
205K+ Stamina Necromancer 12 Man PvE Build Guide
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Introduction
The Stamina Necromancer has emerged as one of the strongest all-around DPS builds in ESO Update 51. It combines exceptional single-target damage with arguably the best AoE damage profile of any class, making it an incredibly strong option for both boss fights and add-heavy encounters.
At the center of the build is
Corpseburster. Historically, building and consuming corpses on the Cro has been most important for passive damage, while our primary DPS output relied heavily on our abilities. With
Corpseburster, the playstyle now centers around maintaining our important DoTs while building and consuming as many corpses as possible for maximum DPS.
Abilities like
Blighted Blastbones constantly generate corpses, while
Detonating Siphon consumes them to repeatedly trigger enormous
Corpseburster explosions. This creates a fast-paced rotation centered around corpse management: casting
Blighted Blastbones every three seconds, using our corpse spenders as often as possible, and maintaining our important DoTs as a priority.
Table of contents
Core rotation concepts
Corpses
The Necromancer’s damage output is entirely dependent on how effectively you utilize the corpse system. Our abilities, passives, and even our gear sets rely on generating and consuming corpses to maximize DPS.
Blastbones
Blastbones is the most important ability in our toolkit. It's our strongest individual source of damage and it's our primary corpse creator.
Detonating Siphon
Detonating Siphon is one of the most important abilities in our toolkit. It’s our primary spammable, deals massive damage in an AoE radius, procs our strongest set, and is completely FREE to cast.
Corpseburster
Corpseburster is one of the strongest sets in the game, dealing massive damage every time we consume a corpse. This mechanic defines our entire rotation: generate as many corpses as possible to trigger Corpseburster as often as possible for maximum DPS.
Skill setup
Standard Bar Setup for Single Target Boss Encounters. Suggested changes for AOE BOSS encounters detailed with respective gear setup below.
FRONT BAR · Daggers

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BACK BAR · Greatsword

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BACK BAR
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SKILL INFORMATION
Avid Boneyard
Avid Boneyard is one of the most valuable group-oriented abilities in the Necro toolkit. It deals around 7.3K AoE DPS, adds another 2–3K through the
Grave Robber synergy, and applies
Minor Vulnerability. This is an especially valuable debuff because AoE sources of it are pretty limited.
Boneyard can also consume a corpse for 30% increased damage, which procs
Corpseburster and adds some complexity to the rotation. In raid, however, you should run the other morph,
Unnerving Boneyard, which trades your personal
Grave Robber synergy for AoE
Major Breach, one of the game’s most important penetration debuffs. An ally can still activate
Grave Robber, making this an overall group DPS increase while a personal DPS loss, especially on the dummy.
Venom Skull
While
Detonating Siphon is our primary spammable, we use
Venom Skull as a filler whenever we don’t have a corpse available. If you’re maintaining a rotation properly,
Venom Skull will usually be empowered. While the tooltip says every third cast deals 50% increased damage and creates a corpse, this is slightly misleading: after casting two Grave Lord abilities,
Venom Skull will light up, indicating that your next cast is empowered. While we might think of
Venom Skull primarily as a filler ability, its empowered version is active so often that it’s better viewed as a tool for generating corpses. If we run out of corpses and can’t cast
Detonating Siphon,
Venom Skull will almost always generate a new one, allowing us to immediately follow it with
Detonating Siphon and keep our corpse consumption flowing.
As a note,
Ghostly Embrace can be a stronger alternative against bosses with massive hitboxes, such as Taleria in Dreadsail Reef. It creates three AoEs shot out in a line, the first of which applies
Chilled, the second applying a damage over time effect, and the third creating a corpse. If you can consistently get all three rings to hit your target,
Ghostly Embrace outperforms
Venom Skull.
Blighted Blastbones
Blighted Blastbones is our strongest ability and the single largest source of damage on our CMX, dealing up to 127K damage per hit. Once cast, the skeleton lunges at the target 2.5 seconds later, allowing us to recast
Blighted Blastbones every 3 seconds. This defines the structure of our rotation:
Blighted Blastbones → Skill → Skill →
Blighted Blastbones → Skill → Skill, and so on. Most importantly, every
Blighted Blastbones leaves behind a corpse, making it our primary source of corpses throughout a fight and an essential part of consistently proccing
Corpseburster.
Detonating Siphon
Detonating Siphon consumes a corpse to create a tether between you and that corpse, along with a small AoE beneath it. Enemies touching either take damage, but most importantly, when
Detonating Siphon ends, the corpse explodes for up to 60K damage. Recasting
Detonating Siphon counts as the ability ending, allowing us to use it as a spammable and trigger that explosion much more frequently. Every activation also consumes a corpse, proccing
Corpseburster for another 95K damage. Combined, that’s roughly a 150K AoE explosion every time we activate
Detonating Siphon.
Additionally,
Detonating Siphon AoE component deals damage over 20 seconds, it's completely free to cast, and on top of all that, it provides
Major Savagery for our Critical Chance AND increases our damage done by 3% while slotted.
Detonating Siphon is one of the most important abilities in the entire Necro toolkit.
Sundering Banner
Sundering Banner. We take the Physical Damage Focus, Class Flourish Signature, and Intellect and Endurance affix scripts. The Class Flourish here is insane. Every three seconds, our Health, Magicka, and Stamina are increased by 2% for 10 seconds per corpse within 12 meters, stacking up to 10 times. The extra Health is great for survivability, but gaining up to 20% more Stamina from a single ability is a massive DPS increase. Even better, while in combat with no corpses nearby, we create one instead, up to once every five seconds, further fueling our
Corpseburster and
Detonating Siphon spam.
With
Sundering Banner being meta on the Necro, it will likely fall to the Necros to provide its essential group buffs. For our Focus Script, the two most common options are Physical, which increases Martial Damage by 6% and works particularly well with groups mixing meta Necros and Nightblades, or Shock, which increases Direct Damage by 6% and is better for classes like Templars, Sorcerers, DKs, or Arcanists. For the Necro itself and for parsing, Physical is the stronger option. For our Affix Script, the Minor Recovery scripts are extremely helpful while parsing, while in content we’ll generally run Courage in optimized groups or Heroism in less optimized groups.
Flawless Dawnbreaker
We mainly run
Flawless Dawnbreaker for the Fighters Guild passive
Slayer, which increases Weapon and spell damage by 3% per Fighters Guild ability slotted. We will rarely cast this ult, but if you get to the end of a fight and know that you won’t get your more expensive primary ult back, you can use
Flawless Dawnbreaker for a bit of a damage boost in the execute phase of a fight.
Barbed Trap
Barbed Trap is basically a Swiss Army knife of utility. Beyond being a strong source of DPS through both its upfront hit and Damage Over Time component,
Barbed Trap also gives us access to
Hemorrhaging, arguably the strongest status effect in the game and is one of the few reliable ways to consistently proc it. On top of its already strong damage contribution,
Barbed Trap also serves as a source of
Minor Force, which is an essential Critical Damage buff, though one usually sourced by either the
Feeding Frenzy synergy or the
Velothi Ur-Mage's Amulet
Stampede
Stampede is a respectable DOT on its own, but its real value comes from proccing our
(Perfected) Merciless Charge buff. When we cast
Stampede with the
(Perfected) Merciless Charge equipped, we gain a 12% increase to all Direct Damage sources, which make up the vast majority of the Cro’s toolkit.
Stampede grants this buff for 18 seconds, even though the ability itself only lasts 15, so while we generally want to reapply it as close to expiration as possible, this is one of the easier DOTs to delay briefly if needed, though this should be pretty rarely utilized on the Cro.
Carve
Carve is a skill in this setup whose role is almost entirely tied to its value as a Damage Over Time effect. We like
Carve because of its extremely long duration. Its actual DPS output is fairly comparable to something like
Scalding Rune, but because
Carve lasts significantly longer, we spend fewer casts maintaining it over the course of a fight. That matters a lot, because every cast we save on a DOT is another cast we can instead use on our spammables and
Corpseburster. So even if another DOT may appear equal or even slightly stronger on paper,
Carve often results in more net damage overall simply because of the extra spammables we end up getting.
Skeletal Archer
Skeletal Archer is a strong single-target DoT and borderline necessary in solo situations because it provides
Major Brutality, our Weapon and Spell Damage buff. Unless we source this buff through potions or a Scribed skill, we need to provide it ourselves. On the dummy and in raids, this buff should come from the DK’s
Igneous Weapons, but pay attention: if
Igneous Weapons isn’t in group, you NEED this skill.
Carve is our primary flex slot for a heal or shield when we need extra survivability. If
Major Brutality is already covered,
Skeletal Archer is another flex option.
Outside of the buff, the
Skeletal Archer’s main purpose is simply strong single-target damage. However, it can be unreliable in multi-target fights because it may attack the wrong enemy. If your little guy can get confused, use
Skeletal Arcanist instead. It’s slightly weaker in single target, but deals AoE damage around its primary target, making it much more reliable in those situations.
Sundering Banner
Whichever Banner configuration we use, we need it on both bars to keep it active. If it's only on one bar, swapping away turns it off and we have to activate it again.
Shooting Star
Shooting Star is our ultimate of choice for this build, providing strong, consistent damage while being incredibly simple to use. On cast, it deals a massive initial hit, then leaves behind a relatively small but incredibly strong AOE that deals damage over time, totaling around 12–14K DPS. It also restores Ultimate for each target hit, making it especially valuable in multi-target fights. The more enemies we hit with the initial blast, up to six enemies, the more Ultimate we generate, allowing us to cast
Shooting Star more frequently and get even more damage out of the ability. For both parsing and content, it’s a powerful, reliable ultimate that fits naturally into the Necro’s rotation.
ALTERNATE & SITUATIONAL SKILLS
CLASS SKILLS
Glacial ColossusreplacesShooting StarOur group source of Major Vulnerability. Glacial Colossus deals less damage than Pestilent Colossus, but provides longer Major Vulnerability uptime. If your group can maintain 100% uptime with Pestilent, that morph is the better option. Otherwise, use Glacial to ensure more consistent uptime.
Pestilent ColossusreplacesShooting StarOur strongest Colossus morph for personal damage. Pestilent Colossus deals more damage than Glacial Colossus, but provides shorter Major Vulnerability uptime. If your group can maintain 100% Major Vulnerability with Pestilent, this morph is the better option. Otherwise, use Glacial for more consistent uptime.
Unnerving BoneyardreplacesAvid BoneyardIn most content, you'll want to run Unnerving Boneyard for Major Breach. Avid is better for dummy parsing.
Skeletal ArcanistreplacesSkeletal ArcherUse this morph for fights with multiple targets, since Archer can only target one enemy. The individual damage of Archer is stronger per tick, but Arcanist is the better choice when you can't reliably ensure Archer is hitting your intended target.
Ghostly EmbracereplacesVenom SkullBetter than Venom Skull against bosses with hitboxes large enough to be hit by all three rings. The first applies Chilled, the second deals a strong DoT, and most importantly, the third creates a corpse. We use Ghostly Embrace similarly to Skull: as a spammable whenever we don’t have a corpse available for Siphon.
Necrotic PotencyreplacesCarve or TrapConsumes nearby corpses to generate 6 Ultimate per corpse consumed, making it extremely valuable in boss fights with lots of adds and downtime. Navi Hard Mode is a prime example: you can drop an ultimate on the boss, another during the add phase, then consume the remaining corpses with Potency to build another ultimate before the dragon lands.
WEAPON SKILLS
Endless HailreplacesStampedeIf you want to run a Bow on the backbar, use this over Stampede.
Poison InjectionreplacesCarveIf you want to run a bow on the backbar, use this over Carve
Elemental BlockadereplacesStampedeWhen running a Destruction Staff on the back bar, which is optimal in AoE situations, use this ability instead of Stampede and pair it with the vMA Inferno Staff.
Elemental RagereplacesShooting StarWhen running a Destro Staff on the backbar, which is optimal in AOE situations, Elemental Rage is a stronger ultimate per cast than Shooting Star. Be careful though, Shooting Star often outperforms Elemental Rage simply because you can cast 2 Shooting Stars to 1 Elemental Rage most of the time.
WORLD
Simmering FrenzyreplacesCarve or TrapKnown as “toggling,” Simmering Frenzy provides a massive amount of Weapon Damage at the cost of draining your Health and preventing you from being healed. It can provide a small DPS gain in extremely optimized scenarios, but on the Necro, the difference between toggling and not toggling is fairly minimal.
Exhilarating DrainreplacesCarve or TrapThis ability is very strong in fights with extended downtime, with Sunspire being its most notable use case. While the Dragon is in the air, you can use Vamp Drain to guarantee an Ultimate for the landing, allowing you to ult immediately, proc Ultimate-based sets like Pillager or Cryptcannon, and potentially build enough Ultimate to cast again during the same phase. While less common today, it remains a solid option whenever a fight gives you significant downtime to generate Ultimate where you might not be able to do so with Potency.
GUILD
Scalding RunereplacesCarve or TrapGenerically your next best world DOT for Single Target in shorter fights where carve isn't as valuable. This is probably the weakest flex option we have, but it is a go to for fights that we can predot with short burst phases. The Dragons in Sunspire are another great example. Extremely optimized groups can push the Dragons in 20-30 second phases, so being able to cast this ability before the dragon lands AND to have it last for the entire phase, gets us good damage, and more spammable usage.
Mystic OrbreplacesCarve or TrapMystic Orb is an absolute MUST HAVE in your group comp. Its Combustion synergy deals more damage per activation than any other synergy in the game, and while most comparable damage synergies can only be consumed by four to six players, all 11 of your allies can activate Combustion from the same Orb. This makes it an incredibly reliable way to proc essential sets like Alkosh while also restoring a significant amount of resources to the group. Even if Mystic Orb is a personal DPS loss, the damage and utility provided through Combustion make it a massive group DPS gain.
ALLIANCE WAR
Anti-Cavalry CaltropsreplacesCarve or TrapThis skill is valuable in any boss fight with multiple targets or frequent adds, but it also excels in short single target burst phases. In fights lasting 15 seconds or less, you can get the full damage value of this ability. By comparison, a 20 second DoT like Scalding Rune would only deal around 75% of its total damage before the fight ends, preventing it from getting its full value. This makes shorter DoTs like Caltrops especially valuable when maximizing damage in a limited burst window.
Reccomended Skill Setup for Trash Pulls. Some of these options change depending on gear, which is detailed in the next section of this guide.
FRONT BAR · Daggers

