clear
    If only using head mod: Blizzard** > Deep Freeze (11% loss) > Movement SCs* (17% loss)
    If using head mod + tac swap Scrap: Movement SCs* > Blizzard** (2% loss) >> Deep Freeze (12% loss)
    *Note: If using Vacuum Bubble, you have to line your targets up.
    **Note: Blizzard has a fairly long duration. If using for trash clear, we want to open with it vs a fairly stationary cluster.
    General Note: For trash clear, in addition to the often better DMG:SC performance of lower cost SCs they also ensure you'll arrive at the boss with your bar full or nearly full. Strongly advise against ever using 10000 cost SCs for trash clear.

    Comparative Analysis
    Calculating Base Boss DPS and Base Neo-Venom Boost for Comparison and Cast Time Losses
    Total DPS = [(Base DPS x 26 x 2.06) + (Base DPS x 74)]/100
    (~36700 - 2900) = 1.2756xBase Dps
    Therefore, Base DPS = ~26497
    Therefore, Base Neo-Venom Boost = 26497x0.45x15 = ~178857 additional damage

    Calculating DMG:SC for Bosses
    Neo-Venom Boost
    Mod only = 178857/4500 = 39.7 DMG/SC
    Mod + Scrap swap = 178857/3800 = 47.1 DMG/SC

    Speed Drain/Devastating Flip/Vacuum Bubble
    Mod Only = ~54212/2250 = 24.0 DMG/SC = 0.60 Neos
    Mod + Scrap swap = ~54212x0.98/1550 = 34.2 DMG/SC = 0.73 Neos

    Freeze Ray - ~10s channel time
    Mod only = ~(217773 - 26497x10)/4500 = -10.5 DMG/SC = -0.26 Neos
    Mod + Scrap swap = ~(217773x0.98 - 26497x10)/3800 = -13.6 DMG/SC = -0.29 Neos
    Note: As seen, due to its cast time, Freeze Ray is actually a significant damage loss vs just doing our normal rotation.

    Deep Freeze
    Mod only = ~107000/4500 = 23.8 DMg/SC = 0.60 Neos
    Mod + Scrap swap = ~107000x0.98/3800 = 27.6 DMG/SC = 0.59 Neos

    Blizzard
    Mod only = ~139000/4500 = 30.9 DMG/SC = 0.78 Neos
    Mod + Scrap swap = ~139000x0.98/3800 = 35.8 DMG/SC = 0.76 Neos

    Ice Elemental
    Rotation DPS loss exceeds benefit of DMG buff relative to other SCs.

    Calculating DMG:SC for Trash Clear
    Neo-Venom Boost and Ice Elemental not considered for trash clear, as everything will generally be dead well before your buff has ended and much of it will be frequently wasted.

    Speed Drain/Devastating Flip/Vacuum Bubble*
    Mod Only = ~106128/2250 = 47.2 DMG/SC
    Mod + Scrap swap = ~106128x0.98/1550 = 67.1 DMG/SC
    Note: Vacuum Bubble has the same potential but you have to line at least three targets up, as it's a very narrow cone

    Deep Freeze
    Mod Only = ~228000/4500 = 50.6 DMG/SC = 1.07 Movement SCs
    Mod + Scrap swap = ~228000*0.98/3800 = 58.8 DMG/SC = 0.88 Movement SCs

    Blizzard
    Mod only = ~255200/4500 = 56.7 DMG/SC = 1.20 Movement SCs
    Mod + Scrap swap = ~255200x0.98/3800 = 65.8 = 0.98 Movement SCs
  10. AV Loyal Player

    LIGHT
    Important Note: Ranged taps cannot be queued onto Light Blast

    Boss Fight One-Size-Fits-All Loadout
    Artifacts: Solar Amplifier, Grimorium Verum, Tetrahedron of Urgrund (or The Transformation Card or Lernaea's Amulet).
    Important Note: Lernaea's Amulet on Light can quickly place an extreme burden on the healers due to the high power costs.
    Loadout: Heat Vision, Hand Clap, Grasping Hand, Light Blast
    ST Rotation
    Heat Vision>Hand Clap (Hand Clap x3 combo)(clipped with)>Grasping Hand (Grasping Hand Pull combo)(clipped with)>Hand Clap (Hand Clap x3 combo)(clipped with)>Repeat

    Note: Below 35% boss health, replace Grasping Hand with Light Blast in your rotation
    or
    Heat Vision>Hand Clap (Hand Clap x3 combo)(clipped with)>Hand Clap (Hand Clap x3 combo)(clipped with)>Repeat


    Mixed-Target Rotation - Use this when you want some more splash AoE while still focusing most of your damage at your primary target
    Heat Vision>Hand Clap (Hand Clap x3 combo)(clipped with)>Grasping Hand (Grasping Hand Pull combo)(clipped with)>Light Blast>Repeat


    Pure AOE Rotation - Use this for groups of pure adds during boss fights
    Heat Vision>Light Blast (Minigun combo)(wait for the exact moment Heat Vision comes off cooldown)(Ram combo)>Repeat

    Note: Be sure not to combo Ram too early (damage loss due to overwriting Minigun tick) or too late (combo won't proc).

    Source Shard Build
    Artifacts: Solar Amplifier, Grimorium Verum, and Source Shard
    Heat Vision>Hand Clap (Hand Clap x3 combo)(clipped with)>Godwave Strength (or Grasping Hand Pull + Grasping Hand Pull Combo if not available)>Hand Clap (Hand Clap x3 combo)>Repeat

    Note: Closer to Tetra/Trans in performance once we factor in the 3rd pet. Alternate trinket pet (ideally Dark Construct/Shadow Bat) and Henchmen (ideally the new Dawnbreaker variant).
    Important Note: Shifts percentage of DPS coming from pets., Abstain from using Neo-Venom Boost when using Source Shard or abstain from activating Godwave Strength for its duration. Pets don't benefit from stat/dmg buffs and they can die, so this will see lower relative performance in actual Elite content. It is ideally used in situations where a boss will force players to stop their rotations to deal with mechanics, as the pets can continue DPSing the boss while you evade.

    Raid Trash Clear Loadouts
    Melee-Range Variants - These have the highest damage potential but do considerably less in actual content due to damage lost to range considerations, enemy CC, interrupts, enemy movement/pulls, and positioning
    Entrap>Whip Thrash (Whip Thrash combo x1)(clipped with)>Whirling Dervish (Dashing Combo)(clipped with)>Whip Thrash (Whip Thrash combo x1)(clipped with)>Repeat

    Artifacts: Tetrahedron of Urgrund, The Transformation Card, and The Strategist Card (or Lernaea's Amulet, Grimorium Verum, or Source Shard if another Tetra is in play)
    Note: If more 360 AoE is required (eg. surrounded by mobs), hold Whirling Dervish for longer.
    or
    Whip Thrash (Whip Thrash combo x1)(clipped with)>Whirling Dervish (Dashing Combo)(clipped with)>Whip Thrash (Whip Thrash combo x1)(clipped with)>Light Weight (Light Weight combo)(clipped with)>Repeat

    Artifacts: Grimorium Verum, The Strategist Card, and Tetrahedron of Urgrund (or The Transformation Card or Lernaea's Amulet if another Tetra is in play).
    Note: If more 360 AoE is required (eg. surrounded by mobs), hold Whirling Dervish/Light Weight for longer. Once target's below 35%, replace Light Weight with Light Blast (Boxing combo x1 near end)(clipped with).
    or
    Heat Vision>Whip Thrash (Whip Thrash combo x1)(clipped with)>Whirling Dervish (Dashing Combo)(clipped with)>Whip Thrash (Whip Thrash combo x1)(clipped with)>Repeat

    Artifacts: Solar Amplifier, Grimorium Verum, Tetrahedron of Urgrund or The Strategist Card
    Note: Lower melee burst potential but more consistent and less susceptible to CC/interrupt. Performance improved at 1-2 variable-distance targets and with large groups of adds. Effective against a larger area.

