This is a guide to reading build guides for PVE damage dealers. It should help you better understand and judge any build guide you are considering using.
Part 1: Is the build guide I’m looking at right for me?
The first step to judging and understanding a build guide is to know what content you want to do and determine what content the build guide was written for. A lot of build guides are specifically for Veteran Trials and are not suitable for other content.
Some things to consider:
How much Penetration does the build have?
Penetration is possibly the most important damage stat in the game.
At a glance, you’ll want to provide for yourself:
- 0-2k Penetration in organized trials.
- 1-4k Penetration in organized dungeons (Tank has Crimson Oath and maybe Tremorscale).
- 6-7k Penetration in random dungeons with a real tank.
- 0-9k Penetration in overland content.
- 12k Penetration in solo arenas or solo dungeons (or random dungeons with a fake tank).
If the build guide you’re reading doesn’t provide the amount of Penetration listed above for the content you want to do, it is probably not intended for that content.
Organized group content means that support roles are providing specific buffs and debuffs to ensure the group is at both the penetration and critical damage cap, as well as near-100% uptimes of buffs impossible to maintain without intense coordination, both before the run begins and during it.
What Major and Minor buffs does the build provide itself?
All damage dealer builds should ideally provide the following buffs at 100% uptime:
- Major Brutality/Sorcery
- Major Savagery/Prophecy
- Minor Berserk
- Minor Force
- Most builds should also include Minor Slayer (see Section 2).
Does the build have the right amount of sustain?
Do a full parse on the correct dummy to find out (trial dummy for a trial build only).
Is the build able to survive the content you want to do?
You don’t want to die.
Part 2: Sets
Once you have determined that the build is appropriate for the content you want to use it for, you should try to determine the reason for the specific sets used. Below are some conventional build staples.
Critical
You will probably see sets with 2-5 piece bonuses that refer to Critical Chance or Critical Damage.
A good rule of thumb for overall critical chance for a damage dealer build is 50-65%.
Proc sets
These are sets that deal damage behave based on a condition. (There are sets that buff you based on a condition, but for the purposes of this guide, they will not be referred to as proc sets.)
Damage percentage sets.
Some sets increase your “damage done” by a certain percentage. They will give you more damage the higher your DPS is.
Trial sets
Damage dealer sets from trials are very important. Almost all of them have very good 5-piece bonuses.
(Note: If the guide mentions “Perfected,” you can ignore that.)
Armor weight: mostly medium or light pieces on the body.
Rule of thumb: Medium on body for trials. Light on body for dungeons/solo.
Caveat: You might run into sustain issues using medium armor with a mag spammable or using light with a stam spammable. If you need to use a certain armor weight to sustain your rotation, it is perfectly fine to use that armor.
Nirnhoned, Precise, or Charged traits on the frontbar.
Unless you’re specifically going for high single-target damage in trials, precise or sharpened would be fine. Nirnhoned is also good for AOE but more expensive to research/craft.
Flame or Poison enchantments on the frontbar.
Most build guides will recommend the two hardest-hitting damage enchantments for the frontbar: Flame and Poison. However, these are only good options if your build does not already provide high Burning and Poisoned uptime (the status effects that Flame and Poison damage can proc).
An Infused “Weapon Damage” arena weapon on the backbar.
Maelstrom destruction staff, greatsword, or bow are the best options.
(Note: If the guide mentions “Perfected,” you can ignore that.)
A mythic item or a monster set.
Most builds will get more benefit from a mythic, but monster sets are still very good.
Part 3: Skills
After you have determined your sets and why you’re using them, you’ll need to determine why certain skills were chosen and when to use them. Below are some basic tips for using skills.
Frontbar
Your frontbar is where you’ll spend most of your time.
You will probably only have one spammable. You may have a semi-spammable.
Spammables are skills that you cast the most often and usually make up the biggest source of your damage. They should have a direct damage component and be cheap enough to cast on cooldown for a large portion of a fight.
Backbar
Your backbar is where you’ll slot most of your DOTs and buffs. In general, you will switch to this bar only when your skills with a long duration are about to fall off or have fallen off.
Passive slottables
You can slot skills for their passive benefits.
Dynamic rotations
Dynamic rotations are better than static rotations.