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BACK BAR · Inferno Staff

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SKILL INFORMATION
General Rule for Trash Damage
The goal in trash is AoE burst. Elite mobs in the most recent raids can have up to 5 million HP, which means that with eight damage dealers, each DD only needs to contribute roughly 625K total damage to kill that target. This is a slight oversimplification: buff DDs will contribute less while parse DDs contribute more, but the principle remains the same. Ideally, we want that 625K damage to come from abilities that hit every elite mob at once, rather than killing each target individually.
When executed properly, most trash pulls should last less than 10 seconds, which makes many traditional DoTs far less valuable. Because of this, we want to prioritize AoE abilities that can be cast out of combat and between trash pulls, allowing us to enter each pack with our abilities already rolling. Once the pull starts, we can cast one or two additional abilities before focusing solely on using our AoE spammable to quickly burst down the entire pack.
Unnerving Boneyard
Unnerving Boneyard is one of the most valuable AoEs in the entire game. Its short 10 second duration means we get its full damage value much faster than an equally powerful DoT lasting 20 seconds. In a 10 second trash pull, we’d only get half the value of a comparable 20 second DoT, while
Unnerving Boneyard will deal its full damage in that shorter window. Even more importantly,
Unnerving Boneyard applies
Major Breach and
Minor Vulnerability in an AoE, significantly increasing the entire group’s damage against every target in the pack.
Quick Cloak
Quick Cloak is one of the stronger DoTs in the game. While it isn’t quite valuable enough for single-target fights for the Cro, it becomes a no-brainer in trash because we can prebuff it between pulls, allowing its damage to start immediately without wasting a GCD once combat begins. It also provides
Major Expedition, which is useful if a support isn’t running Rapids for whatever reason.
Whirling Blades
Whirling Blades is one of the strongest AoE spammables in the game. While it doesn’t outperform
Detonating Siphon +
Corpseburster, we rarely have corpses available at the start of a trash pull, making
Whirling Blades an important secondary option. Its larger radius also makes it especially useful while enemies are still being stacked. Once our other abilities are rolling, we can spam
Whirling Blades until the pack is tight enough for
Detonating Siphon +
Corpseburster to reliably hit everything.
Detonating Siphon
Detonating Siphon consumes a corpse to create a tether between you and that corpse, along with a small AoE beneath it. Enemies touching the tether or the AOE take damage, but most importantly, when
Detonating Siphon ends, the corpse explodes for up to 60K damage. Recasting
Detonating Siphon counts as the ability ending, allowing us to use it as a spammable and trigger that explosion much more frequently. Every activation also consumes a corpse, proccing
Corpseburster for another 95K damage. Combined, that’s roughly a 150K AoE explosion every time we activate
Detonating Siphon.
Detonating Siphon is completely free to cast, with no ongoing Stamina drain, and its AoE component deals damage over 20 seconds. On top of all that, it provides
Major Savagery for our Critical Chance and increases our damage done by 3% while slotted.
Detonating Siphon is one of the most important abilities in the entire Necro toolkit.
Banner Bearer
Sundering Banner. We take the Physical Damage Focus, Class Flourish Signature, and Intellect and Endurance affix scripts. The Class Flourish here is insane. Every three seconds, our Health, Magicka, and Stamina are increased by 2% for 10 seconds per corpse within 12 meters, stacking up to 10 times. The extra Health is great for survivability, but gaining up to 20% more Stamina from a single ability is a massive DPS increase. Even better, while in combat with no corpses nearby, we create one instead, up to once every five seconds, further fueling our
Corpseburster and
Detonating Siphon spam.
With
Sundering Banner being meta on the Necro, it will likely fall to the Necros to provide its essential group buffs. For our Focus Script, the two most common options are Physical, which increases Martial Damage by 6% and works particularly well with groups mixing meta Necros and Nightblades, or Shock, which increases Direct Damage by 6% and is better for classes like Templars, Sorcerers, DKs, or Arcanists. For the Necro itself and for parsing, Physical is the stronger option. For our Affix Script, the Minor Recovery scripts are extremely helpful while parsing, while in content we’ll generally run Courage in optimized groups or Heroism in less optimized groups.
Flawless Dawnbreaker
We mainly run
Flawless Dawnbreaker for the Fighters Guild passive
Slayer, which increases Weapon and spell damage by 3% per Fighters Guild ability slotted. We will rarely cast this ult, but if you get to the end of a fight and know that you won’t get your more expensive primary ult back, you can use
Flawless Dawnbreaker for a bit of a damage boost in the execute phase of a fight.
General Rule for Trash Damage
The goal in trash is AoE burst. Elite mobs in the most recent raids can have up to 5 million HP, which means that with eight damage dealers, each DD only needs to contribute roughly 625K total damage to kill that target. This is a slight oversimplification: buff DDs will contribute less while parse DDs contribute more, but the principle remains the same. Ideally, we want that 625K damage to come from abilities that hit every elite mob at once, rather than killing each target individually.
When executed properly, most trash pulls should last less than 10 seconds, which makes many traditional DoTs far less valuable. Because of this, we want to prioritize AoE abilities that can be cast out of combat and between trash pulls, allowing us to enter each pack with our abilities already rolling. Once the pull starts, we can cast one or two additional abilities before focusing solely on using our AoE spammable to quickly burst down the entire pack.
Necrotic Potency
Necrotic Potency is an absolute non-negotiable in trash. It consumes all nearby corpses, restoring 6 Ultimate for each one, allowing the Necromancer to cast nearly twice as many Ultimates throughout a series of trash pulls compared to other classes. Whether we’re using that Ultimate to maintain
Major Vulnerability on every pack or simply deal more damage,
Necrotic Potency is a must have.
Elemental Blockade
Elemental Blockade is one of the strongest AOE abilities in the game, and one of the few abilities that is strong enough to be worth a GCD in short trash encounters. When paired with the
(Perfected) Crushing Wall,
Elemental Blockade will often be one of our top sources of damage on its own, not even including the damage it does through the Burning Status Effect as well as the damage increase that we receive by using it to activate our back bar weapon damage enchant.
Blighted Blastbones
While arguably our most important ability in boss fights,
Blighted Blastbones is a bit trickier in trash. It still deals a ton of damage, but takes 2.5 seconds to land, making repeated casts less valuable in extremely fast pulls. Often, its primary value is as a prebuff, giving us an early corpse to fuel
Corpseburster before enemies start dying. In longer pulls, you may fit another cast or two, but the rule is simple: only cast
Blighted Blastbones when you can guarantee it will land.
Proximity Detonation
Proximity Detonation is a slightly tricky ability. After an 8-second delay, it explodes around you, with its damage increasing by 100% for each target hit. This makes it another valuable ability to prebuff between pulls, ideally timing the explosion for the start of combat. The key is giving yourself enough time to position in the center of the pack so the explosion hits as many enemies as possible, including low health adds for maximum scaling. When timed and positioned correctly,
Proximity Detonation deals a TON of damage.
Banner Bearer
Whichever Banner configuration we use, we need it on both bars to keep it active. If it's only on one bar, swapping away turns it off and we have to activate it again.
Pestilent Colossus
Many people view
Pestilent Colossus as an ultimate that’s only valuable for
Major Vulnerability, but especially with the buffs coming in Update 51, it’s also an incredibly strong burst ultimate. Unlike an ability like
Elemental Rage, which takes 9 seconds to deal its full damage,
Pestilent Colossus delivers its entire damage value in just 3 seconds. While its total damage done is slightly lower than something like
Elemental Rage, that much shorter window makes it more optimal for fast trash pulls.
On top of its burst damage,
Pestilent Colossus applies
Major Vulnerability, one of the strongest debuffs for increasing group DPS. In an optimized group, Necromancers should coordinate a Colossus rotation with the goal of having one available for every trash pack.
ALTERNATE & SITUATIONAL SKILLS
CLASS SKILLS
Ruinous ScythereplacesWhirling BladesThis is a relatively weak AoE spammable, but it instantly applies Off Balance to everything within its conal radius. This makes it a more reliable source of AoE Off Balance in trash than alternatives like Traveling Knife.
Ghostly EmbracereplacesWhirling BladesGhostly Embrace is one of our strongest trash abilities. The first ring deals instant Chilled damage, while the second applies a powerful 5 second DoT that will usually complete its full duration. The third creates a corpse, although optimized groups generally won’t need it, as smaller adds should die during your initial AoE application and provide corpses for Siphon. I recommend Whirling Blades generically because it’s more reliable, while Ghostly Embrace requires fast, tight stacks and a well practiced group to reach its full potential.
Skeletal ArcanistreplacesProximity DetonationSkeletal Arcanist’s value in trash is as a strong AoE ability that we can prebuff between pulls. While Proxy Det is slightly more valuable, Arcanist is easier to use and nearly as strong. It also becomes essential without a DK providing Igneous Weapons, since it provides Major Brutality, our Weapon and Spell Damage buff.
WEAPON SKILLS
Endless HailreplacesElemental BlockadeWhen paired with the vMA Bow, Endless Hail deals nearly as much damage per tick as Wall and can actually be stronger in some trash scenarios. Its biggest advantage is that we can prebuff it between pulls, while Wall generally needs to be cast after combat begins to avoid pulling early. If you don’t need Elemental Rage, running the vMA Bow with Endless Hail can provide a small overall damage increase.
Elemental RagereplacesPestilent ColossusThough Colossus is generally the trash ultimate I recommend, Elemental Rage deals slightly more total damage. It can be the better option when trash pulls last long enough to get its full duration, or when enemies take longer to stack, allowing late arriving adds to still get hit by the remaining ticks. Colossus deals its damage much faster, so poorly stacked adds can miss a significant portion of it.
GUILD
Camouflaged HunterreplacesBannerBecause Banner is a meta boss skill on the Cro, we’ll likely be tasked with running it in trash as well. However, if two other players are already providing Banners, we can replace ours with Camo Hunter. It’s one of our strongest buff skills, providing Minor Berserk for 5% increased damage while flanking, plus another 3% Weapon and Spell Damage through the Fighters Guild Slayer passive. Buff skills are especially valuable in trash because they increase our damage without adding more DoTs or AoEs to our setup, leaving more GCDs available for spammables and maximizing our burst. Outside of Banner, Camo Hunter is our next best option.
Shooting StarreplacesPestilent ColossusShooting Star won't typically outdamage Colossus, but its Ultimate refund can make it extremely valuable in tightly stacked pulls. The initial blast restores 10 Ultimate per enemy hit, up to 60 Ultimate. So in a pull like the pack before Lokke in Sunspire, hitting all 11 enemies still gives us 60 Ultimate from Shooting Star. Combine that with Necrotic Potency and the Ultimate we generate during the pull, and we can potentially have another Ultimate ready for Lokke. That's where Shooting Star can pull ahead: if the refund gives us an extra cast, we're comparing the value of both casts against one stronger Ultimate.
Race Against TimereplacesProximity DetonationRace Against Time is one of my favorite mobility skills in the game. It provides Major Expedition for 4 seconds, removes snares, and grants Minor Force for 20 seconds, although Minor Force is only relevant if you aren’t running the Velothi Ur Mage’s Amulet. The extra mobility is incredibly useful when handling mechanics away from the group, such as pulling levers in DSR. Since movement between encounters can be one of the biggest limiting factors in trial times, Race Against Time is a great option whenever something is slowing you down.
Mystic OrbreplacesProximity DetonationMystic Orb is an absolute MUST HAVE in your group comp. Its Combustion synergy deals more damage per activation than any other synergy in the game, and while most comparable damage synergies can only be consumed by four to six players, all 11 of your allies can activate Combustion from the same Orb. This makes it an incredibly reliable way to proc essential sets like Alkosh while also restoring a significant amount of resources to the group. Even if Mystic Orb is a personal DPS loss, the damage and utility provided through Combustion make it a massive group DPS gain.
ALLIANCE WAR
Anti-Cavalry CaltropsreplacesProximity DetonationIf your group’s trash pulls are a little slower, around 15 to 20 seconds, Anti-Cavalry Caltrops will deal more damage than Proxy Det. In less optimized groups, these longer pulls give Caltrops enough time to deliver its full damage, making one of the strongest AoEs in the game well worth slotting.
How to choose the best Flex Slot + which heals to use in the tabs below
FRONT BAR · Daggers