    Ranged Variants - Despite parsing lower than the melee builds on Sparring Targets, these will generally perform at least as well in content as they're not susceptible to range/position/interrupt concerns
    Entrap>Heat Vision>Light Blast (Minigun combo)(wait for the exact moment Heat Vision comes off cooldown)(Ram combo)(clipped with)>Fan (Impact combo)(clipped with)>Heat Vision>Light Blast (Minigun combo)(wait for the exact moment Heat Vision comes off cooldown)(Ram combo)(clipped with)>Fan (Impact combo)(clipped with)>Repeat

    Artifacts: Solar Amplifier, The Strategist Card, Tetrahedron of Urgrund (or The Transformation Card or Lernaea's Amulet)
    Note: Be sure not to combo Ram too early (damage loss due to overwriting Minigun tick) or too late (combo won't proc). Reapply Entrap at the end of any rotation where new, non-PI'd enemies are present.
    or
    Entrap>Heat Vision>Light Blast (Minigun combo)(wait for the exact moment Heat Vision comes off cooldown)(Ram combo)(clipped with)>Heat Vision>Light Blast (Minigun combo)(wait for the exact moment Heat Vision comes off cooldown)>Ram combo)>Repeat

    Artifacts: Solar Amplifier, The Strategist Card, Tetrahedron of Urgrund (or The Transformation Card or Lernaea's Amulet)
    Note: Be sure not to combo Ram too early (damage loss due to overwriting Minigun tick) or too late (combo won't proc). Reapply Entrap at the end of any rotation where new, non-PI'd enemies are present.
    or
    Heat Vision>Light Blast (Minigun combo)(wait for the exact moment Heat Vision comes off cooldown)(Ram combo)(clipped with)>Fan (Impact combo)(clipped with)>Repeat

    Artifacts: Solar Amplifier, Grimorium Verum, Tetrahedron of Urgrund or The Strategist Card
    Note: Be sure not to combo Ram too early (damage loss due to overwriting Minigun tick) or too late (combo won't proc).

    Supercharge Selection - All values discussed non-crit to easily determine hierarchy. Crits do not change the outcome, as they apply equally to all damage and the relative/comparative results are identical

    TLDR For Boss Fights
    If only using head mod: Neo-Venom Boost >>> Strafing Run (41% loss) > Movement SCs (46% loss) >>>>> Ballistic Assault (89% loss)
    If using mod + tac swap Scrap: Neo-Venom Boost >>> Movement SCs (36% loss) >> Strafing Run (47% loss) >>>>>>>> Ballistic Assault (91% loss)
    Note: This assumes we're doing an optimal rotation at appropriate times such that you'll get 15s of DPS off, which can be reliably done in all boss fights to such a degree this hierarchy holds true everywhere.

    TLDR For Raid Trash Clear
    Movement SCs* (only advisable option**)
    *Note: If using Vacuum Bubble, we have to line our targets up.
    **General Note: For trash clear, in addition to the often better DMG:SC performance of lower cost SCs they also ensure you'll arrive at the boss with your bar full or nearly full. Strongly advise against ever using 10000 cost SCs for trash clear.

    Comparative Analysis
    Calculating Base Boss DPS and Base Neo-Venom Boost for Comparison and Cast Time Losses
    Total DPS = [(Base DPS x 26 x 2.06) + (Base DPS x 74)]/100
    (~41000 - 2900) = 1.2756xBase Dps
    Therefore, Base DPS = ~29868
    Therefore, Base Neo-Venom Boost = 29868x0.45x15 = ~201611 additional damage

    Calculating DMG:SC for Bosses
    Neo-Venom Boost
    Mod only = 201611/4500 = 44.8 DMG/SC
    Mod + Scrap swap = 201611/3800 = 53.1 DMG/SC

    Speed Drain/Devastating Flip/Vacuum Bubble
    Mod Only = ~54212/2250 = 24.0 DMG/SC = 0.54 Neos
    Mod + Scrap swap = ~54212x0.98/1550 = 34.2 DMG/SC = 0.64 Neos

    Ballistic Assault - ~5s channel time
    Mod only = ~(171586 - 29868x5)/4500 = 4.94 DMG/SC = 0.11 Neos
    Mod + Scrap swap = ~(171586x0.98 - 29868x5)/3800 = 4.95 DMG/SC = 0.09 Neos
    Note: As seen, due to its cast time, Ballistic Assault does very little damage vs just doing our normal rotation.

    Strafing Run
    Mod only = ~238562/9000 = 26.5 DMg/SC = 0.59 Neos
    Mod + Scrap swap = ~238562x0.98/8300 = 28.2 DMG/SC = 0.53 Neos

    Calculating DMG:SC for Trash Clear
    Circuit Breaker not considered for trash clear, as everything will generally be dead well before your buff has ended and much of it will be frequently wasted.

    Speed Drain/Devastating Flip/Vacuum Bubble*
    Mod Only = ~106128/2250 = 47.2 DMG/SC
    Mod + Scrap swap = ~106128x0.98/1550 = 67.1 DMG/SC
    Note: Vacuum Bubble has the same potential but you have to line at least three targets up, as it's a very narrow cone

    Ballistic Assault
    Damage loss vs just doing normal rotations
  11. AV Loyal Player

    MENTAL
    Important Note: Attack speed increases for ~1s after exiting Invisibility. Spam taps to get additional hits in.
    *Critical Note: Don't be too aggressive with Ambush: Sleep jump cancel. Too early and we annul the damage.
    **Note: Invisibility doesn't end and our bar doesn't reset until our exit-attack's animation (including anything we clip it with) is complete. The reason we use Freezing Breath here instead of Tornado Pull or Zip Tie Attack is because Freezing Breath instantly cancels when mid-jump, giving us an instant tick of damage while instantly exiting and proccing Invisibility so we can start Heat Vision when we hit the ground. Tornado Pull/Zip Tie Attack animations linger (especially Tornado Pull's), lowering DPS. Be sure to jump high when cancelling Ambush: Sleep to guarantee a 1-tick Freezing Breath insta-cancel. To be safe, follow Freezing Breath up with a ranged tap right away to ensure we don't let the power hang.

    Boss Fight Loadouts
    General Purpose
    Main Bar: Psychic Prison, Invisibility, Heat Vision, Telekinetic Pull, Terrorize, and Robot Sidekick
    InvisiBar(TM): Ambush: Pain Blast, Ambush: Sleep, Freezing Breath, Robot Sidekick, and two optional slots for SC or utility powers.
    Artifacts: Solar Amplifier, Lernaea's Amulet or The Transformation Card, and Tetrahedron of Urgrund (or Amulet/Trans/Strat/Grim if someone else with more Health is already using Tetra)
    Short-Mid Range Rotation
    Psychic Prison (clipped with)>Invisibility (clipped with)>Ambush: Sleep (jump cancel)* (see note)>Ambush Pain Blast>Heat Vision> Telekinetic Pull>Terrorize>Psychic Prison>Heat Vision>Telekinetic Pull>Terrorize>Repeat


    Long Range Rotation
    Telekinetic Pull (clipped with)>Invisibility (clipped with)>Ambush: Sleep (jump cancel)* (see note)>Freezing Breath** (see note)>Heat Vision>Telekinetic Pull>Terrorize>Telekinetic Pull>Heat Vision>Telekinetic Pull>Terrorize>Repeat

    *Important Note: Be sure to jump high for a clean Freezing Breath insta-cancel.

    Source Shard
    Main Bar: Godwave Strength, Invisibility, Heat Vision, Telekinetic Pull, Terrorize, and Robot Sidekick
    InvisiBar(TM): Ambush: Pain Blast, Ambush: Sleep, Freezing Breath, Godwave Strength, Robot Sidekick, and SC
    Artifacts: Solar Amplifier, Grimorium Verum, and Source Shard
    Short-Mid Range Rotation
    Godwave Strength (clipped with)>Invisibility (clipped with)>Ambush: Sleep (jump cancel)* (see note)>Ambush Pain Blast>Heat Vision> Telekinetic Pull>Terrorize>Telekinetic Pull>Heat Vision>Telekinetic Pull>Terrorize>Repeat

    Important: Only use Godwave Strength in conjunction with Invisibility.

    Long Range Rotation
    Godwave Strength (clipped with)>Invisibility (clipped with)>Ambush: Sleep (jump cancel)* (see note)>Freezing Breath** (see note)>Heat Vision>Telekinetic Pull>Terrorize>Telekinetic Pull>Heat Vision>Telekinetic Pull>Terrorize>Repeat

    Important: Only use Godwave Strength in conjunction with Invisibility.