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BACK BAR · Greatsword
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| 3 | Flex slotCarve is Flex Slot 1 |
| 4 | Flex slotSkeletal Archer is Flex Slot 3 |
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HOW TO CHOOSE YOUR FLEX SLOT
Flex Slot One:
Carve
Carve is our primary flex slot simply because it’s one of our weakest abilities. While its DPS isn’t far behind
Barbed Trap or
Skeletal Archer, it provides no additional buff utility and requires a relatively long fight for the DoT to reach its full value. If you need to slot a heal, shield, or other utility skill,
Carve should generally be the first ability you replace.
Flex Slot Two:
Barbed Trap
Barbed Trap becomes a flex option when
Minor Force is already covered by another source, such as a Werewolf's
Feeding Frenzy synergy. We still want reliable uptime on that buff while building toward the 125% Critical Damage cap, so make sure the replacement source is actually covering us before removing
Barbed Trap. In this scenario,
Barbed Trap’s only remaining value is its damage, which is stronger than
Carve, but not by a significant amount. This makes
Barbed Trap our second-best option to replace.
Flex Slot Three:
Skeletal Archer
Skeletal Archer is one of our most valuable abilities. It deals strong single-target damage while also providing
Major Brutality, our Weapon and Spell Damage buff. However, its damage is only valuable if the
Skeletal Archer reliably attacks our primary target, which is something we can’t directly control. Additionally, if a DK in group is providing
Major Brutality through
Igneous Weapons, that portion of the skill becomes redundant.
Because of this,
Skeletal Archer becomes another flex option in single-target fights with smaller, irrelevant adds that it can get distracted by, provided
Major Brutality is already being supplied by the group.
OPTIONS FOR MORE SURVIVABILITY
CLASS SKILLS
Animate BlastbonesreplacesFlawless Dawnbreaker or Shooting StarThe infamous Necro Res. This is an incredibly expensive Ultimate, but one of the most useful recovery tools in the game, allowing you to instantly resurrect up to three allies at once. It’s especially valuable in pugs, where a single cast can quickly recover a fight that would otherwise result in a wipe.
Intensive MenderreplacesFlex SlotIntensive Mender is the strongest Magicka based healing option for the Cro when you can remain relatively stationary. If you need to move frequently, the Mender will constantly reposition to follow you, which can cause its healing to become inconsistent or miss entirely.
Spirit GuardianreplacesFlex SlotSpirit Guardian provides slightly less healing than Intensive Mender, but offers a significant amount of extra mitigation, making it the more valuable option in many situations. It’s especially useful for mechanics that pull you away from your healers, such as vSS Portals or vDSR Reef Hearts, if you don’t want to stack Echoing Vigor.
Mortal CoilreplacesFlex SlotMortal Coil is our weakest class heal, but provides a ton of sustain, making it incredibly valuable for experienced players in solo scenarios. If you’re comfortable surviving without relying heavily on a heal, Mortal Coil can help solve sustain issues when you’re separated from the group. vDSR Reef Hearts are one of the best use cases for this ability.
ALLIANCE WAR
Echoing VigorreplacesFlex SlotEchoing Vigor is one of the best healing options in raid situations because its HoT stacks between players. During mechanics with heavy incoming damage, multiple DDs can slot and cast Echoing Vigor together, typically giving each player 3 to 4 simultaneous stacks of the HoT and providing an enormous amount of group healing.
Resolving VigorreplacesFlex SlotResolving Vigor is the strongest burst heal we have access to. In addition to its powerful healing, it provides Minor Resolve, increasing our Armor and giving us even more survivability when we need it most.
Boss setups
Recommended gear setups for each boss type in the game. Skill setup will mostly stay the same; any changes are notated below. Trash Setups are discussed in detail in the next section. Disclaimer: A general recommendation will never be the "most optimal" setup. Tweak for real encounters as it relates to differing strategies and raid comps.
Best Build for the Parse Dummy
| SLOT | SET | TYPE | TRAIT | ENCHANT |
|---|---|---|---|---|
| Main Hand | Dagger | |||
| Off Hand | Dagger | |||
| Backup | Greatsword | |||
| Head | Medium | |||
| Shoulders | Medium | |||
| Chest | Medium | |||
| Hands | Medium | |||
| Waist | Medium | |||
| Legs | Medium | |||
| Feet | Medium | |||
| Necklace | — | |||
| Ring 1 | — | |||
| Ring 2 | — |
GEAR INFO
Corpseburster
Corpseburster is an absolute non-negotiable for our main Stam Cro setup. Consuming a corpse triggers an explosion that can hit for up to 95K in a five-meter AOE. Enemies hit also receive
Diseased, dealing additional instant damage, and
Minor Breach, making it very useful in hitting the pen cap in AOE situations for the group.
Corpseburster's damage increases by 10% for every Grave Lord ability slotted, which influences the way we set up our bar pretty significantly, attempting to stack Gravelord abilities on the front bar when possible.
(Perfected) Slivers of Null Arca
Update 50 introduced an enormous increase in Weapon and Spell Damage through Class Masteries. Whenever our offensive stats become this inflated, proc sets gain tremendous value because their damage scales directly with those massive stat pools, often outperforming sets that simply provide more raw stats.
For sustained single-target damage,
(Perfected) Slivers of Null Arca is our strongest proc set, and we benefit from it passively while performing the rotation. When you deal Critical Damage, you build stacks of Sliver. At 3 stacks, you fire the Null Arca Proc. The frequent activation, combined with the Weapon and Spell Damage scaling, results in roughly roughly 14,000 DPS from the set: a TON of DPS. Your actual result in content will depend on the setup and encounter of course, but it's currently the strongest option for Single Target in Update 51.
The Huntsman Warmask
Huntsman's Warmask is our strongest Mythic for a single-target parse. A Bash or fully charged Heavy Attack marks the dummy for 60 seconds, giving us 15% more damage against it as well as
Minor Berserk while active. This does come at a cost though. We deal 50% less damage to every other target without the mark. This makes the mythic optimal for Single Target encounters, and truthfully, most fights in the game these days are best played with single target setups anyway, so we will rarely use any other mythic even in content.
(Perfected) Merciless Charge
(Perfected) Merciless Charge is the strongest arena weapon for boss damage in the game. It boosts our direct damage by 12%, and Direct Damage is the most common damage type in this build.
Slimecraw
When running a Mythic and Arena Weapon, we will have room for a 1 piece monster bonus. Crit Chance is the strongest one piece stat that we can obtain from gear, so we will want to run any monster set whose one piece is a line of Crit Chance. My preference is
Slimecraw, just because it tends to be the most common shoulder people have due to its historical relevance.
ALTERNATE SETS
REPLACES NULL-ARCA (IN ORDER OF HIGHEST DPS))
Arms of RelequenRun on Body
Mora Scribe's ThesisRun on Weapons/Jewelry, move Corpseburster to body
Ansuul's TormentRun on Body- Advancing YokedaRun on Weapons/Jewelry, move Corpseburster to Body
Whorl of DepthsRun on Weapons/Jewelry, move Corpseburster to Body
Mantle of SiroriaRun on Weapons/Jewelry, move Corpseburster to Body
Aegis CallerRun on Body
Tide-Born WildstalkerRun on Body
Highland SentinelRun on Body
Order's WrathRun on Body
REPLACES CORPSEBURSTER (IN ORDER OF HIGHEST DPS))
- Advancing YokedaRun on Weapons/Jewelry
Aegis CallerRun on Weapons and Jewelry
Arms of RelequenRun on Weapons and Jewelry
Mora Scribe's ThesisRun on Weapons/Jewelry
Ansuul's TormentRun on Body, move Null-Arca to Weapons and Jewelry
Whorl of DepthsRun on Weapons and Jewelry
Mantle of SiroriaRun on Weapons and Jewelry
Tide-Born WildstalkerRun on Body, move Null-Arca to Weapons and Jewelry
Highland SentinelRun on Body, move Null-Arca to Weapons and Jewelry
Order's WrathRun on Body, move Null-Arca to Weapons and Jewelry
CHOOSING AN ALTERNATE SET
How to Choose an Alternate Set
All of the alternate set options that we’ve given here are very strong, but it can be difficult to know exactly which sets to pair together, and more specifically, which set should go on the body and which set should go on your weapons and jewelry when replacing one of our main options. There are a few rules that we need to follow.
Minor Slayer
The first and most important rule is to make sure that we always have a Trial set equipped. The third stat line on every DPS-oriented Trial set in the game gives
Minor Slayer, a buff that increases our damage done to all PvE enemies by 5%. This is the strongest third-piece stat line in the game. If we analyze only the value of a set’s five-piece bonus, compare something like
(Perfected) Slivers of Null Arca to
Aegis Caller. The damage from the actual five-piece procs aren't too far off from one another, but the key factor that makes
(Perfected) Slivers of Null Arca so much stronger on a one-to-one basis is that
Minor Slayer bonus on the third line.
Medium Armor
Our next consideration is that, regardless of which sets we pair together, we need to run a Medium Armor set on the body. We could take a set like
(Perfected) Whorl of the Depths, for example, which is very strong, but if we run it on the body, it’s going to be a significant DPS loss compared to even most dungeon sets, regardless of that third-piece stat line. The primary reason for this is that, in the Update 51 meta, we run Medium Armor primarily for Critical Damage and Light Armor primarily for Penetration. There are tons of sources of Penetration in the game, and it’s a lot easier to reach the pen cap than it is to reach the Critical Damage cap. So most of the time, we’ll need to run Medium Armor on the body to make sure that we’re at the Critical Damage cap in 12-man encounters.
Sets that give Stats
Once we have a Trial set equipped and a Medium Armor set on the body, our next priority is to put whichever set gives a stat bonus from its fifth piece on the body so that the bonus remains active on both bars. A set like
(Perfected) Ansuul's Torment gives us a 7% damage increase, for example, but that bonus is worth much less if the set is only active on the front bar. Compare that to a set like
Aegis Caller, where we simply have to Light Attack to proc it, and the summoned Lesser Aegis lasts 11 seconds regardless of what bar we're on.
Proc Sets
When we're choosing between two proc sets,
(Perfected) Slivers of Null Arca is a good example of a set that's easier to manage on the body. The third Sliver stack fires the crystal, then there's a four-second cooldown before we can build stacks again. This cooldown is very short compared, again, to a set like
Aegis Caller. So, by running the set with the shorter cooldown on the body, we are likely to have much higher uptimes without having to aggressively micromanage the set.
Alternate Set info
(Perfected) Arms of Relequen
The first alternate set option is
(Perfected) Arms of Relequen. This set comes from Cloudrest, and every time you Light Attack, you apply a stack of Harmful Winds to the target. This stacks up to 10 times and deals a ton of damage. Historically,
(Perfected) Arms of Relequen was meta for single target for a very long time, but it received a nerf a few patches ago that gave
(Perfected) Slivers of Null Arca a slight edge. A lot of people have forgotten about this set since then, but it’s still extremely strong and is only worth a little bit less DPS than the current meta single-target setup.
(Perfected) Arms of Relequen can be run on the body as a Medium Armor set, or it can be run on the weapons and jewelry. If you’re using
(Perfected) Arms of Relequen to replace
(Perfected) Slivers of Null Arca, you should run it on the body. If you’re using it to replace
Corpseburster, you should run it on the weapons and jewelry. Just remember that if you run
(Perfected) Arms of Relequen on the weapons, you have to swap back to your front bar and Light Attack once every four seconds, otherwise, all of your Harmful Winds stacks will drop.
(Perfected) Mora Scribe's Thesis
(Perfected) Mora Scribe’s Thesis is a Light Armor set from the Trial Lucent Citadel. This set increases your Critical Chance for every Major buff active on you and your Critical Damage for every Minor buff active on you. In a 12-man raid scenario,
(Perfected) Mora Scribe’s Thesis is very competitive with
(Perfected) Slivers of Null Arca, although it’s slightly worse for the Necromancer. This set is particularly strong on classes that get random extra sources of Major and Minor buffs that we don’t specifically try to prioritize in a raid comp. The Sorc is a good example because
Hurricane gives it
Major Resolve and
Minor Expedition.
Major Resolve contributes to
(Perfected) Mora Scribe’s Thesis Critical Chance bonus, while
Minor Expedition contributes to its Critical Damage bonus.
(Perfected) Mora Scribe’s Thesis is also pretty strong in unoptimized groups, especially groups that might be lacking Critical Damage. So in newer groups or pug scenarios, you might even want to prioritize it over
(Perfected) Slivers of Null Arca. Because this is a Light Armor set, we should run
(Perfected) Mora Scribe’s Thesis on weapons and jewelry and keep the paired medium set on the body.
Aegis Caller
Aegis Caller is a Medium Armor set from the dungeon Unhallowed Grave. It’s one of the strongest proc sets in the game, and it deals its damage in an AOE radius, making it valuable for AOE encounters as well as single target ones. Its raw damage is a little bit lower than
(Perfected) Slivers of Null Arca’s, but still comparable. This set procs whenever we deal critical damage with a martial melee attack, which means that it will proc from our front-bar light attacks. The proc lasts for 11 seconds with a 12 second cooldown, so we can get effectively near 100% uptimes. Because we can proc the set by simply light attacking, it’s extremely easy to run on the front bar. If you’re replacing
(Perfected) Slivers of Null Arca with
Aegis Caller and pairing it with
Corpseburster, I would run
Aegis Caller on the body. If you’re pairing
Aegis Caller with
(Perfected) Slivers of Null Arca, I would run
Aegis Caller on the weapons and jewelry instead.
(Perfected) Whorl of Depths
(Perfected) Whorl of the Depths is a Light Armor set from the trial Dreadsail Reef. Whenever you deal damage with a Light Attack, you apply a DOT to the target that deals Frost Damage over eight seconds. When that effect ends, a five-meter whirlpool is created underneath the target for six seconds, dealing a ton of AOE damage. Because of that AOE damage,
(Perfected) Whorl of the Depths is a great option for both single-target and AOE encounters. The entire effect can occur once every 18 seconds, leaving a pretty short window of downtime between procs. As a Light Armor set, you only ever want to run
(Perfected) Whorl of the Depths on the weapons and jewelry. If you’re using it to replace
(Perfected) Slivers of Null Arca, move
Corpseburster to the body. If you’re using it to replace
Corpseburster, keep
(Perfected) Slivers of Null Arca on the body and run
(Perfected) Whorl of the Depths on the weapons and jewelry.
Advancing Yokeda
Berserking Warrior is a Heavy Armor set from the trial Hel Ra Citadel, and it gives us a ton of one of the most important stats in the game: Critical Chance. With five pieces active,
Berserking Warrior gives us 986 Critical Chance at base. Whenever you deal Martial melee damage, your Critical Chance increases by another 298 for five seconds, stacking up to five times. To keep those stacks from dropping, make sure that you Light Attack on your front bar at least once every five seconds. Advancing is historically considered an exclusively single-target set, but if you can maintain all five stacks in an AOE situation, that Critical Chance will also increase the Cro’s already remarkably strong AOE damage. So while it’s primarily considered a single-target option,
Berserking Warrior can work very well for AOE on the Cro too. Because it’s a Heavy Armor set, we only ever run
Berserking Warrior on the weapons and jewelry. If you’re using it to replace
(Perfected) Slivers of Null Arca, move
Corpseburster to the body. If you’re using it to replace
Corpseburster,
Berserking Warrior fills those weapons and jewelry slots while
(Perfected) Slivers of Null Arca stays on the body.
(Perfected) Ansuul's Torment
(Perfected) Ansuul's Torment is a Medium Armor set from the trial Sanity’s Edge. At base, it increases your damage done to monsters by 7%. Whenever you interrupt a target while in combat, that bonus increases to 21% for 30 seconds. Because that proc condition is rarely something that we’re going to be able to activate in an organized raid, we primarily consider
(Perfected) Ansuul's Torment for its reliable 7% damage-done increase. That baseline is still very strong and makes
(Perfected) Ansuul's Torment one of the best options for overall raw AOE damage on the Cro by simply increasing the damage of the class’s already remarkably strong AOE toolkit.
(Perfected) Ansuul's Torment should be run exclusively on the body.
(Perfected) Mantle of Siroria
(Perfected) Mantle of Siroria is a Light Armor set from the trial Cloudrest, and this is another classic. With five pieces active,