    Raid Trash Clear Rotations
    Melee - This has the highest damage potential but does considerably less in actual content due to damage lost to range considerations, enemy CC, interrupts, enemy movement/pulls, and positioning
    Artifacts: The Transformation Card, The Strategist Card, and Tetrahedron of Urgrund (or Lernaea's Amulet/Grimorium Verum, Solar Amplifier, or Source Shard if another Tetra is already in play on a player with more Health)
    Psychic Prison DoT Variant
    Main Bar: Robot Sidekick, Whirling Dervish, Terror Tendrils, Mass Terror, Psychic Prison, Invisibility
    InvisiBar(TM): Robot Sidekick, SC, Utility power or SC, Ambush: Pain Blast, Ambush: Sleep, Freezing Breath
    Whirling Dervish (3 ticks)(Dashing Combo)(clipped with)>Terror Tendrils>Mass Terror>Psychic Prison>Invisibility (clipped with)>Freezing Breath (tap or jump cancel)>Whirling Dervish (3 ticks)(Dashing Combo)(clipped with)>Terror Tendrils>Mass Terror>Terror Tendrils>Repeat, (clipping with Invisibilty (clipped with)>Freezing Breath (tap or jump cancel) whenever it's available)


    Bursty Variant
    Main Bar: Robot Sidekick, Whirling Dervish, Terror Tendrils, Mass Terror, Telekinetic Bolt, Invisibility
    InvisiBar(TM): Robot Sidekick, SC, Utility power or SC, Ambush: Pain Blast, Ambush: Sleep, Freezing Breath
    Whirling Dervish (3 ticks)(Dashing Combo)(clipped with)>Terror Tendrils>Mass Terror>Telekinetic Bolt (clipped with)>Invisibility (clipped with)>Freezing Breath (tap or jump cancel)>Repeat, (clipping with Invisibilty (clipped with)>Freezing Breath (tap or jump cancel) whenever it's available)

    Note: Comparable output but burstier and less likely to lose damage due to enemies dying before we get full value from our DoT

    Ranged - Despite parsing lower than the melee build on Sparring Targets, this will generally perform at least as well in content as it's not susceptible to range/position/interrupt concerns
    Full Range
    Artifacts: Solar Amplifier, The Strategist Card, Tetrahedron of Urgrund (or Lernaea's Amulet/The Transformation Card if someone with more Health is wearing Tetra)
    Heat Vision>Terror Tendrils>Mass Terror>Phantom Flames>Repeat


    Mid Range
    Artifacts: Solar Amplifier, The Strategist Card, Tetrahedron of Urgrund (or Lernaea's Amulet/The Transformation Card or Gimorium Verum if someone with more Health is wearing Tetra)
    Heat Vision>Terror Tendrils>Psychis Prison>Phantom Prison>Terror Tendrils>Repeat

    Note: Slightly higher damage than the full range variant but more susceptible to damage loss due to enemy positioning and more vulnerable to interrupt.

    Supercharge Selection - All values discussed non-crit to easily determine hierarchy. Crits do not change the outcome, as they apply equally to all damage and the relative/comparative results are identical

    TLDR For Boss Fights
    If only using head mod: Neo-Venom Boost >>> Bolt Barrage (33% loss) > Mass Hysteria (37% loss) > Movement SCs (43% loss)
    If using mod + tac swap Scrap: Neo-Venom Boost >>> Movement SCs (30% loss) > Mass Hysteria (36% loss) > Bolt Barrage (40% loss)
    Note: This assumes we're doing an optimal rotation at appropriate times such that we'll get 15s of DPS off, which can be reliably done in all boss fights to such a degree this hierarchy holds true everywhere.

    TLDR For Raid Trash Clear
    Movement SCs* (only practical option)**
    *Note: If using Vacuum Bubble, you have to line your targets up.
    **General Note: For trash clear, in addition to the often better DMG:SC performance of lower cost SCs they also ensure we'll arrive at the boss with our bar full or nearly full. Strongly advise against ever using 10000 cost SCs for trash clear.

    Comparative Analysis
    Calculating Base Boss DPS and Base Neo-Venom Boost for Comparison and Cast Time Losses
    Total DPS = [(Base DPS x 46 x 2.36) + (Base DPS x 54)x0.85]/100
    (~41500 - 2900) = 1.38176xBase Dps
    Therefore, Base DPS = ~27935
    Therefore, Base Neo-Venom Boost = 27935x0.45x15 = ~188564 additional damage

    Calculating DMG:SC for Bosses
    Neo-Venom Boost
    Mod only = 188564/4500 = 41.9 DMG/SC
    Mod + Scrap swap = 178857/3800 = 49.1 DMG/SC

    Speed Drain/Devastating Flip/Vacuum Bubble
    Mod Only = ~54212/2250 = 24.0 DMG/SC = 0.57 Neos
    Mod + Scrap swap = ~54212x0.98/1550 = 34.2 DMG/SC = 0.70 Neos

    Mass Hysteria - Calculated best-case-scenario w Trans
    Mass Hysteria DPS = ((Base DPS x 56 x 2.46) + (Base DPS x 44))x0.85/100
    Mass Hysteria DPS = ((27935 x 56 x 2.46) + (27935 x 44))X0.85/100
    Mass Hysteria DPS = 43158
    Gain = 43158 - (41500 - 2900) = 4558 DPS x 15s = 68377 + 50000 pet DMG = 118376 DMG

    Mod only = ~118376/4500 = 26.3 DMG/SC = 0.63 Neos
    Mod + Scrap swap = ~118376/3800 = 31.2 DMG/SC = 0.64 Neos
    Note: The pet damage will not increase with stats/buffs

    Bolt Barrage
    Mod only = ~251000/9000 = 27.9 DMG/SC = 0.67 Neos
    Mod + Scrap swap = ~251000x0.98/8300 = 29.6 DMG/SC = 0.60 Neos

    Calculating DMG:SC for Trash Clear
    Neo-Venom Boost and Mass Hysteria not considered for trash clear, as everything will generally be dead well before our buff has ended and much of it will be wasted.

    Speed Drain/Devastating Flip/Vacuum Bubble*
    Mod Only = ~106128/2250 = 47.2 DMG/SC
    Mod + Scrap swap = ~106128x0.98/1550 = 67.1 DMG/SC
    Note: Vacuum Bubble has the same potential but you have to line at least three targets up, as it's a very narrow cone
  12. AV Loyal Player

    MUNITIONS
    Boss Fight Rotations
    General Purpose
    Artifacts: Solar Amplifier, The Transformation Card, and Tetrahedron of Urgrund (or Lernaea's Amulet, The Strategist Card, or Grimorium Verum if someone with more health is already using Tetra)
    Heat Vision>Chain Gun>Small Package>Multi-Net Launcher (full combo)(clipped with)>Repeat

    Note: Try not to clip the Net-Retractor/Multi-Net Retractor Combo until at least the first frame of our character starting to lean forward (we can usually get away with moving straight into the next power but it will sometimes clip the damage off if we don't confirm the frame first). ST is slightly more focused with this variant but it can be adapted to be just as AoE heavy by adopting the Multi-Net Retractor combo instead of Net Retractor combo when needed.
    or
    Heat Vision>Chain Gun>Small Package>Mini-Nuke>Repeat


    Note: DPS is comparable to that of the above variant but with slightly lower max potential but the benefit of not having to worry about combo/clip timing. Higher power cost but much wider AoE.

    Clean ST (FOR FEATS ONLY)
    Artifacts: Solar Amplifier, The Transformation Card, and Tetrahedron of Urgrund (or The Strategist Card or Grimorium Verum if someone with more health is already using Tetra)
    Heat Vision>Laser Net Launcher>Small Package>50 Cal>Repeat

    Important Note: Only use this in specific situations, like certain feats, that call for 100% clean ST (we can jump cancel the HV burst), as this is a notable DPS loss vs the above variants.

    Source Shard Build
    Artifacts: Solar Amplifier, Grimorium Verum, and Source Shard
    Heat Vision>Godwave Strength (as required)(or Multi-Net Launcher + combo, if Godwave on CD)>Small Package>Multi-Net Launcher (full combo) (or Godwave Strength if available, as required)>>Repeat

    Note: Keep 3rd pet active as much as possible by alternating trinket pet and henchmen.
    Important Note: Shifts percentage of DPS coming from pets. Abstain from using Neo-Venom Boost or abstain from activating Godwave Strength for its duration. Also, pets don't benefit from stat/dmg buffs and can die, so this will see lower relative performance in actual Elite content. It is ideally used in situations where a boss will force players to stop their rotations to deal with mechanics, as the pets can continue DPSing the boss while you evade.

    La-Mort
    Small Package>Heat Vision>Multi-Net Launcher (Net- or Multi-Net Retracor Combo)(clipped with)>Small Package>Chain Gun>Multi-Net Launcher (Net- or Multi-Net Retractor Combo)(clipped with)>Repeat
    Note: Does respectable damage with or without the burst and does comparable damage with or without Solar Amplifier (but it's still recommended for the free Empowered Channeling since this is so channel heavy). DPS >34% (Ie. pre-finisher buff DPS w burst factored in) = <35% DPS but may increase in longer boss fights.

    Raid Trash Clear Rotations
    Melee - This will have relatively consistent performance in actual combat due to Empowered Channeling
    Artifacts: The Transformation Card, The Strategist Card, and Solar Amplifier or Lernaea's Amulet (or Tetrahedron of Urgrund but only if no one else in the group is able)
    Use 200 Solar Amplifier or Empowered Channeling hand mod
    Whirling Dervish (3 ticks)(Dashing Combo)(clipped with)>Flak Cannon>Chain Gun>'Splosion>Repeat


    Note: Be sure to queue a melee tap on to Chain Gun every time. Empowered Channeling via either Solar Amp or hand mod will ensure this rotation is protected from interruption and damage loss. Flak Cannon manages to beat out other slightly harder hitting powers in this rotation because of it's extremely clean in/out time and animation.

    Ranged
    Artifacts: Solar Amplifier, The Strategist Card, and Tetrahedron of Urgrund (or Lernaea's Amulet or The Transformation Card or Source Shard if someone with more health is already using Tetra)
    Heat Vision>Chain Gun>Railguns>Repeat
    Note: Best and most consistent performance.
    or
    Heat Vision>Flak Cannon>Chain Gun>Mini-Nuke (or Multi-Net Launcher + combo)>Repeat

    Note: Slightly less damage potential than the above variant and less consistent performance but slightly burstier. Multi-Net Launcher + Multi-Net Retractor combo hits harder than Mini-Nuke but doesn't penetrate large groups as well, so damage with it is less evenly spread.

    Supercharge Selection - All values discussed non-crit to easily determine hierarchy. Crits do not change the outcome, as they apply equally to all damage and the relative/comparative results are identical

    TLDR For Boss Fights
    If only using head mod: Neo-Venom Boost >>> Biggun (34% loss) >> Movement SCs (41% loss) >>>>> Mounted Turret (88% loss)
    If using mod + tac swap Scrap: Neo-Venom Boost >>> Movement SCs (29% loss) >> Biggun (41% loss) >>>>>> Mounted Turret (89% loss)

    Note: This assumes we're doing an optimal rotation at appropriate times such that we'll get 15s of DPS off, which can be reliably done in all boss fights to such a degree this hierarchy holds true everywhere.

    TLDR For Raid Trash Clear
    Movement SCs* (only practical option)**
    *Note: If using Vacuum Bubble, we have to line our targets up.
    **General Note: For trash clear, in addition to the often better DMG:SC performance of lower cost SCs they also ensure we'll arrive at the boss with our bar full or nearly full. Strongly advise against ever using 10000 cost SCs for trash clear.

    Comparative Analysis
    Calculating Base Boss DPS and Base Neo-Venom Boost for Comparison and Cast Time Losses
    Total DPS = [(Base DPS x 46 x 2.36) + (Base DPS x 54)x0.85]/100
    (~40400 - 2900) = 1.38176xBase Dps
    Therefore, Base DPS = ~27139
    Therefore, Base Neo-Venom Boost = 27139x0.45x15 = ~183190 additional damage

    Calculating DMG:SC for Bosses
    Neo-Venom Boost
    Mod only = 183190/4500 = 40.7 DMG/SC
    Mod + Scrap swap = 183190/3800 = 48.2 DMG/SC

    Speed Drain/Devastating Flip/Vacuum Bubble
    Mod Only = ~54212/2250 = 24.0 DMG/SC = 0.59 Neos
    Mod + Scrap swap = ~54212x0.98/1550 = 34.2 DMG/SC = 0.71 Neos

    Mounted Turret - ~4s cast
    Mod only = ~(132000-27139x4)/4500 = 5.21 DMG/SC = 0.12 Neos
    Mod + Scrap swap = ~(132000x0.98-27139x4)/3800 = 5.47 DMG/SC = 0.11 Neos
    Note: The extreme poor output vs just doing normal rotation due to cast time.

    Biggun
    Mod only = ~242236/9000 = 26.9 DMG/SC = 0.66 Neos
    Mod + Scrap swap = ~242236x0.98/8300 = 28.6 DMG/SC = 0.59 Neos

    Calculating DMG:SC for Trash Clear
    Neo-Venom Boost not considered for trash clear, as everything will generally be dead well before our buff has ended and much of it will be wasted.

    Speed Drain/Devastating Flip/Vacuum Bubble*
    Mod Only = ~106128/2250 = 47.2 DMG/SC
    Mod + Scrap swap = ~106128x0.98/1550 = 67.1 DMG/SC
    Note: Vacuum Bubble has the same potential but you have to line at least three targets up, as it's a very narrow cone
    • Like x 1
  13. AV Loyal Player

    NATURE
    Nature is currently plagued by exploits that are likely to be addressed. This section will be updated after those changes occur.

    • Like x 1
  14. AV Loyal Player

    QUANTUM
    Important Note: Do not queue ranged taps onto Energy Expulsion or the power before it, as it will tap cancel the power.

    Boss Fight Rotations
    Tank & Spank - Use this for relatively stationary boss fights
    Artifacts: Solar Amplifier, Grimorium Verum, and Tetrahedron of Urgrund (or Lernaea's Amulet or The Transformation Card if someone with more health is already using Tetra)
    Heat Vision>Time Bomb>Energy Expulsion>Gravitonic Field>Repeat

    Note: Highest DPS but will suffer losses if our target is moving around a lot. As such, avoid using this against highly mobile bosses.

    Mobile & Clean - Use this for more mobile bosses who aren't likely to sit in Time Bomb
    Artifacts: Solar Amplifier, Grimorium Verum, and Tetrahedron of Urgrund (or Lernaea's Amulet or The Transformation Card if someone with more health is already using Tetra)
    Loadout: Heat Vision, Gravitonic Field, Energy Expulsion, and either Quantum Tunneling or Warped Reality
    Consider using Critical Warped Reality III mod if you opt for Warped Reality
    Heat Vision>Gravitonic Field>Energy Expulsion>Gravitonic Field>Repeat
    or
    Heat Vision>Gravitonic Field (clipped with)>Warped Reality>Energy Expulsion>Gravitonic Field>Repeat, clipping Gravitonic Field with Warped Reality whenever it's available


    Note: Both have comparable output. Without consistently fast and clean clipping, however, the Warped Reality variant will lose DPS. As these are designed for chaotic fights against bosses who move around a lot, we may find the Quantum Tunneling variant more practical and useful in that we'll always have a getaway, shield, and de-taunt if we need it.

    Source Shard - One of the best Source Shard powers, as Gravitonic Field hits like a truck and we already use Grimorium Verum anyways
    Artifacts: Solar Amplifier, Grimorium Verum, and Source Shard
    Heat Vision>Godwave Strength (as required)(or Gravitonic Field, if Godwave on CD)>Energy Expulsion>Gravitonic Field (or Godwave Strength if available, as required)>>Repeat

    Note: Alternate summoning trinket pet and henchment.
    Important Note: Shifts percentage of DPS coming from pets. Abstain from using Neo-Venom Boost or abstain from activating Godwave Strength for its duration. Pets don't benefit from stat/dmg buffs and can die, so this will see lower relative performance in actual Elite content. It is ideally used in situations where a boss will force players to stop their rotations to deal with mechanics, as the pets can continue DPSing the boss while you evade.

    Raid Trash Clear Rotations
    Melee - This has the highest damage potential but does considerably less in actual content due to damage lost to range considerations, enemy CC, interrupts, enemy movement/pulls, and positioning.
    Artifacts: The Transformation Card, The Strategist Card, and Tetrahedron of Urgrund (or Grimorium Verum, Lernaea's Amulet, or Solar Amplifier if someone else with more Health is wearing Tetra)
    Whirling Dervish (3 ticks)(Dashing Combo)(clipped with)>Time Shift>Warp Barrage>Distortion Wave>Repeat

    Important Note: Time Shift is a conal pbAoE, so be sure to position carefully during Whirling Dervish's ticks and try to always target the middle-most enemy in a group to ensure effective PI distribution.
    Note: If we aren't the Tetra bearer and decide to use Grimorium Verum in the 3rd artifact slot, we may consider replacing Warp Barrage with Alcubierre Wave (but place it at the end of the rotation to give Void Gazer time to apply PI, as it's a loss without PI).