(Perfected) Mantle of Siroria gives us 200 Weapon and Spell Damage passively. Whenever you deal damage with a Light or Heavy Attack, you create a ring of fire beneath you for eight seconds. Standing in that ring increases your Weapon and Spell Damage by another 44 for five seconds, stacking up to ten times. That gives us 440 Weapon and Spell Damage at max stacks, or 640 total when we include the passive portion of the five-piece bonus. Because this is a stat increase that buffs our entire toolkit,
(Perfected) Mantle of Siroria is very strong for both single-target and AOE damage. This set can be a little tricky to maintain though. You need to recreate the ring as often as possible and make sure that you stand inside it at least once every five seconds to refresh your stacks. Because
(Perfected) Mantle of Siroria is a Light Armor set, we only want to run it on the weapons and jewelry, regardless of whether we’re replacing
(Perfected) Slivers of Null Arca or
Corpseburster. We can get away with front-barring a set that gives a stat increase here because that buff is provided off of a Proc, which means the buff will last regardless of what bar we're on as long as we're tracking and maintaining our stacks.
Tide-born Windstalker
Tide-Born Wildstalker is a craftable set found at the Tide-Born Foundry in Solstice. It increases your direct damage done to monsters by 15%, which is a huge buff and makes
Tide-Born Wildstalker one of the strongest craftable sets in the entire game. If you don’t have any of the previously mentioned options, you can run
Tide-Born Wildstalker with very similar success to our meta options.
Tide-Born Wildstalker should always be run on the body, regardless of whether you’re using it to replace
(Perfected) Slivers of Null Arca or
Corpseburster.
Highland Sentinel
Highland Sentinel is the next-strongest craftable set, and its crafting station can be found in West Weald. This set gives us a ton of Critical Chance, which is one of the most valuable stats in the game, but its proc condition is very odd. With five pieces active, the set gives us 986 Critical Chance passively. Then, every second that you stand still in combat gives you a stack of Sentinel’s Eye, adding another 443 Critical Chance per stack, up to three stacks. Every second that you move removes one stack. This condition can be very tricky to maintain, especially for newer players, so I don’t necessarily recommend
Highland Sentinel as a go-to replacement. But if you’re okay trying to min-max with the tools that you have, you can pair
Tide-Born Wildstalker with
Highland Sentinel and have very good success. Generally, I would use
Tide-Born Wildstalker first. If you choose to use
Highland Sentinel, though, it should always be run on the body, regardless of whether you’re using it to replace
(Perfected) Slivers of Null Arca or
Corpseburster.
Order's Wrath
A slightly weaker but much easier option to maintain is
Order's Wrath. This set gives us a little bit less Critical Chance than
Highland Sentinel, but it also gives us Critical Damage, making the set very strong and versatile for newer players, unoptimized groups, or even solo and four-man situations. This set can be crafted at Steadfast Hammer and Saw in the High Isle and Amenos region.
Order's Wrath should always be run on the body, regardless of whether you’re using it to replace
(Perfected) Slivers of Null Arca or
Corpseburster.
Best build for your average Single Target Oriented Boss fights
| SLOT | SET | TYPE | TRAIT | ENCHANT |
|---|---|---|---|---|
| Main Hand | Dagger | |||
| Off Hand | Dagger | |||
| Backup | Greatsword | |||
| Head | Medium | |||
| Shoulders | Medium | |||
| Chest | Medium | |||
| Hands | Medium | |||
| Waist | Medium | |||
| Legs | Medium | |||
| Feet | Medium | |||
| Necklace | — | |||
| Ring 1 | — | |||
| Ring 2 | — |
GEAR INFO
Corpseburster
Corpseburster is an absolute non-negotiable for our main Stam Cro setup. Consuming a corpse triggers an explosion that can hit for up to 95K in a five-meter AOE. Enemies hit also receive
Diseased, dealing additional instant damage, and
Minor Breach, making it very useful in hitting the pen cap in AOE situations for the group.
Corpseburster's damage increases by 10% for every Grave Lord ability slotted, which influences the way we set up our bar pretty significantly, attempting to stack Gravelord abilities on the front bar when possible.
(Perfected) Slivers of Null Arca
Update 50 introduced an enormous increase in Weapon and Spell Damage through Class Masteries. Whenever our offensive stats become this inflated, proc sets gain tremendous value because their damage scales directly with those massive stat pools, often outperforming sets that simply provide more raw stats.
For sustained single-target damage,
(Perfected) Slivers of Null Arca is our strongest proc set, and we benefit from it passively while performing the rotation. When you deal Critical Damage, you build stacks of Sliver. At 3 stacks, you fire the Null Arca Proc. The frequent activation, combined with the Weapon and Spell Damage scaling, results in roughly roughly 14,000 DPS from the set: a TON of DPS. Your actual result in content will depend on the setup and encounter of course, but it's currently the strongest option for Single Target in Update 51.
The Huntsman Warmask
Huntsman's Warmask is our strongest Mythic for a single-target parse. A Bash or fully charged Heavy Attack marks the dummy for 60 seconds, giving us 15% more damage against it as well as
Minor Berserk while active. This does come at a cost though. We deal 50% less damage to every other target without the mark. This makes the mythic optimal for Single Target encounters, and truthfully, most fights in the game these days are best played with single target setups anyway, so we will rarely use any other mythic even in content.
(Perfected) Merciless Charge
(Perfected) Merciless Charge is the strongest arena weapon for boss damage in the game. It boosts our direct damage by 12%, and Direct Damage is the most common damage type in this build.
Slimecraw
When running a Mythic and Arena Weapon, we will have room for a 1 piece monster bonus. Crit Chance is the strongest one piece stat that we can obtain from gear, so we will want to run any monster set whose one piece is a line of Crit Chance. My preference is
Slimecraw, just because it tends to be the most common shoulder people have due to its historical relevance.
ALTERNATE SETS
REPLACES NULL-ARCA (IN ORDER OF HIGHEST DPS))
Arms of RelequenRun on Body
Mora Scribe's ThesisRun on Weapons/Jewelry, move Corpseburster to body
Ansuul's TormentRun on Body- Advancing YokedaRun on Weapons/Jewelry, move Corpseburster to Body
Whorl of DepthsRun on Weapons/Jewelry, move Corpseburster to Body
Mantle of SiroriaRun on Weapons/Jewelry, move Corpseburster to Body
Aegis CallerRun on Body
Tide-Born WildstalkerRun on Body
Highland SentinelRun on Body
Order's WrathRun on Body
REPLACES CORPSEBURSTER (IN ORDER OF HIGHEST DPS))
- Advancing YokedaRun on Weapons/Jewelry
Aegis CallerRun on Weapons/Jewelry
Arms of RelequenRun on Weapons/Jewelry
Mora Scribe's ThesisRun on Weapons/Jewelry
Ansuul's TormentRun on Body, move Null-Arca to Weapons and Jewelry
Whorl of DepthsRun on Weapons and Jewelry
Mantle of SiroriaRun on Weapons and Jewelry
Tide-Born WildstalkerRun on Body, move Null-Arca to Weapons and Jewelry
Highland SentinelRun on Body, move Null-Arca to Weapons and Jewelry
Order's WrathRun on Body, move Null-Arca to Weapons and Jewelry
CHOOSING AN ALTERNATE SET
How to Choose an Alternate Set
All of the alternate set options that we’ve given here are very strong, but it can be difficult to know exactly which sets to pair together, and more specifically, which set should go on the body and which set should go on your weapons and jewelry when replacing one of our main options. There are a few rules that we need to follow.
Minor Slayer
The first and most important rule is to make sure that we always have a Trial set equipped. The third stat line on every DPS-oriented Trial set in the game gives
Minor Slayer, a buff that increases our damage done to all PvE enemies by 5%. This is the strongest third-piece stat line in the game. If we analyze only the value of a set’s five-piece bonus, compare something like
(Perfected) Slivers of Null Arca to
Aegis Caller. The damage from the actual five-piece procs aren't too far off from one another, but the key factor that makes
(Perfected) Slivers of Null Arca so much stronger on a one-to-one basis is that
Minor Slayer bonus on the third line.
Medium Armor
Our next consideration is that, regardless of which sets we pair together, we need to run a Medium Armor set on the body. We could take a set like
(Perfected) Whorl of the Depths, for example, which is very strong, but if we run it on the body, it’s going to be a significant DPS loss compared to even most dungeon sets, regardless of that third-piece stat line. The primary reason for this is that, in the Update 51 meta, we run Medium Armor primarily for Critical Damage and Light Armor primarily for Penetration. There are tons of sources of Penetration in the game, and it’s a lot easier to reach the pen cap than it is to reach the Critical Damage cap. So most of the time, we’ll need to run Medium Armor on the body to make sure that we’re at the Critical Damage cap in 12-man encounters.
Sets that give Stats
Once we have a Trial set equipped and a Medium Armor set on the body, our next priority is to put whichever set gives a stat bonus from its fifth piece on the body so that the bonus remains active on both bars. A set like
(Perfected) Ansuul's Torment gives us a 7% damage increase, for example, but that bonus is worth much less if the set is only active on the front bar. Compare that to a set like
Aegis Caller, where we simply have to Light Attack to proc it, and the summoned Lesser Aegis lasts 11 seconds regardless of what bar we're on.
Proc Sets
When we're choosing between two proc sets,
(Perfected) Slivers of Null Arca is a good example of a set that's easier to manage on the body. The third Sliver stack fires the crystal, then there's a four-second cooldown before we can build stacks again. This cooldown is very short compared, again, to a set like
Aegis Caller. So, by running the set with the shorter cooldown on the body, we are likely to have much higher uptimes without having to aggressively micromanage the set.
Alternate Set info
(Perfected) Arms of Relequen
The first alternate set option is
(Perfected) Arms of Relequen. This set comes from Cloudrest, and every time you Light Attack, you apply a stack of Harmful Winds to the target. This stacks up to 10 times and deals a ton of damage. Historically,
(Perfected) Arms of Relequen was meta for single target for a very long time, but it received a nerf a few patches ago that gave
(Perfected) Slivers of Null Arca a slight edge. A lot of people have forgotten about this set since then, but it’s still extremely strong and is only worth a little bit less DPS than the current meta single-target setup.
(Perfected) Arms of Relequen can be run on the body as a Medium Armor set, or it can be run on the weapons and jewelry. If you’re using
(Perfected) Arms of Relequen to replace
(Perfected) Slivers of Null Arca, you should run it on the body. If you’re using it to replace
Corpseburster, you should run it on the weapons and jewelry. Just remember that if you run
(Perfected) Arms of Relequen on the weapons, you have to swap back to your front bar and Light Attack once every four seconds, otherwise, all of your Harmful Winds stacks will drop.
(Perfected) Mora Scribe's Thesis
(Perfected) Mora Scribe’s Thesis is a Light Armor set from the Trial Lucent Citadel. This set increases your Critical Chance for every Major buff active on you and your Critical Damage for every Minor buff active on you. In a 12-man raid scenario,
(Perfected) Mora Scribe’s Thesis is very competitive with
(Perfected) Slivers of Null Arca, although it’s slightly worse for the Necromancer. This set is particularly strong on classes that get random extra sources of Major and Minor buffs that we don’t specifically try to prioritize in a raid comp. The Sorc is a good example because
Hurricane gives it
Major Resolve and
Minor Expedition.
Major Resolve contributes to
(Perfected) Mora Scribe’s Thesis Critical Chance bonus, while
Minor Expedition contributes to its Critical Damage bonus.
(Perfected) Mora Scribe’s Thesis is also pretty strong in unoptimized groups, especially groups that might be lacking Critical Damage. So in newer groups or pug scenarios, you might even want to prioritize it over
(Perfected) Slivers of Null Arca. Because this is a Light Armor set, we should run
(Perfected) Mora Scribe’s Thesis on weapons and jewelry and keep the paired medium set on the body.
Aegis Caller
Aegis Caller is a Medium Armor set from the dungeon Unhallowed Grave. It’s one of the strongest proc sets in the game, and it deals its damage in an AOE radius, making it valuable for AOE encounters as well as single target ones. Its raw damage is a little bit lower than
(Perfected) Slivers of Null Arca’s, but still comparable. This set procs whenever we deal critical damage with a martial melee attack, which means that it will proc from our front-bar light attacks. The proc lasts for 11 seconds with a 12 second cooldown, so we can get effectively near 100% uptimes. Because we can proc the set by simply light attacking, it’s extremely easy to run on the front bar. If you’re replacing
(Perfected) Slivers of Null Arca with
Aegis Caller and pairing it with
Corpseburster, I would run
Aegis Caller on the body. If you’re pairing
Aegis Caller with
(Perfected) Slivers of Null Arca, I would run
Aegis Caller on the weapons and jewelry instead.
(Perfected) Whorl of Depths
(Perfected) Whorl of the Depths is a Light Armor set from the trial Dreadsail Reef. Whenever you deal damage with a Light Attack, you apply a DOT to the target that deals Frost Damage over eight seconds. When that effect ends, a five-meter whirlpool is created underneath the target for six seconds, dealing a ton of AOE damage. Because of that AOE damage,
(Perfected) Whorl of the Depths is a great option for both single-target and AOE encounters. The entire effect can occur once every 18 seconds, leaving a pretty short window of downtime between procs. As a Light Armor set, you only ever want to run
(Perfected) Whorl of the Depths on the weapons and jewelry. If you’re using it to replace
(Perfected) Slivers of Null Arca, move
Corpseburster to the body. If you’re using it to replace
Corpseburster, keep
(Perfected) Slivers of Null Arca on the body and run
(Perfected) Whorl of the Depths on the weapons and jewelry.
Advancing Yokeda
Berserking Warrior is a Heavy Armor set from the trial Hel Ra Citadel, and it gives us a ton of one of the most important stats in the game: Critical Chance. With five pieces active,
Berserking Warrior gives us 986 Critical Chance at base. Whenever you deal Martial melee damage, your Critical Chance increases by another 298 for five seconds, stacking up to five times. To keep those stacks from dropping, make sure that you Light Attack on your front bar at least once every five seconds. Advancing is historically considered an exclusively single-target set, but if you can maintain all five stacks in an AOE situation, that Critical Chance will also increase the Cro’s already remarkably strong AOE damage. So while it’s primarily considered a single-target option,
Berserking Warrior can work very well for AOE on the Cro too. Because it’s a Heavy Armor set, we only ever run
Berserking Warrior on the weapons and jewelry. If you’re using it to replace
(Perfected) Slivers of Null Arca, move
Corpseburster to the body. If you’re using it to replace
Corpseburster,
Berserking Warrior fills those weapons and jewelry slots while
(Perfected) Slivers of Null Arca stays on the body.
(Perfected) Ansuul's Torment
(Perfected) Ansuul's Torment is a Medium Armor set from the trial Sanity’s Edge. At base, it increases your damage done to monsters by 7%. Whenever you interrupt a target while in combat, that bonus increases to 21% for 30 seconds. Because that proc condition is rarely something that we’re going to be able to activate in an organized raid, we primarily consider
(Perfected) Ansuul's Torment for its reliable 7% damage-done increase. That baseline is still very strong and makes
(Perfected) Ansuul's Torment one of the best options for overall raw AOE damage on the Cro by simply increasing the damage of the class’s already remarkably strong AOE toolkit.
(Perfected) Ansuul's Torment should be run exclusively on the body.
(Perfected) Mantle of Siroria
(Perfected) Mantle of Siroria is a Light Armor set from the trial Cloudrest, and this is another classic. With five pieces active,
(Perfected) Mantle of Siroria gives us 200 Weapon and Spell Damage passively. Whenever you deal damage with a Light or Heavy Attack, you create a ring of fire beneath you for eight seconds. Standing in that ring increases your Weapon and Spell Damage by another 44 for five seconds, stacking up to ten times. That gives us 440 Weapon and Spell Damage at max stacks, or 640 total when we include the passive portion of the five-piece bonus. Because this is a stat increase that buffs our entire toolkit,
(Perfected) Mantle of Siroria is very strong for both single-target and AOE damage. This set can be a little tricky to maintain though. You need to recreate the ring as often as possible and make sure that you stand inside it at least once every five seconds to refresh your stacks. Because