    Ranged - Despite parsing lower than the melee build on Sparring Targets, this will generally perform at least as well in content as it's not susceptible to range/position/interrupt concerns.
    Artifacts: Solar Amplifier, The Strategist Card, and Tetrahedron of Urgrund (or Grimorium Verum, Lernaea's Amulet, or Source Shard if someone with more health is already using Tetra)
    Heat Vision>Distortion Wave>Time Shift>Warp Barrage>Distortion Wave>Repeat

    Important Note: Time Shift is a conal pbAoE, so be sure to position carefully during Whirling Dervish's ticks and try to always target the middle-most enemy in a group to ensure effective PI distribution.

    Supercharge Selection - All values discussed non-crit to easily determine hierarchy. Crits do not change the outcome, as they apply equally to all damage and the relative/comparative results are identical

    TLDR For Boss Fights
    If only using head mod: Neo-Venom Boost >>> Temporal Vortex & Movement SCs (38% loss) > Oblivion (43% loss)
    If using mod + tac swap Scrap: Neo-Venom Boost >> Movement SCs (25% loss) >> Temporal Vortex (39% loss) >> Oblivion (49% loss)
    Note: This assumes we're doing an optimal rotation at appropriate times such that we'll get 15s of DPS off, which can be reliably done in all boss fights to such a degree this hierarchy holds true everywhere.

    TLDR For Raid Trash Clear
    Movement SCs* > Temporal Vortex (5-23% loss)
    *Note: If using Vacuum Bubble, we have to line our targets up.
    General Note: For trash clear, in addition to the often better DMG:SC performance of lower cost SCs they also ensure we'll arrive at the boss with our bar full or nearly full. Strongly advise against ever using 10000 cost SCs for trash clear.

    Comparative Analysis
    Calculating Base Boss DPS and Base Neo-Venom Boost for Comparison and Cast Time Losses
    Total DPS = (Base DPS x 26 x 2.06) + (Base DPS x 74)/100
    (~37750 - 4900) = 1.2756xBase Dps
    Therefore, Base DPS = ~25753
    Therefore, Base Neo-Venom Boost = 25753x0.45x15 = ~173829 additional damage

    Calculating DMG:SC for Bosses
    Neo-Venom Boost
    Mod only = 173829/4500 = 38.6 DMG/SC
    Mod + Scrap swap = 173829/3800 = 45.7 DMG/SC

    Speed Drain/Devastating Flip/Vacuum Bubble
    Mod Only = ~54212/2250 = 24.0 DMG/SC = 0.62 Neos
    Mod + Scrap swap = ~54212x0.98/1550 = 34.2 DMG/SC = 0.75 Neos

    Temporal Vortex
    Mod only = ~107436/4500 = 23.9 DMG/SC = 0.62 Neos
    Mod + Scrap swap = ~107436x0.98/3800 = 27.7 DMG/SC = 0.61 Neos

    Oblivion - ~3-4s cast time
    Mod only = ~(274507 - 25753x3)/9000 = 21.9 DMG/SC = 0.57 Neos
    Mod + Scrap swap = ~(274507x0.98 - 25753x3)/8300 = 23.1 DMG/SC = 0.51 Neos

    Calculating DMG:SC for Trash Clear
    Neo-Venom Boost not considered for trash clear, as everything will generally be dead well before our buff has ended and much of it will be wasted.

    Speed Drain/Devastating Flip/Vacuum Bubble*
    Mod Only = ~106128/2250 = 47.2 DMG/SC
    Mod + Scrap swap = ~106128x0.98/1550 = 67.1 DMG/SC
    Note: Vacuum Bubble has the same potential but you have to line at least three targets up, as it's a very narrow cone

    Temporal Vortex
    Mod only = ~201000/4500 = 44.7 DMG/SC = 0.95 Movement SCs
    Mod + Scrap swap = ~201000x0.98/3800 = 51.8 DMG/SC = 0.77 Movement SCs
  15. AV Loyal Player

    RAGE
    Boss Fight Rotations
    Melee Variants - Highest DPS but high risk and greatest skill requirement.
    Artifacts: La-Mort Card, Lernaea's Amulet or The Transformation Card, and Scrap of the Soul Cloak or The Strategist Card (or Tetrahedron of Urgrund if no one else is able)
    Note: La-Mort Card allows Eviscerating Chain to be used in every cycle and both of its combo hits count for La-Mort proc.
    Important Note: Be sure to keep the clips tight so the final Revenge/Lacerate has PI up.
    Note: Substituting Lacerate (3 ticks)(tap cancel) for Revenge (combo) has higher DPS and AoE potential but Revenge avoids split and simplifies boss tracking. Both are comparable but use Revenge against highly mobile bosses.
    Violence + Robot Sidekick Variant - Highest base DPS
    Violence>Outrage (full combo)(clipped with)>Revenge (combo)(or Lacerate (3 ticks)(tap cancel)(clipped with)>Eviscerating Chain (combo)(clipped with)>Outrage (full combo)(clipped with)>Revenge (combo)(or Lacerate (3 ticks)(tap cancel)(clipped with)>Eviscerating Chain (combo)(clipped with)>Outrage (full combo)(clipped with)>Revenge (combo)(or Lacerate (3 ticks)(tap cancel)(clipped with)>Eviscerating Chain (combo)(clipped with)>Repeat


    Relentless Anger + Severe Punishment Variant - Lowest base DPS, most frequent Berserk use
    Relentless Anger (clipped with)>Severe Punishment>Outrage (full combo)(clipped with)>Revenge (combo)(or Lacerate (3 ticks)(tap cancel)(clipped with)>Eviscerating Chain (combo)(clipped with)>Outrage (full combo)(clipped with)>Revenge (combo)(or Lacerate (3 ticks)(tap cancel)(clipped with)>Eviscerating Chain (combo)(clipped with)>Outrage (full combo)(clipped with)>Revenge (combo)(or Lacerate (3 ticks)(tap cancel)(clipped with)>Eviscerating Chain (combo)(clipped with)>Repeat

    Note: Consider clipping Eviscerating Chain with Relentless Anger each time to increase SC gen at the cost of lowering base DPS.

    Violence + Severe Punishment Variant - Highest Berserk output, best non-Robot Sidekick base DPS
    Violence (clipped with)>Severe Punishment>Outrage (full combo)(clipped with)>Revenge (combo)(or Lacerate (3 ticks)(tap cancel)(clipped with)>Eviscerating Chain (combo)(clipped with)>Outrage (full combo)(clipped with)>Revenge (combo)(or Lacerate (3 ticks)(tap cancel)(clipped with)>Eviscerating Chain (combo)(clipped with)>Outrage (full combo)(clipped with)>Revenge (combo)(or Lacerate (3 ticks)(tap cancel)(clipped with)>Eviscerating Chain (combo)(clipped with)>Repeat

    Ranged Variants - For when melee isn't possible or advisable.
    Critical Note: Tap cancel Channel Hate about a moment after half way between the 5th and 6th tick. We can either observe the hit counter, "feel" it out, or listen for the lilting notes of Channel Hate that coincide with its ticks.
    Focused Rage - General purpose, best ranged performance
    Artifacts: Solar Amplifier, The Transformation Card, and The Strategist Card or Grimorium Verum (or Tetrahedron of Urgrund if no one else is able)
    Heat Vision>Channel Hate (6 ticks)(tap cancel)>Freezing Breath (2 ticks)(tap cancel)>Heat Vision>Channel Hate (6 ticks)(tap cancel)>Dreadful Blast (1x combo)(clipped with)>Repeat

    Clean ST - For certain feats and specific situations only
    Artifacts: Solar Amplifier, The Transformation Card, and The Strategist Card or Grimorium Verum (or Tetrahedron of Urgrund if no one else is able)
    Consider using Critical Bloodlust III mod
    Heat Vision>Channel Hate (6 ticks)(tap cancel)>Eviscerating Chain (or Zip Tie Attack)(clipped with)>Bloodlust>Repeat, clipping with Bloodlust when it's off cooldown

    Note: With the Eviscerating Chain variant, the Channel Hate tap cancel timing lines up perfectly with Eviscerating Chain's cooldown, often simplifying the tap cancel.

    Source Shard - This should only be considered as a substitute for the Clean ST variants, not for the Focused Rage general purpose variant.
    Artifacts: Solar Amplifier, Grimorium Verum, and Source Shard
    Heat Vision>Channel Hate (6 ticks)(tap cancel)>Godwave Strength>Heat Vision>Channel Hate (6 ticks)(tap cancel)>Eviscerating Chain (or Zip Tie Attack)(or Godwave Strength if off CD)>Repeat

    Note: When using Source Shard, try to keep a 3rd pet active as much as possible by popping your trinket pet (ideally Dark Construct/Shadow Bat) then wait for it to expire before popping Henchmen (ideally the new Dawnbreaker variant). Avoid overwriting Godwave Strength by re-applying too early.
    Important Note: Since this dramatically shifts the percentage of your DPS that is coming from pets vs which is coming from you directly, either abstain from using Neo-Venom Boost when using Source Shard or, with Neo-Venom Boost active, abstain from activating Godwave Strength for its 15s duration. Also, pets don't benefit from stat/dmg buffs like food, Supply Drops, modifiers, or group artifact buffs and pets can die, so this will see lower relative performance in actual Elite content. It is ideally used in situations where a boss will force players to stop their rotations to deal with mechanics, as the pets can continue DPSing the boss while you evade.

    Raid Trash Clear Rotations
    Melee Variants
    Violence + Robot Sidekick Variant - Highest base DPS
    Artifacts: The Transformation Card, The Strategist Card, and Tetrahedron of Urgrund (or Lernaea's Amulet, Grimorium Verum, or Solar Amplifier if someone else with more Health is wearing Tetra)
    Violence>Whirling Dervish (3 ticks)(Dashing Combo)(clipped with)>Outrage (full combo)(clipped with)>Lacerate (3 ticks)(tap cancel)>Whirling Dervish (3 ticks)>Dashing Combo)(clipped with)>Outrage (full combo)(clipped with)>Lacerate (3 ticks)>Whirling Dervish (3 ticks)(Dashing Combo)(clipped with)>Outrage (full combo)(clipped with)>Repeat


    Relentless Anger + Severe Punishment Variant - Lower base DPS due to loss of Robot Sidekick but designed for Berserk spam
    Artifacts: The Transformation Card, The Strategist Card, and Scrap of the Soul Cloak (or Lernaea's Amulet, Grimorium Verum, Solar Amplifier, or Tetrahedron of Urgrund if no one else is able)
    Relentless Anger (clipped with)>Severe Punishment>Whirling Dervish (3 ticks)(Dashing Combo)(clipped with)>Outrage (full combo)(clipped with)>Lacerate (3 ticks)(tap cancel)>Whirling Dervish (3 ticks)>Dashing Combo)(clipped with)>Outrage (full combo)(clipped with)>Lacerate (3 ticks)>Whirling Dervish (3 ticks)(Dashing Combo)(clipped with)>Outrage (full combo)(clipped with)>Repeat

    Note: Consider re-casting Relentless Anger whenever it's off CD for greater SC generation at cose of reduced base DPS.

    Ranged - Despite parsing lower than the melee build on Sparring Targets, this will still perform well in content as it's not susceptible to range/position/interrupt concerns and is capable of tac swap.
    Artifacts: Solar Amplifier, The Strategist Card, and Grimorium Verum (or Lenaea's Amulet or Tetrahedron of Urgrund if no one else is able)
    Heat Vision>Dreadful Blast (full combo)(clipped with)>Frenetic Bombardment (full combo)(clipped with)>Freezing Breath (2 ticks)(tap cancel)>Repeat
  16. AV Loyal Player

    SORCERY
    Important Note: Do not attempt to jump cancel Soul Storm. Doing so cancels several projectiles and results in greatly reduced damage. Wait for all your projectiles to launch. It is no longer possible to jump cancel Soul Barrage.

    Boss Fight Rotations
    General Purpose
    Artifacts: Solar Amplifier, Grimorium Verum, and Lernaea's Amulet or The Transformation Card (or Tetrahedron of Urgrund if no one else is able)
    Heat Vision>Condemn>Final Ruin>Soul Barrage>Heat Vision>Soul Barrage>Final Ruin>Soul Barrage>Repeat
    Note: In multi-target boss fights you may want to consider replacing Condemn with Freezing Breath tap canceled after two ticks in the place of Soul Barrage whenever it's off cooldown. Soul Barrage is extremely receptive to tap queueing. If a single projectile hits anywhere near our target, we get credit for all five projectiles. However, against extremely mobile bosses (eg. Johnny Quick / Red Death) we may want to consider using one of the Clean ST variants below.

    Clean ST
    Artifacts: Solar Amplifier, Grimorium Verum, and Lernaea's Amulet or The Transformation Card (or Tetrahedron of Urgrund if no one else is able)
    Heat Vision>Condemn>Final Ruin>Vengeance>Heat Vision>Vengeance>Final Ruin>Vengeance Repeat
    or
    Heat Vision>Zip Tie Attack>Final Ruin>Condemn>Heat Vision>Zip Tie Attack>Final Ruin>Zip Tie Attack>Repeat

    Note: Despite Zip Tie Attack hitting harder, Vengeance can keep up or surpass it due to its fast cast time allowing for ranged taps on every attack, which Zip Tie Attack does not.

    Source Shard (General Purpose & Clean ST)
    Artifacts: Solar Amplifier, Grimorium Verum, and Source Shard
    Heat Vision>Godwave Strength (as required)(or Soul Barrage, Vengeance or Zip Tie Attack, if Godwave on CD)>Final Ruin>Soul Barrage (or Vengeance or Zip Tie Attack)(or Godwave Strength if available, as required)>Repeat


    Note: If cleaner ST is required, use Vengeance or Zip Tie Attack instead of Soul Barrage. Alternate summoning trinket pet and henchment
    Important Note: Shifts percentage of DPS coming from pets. Abstain from using Neo-Venom Boost or abstain from activating Godwave Strength for its duration. Pets don't benefit from stat/dmg buffs and can die, so this will see lower relative performance in actual Elite content. It is ideally used in situations where a boss will force players to stop their rotations to deal with mechanics, as the pets can continue DPSing the boss while you evade.

    Raid Trash Clear Rotations
    Melee - This has the highest damage potential but does considerably less in actual content due to damage lost to range considerations, enemy CC, interrupts, enemy movement/pulls, and positioning.
    Artifacts: The Transformation Card, The Strategist Card, and Tetrahedron of Urgrund (or Lernaea's Amulet, Grimorium Verum, or Solar Amplifier if someone else with more Health is wearing Tetra)
    Whirling Dervish (3 ticks)(Dashing Combo)(clipped with)>Soul Siphon>Soul Barrage>Karmic Backlash>Repeat

    Note: If we aren't the Tetra bearer and decide to use Grimorium Verum in the 3rd artifact slot, we may consider replacing Soul Siphon with Sonic Cry (but move Soul Barrage to the end of the rotation in that case to give Void Gazer time to apply PI). Also, we may consider replacing Soul Siphon with Karmic Suspension for lower DPS but increased SC gain.

    Ranged - Despite parsing lower than the melee build on Sparring Targets, this will generally perform at least as well in content as it's not susceptible to range/position/interrupt concerns.
    Artifacts: Solar Amplifier, The Strategist Card, and Grimorium Verum (or Tetrahedron of Urgrund if no one else is able)
    Heat Vision>Soul Barrage>Shard of Life>Soul Storm>Soul Barrage>Repeat


    Supercharge Selection - All values discussed non-crit to easily determine hierarchy. Crits do not change the outcome, as they apply equally to all damage and the relative/comparative results are identical

    TLDR For Boss Fights
    If only using head mod: Neo-Venom Boost >>> Polymorph ~ Grand Summoning (~17% loss) >> Movement SCs (36% loss)
    If using mod + tac swap Scrap: Neo-Venom Boost >> Polymorph (19% loss) > Movement SCs & Grand Summoning (23% loss)
    Note: This assumes we're doing an optimal rotation at appropriate times such that we'll get 15s of DPS off, which can be reliably done in all boss fights to such a degree this hierarchy holds true everywhere.

    TLDR For Raid Trash Clear
    Movement SCs* (only practical choice)**
    *Note: If using Vacuum Bubble, we have to line our targets up.
    **General Note: For trash clear, in addition to the often better DMG:SC performance of lower cost SCs they also ensure we'll arrive at the boss with our bar full or nearly full. Strongly advise against ever using 10000 cost SCs for trash clear.