(Perfected) Mantle of Siroria is a Light Armor set, we only want to run it on the weapons and jewelry, regardless of whether we’re replacing
(Perfected) Slivers of Null Arca or
Corpseburster. We can get away with front-barring a set that gives a stat increase here because that buff is provided off of a Proc, which means the buff will last regardless of what bar we're on as long as we're tracking and maintaining our stacks.
Tide-born Windstalker
Tide-Born Wildstalker is a craftable set found at the Tide-Born Foundry in Solstice. It increases your direct damage done to monsters by 15%, which is a huge buff and makes
Tide-Born Wildstalker one of the strongest craftable sets in the entire game. If you don’t have any of the previously mentioned options, you can run
Tide-Born Wildstalker with very similar success to our meta options.
Tide-Born Wildstalker should always be run on the body, regardless of whether you’re using it to replace
(Perfected) Slivers of Null Arca or
Corpseburster.
Highland Sentinel
Highland Sentinel is the next-strongest craftable set, and its crafting station can be found in West Weald. This set gives us a ton of Critical Chance, which is one of the most valuable stats in the game, but its proc condition is very odd. With five pieces active, the set gives us 986 Critical Chance passively. Then, every second that you stand still in combat gives you a stack of Sentinel’s Eye, adding another 443 Critical Chance per stack, up to three stacks. Every second that you move removes one stack. This condition can be very tricky to maintain, especially for newer players, so I don’t necessarily recommend
Highland Sentinel as a go-to replacement. But if you’re okay trying to min-max with the tools that you have, you can pair
Tide-Born Wildstalker with
Highland Sentinel and have very good success. Generally, I would use
Tide-Born Wildstalker first. If you choose to use
Highland Sentinel, though, it should always be run on the body, regardless of whether you’re using it to replace
(Perfected) Slivers of Null Arca or
Corpseburster.
Order's Wrath
A slightly weaker but much easier option to maintain is
Order's Wrath. This set gives us a little bit less Critical Chance than
Highland Sentinel, but it also gives us Critical Damage, making the set very strong and versatile for newer players, unoptimized groups, or even solo and four-man situations. This set can be crafted at Steadfast Hammer and Saw in the High Isle and Amenos region.
Order's Wrath should always be run on the body, regardless of whether you’re using it to replace
(Perfected) Slivers of Null Arca or
Corpseburster.
Best build for AOE oriented boss fights (Bahsei/Reef Guardian for example)
| SLOT | SET | TYPE | TRAIT | ENCHANT |
|---|---|---|---|---|
| Main Hand | Dagger | |||
| Off Hand | Dagger | |||
| Backup | Greatsword | |||
| Head | Medium | |||
| Shoulders | Medium | |||
| Chest | Medium | |||
| Hands | Medium | |||
| Waist | Medium | |||
| Legs | Medium | |||
| Feet | Medium | |||
| Necklace | — | |||
| Ring 1 | — | |||
| Ring 2 | — |
GEAR INFO
Corpseburster
Corpseburster is an absolute non-negotiable for our main Stam Cro setup. Consuming a corpse triggers an explosion that can hit for up to 95K in a five-meter AOE. Enemies hit also receive
Diseased, dealing additional instant damage, and
Minor Breach, making it very useful in hitting the pen cap in AOE situations for the group.
Corpseburster's damage increases by 10% for every Grave Lord ability slotted, which influences the way we set up our bar pretty significantly, attempting to stack Gravelord abilities on the front bar when possible.
(Perfected) Ansuul's Torment
(Perfected) Ansuul's Torment is a Medium Armor set from the trial Sanity’s Edge that adds a ton of Critical Chance through its two-piece bonus and the additional Perfected five-piece stat line, while also increasing our damage done to monsters by 7%. Whenever we interrupt an enemy while in combat, the set gives us an additional 14% damage done to monsters for 30 seconds. This is a particularly strong set for AOE damage because it increases the damage of our already naturally strong AOE toolkit: skills like
Detonating Siphon,
Corpseburster,
Blighted Blastbones, and
Boneyard. As opposed to running a proc set, we gain more value by simply increasing the damage of all of these already incredibly strong sources.
(Perfected) Ansuul's Torment should always be run on the body.
The Velothi UR-Mage's Amulet
The
Velothi Ur-Mage's Amulet is our strongest Mythic for this AOE setup. It gives us Offensive Penetration, which helps when single target debuffs like Crusher aren't covering everything we're hitting, and
Minor Force, which adds value when we're not already receiving that buff from the group.
The biggest reason we run it is the 15% damage-done bonus against monsters. We lose 99% of our Light and Heavy Attack damage, but this is an easy trade in AOE encounters. The raw damage done of an ability numerically doubles when you're attacking two targets, triples when you're attacking 3, and so on: if
Unnerving Boneyard ticks for 20K against 1 target, 20K times 2 targets is now worth 40K total damage done. Light Attacks can only hit one target at a time, so the more targets there are, the less raw DPS value the Light Attack is worth.
As an IMPORTANT NOTE just because you have Velothi equipped DOESN'T MEAN YOU CAN STOP LIGHT ATTACKING. Light Attack Weaving still procs enchants, which do decent damage on their own, help proc status effects which do very good damage, and help maintain ult gen. They're still incredibly important.
(Perfected) Merciless Charge
Even in AOE situations,
(Perfected) Merciless Charge is the strongest arena weapon for boss damage in the game. It boosts our direct damage by 12%, and Direct Damage is the most common damage type in this build, a huge portion of which is
Detonating Siphon and
Corpseburster. Even if the
Stampede AOE isn't hitting everything, the direct damage increase is still a net gain.
Slimecraw
When running a Mythic and Arena Weapon, we will have room for a 1 piece monster bonus. Crit Chance is the strongest one piece stat that we can obtain for gear, so we will want to run any monster set whose one piece is a line of Crit Chance. My preference is
Slimecraw, just because it tends to be the most common shoulder people have due to its historical relevance.
ALTERNATE SETS
REPLACES ANSUUL (IN ORDER OF HIGHEST DPS)
Whorl of DepthsRun on Weapons/Jewelry, move Corpseburster to body
Mora Scribe's ThesisRun on Weapons/Jewelry, move Corpseburster to body
Mantle of SiroriaRun on Weapons/Jewelry, move Corpseburster to body
Aegis CallerRun on Body- Advancing YokedaRun on Weapons/Jewelry, move Corpseburster to body
Tide-Born WildstalkerRun on Body
Highland SentinelRun on Body
Order's WrathRun on Body
REPLACES CORPSEBURSTER (IN ORDER OF HIGHEST DPS)
Aegis CallerRun on Weapons/Jewelry
Whorl of DepthsRun on Weapons/Jewelry- Advancing YokedaRun on Weapons/Jewelry
Mantle of SiroriaRun on Weapons/Jewelry
Tide-Born WildstalkerRun on Weapons/Jewelry
Order's WrathRun on Weapons/Jewelry
ALTERNATE SET CHOICES
How to Choose an Alternate Set
All of the alternate set options that we’ve given here are very strong, but it can be difficult to know exactly which sets to pair together, and more specifically, which set should go on the body and which set should go on your weapons and jewelry when replacing one of our main options. There are a few rules that we need to follow.
Minor Slayer
The first and most important rule is to make sure that we always have a Trial set equipped. The third stat line on every DPS-oriented Trial set in the game gives
Minor Slayer, a buff that increases our damage done to all PvE enemies by 5%. This is the strongest third-piece stat line in the game. If we analyze only the value of a set’s five-piece bonus, compare something like
(Perfected) Slivers of Null Arca to
Aegis Caller. The damage from the actual five-piece procs aren't too far off from one another, but the key factor that makes
(Perfected) Slivers of Null Arca so much stronger on a one-to-one basis is that
Minor Slayer bonus on the third line.
Medium Armor
Our next consideration is that, regardless of which sets we pair together, we need to run a Medium Armor set on the body. We could take a set like
(Perfected) Whorl of the Depths, for example, which is very strong, but if we run it on the body, it’s going to be a significant DPS loss compared to even most dungeon sets, regardless of that third-piece stat line. The primary reason for this is that, in the Update 51 meta, we run Medium Armor primarily for Critical Damage and Light Armor primarily for Penetration. There are tons of sources of Penetration in the game, and it’s a lot easier to reach the pen cap than it is to reach the Critical Damage cap. So most of the time, we’ll need to run Medium Armor on the body to make sure that we’re at the Critical Damage cap in 12-man encounters.
Sets that give Stats
Once we have a Trial set equipped and a Medium Armor set on the body, our next priority is to put whichever set gives a stat bonus from its fifth piece on the body so that the bonus remains active on both bars. A set like
(Perfected) Ansuul's Torment gives us a 7% damage increase, for example, but that bonus is worth much less if the set is only active on the front bar. Compare that to a set like
Aegis Caller, where we simply have to Light Attack to proc it, and the summoned Lesser Aegis lasts 11 seconds regardless of what bar we're on.
Proc Sets
When we're choosing between two proc sets,
(Perfected) Slivers of Null Arca is a good example of a set that's easier to manage on the body. The third Sliver stack fires the crystal, then there's a four-second cooldown before we can build stacks again. This cooldown is very short compared, again, to a set like
Aegis Caller. So, by running the set with the shorter cooldown on the body, we are likely to have much higher uptimes without having to aggressively micromanage the set.
Alternate Set info
(Perfected) Mora Scribe's Thesis
(Perfected) Mora Scribe’s Thesis is a Light Armor set from the Trial Lucent Citadel. This set increases your Critical Chance for every Major buff active on you and your Critical Damage for every Minor buff active on you. In a 12-man raid scenario,
(Perfected) Mora Scribe’s Thesis is very competitive with
(Perfected) Ansuul's Torment, although it’s slightly worse for the Necromancer. This set is particularly strong on classes that get random extra sources of Major and Minor buffs that we don’t specifically try to prioritize in a raid comp. The Sorc is a good example because
Hurricane gives it
Major Resolve and
Minor Expedition.
Major Resolve contributes to
(Perfected) Mora Scribe’s Thesis Critical Chance bonus, while
Minor Expedition contributes to its Critical Damage bonus.
(Perfected) Mora Scribe’s Thesis is also pretty strong in unoptimized groups, especially groups that might be lacking Critical Damage. So in newer groups or pug scenarios, you might even want to prioritize it over
(Perfected) Ansuul's Torment.
Aegis Caller
Aegis Caller is a Medium Armor set from the dungeon Unhallowed Grave. It’s one of the strongest proc sets in the game, and it deals its damage in an AOE radius, making it valuable for AOE encounters as well as single target. However, because
Aegis Caller is a dungeon set, it doesn’t include
Minor Slayer, which is why a Trial set like
(Perfected) Ansuul's Torment is more valuable on a one-to-one basis. We can run
Aegis Caller on the body because it’s a Medium Armor set, but more optimally, we’ll usually run it on the weapons and jewelry. This set procs whenever we deal critical damage with a martial melee attack, which means that it will proc from our front-bar light attacks. The proc lasts for 11 seconds with a 12 second cooldown, so we can get effectively near 100% uptimes. Because we can proc the set by simply light attacking, it’s extremely easy to run on the front bar.
(Perfected Whorl of the Depths)
(Perfected) Whorl of the Depths is a Light Armor set from the trial Dreadsail Reef. Whenever you deal damage with a Light Attack, you apply a DOT to the target that deals Frost Damage over eight seconds. When that effect ends, a five-meter whirlpool is created underneath the target for six seconds, dealing a ton of AOE damage. Because of that AOE damage,
(Perfected) Whorl of the Depths is a great option for both single-target and AOE encounters. The entire effect can occur once every 18 seconds, leaving a pretty short window of downtime between procs. As a Light Armor set, you only ever want to run
(Perfected) Whorl of the Depths on the weapons and jewelry. If you’re using it to replace
(Perfected) Ansuul's Torment, move
Corpseburster to the body. If you’re using it to replace
Corpseburster, keep
(Perfected) Ansuul's Torment on the body and run
(Perfected) Whorl of the Depths on the weapons and jewelry.
Advancing Yokeda
Berserking Warrior is a Heavy Armor set from the trial Hel Ra Citadel, and it gives us a ton of one of the most important stats in the game: Critical Chance. With five pieces active,
Berserking Warrior gives us 986 Critical Chance at base. Whenever you deal Martial melee damage, your Critical Chance increases by another 298 for five seconds, stacking up to five times. To keep those stacks from dropping, make sure that you Light Attack on your front bar at least once every five seconds. Advancing is historically considered an exclusively single-target set, but if you can maintain all five stacks in an AOE situation, that Critical Chance will also increase the Cro’s already remarkably strong AOE damage. So while it’s primarily considered a single-target option,
Berserking Warrior can work very well for AOE on the Cro too. Because it’s a Heavy Armor set, we only ever run
Berserking Warrior on the weapons and jewelry. If you’re using it to replace
(Perfected) Slivers of Null Arca, move
Corpseburster to the body. If you’re using it to replace
Corpseburster,
Berserking Warrior goes on the Weapons/Jewelry while
(Perfected) Slivers of Null Arca stays on the body.
(perfected) Mantle of Siroria
(Perfected) Mantle of Siroria is a Light Armor set from the trial Cloudrest, and this is another classic. With five pieces active,
(Perfected) Mantle of Siroria gives us 200 Weapon and Spell Damage passively. Whenever you deal damage with a Light or Heavy Attack, you create a ring of fire beneath you for eight seconds. Standing in that ring increases your Weapon and Spell Damage by another 44 for five seconds, stacking up to ten times. That gives us 440 Weapon and Spell Damage at max stacks, or 640 total when we include the passive portion of the five-piece bonus. Because this is a stat increase that buffs our entire toolkit,
(Perfected) Mantle of Siroria is very strong for both single-target and AOE damage. This set can be a little tricky to maintain. You need to recreate the ring as often as possible and make sure that you stand inside it at least once every five seconds to refresh your stacks. Because
(Perfected) Mantle of Siroria is a Light Armor set, we only want to run it on the weapons and jewelry, regardless of whether we’re replacing
(Perfected) Ansuul's Torment or
Corpseburster. We can get away with front-barring a set that gives a stat increase here because that buff is provided off of a Proc, which means the buff will last regardless of what bar we're on as long as we're tracking and maintaining our stacks.
Tide-Born Windstalker
Tide-Born Wildstalker is a craftable set found at the Tide-Born Foundry in Solstice. It increases your direct damage done to monsters by 15%, which is a huge buff and makes
Tide-Born Wildstalker one of the strongest craftable sets in the entire game. If you don’t have any of the previously mentioned options, you can run
Tide-Born Wildstalker with very similar success to our meta options.
Tide-Born Wildstalker should always be run on the body, regardless of whether you’re using it to replace
(Perfected) Ansuul's Torment or
Corpseburster.
Highland Sentinel
Highland Sentinel is the next-strongest craftable set. Its crafting station can be found in West Weald. This set gives us a ton of Critical Chance, which is one of the most valuable stats in the game, but its proc condition is very odd. With five pieces active, the set gives us 986 Critical Chance passively. Then, every second that you stand still in combat gives you a stack of Sentinel’s Eye, adding another 443 Critical Chance per stack, up to three stacks. Every second that you move removes one stack. This condition can be very tricky to maintain, especially for newer players, so I don’t necessarily recommend
Highland Sentinel as a go-to replacement. But if you’re okay trying to min-max with the tools that you have, it ends up being very strong. If you choose to use
Highland Sentinel, it should always be run on the body, regardless of whether you’re using it to replace
(Perfected) Ansuul's Torment or
Corpseburster.
Order's Wrath
A slightly weaker but much easier option to maintain is
Order's Wrath. This set gives us a little bit less Critical Chance than
Highland Sentinel, but it also gives us Critical Damage, making the set very strong and versatile for newer players, unoptimized groups, or even solo and four-man situations. This set can be crafted in the High Isle and Amenos region.
Order's Wrath should always be run on the body, regardless of whether you’re using it to replace
(Perfected) Ansuul's Torment or
Corpseburster.
SUGGESTED ABILITIES WITH THIS GEAR SETUP
The full skill setup is discussed in the Skill Setup section — what changes with this gear is covered below.
FRONT BAR · Daggers