    Comparative Analysis
    Calculating Base Boss DPS and Base Neo-Venom Boost for Comparison and Cast Time Losses
    Total DPS = (Base DPS x 26 x 2.06) + (Base DPS x 74)/100
    (~36900 - 4900) = 1.2756xBase Dps
    Therefore, Base DPS = ~25086
    Therefore, Base Neo-Venom Boost = 25086x0.45x15 = ~169332 additional damage

    Calculating DMG:SC for Bosses
    Neo-Venom Boost
    Mod only = 169332/4500 = 37.6 DMG/SC
    Mod + Scrap swap = 169332/3800 = 44.6 DMG/SC

    Speed Drain/Devastating Flip/Vacuum Bubble
    Mod Only = ~54212/2250 = 24.0 DMG/SC = 0.64 Neos
    Mod + Scrap swap = ~54212x0.98/1550 = 34.2 DMG/SC = 0.77 Neos

    Polymorph
    Mod only = ~140475/4500 = 31.2 DMG/SC = 0.83 Neos
    Mod + Scrap swap = ~140475x0.98/3800 = 36.2 DMG/SC = 0.81 Neos

    Grand Summoning
    Mod only = ~285750/9000 = 31.8 DMG/SC = 0.84 Neos
    Mod + Scrap swap = ~285750/8300 = 34.4 DMG/SC = 0.77 Neos
    Note: In actual practice, this will lose to Polymorph since this won't hit any harder when you apply your buffs but Polymorph will.

    Calculating DMG:SC for Trash Clear
    Neo-Venom Boost not considered for trash clear, as everything will generally be dead well before our buff has ended and much of it will be wasted.

    Speed Drain/Devastating Flip/Vacuum Bubble*
    Mod Only = ~106128/2250 = 47.2 DMG/SC
    Mod + Scrap swap = ~106128x0.98/1550 = 67.1 DMG/SC
    Note: Vacuum Bubble has the same potential but you have to line at least three targets up, as it's a very narrow cone
  17. AV Loyal Player

    WATER
    Boss Fight Rotations
    General Purpose
    Artifacts: Solar Amplifier, Grimorium Verum, and Lernaea's Amulet or The Transformation Card (or Tetrahedron of Urgrund if no one else is able)
    Important Note: Ranged taps cannot be queued onto Torrent.
    Bubble Variant
    Use Accelerated Bubble mod
    Heat Vision>Depth Charge (clipped with)>Bubble>Torrent>Depth Charge>Repeat, clipping Depth Charge with Bubble whenever it's off cooldown

    Note: Best performance but potential exists to lose Bubble before we get the benefit of its damage ticks.

    Freezing Breath Variant
    Heat Vision>Freezing Breath (2 ticks)(tap cancel)>Torrent>Depth Charge (or Ebb/Flow combo clipped)>Heat Vision>Depth Charge (or Ebb/Flow combo clipped)>Torrent>Freezing Breath (2 ticks)(tap cancel)>Heat Vision>Depth Charge (or Ebb/Flow combo clipped)>Torrent>Depth Charge (or Ebb/Flow combo clipped)>Repeat

    Note: Slightly burstier, slightly more AoE, and not dependent on Bubble. It's important to clip the Flow combo in the Ebb variant as quickly as possible, as the attack has a longer animation in general.

    Clean ST - Only use these for certain feats or other such situations that may call for pure ST damage
    Artifacts: Solar Amplifier, The Transformation Card, and Tetrahedron of Urgrund (or Grimorium Verum if someone with more health is already using Tetra)
    Dehydrate Variant
    Heat Vision>Dehydrate (clipped with)>Bubble (clipped with)>Riptide>Torrent>Dehydrate>Heat Vision>Dehydrate>Torrent>Dehydrate>Repeat

    Note: No SC DMG after the initial Dehydrate but this is the only pure ST rotation Water can do without resorting to movement or iconic powers.

    Zip Tie Attack Variant
    Use Accelerate Bubble mod
    Heat Vision>Zip Tie Attack (clipped with)>Bubble>Torrent>Zip Tie Attack>Repeat, clipping Zip Tie Attack with Bubble whenever it's off cooldown


    Source Shard (General Purpose & Clean ST)
    Artifacts: Solar Amplifier, Grimorium Verum, and Source Shard
    Heat Vision>Godwave Strength (as required)(or Depth Charge, Ebb/Flow, or Zip Tie Attack, if Godwave on CD)>Torrent>Depth Charge (or Ebb/Flow or Zip Tie Attack)(or Godwave Strength if available, as required)>Repeat
    Note: If cleaner ST is required, use the Zip Tie Attack (or Dehydrate) instead of Depth Charge or Ebb/Flow. Alternate summon of trinket pet and henchmen.
    Important Note: Shifts percentage of DPS coming from pets. Abstain from using Neo-Venom Boost or abstain from activating Godwave Strength for its duration. Pets don't benefit from stat/dmg buffs like and can die, so this will see lower relative performance in actual Elite content. It is ideally used in situations where a boss will force players to stop their rotations to deal with mechanics, as the pets can continue DPSing the boss while you evade.

    Raid Trash Clear Rotations
    Melee - This has the highest damage potential but does considerably less in actual content due to damage lost to range considerations, enemy CC, interrupts, enemy movement/pulls, and positioning.
    Artifacts: The Transformation Card, The Strategist Card, and Tetrahedron of Urgrund (or Solar Amplifier or Grimorium Verum if someone else with more Health is wearing Tetra)
    Whirling Dervish (3 ticks)(Dashing Combo)(clipped with)>Crashing Wave>Shark Frenzy>Ebb (Flow combo)(clipped with)>Repeat

    Note: If we aren't the Tetra bearer and decide to use Grimorium Verum in the 3rd artifact slot, we may consider replacing Crashing Wave with Sonic Cry. Also, we may consider replacing Crashing Wave with Drown for lower DPS but increased SC gain. Be careful to clip Ebb's Flow combo as early as possible, as the attack has a longer animation in general.

    Ranged - Despite parsing lower than the melee build on Sparring Targets, this will generally perform at least as well in content as it's not susceptible to range/position/interrupt concerns.
    Artifacts: Solar Amplifier, The Strategist Card, and Grimorium Verum (or Tetrahedron of Urgrund if no one else is able)
    Heat Vision>Depth Charge>Ebb (Flow combo)(clipped with)>Aqualance (or Shark Frenzy)>Depth Charge>Repeat
    or
    Heat Vision>Depth Charge>Shark Frenzy>Aqualance>Depth Charge>Repeat

    Note: If using the Ebb/Flow variant, be sure to clip Flow as early as possible as the attack has a longer animation in general. Ebb/Flow variant has slightly higher max potential but the margin is dependent upon effective clipping. Shark Frenzy variant is slightly behind but a bit more user friendly.

    Supercharge Selection - All values discussed non-crit to easily determine hierarchy. Crits do not change the outcome, as they apply equally to all damage and the relative/comparative results are identical

    TLDR For Boss Fights
    If only using head mod: Dehydrate* > Neo-Venom Boost (<3% loss) >>> Whirlpool (23% loss) > Call of the Deep (28% loss) > Movement SCs (37% loss)
    If using mod + tac swap Scrap: Neo-Venom Boost >> Dehydrate (>13% loss) >> Whirlpool & Movement SCs (25% loss) >> Call of the Deep (36% loss)

    Note: This assumes we're doing an optimal rotation at appropriate times such that we'll get 15s of DPS off, which can be reliably done in all boss fights to such a degree this hierarchy holds true everywhere.
    *Note: Dehydrate exceeding Neo depends on our ability to accurately use it just after crossing into the first DMG tier. Too soon and it's massive loss, too late and it's an increasing loss as SC climbs.