1

2

3

4

5

ULT
BACK BAR · Greatsword
SLOT
1

2

3

4

5

ULT
WHAT CHANGES WITH THIS SETUP
Skeletal Arcanist
In AOE situations, it’s going to be more worthwhile to run
Skeletal Arcanist over
Skeletal Archer. It continues to grant
Major Brutality, our Major Weapon and Spell Damage buff. Though it deals a little less damage per tick than
Skeletal Archer, it deals that damage in an AOE radius, and once an ability is hitting multiple targets, it will always deal more total damage than an ability that can only hit one.
Azure Setup for fights with 3 or more high health targets that Azure can consistently proc off of. REMINDER only ONE player should run this set at a time.
| SLOT | SET | TYPE | TRAIT | ENCHANT |
|---|---|---|---|---|
| Main Hand | Dagger | |||
| Off Hand | Dagger | |||
| Backup | Greatsword | |||
| Head | Medium | |||
| Shoulders | Medium | |||
| Chest | Medium | |||
| Hands | Medium | |||
| Waist | Medium | |||
| Legs | Medium | |||
| Feet | Medium | |||
| Necklace | — | |||
| Ring 1 | — | |||
| Ring 2 | — |
GEAR INFO
Corpseburster
Corpseburster is an absolute non-negotiable for our main Stam Cro setup. Consuming a corpse triggers an explosion that can hit for up to 95K in a five-meter AOE. Enemies hit also receive
Diseased, dealing additional instant damage, and
Minor Breach, making it very useful in hitting the pen cap in AOE situations for the group.
Corpseburster's damage increases by 10% for every Grave Lord ability slotted, which influences the way we set up our bar pretty significantly, attempting to stack Gravelord abilities on the front bar when possible.
Azureblight Reaper
When it comes to AOE damage, no set in the game comes close to
Azureblight Reaper. Whenever you deal damage with a damage-over-time ability, you apply a stack of Blight Seed to the target for five seconds. At 20 stacks, Blight Seed explodes, dealing Disease Damage to the target and nearby enemies, and that damage increases by 150% for every additional monster hit, up to 600%.
Historically,
Azureblight Reaper was so strong that it was worth stacking and running on as many players as possible in a variety of situations. These days, because its explosion can only occur once every second, the set is really only good on one player, and on classes running a lot of damage over time effects in fights with three or more high health enemies. When those conditions are met though, having one player run
Azureblight Reaper is an absolute must. Its damage value is unlike anything else you’ll see in this game.
The Velothi UR-Mage's Amulet
The
Velothi Ur-Mage's Amulet is our strongest Mythic for this AOE setup. It gives us Offensive Penetration, which helps when single target debuffs like Crusher aren't covering everything we're hitting, and
Minor Force, which adds value when we're not already receiving that buff from the group.
The biggest reason we run it is the 15% damage-done bonus against monsters. We lose 99% of our Light and Heavy Attack damage, but this is an easy trade in AOE encounters. The raw damage done of an ability numerically doubles when you're attacking two targets, triples when you're attacking 3, and so on: if
Unnerving Boneyard ticks for 20K against 1 target, 20K times 2 targets is now worth 40K total damage done. Light Attacks can only hit one target at a time, so the more targets there are, the less raw DPS value the Light Attack is worth.
As an IMPORTANT NOTE just because you have Velothi equipped DOESN'T MEAN YOU CAN STOP LIGHT ATTACKING. Light Attack Weaving still procs enchants, which do decent damage on their own, help proc status effects which do very good damage, and help maintain ult gen. They're still incredibly important.
(Perfected) Merciless Charge
Even in AOE situations,
(Perfected) Merciless Charge is the strongest arena weapon for boss damage in the game. It boosts our direct damage by 12%, and Direct Damage is the most common damage type in this build, a huge portion of which is
Detonating Siphon and
Corpseburster, and in this setup,
Azureblight Reaper. Even if the
Stampede AOE isn't hitting everything, the direct damage increase is still a net gain.
Slimecraw
When running a Mythic and Arena Weapon, we will have room for a 1 piece monster bonus. Crit Chance is the strongest one piece stat that we can obtain for gear, so we will want to run any monster set whose one piece is a line of Crit Chance. My preference is
Slimecraw, just because it tends to be the most common shoulder people have due to its historical relevance.
SUGGESTED ABILITIES WITH THIS GEAR SETUP
The full skill setup is discussed in the Skill Setup section — what changes with this gear is covered below.
FRONT BAR · Dual Wield

1

2

3

4

5

ULT
BACK BAR · Greatsword

1

2

3

4

5

ULT
WHAT CHANGES WITH THIS SETUP
Mystic Orb
In regular AOE boss situations,
Mystic Orb can be used as a flex skill. When running
Azureblight Reaper however, it becomes a must-have.
Mystic Orb is a decent damage-over-time effect, but its primary value in an
Azureblight Reaper setup isn’t necessarily its raw damage. It lasts ten seconds and ticks once every second, so it builds additional Azure stacks extremely quickly compared to dots that tick once every 2 seconds. A couple of other skills may be just as strong or even stronger on a skill to skill basis, but because
Mystic Orb will proc
Azureblight Reaper more often, it becomes the preferable option.
Skeletal Arcanist
In AOE situations, it’s going to be more worthwhile to run
Skeletal Arcanist over
Skeletal Archer. It continues to grant
Major Brutality, our Major Weapon and Spell Damage buff. Though it deals a little less damage per tick than
Skeletal Archer, it deals that damage in an AOE radius, and once an ability is hitting multiple targets, it will always deal more total damage than an ability that can only hit one.
Acuity is rarely worthwhile for the Cro in Boss Fights. The Mini Bosses in Ossein Cage though would be an example fight type that this Acuity setup would be worthwhile in.
| SLOT | SET | TYPE | TRAIT | ENCHANT |
|---|---|---|---|---|
| Main Hand | Sword | |||
| Off Hand | Sword | |||
| Backup | Greatsword | |||
| Head | Medium | |||
| Shoulders | Medium | |||
| Chest | Medium | |||
| Hands | Medium | |||
| Waist | Medium | |||
| Legs | Medium | |||
| Feet | Medium | |||
| Necklace | — | |||
| Ring 1 | — | |||
| Ring 2 | — |
GEAR INFO
Corpseburster
Corpseburster is an absolute non-negotiable for our main Stam Cro setup. Consuming a corpse triggers an explosion that can hit for up to 95K in a five-meter AOE. Enemies hit also receive
Diseased, dealing additional instant damage, and
Minor Breach, making it very useful in hitting the pen cap in AOE situations for the group.
Corpseburster's damage increases by 10% for every Grave Lord ability slotted, which influences the way we set up our bar pretty significantly, attempting to stack Gravelord abilities on the front bar when possible.
Mechanical Acuity
In burst fights,
Mechanical Acuity is the absolute strongest set that you can run. Whenever you deal non-critical damage, you gain a stack of
Mechanical Acuity for four seconds, granting 20% Critical Strike Chance per stack. You can gain one stack per second, up to five stacks, and each new stack refreshes the four-second duration. Once you reach five stacks, or if the effect expires before you do,
Mechanical Acuity cannot activate again for 25 seconds.
Because each new stack refreshes the duration, we use
Sundering Burst to guarantee non-critical damage even after our Critical Chance climbs above 100%. Theoretically, this allows us to remain inside
Mechanical Acuity for it's full potential duration. In practice, the first few stacks usually apply very quickly, while the fourth and fifth take much longer, resulting in roughly eight to ten seconds of uptime on average. For the Necromancer, in fights that last around 12 to 15 seconds or less, reaching 100% Critical Chance throughout that burst window makes
Mechanical Acuity the absolute strongest option that we can run.
The Huntsman Warmask
Huntsman's Warmask is our strongest Mythic for a single-target parse. A Bash or fully charged Heavy Attack marks the dummy for 60 seconds, giving us 15% more damage against it as well as
Minor Berserk while active. This does come at a cost though. We deal 50% less damage to every other target without the mark. This makes the mythic optimal for Single Target encounters, and truthfully, most fights in the game these days are best played with single target setups anyway, so we will rarely use any other mythic even in content.
(Perfected) Merciless Charge
(Perfected) Merciless Charge is the strongest arena weapon for boss damage in the game. It boosts our direct damage by 12%, and Direct Damage is the most common damage type in this build.
Balorgh
Mechanical Acuity brings our Critical Chance to practically 100% during its active window. That makes another line of Critical Chance from a set like
Slimecraw less worthwhile than a set like
Balorgh that offers a line of Weapon and Spell damage.
SUGGESTED ABILITIES WITH THIS GEAR SETUP
The full skill setup is discussed in the Skill Setup section — what changes with this gear is covered below.
FRONT BAR · Dual Wield (Swords)

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2

3

4

5

ULT
BACK BAR · Greatsword

1

2

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4

5

ULT
WHAT CHANGES WITH THIS SETUP
Sundering Burst
Sundering Burst is relatively weak on its own. We primarily run it to get the maximum possible uptime out of
Mechanical Acuity. To create it, spec Soul Burst with the Physical Damage Focus Script, the Anchorite’s Cruelty Signature Script, and an Affix Script of your choice. Anchorite’s Cruelty is the important part. It consumes a Soul Gem to deal 2.8% of the enemy’s Max Health as Oblivion Damage every two seconds for ten seconds.
That damage is relatively weak, but Oblivion Damage cannot critically strike. This guarantees a non-critical hit on every tick, even after we’re well above 100% Critical Chance, allowing us to continue building
Mechanical Acuity stacks and refreshing their duration for as long as possible. That extension lets us get significantly more damage out of
Mechanical Acuity.
Best Setup if you can't do 12 Man Raids
| SLOT | SET | TYPE | TRAIT | ENCHANT |
|---|---|---|---|---|
| Main Hand | Dagger | |||
| Off Hand | Dagger | |||
| Backup | Greatsword | |||
| Head | Medium | |||
| Shoulders | Medium | |||
| Chest | Medium | |||
| Hands | Medium | |||
| Waist | Medium | |||
| Legs | Medium | |||
| Feet | Medium | |||
| Necklace | — | |||
| Ring 1 | — | |||
| Ring 2 | — |
GEAR INFO
Corpseburster
Corpseburster is an absolute non-negotiable for our main Stam Cro setup. Consuming a corpse triggers an explosion that can hit for up to 95K in a five-meter AOE. Enemies hit also receive
Diseased, dealing additional instant damage, and
Minor Breach, making it very useful in hitting the pen cap in AOE situations for the group.
Corpseburster's damage increases by 10% for every Grave Lord ability slotted, which influences the way we set up our bar pretty significantly, attempting to stack Gravelord abilities on the front bar when possible.
Tide-Born Windstalker
Tide-Born Wildstalker is the set we're using in place of
(Perfected) Slivers of Null Arca when we don't have Trial gear. It gives us 15% more Direct Damage against monsters, which fits the Cro extremely well because Direct Damage is our primary damage type. We keep
Corpseburster as the other five-piece set, so
Tide-Born Wildstalker is increasing the damage of those explosions alongside our Direct Damage skills. Run
Tide-Born Wildstalker on the body to keep its bonus active on both bars. It's a craftable found at the Tide-Born Foundry in Solstice.
The Huntsman Warmask
Huntsman's Warmask is our strongest Mythic for a single-target parse. A Bash or fully charged Heavy Attack marks the dummy for 60 seconds, giving us 15% more damage against it as well as
Minor Berserk while active. This does come at a cost though. We deal 50% less damage to every other target without the mark. This makes the mythic optimal for Single Target encounters, and truthfully, most fights in the game these days are best played with single target setups anyway, so we will rarely use any other mythic even in content.
(Perfected) Merciless Charge
(Perfected) Merciless Charge is the strongest arena weapon for boss damage in the game. It boosts our direct damage by 12%, and Direct Damage is the most common damage type in this build.
Slimecraw
When running a Mythic and Arena Weapon, we will have room for a 1 piece monster bonus. Crit Chance is the strongest one piece stat that we can obtain from gear, so we will want to run any monster set whose one piece is a line of Crit Chance. My preference is
Slimecraw, just because it tends to be the most common shoulder people have due to its historical relevance.
The most easily obtainable high DPS setup
| SLOT | SET | TYPE | TRAIT | ENCHANT |
|---|---|---|---|---|
| Main Hand | Dagger | |||
| Off Hand | Dagger | |||
| Backup | Greatsword | |||
| Head | Medium | |||
| Shoulders | Medium | |||
| Chest | Medium | |||
| Hands | Medium | |||
| Waist | Medium | |||
| Legs | Medium | |||
| Feet | Medium | |||
| Necklace | — | |||
| Ring 1 | — | |||
| Ring 2 | — |
GEAR INFO
Tide-Born Windstalker
Tide-Born Wildstalker is the set we're using in place of
(Perfected) Slivers of Null Arca when we don't have Trial gear. It gives us 15% more Direct Damage against monsters, which fits the Cro extremely well because Direct Damage is our primary damage type. Ideally, we'd be pairing Tideborn with
Corpseburster, the absolutely essential set for damage on the Cro in Update 51. Infinite Archive is a soloable piece of content, it should be of the upmost priority to get this set as soon as possible.
Orders Wrath
In the meantime, you can pair Tideborn with
Order's Wrath. This set can be crafted at Steadfast Hammer and Saw in the High Isle and Amenos region, and though it's not the next strongest crafting set in the game technically speaking, it's the best bang for your buck in terms of practicality. It offers a solid DPS increase as well as some passive Crit Damage, a stat that's extremely valuable in solo and even optimized group content.
The Huntsman Warmask
Huntsman's Warmask is our strongest Mythic for a single-target parse. A Bash or fully charged Heavy Attack marks the dummy for 60 seconds, giving us 15% more damage against it as well as
Minor Berserk while active. This does come at a cost though. We deal 50% less damage to every other target without the mark. This makes the mythic optimal for Single Target encounters, and truthfully, most fights in the game these days are best played with single target setups anyway, so we will rarely use any other mythic even in content.
(Perfected) Merciless Charge
(Perfected) Merciless Charge is the strongest arena weapon for boss damage in the game. It boosts our direct damage by 12%, and Direct Damage is the most common damage type in this build.
Slimecraw
When running a Mythic and Arena Weapon, we will have room for a 1 piece monster bonus. Crit Chance is the strongest one piece stat that we can obtain from gear, so we will want to run any monster set whose one piece is a line of Crit Chance. My preference is
Slimecraw, just because it tends to be the most common shoulder people have due to its historical relevance.
Best generic Bow/Bow setup for 12 man pve
| SLOT | SET | TYPE | TRAIT | ENCHANT |
|---|---|---|---|---|
| Main Hand | Bow | |||
| Backup | Bow | |||
| Head | Medium | |||
| Shoulders | Medium | |||
| Chest | Medium | |||
| Hands | Medium | |||
| Waist | Medium | |||
| Legs | Medium | |||
| Feet | Medium | |||
| Necklace | — | |||
| Ring 1 | — | |||
| Ring 2 | — |
GEAR INFO
Corpseburster
Corpseburster is an absolute non-negotiable for our main Stam Cro setup. Consuming a corpse triggers an explosion that can hit for up to 95K in a five-meter AOE. Enemies hit also receive
Diseased, dealing additional instant damage, and
Minor Breach, making it very useful in hitting the pen cap in AOE situations for the group.
Corpseburster's damage increases by 10% for every Grave Lord ability slotted, which influences the way we set up our bar pretty significantly, attempting to stack Gravelord abilities on the front bar when possible.
(Perfected) Slivers of Null Arca
Update 50 introduced an enormous increase in Weapon and Spell Damage through Class Masteries. Whenever our offensive stats become this inflated, proc sets gain tremendous value because their damage scales directly with those massive stat pools, often outperforming sets that simply provide more raw stats.
For sustained single-target damage,
(Perfected) Slivers of Null Arca is our strongest proc set, and we benefit from it passively while performing the rotation. When you deal Critical Damage, you build stacks of Sliver. At 3 stacks, you fire the Null Arca Proc. The frequent activation, combined with the Weapon and Spell Damage scaling, results in roughly roughly 14,000 DPS from the set: a TON of DPS. Your actual result in content will depend on the setup and encounter of course, but it's currently the strongest option for Single Target in Update 51.
The Huntsman Warmask
Huntsman's Warmask is our strongest Mythic for a single-target parse. A Bash or fully charged Heavy Attack marks the dummy for 60 seconds, giving us 15% more damage against it as well as
Minor Berserk while active. This does come at a cost though. We deal 50% less damage to every other target without the mark. This makes the mythic optimal for Single Target encounters, and truthfully, most fights in the game these days are best played with single target setups anyway, so we will rarely use any other mythic even in content.
(Perfected) Caustic Arrow
(Perfected) Caustic Arrow is our strongest arena weapon for single-target damage in this Bow/Bow setup. It comes from Dragonstar Arena and gives us 330 Weapon and Spell Damage against enemies affected by
Poison Arrow, which is why we're running
Poison Injection on the back bar. The Perfected version also adds a separate line of Weapon and Spell Damage. That makes
Poison Injection more valuable than its own DOT: it keeps the weapon's bonus active against the boss. For AOE, we can instead consider the Maelstrom Bow,
(Perfected) Thunderous Volley, which puts its arena-weapon bonus into
Endless Hail and increases its damage against every target inside it.
Slimecraw
When running a Mythic and Arena Weapon, we will have room for a 1 piece monster bonus. Crit Chance is the strongest one piece stat that we can obtain from gear, so we will want to run any monster set whose one piece is a line of Crit Chance. My preference is
Slimecraw, just because it tends to be the most common shoulder people have due to its historical relevance.
ALTERNATE SETS
REPLACES NULL-ARCA (IN ORDER OF HIGHEST DPS)
Arms of RelequenRun on Body
Mora Scribe's ThesisRun on Weapons/Jewelry, move Corpseburster to Body
Ansuul's TormentRun on Body- Advancing YokedaRun on Weapons/Jewelry, move Corpseburster to Body
Whorl of DepthsRun on Weapons/Jewelry, move Corpseburster to Body
Mantle of SiroriaRun on Weapons/Jewelry, move Corpseburster to Body
Aegis CallerRun on Body
Tide-Born WildstalkerRun on Body
Highland SentinelRun on Body
Order's WrathRun on Body
REPLACES CORPSEBURSTER (IN ORDER OF HIGHEST DPS)
- Advancing YokedaRun on Weapons/Jewelry
Aegis CallerRun on Weapons/Jewelry
Arms of RelequenRun on Weapons/Jewelry
Mora Scribe's ThesisRun on Weapons/Jewelry
Ansuul's TormentRun on Body, move Null-Arca to Weapons and Jewelry
Whorl of DepthsRun on Weapons/Jewelry
Mantle of SiroriaRun on Weapons/Jewelry
Tide-Born WildstalkerRun on Body, move Null-Arca to Weapons and Jewelry
Highland SentinelRun on Body, move Null-Arca to Weapons and Jewelry
Order's WrathRun on Body, move Null-Arca to Weapons and Jewelry
ALTERNATE SET CHOICES
How to Choose an Alternate Set
All of the alternate set options that we’ve given here are very strong, but it can be difficult to know exactly which sets to pair together, and more specifically, which set should go on the body and which set should go on your weapons and jewelry when replacing one of our main options. There are a few rules that we need to follow.
Minor Slayer
The first and most important rule is to make sure that we always have a Trial set equipped. The third stat line on every DPS-oriented Trial set in the game gives
Minor Slayer, a buff that increases our damage done to all PvE enemies by 5%. This is the strongest third-piece stat line in the game. If we analyze only the value of a set’s five-piece bonus, compare something like
(Perfected) Slivers of Null Arca to
Aegis Caller. The damage from the actual five-piece procs aren't too far off from one another, but the key factor that makes
(Perfected) Slivers of Null Arca so much stronger on a one-to-one basis is that
Minor Slayer bonus on the third line.
Medium Armor
Our next consideration is that, regardless of which sets we pair together, we need to run a Medium Armor set on the body. We could take a set like
(Perfected) Whorl of the Depths, for example, which is very strong, but if we run it on the body, it’s going to be a significant DPS loss compared to even most dungeon sets, regardless of that third-piece stat line. The primary reason for this is that, in the Update 51 meta, we run Medium Armor primarily for Critical Damage and Light Armor primarily for Penetration. There are tons of sources of Penetration in the game, and it’s a lot easier to reach the pen cap than it is to reach the Critical Damage cap. So most of the time, we’ll need to run Medium Armor on the body to make sure that we’re at the Critical Damage cap in 12-man encounters.
Sets that give Stats
Once we have a Trial set equipped and a Medium Armor set on the body, our next priority is to put whichever set gives a stat bonus from its fifth piece on the body so that the bonus remains active on both bars. A set like
(Perfected) Ansuul's Torment gives us a 7% damage increase, for example, but that bonus is worth much less if the set is only active on the front bar. Compare that to a set like
Aegis Caller, where we simply have to Light Attack to proc it, and the summoned Lesser Aegis lasts 11 seconds regardless of what bar we're on.
Proc Sets
When we're choosing between two proc sets,
(Perfected) Slivers of Null Arca is a good example of a set that's easier to manage on the body. The third Sliver stack fires the crystal, then there's a four-second cooldown before we can build stacks again. This cooldown is very short compared, again, to a set like
Aegis Caller. So, by running the set with the shorter cooldown on the body, we are likely to have much higher uptimes without having to aggressively micromanage the set.
Alternate Set info
(Perfected) Arms of Relequen
The first alternate set option is
(Perfected) Arms of Relequen. This set comes from Cloudrest, and every time you Light Attack, you apply a stack of Harmful Winds to the target. This stacks up to 10 times and deals a ton of damage. Historically,
(Perfected) Arms of Relequen was meta for single target for a very long time, but it received a nerf a few patches ago that gave
(Perfected) Slivers of Null Arca a slight edge. A lot of people have forgotten about this set since then, but it’s still extremely strong and is only worth a little bit less DPS than the current meta single-target setup.
(Perfected) Arms of Relequen can be run on the body as a Medium Armor set, or it can be run on the weapons and jewelry. If you’re using
(Perfected) Arms of Relequen to replace
(Perfected) Slivers of Null Arca, you should run it on the body. If you’re using it to replace
Corpseburster, you should run it on the weapons and jewelry. Just remember that if you run
(Perfected) Arms of Relequen on the weapons, you have to swap back to your front bar and Light Attack once every four seconds, otherwise, all of your Harmful Winds stacks will drop.
(Perfected) Mora Scribe's Thesis
(Perfected) Mora Scribe’s Thesis is a Light Armor set from the Trial Lucent Citadel. This set increases your Critical Chance for every Major buff active on you and your Critical Damage for every Minor buff active on you. In a 12-man raid scenario,
(Perfected) Mora Scribe’s Thesis is very competitive with
(Perfected) Slivers of Null Arca, although it’s slightly worse for the Necromancer. This set is particularly strong on classes that get random extra sources of Major and Minor buffs that we don’t specifically try to prioritize in a raid comp. The Sorc is a good example because
Hurricane gives it
Major Resolve and
Minor Expedition.
Major Resolve contributes to
(Perfected) Mora Scribe’s Thesis Critical Chance bonus, while
Minor Expedition contributes to its Critical Damage bonus.
(Perfected) Mora Scribe’s Thesis is also pretty strong in unoptimized groups, especially groups that might be lacking Critical Damage. So in newer groups or pug scenarios, you might even want to prioritize it over
(Perfected) Slivers of Null Arca. Because this is a Light Armor set, we should run
(Perfected) Mora Scribe’s Thesis on weapons and jewelry and keep the paired medium set on the body.
Aegis Caller
Aegis Caller is a Medium Armor set from the dungeon Unhallowed Grave. It’s one of the strongest proc sets in the game, and it deals its damage in an AOE radius, making it valuable for AOE encounters as well as single target ones. Its raw damage is a little bit lower than
(Perfected) Slivers of Null Arca’s, but still comparable. This set procs whenever we deal critical damage with a martial melee attack, which means that it will proc from our front-bar light attacks. The proc lasts for 11 seconds with a 12 second cooldown, so we can get effectively near 100% uptimes. Because we can proc the set by simply light attacking, it’s extremely easy to run on the front bar. If you’re replacing
(Perfected) Slivers of Null Arca with
Aegis Caller and pairing it with
Corpseburster, I would run
Aegis Caller on the body. If you’re pairing
Aegis Caller with
(Perfected) Slivers of Null Arca, I would run
Aegis Caller on the weapons and jewelry instead.
(Perfected) Whorl of Depths
(Perfected) Whorl of the Depths is a Light Armor set from the trial Dreadsail Reef. Whenever you deal damage with a Light Attack, you apply a DOT to the target that deals Frost Damage over eight seconds. When that effect ends, a five-meter whirlpool is created underneath the target for six seconds, dealing a ton of AOE damage. Because of that AOE damage,
(Perfected) Whorl of the Depths is a great option for both single-target and AOE encounters. The entire effect can occur once every 18 seconds, leaving a pretty short window of downtime between procs. As a Light Armor set, you only ever want to run
(Perfected) Whorl of the Depths on the weapons and jewelry. If you’re using it to replace
(Perfected) Slivers of Null Arca, move
Corpseburster to the body. If you’re using it to replace
Corpseburster, keep
(Perfected) Slivers of Null Arca on the body and run
(Perfected) Whorl of the Depths on the weapons and jewelry.
Advancing Yokeda
Berserking Warrior is a Heavy Armor set from the trial Hel Ra Citadel, and it gives us a ton of one of the most important stats in the game: Critical Chance. With five pieces active,
Berserking Warrior gives us 986 Critical Chance at base. Whenever you deal Martial melee damage, your Critical Chance increases by another 298 for five seconds, stacking up to five times. To keep those stacks from dropping, make sure that you Light Attack on your front bar at least once every five seconds. Advancing is historically considered an exclusively single-target set, but if you can maintain all five stacks in an AOE situation, that Critical Chance will also increase the Cro’s already remarkably strong AOE damage. So while it’s primarily considered a single-target option,
Berserking Warrior can work very well for AOE on the Cro too. Because it’s a Heavy Armor set, we only ever run
Berserking Warrior on the weapons and jewelry. If you’re using it to replace
(Perfected) Slivers of Null Arca, move
Corpseburster to the body. If you’re using it to replace
Corpseburster,
Berserking Warrior fills those weapons and jewelry slots while
(Perfected) Slivers of Null Arca stays on the body.
(Perfected) Ansuul's Torment
(Perfected) Ansuul's Torment is a Medium Armor set from the trial Sanity’s Edge. At base, it increases your damage done to monsters by 7%. Whenever you interrupt a target while in combat, that bonus increases to 21% for 30 seconds. Because that proc condition is rarely something that we’re going to be able to activate in an organized raid, we primarily consider
(Perfected) Ansuul's Torment for its reliable 7% damage-done increase. That baseline is still very strong and makes
(Perfected) Ansuul's Torment one of the best options for overall raw AOE damage on the Cro by simply increasing the damage of the class’s already remarkably strong AOE toolkit.
(Perfected) Ansuul's Torment should be run exclusively on the body.
(Perfected) Mantle of Siroria
(Perfected) Mantle of Siroria is a Light Armor set from the trial Cloudrest, and this is another classic. With five pieces active,
(Perfected) Mantle of Siroria gives us 200 Weapon and Spell Damage passively. Whenever you deal damage with a Light or Heavy Attack, you create a ring of fire beneath you for eight seconds. Standing in that ring increases your Weapon and Spell Damage by another 44 for five seconds, stacking up to ten times. That gives us 440 Weapon and Spell Damage at max stacks, or 640 total when we include the passive portion of the five-piece bonus. Because this is a stat increase that buffs our entire toolkit,
(Perfected) Mantle of Siroria is very strong for both single-target and AOE damage. This set can be a little tricky to maintain though. You need to recreate the ring as often as possible and make sure that you stand inside it at least once every five seconds to refresh your stacks. Because
(Perfected) Mantle of Siroria is a Light Armor set, we only want to run it on the weapons and jewelry, regardless of whether we’re replacing
(Perfected) Slivers of Null Arca or
Corpseburster. We can get away with front-barring a set that gives a stat increase here because that buff is provided off of a Proc, which means the buff will last regardless of what bar we're on as long as we're tracking and maintaining our stacks.
Tide-born Windstalker
Tide-Born Wildstalker is a craftable set found at the Tide-Born Foundry in Solstice. It increases your direct damage done to monsters by 15%, which is a huge buff and makes
Tide-Born Wildstalker one of the strongest craftable sets in the entire game. If you don’t have any of the previously mentioned options, you can run
Tide-Born Wildstalker with very similar success to our meta options.
Tide-Born Wildstalker should always be run on the body, regardless of whether you’re using it to replace
(Perfected) Slivers of Null Arca or
Corpseburster.
Highland Sentinel
Highland Sentinel is the next-strongest craftable set, and its crafting station can be found in West Weald. This set gives us a ton of Critical Chance, which is one of the most valuable stats in the game, but its proc condition is very odd. With five pieces active, the set gives us 986 Critical Chance passively. Then, every second that you stand still in combat gives you a stack of Sentinel’s Eye, adding another 443 Critical Chance per stack, up to three stacks. Every second that you move removes one stack. This condition can be very tricky to maintain, especially for newer players, so I don’t necessarily recommend
Highland Sentinel as a go-to replacement. But if you’re okay trying to min-max with the tools that you have, you can pair
Tide-Born Wildstalker with
Highland Sentinel and have very good success. Generally, I would use
Tide-Born Wildstalker first. If you choose to use
Highland Sentinel, though, it should always be run on the body, regardless of whether you’re using it to replace
(Perfected) Slivers of Null Arca or
Corpseburster.
Order's Wrath
A slightly weaker but much easier option to maintain is
Order's Wrath. This set gives us a little bit less Critical Chance than
Highland Sentinel, but it also gives us Critical Damage, making the set very strong and versatile for newer players, unoptimized groups, or even solo and four-man situations. This set can be crafted at Steadfast Hammer and Saw in the High Isle and Amenos region.
Order's Wrath should always be run on the body, regardless of whether you’re using it to replace
(Perfected) Slivers of Null Arca or
Corpseburster.
SUGGESTED ABILITIES WITH THIS GEAR SETUP
The full skill setup is discussed in the Skill Setup section — what changes with this gear is covered below.
FRONT BAR · Bow