    TLDR For Raid Trash Clear***
    ***Important Note: If using Dehydrate for bosses, CoD is fine for trash clear if you'd like as we're no longer concerned about our bar going into the boss fight.
    If only using head mod: Whirlpool > Movement SCs* (10% loss)
    If using mod + tac swap Scrap: Movement SCs* > Whirlpool (11% loss)
    *Note: If using Vacuum Bubble, we have to line our targets up.
    General Note: For trash clear, in addition to the often better DMG:SC performance of lower cost SCs they also ensure we'll arrive at the boss with our bar full or nearly full. Strongly advise against using 10000 cost SCs for trash clear (unless using Dehydrate in boss fights, in which case our bar is of less concern)***

    Comparative Analysis
    Calculating Base Boss DPS and Base Neo-Venom Boost for Comparison and Cast Time Losses
    Total DPS = (Base DPS x 26 x 2.06) + (Base DPS x 74)/100
    (~37500 - 4900) = 1.2756xBase Dps
    Therefore, Base DPS = ~25557
    Therefore, Base Neo-Venom Boost = 25557x0.45x15 = ~172507 additional damage

    Calculating DMG:SC for Bosses
    Neo-Venom Boost
    Mod only = 172507/4500 = 38.3 DMG/SC
    Mod + Scrap swap = 172507/3800 = 45.4 DMG/SC

    Speed Drain/Devastating Flip/Vacuum Bubble
    Mod Only = ~54212/2250 = 24.0 DMG/SC = 0.63 Neos
    Mod + Scrap swap = ~54212x0.98/1550 = 34.2 DMG/SC = 0.75 Neos

    Dehydrate
    0-2500 SC: ~27000 DMG
    2501-5000 SC: ~98311 DMG / 2501 = Max 39.3 DMG/SC = 1.03 Neos (0.87 if Scrap) (Optimal)
    5001-7500 SC: ~151315 DMG / 5001 = Max 30.3 DMG/SC
    10000+ SC: ~241761 DMG / 10000 = Max 24.2 DMG/SC

    Whirlpool
    Mod only = ~132000/4500 = 29.3 DMG/SC = 0.77 Neos
    Mod + Scrap swap = ~132000x0.98/3800 = 34.0 DMG/SC = 0.75 Neos

    Call of the Deep
    Mod only = ~247462/9000 = 27.5 DMG/SC = 0.72 Neos
    Mod + Scrap swap = ~247462x0.98/8300 = 29.2 DMG/SC = 0.64 Neos

    Calculating DMG:SC for Trash Clear
    Neo-Venom Boost not considered for trash clear, as everything will generally be dead well before our buff has ended and much of it will be wasted.


    Speed Drain/Devastating Flip/Vacuum Bubble*
    Mod Only = ~106128/2250 = 47.2 DMG/SC
    Mod + Scrap swap = ~106128x0.98/1550 = 67.1 DMG/SC
    Note: Vacuum Bubble has the same potential but you have to line at least three targets up, as it's a very narrow cone

    Whirlpool
    Mod only = ~232800/4500 = 51.7 DMG/SC = 1.10 Movement SCs
    Mod + Scrap swap = ~232800x0.98/3800 = 60.0 DMG/SC = 0.89 Movement SCs
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  18. AV Loyal Player


    Advanced Techniques
    Bouncing
    With Explosive Block and Empowered Channeling combined, a high SP Might DPS can reliably tank while a Tank is being revived without issue. With practice, you can angle and time your block to aim bounced enemies wherever you want them
    (eg. back into an Orbital Strike).

    Support DPS
    In Alert, Event, and open world content, there is a 12% group DPS penalty incurred for each redundant role. Ie. 2x DPS in an alert results in a 12% reduction in group DPS. 3x DPS results in a 24% reduction in group DPS. There is no innate penalty for DPSing on our support roles, however, so with a few minor tweaks we can switch roles while maintaining our personal output but drastically improving group DPS. The required changes vary for each power (read your DPS power descriptions to see the effect role has on them, if any). Eg. Fire has to switch to, essentially, Heat Vision>Flashpoint>Snugg>Flashpoint>Repeat, since Absorb Heat's DMG/Healing values are inverted in Tank role. Note: Rage struggles with this due to greatly increased CDs.

    Tactical Swap
    The value of many artifacts is maximized by only swapping them in for use at an appropriate time then swapping them back out quickly. This is best done during channeling or during uninterruptable animations (eg. Orbital Strike, Orbital Supply Drop, certain unclippable summons).

    Note: This may seem challenging at first but once you've practiced it it becomes second nature, you can pull it off safely in every fight in the game, and it will result in a massive gain for your overall DPS output. Easier to do when playing on controller but not hard with kbm by any means.

    Here's an explanation of the most import swap artifacts:

    Dead King's Scepter
    By swapping this in & out, you not only gain 100% of the value of its Orbital Strike and pet/henchmen CD reduction but you also retain the 30s of Enhanced Orbital Assistance even if you immediately swap it out after dropping Orbital Strike. This is because Enhanced Orbital Assistance is a buff tied to your character, not to the artifact itself.
    Orbital Assistance's damage is stat-based, not CR-based, and can therefore crit. You will get 8-10 procs after swapping, effectively giving you an additional ~20-40% (depending on crits) ST damage to your Orbital Strike every time you use it on top of the DPS gains gleaned from more frequent pet, trinket, and orbital strike activation.

    We effectively get ~95%+ of the mechical value from Dead King's Scepter by only swapping it in for activations, as the standard Orbital Assistance is infrequent.

    Philosopher's Stone
    As with Enhanced Orbital Assistance, Alchemical Bond is a buff tied to your character, not to the artifact itself. You can immediately remove the artifact and still retain the 2x duration DMG buff from your Supply drop, making your Supply Drop buff last for the entirety of your Neo-Venom Boost/Circuit Breaker/Berserk.
    This is in addition to the dramatically reduced Supply Drop CD and the much larger diameter benefiting the group.

    We effectively get 100% of the mechanical value from Philosopher's Stone by only swapping it in for activations.

    Tetrahedron of Urgrund
    Tetrahedron's group Might buff lasts for 12s, meaning you don't have to always keep it on if you don't want to. Also, if you put it on mid-channeling, the next tick of channeled damage will proc the effect. However, non-initial DoT ticks will not proc the power; "active" damage only.

    We can maintain 100% of Tetrahedron's mechanical value via (very) active Tac Swap management or while swapping other artis in & out, making it the ideal Tac Swap companion arti.

    Scrap of the Soul Cloak
    Scrap's mechanic description is a bit misleading or, at best, omits some critical information. First, it doesn't just increase your max SC, it also increases your current existing SC by a factor of 1.27 when you put it on (this is why when you have full SC with it off, your SC stays full when you put it on). Similarly, when you remove it your current SC is reduced back to a factor of 1.
    This means that we effectively get the benefit of the "increases Supercharge generation by 27%" aspect of the artifact whether or not we're actually wearing it during SC gen, meaning there's virtually no reason to ever mainline this arti except in cases where there simply isn't time to swap it (eg. some Nature cheese builds).

    We get 100% of Scrap of the Soul Cloak's mechanical value by only swapping it in for activations.

    La-Mort Card
    La-Mort's Impending Doom stacks rest on the target, not the artifact, and last for 1min. As such, as long as you swap La-Mort in for a finisher activation at least once every 60s, you can retain a full Impending Doom stack without keeping La-Mort on. To do this without a DPS loss, however, requires placing a channeled ability before your finisher then swapping La-Mort back out during your finisher channel, so it's more challenging than the other swaps.

    We can get 100% of La-Mort Card's mechanical value by only swapping it in for Finishers, but it's challenging and requires changing, requires changing the order of your rotation, and precludes the use of some other Tac Swap techniques.

    Eye of Gemini
    You retain 100% of the mechanical value of Eye of Gemini if you swap it out immediately after popping an SC. However, it's mechanic isn't generally as valuable as Scrap of the Soul Cloak's and you can only swap one (w/o sacrificing significant rotation DPS) so we don't recommend this for most situations.

    Extreme Tactical Swap:
    Note: Every power's max-output rotations (except for some variants of Nature's current cheese) are capable of doing this without suffering a rotational DPS loss.

    Min:Max Swap
    Note: You don't have to do the Scepter swap with the Stone+Scrap+Neo combo, I just wanted to demo them all at once.

    Scepter>Henchmen+Pet (swap Orbital Strike during animation)>Orbital Strike (swap Stone during animation)>instacast power clipped with Supply Drop (swap Scrap during animation)>stat trinket + Bottled City Soder + Neo/CB/Berserk>HV or a comparable channeled power (swap aritfacts during channel)>continue with normal rotation
    Note: Sorry the only pet I have on Test is Snake but you get the idea.

    I've always done this safely, cleanly, and reliably in all elite content. That said, know the mechanics, know where to stand, and when not to do it (ie. if it's been a while since Lady Blackhawk has done her charge attack or portals in PCe, wait for when it's safe and for when you won't lose your damage to having to deal with mechanics).

    One Man Army
    If you want to put a lot of effort in, you can have your cake and eat it to by permanently maintaining the group's Tetra while only wearing Tetra for a fraction of your rotation. This requires that you maintain a high level of situational awareness and know fights very well, however. Tetra lasts for 12s so gauge the length of your rotation to determine how frequently you need to do this. If you time it perfectly, you can swap it in & out quickly during a channeled power (as per above) but you don't have to and it's a bit more awkward to do it that way)

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