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ULT
BACK BAR · Bow

1

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ULT
WHAT CHANGES WITH THIS SETUP
Endless Hail
When running a bow, we have to replace
Stampede and
Carve from our traditional setups with two different abilities. We still want a weapon ability that can reliably proc our back-bar weapon enchant, and the primary option that we’ll use is
Endless Hail. This is simply a strong AOE that we gain access to when running a bow, while also serving as the skill that keeps our back-bar weapon enchant proccing after we return to our front bar.
Poison Injection
Poison Injection is only worth running when we’re using the Master’s Bow,
(Perfected) Caustic Arrow, because we need
Poison Injection to proc the weapon’s effect. On its own,
Poison Injection is a relatively weak DOT, so if we aren’t running that arena weapon, we can replace it with a flex skill of our choice.
Trash Setups
Sul-Xan is our most important trash buff. When we don't have it active, we run this build.
| SLOT | SET | TYPE | TRAIT | ENCHANT |
|---|---|---|---|---|
| Main Hand | Dagger | |||
| Off Hand | Dagger | |||
| Backup | Inferno Staff | |||
| Head | Medium | |||
| Shoulders | Medium | |||
| Chest | Medium | |||
| Hands | Medium | |||
| Waist | Medium | |||
| Legs | Medium | |||
| Feet | Medium | |||
| Necklace | ||||
| Ring 1 | ||||
| Ring 2 |
GEAR INFO
Corpseburster
Corpseburster is an absolute non-negotiable for our main Stam Cro setup. Consuming a corpse triggers an explosion that can hit for up to 95K in a five-meter AOE. Enemies hit also receive
Diseased, dealing additional instant damage, and
Minor Breach, making it very useful in hitting the pen cap in AOE situations for the group.
Corpseburster's damage increases by 10% for every Grave Lord ability slotted, which influences the way we set up our bar pretty significantly, attempting to stack Gravelord abilities on the front bar when possible.
(Perfected) Sul-Xan's Torment
(Perfected) Sul-Xan's Torment is an absolute staple in trash builds. Whenever an enemy you've recently damaged dies, it will leave behind a vengeful soul, which, once collected gives 2160 Critical Chance and 12% Critical Damage for 30 seconds. This soul only lasts for 6 seconds, so you'll want to collect it quickly. Crit is king in trash pulls. Because an optimal trash rotation involves getting to and casting your spammable as quickly as possible, the amount of abilities you actually end up casting in a good pull are very few. For this reason, damage done is largely determined by how often you crit, so running a set that provides a buff that increases our Crit Chance is valuable on it's own, but the Crit Damage Sul-Xan offers also helps bring us to the Crit Damage cap in trash where debuffs like
Major Brittle might be less reliable. Finally, its 30 second duration means that it's very easy to maintain pull to pull AND we can even get some of the DOT to bleed over into boss pulls if we play our cards right. It's an absolute must have!
The Velothi UR-Mage's Amulet
The
Velothi Ur-Mage's Amulet is our strongest Mythic for this AOE setup. It gives us Offensive Penetration, which helps when single target debuffs like Crusher aren't covering everything we're hitting, and
Minor Force, which adds value when we're not already receiving that buff from the group.
The biggest reason we run it is the 15% damage-done bonus against monsters. We lose 99% of our Light and Heavy Attack damage, but this is an easy trade in AOE encounters. The raw damage done of an ability numerically doubles when you're attacking two targets, triples when you're attacking 3, and so on: if
Unnerving Boneyard ticks for 20K against 1 target, 20K times 2 targets is now worth 40K total damage done. Light Attacks can only hit one target at a time, so the more targets there are, the less raw DPS value the Light Attack is worth.
As an IMPORTANT NOTE just because you have Velothi equipped DOESN'T MEAN YOU CAN STOP LIGHT ATTACKING. Light Attack Weaving still procs enchants, which do decent damage on their own, help proc status effects which do very good damage, and help maintain ult gen. They're still incredibly important.
(Perfected) Crushing Wall
The
(Perfected) Crushing Wall is the strongest arena weapon in the game for AOE damage. It increases the damage dealt by
Wall of Elements, which is already one of the strongest AOE abilities in the game. That increase in damage results in wall often doing more DPS than full 5 piece proc sets. It becomes an absolute must have in essentially any AOE encounter that you’ll come across.
Slimecraw
When running a Mythic and Arena Weapon, we will have room for a 1 piece monster bonus. Crit Chance is the strongest one piece stat that we can obtain for gear, so we will want to run any monster set whose one piece is a line of Crit Chance. My preference is
Slimecraw, just because it tends to be the most common shoulder people have due to its historical relevance.
Whenever we have our Sul-Xan Buff active, we can run a parse set until we need to reapply it again.
| SLOT | SET | TYPE | TRAIT | ENCHANT |
|---|---|---|---|---|
| Main Hand | Dagger | |||
| Off Hand | Dagger | |||
| Backup | Inferno Staff | |||
| Head | Medium | |||
| Shoulders | Medium | |||
| Chest | Medium | |||
| Hands | Medium | |||
| Waist | Medium | |||
| Legs | Medium | |||
| Feet | Medium | |||
| Necklace | ||||
| Ring 1 | ||||
| Ring 2 |
GEAR INFO
Corpseburster
Corpseburster is an absolute non-negotiable for our main Stam Cro setup. Consuming a corpse triggers an explosion that can hit for up to 95K in a five-meter AOE. Enemies hit also receive
Diseased, dealing additional instant damage, and
Minor Breach, making it very useful in hitting the pen cap in AOE situations for the group.
Corpseburster's damage increases by 10% for every Grave Lord ability slotted, which influences the way we set up our bar pretty significantly, attempting to stack Gravelord abilities on the front bar when possible.
(Perfected Ansuul's Torment)
(Perfected) Ansuul's Torment is a Medium Armor set from the trial Sanity’s Edge that adds a ton of Critical Chance through its two piece bonus and the additional Perfected five piece stat line, while also increasing our damage done to monsters by 7%. Whenever we interrupt an enemy while in combat, the set gives us an additional 14% damage done to monsters for 30 seconds.
This is a particularly strong set for AOE damage because it increases the damage of our already naturally strong AOE toolkit: skills like
Detonating Siphon,
Corpseburster,
Blighted Blastbones, and
Unnerving Boneyard. In trash, we want to run Ansuul in pulls where we have our
(Perfected) Sul-Xan's Torment Buff already active, opting to swap Ansuul on for pulls with the buff, and back off for Sul-Xan whenever we are about to lose the buff. A small optimization, but an optimization nonetheless.
The Velothi UR-Mage's Amulet
The
Velothi Ur-Mage's Amulet is our strongest Mythic for this AOE setup. It gives us Offensive Penetration, which helps when single target debuffs like Crusher aren't covering everything we're hitting, and
Minor Force, which adds value when we're not already receiving that buff from the group.
The biggest reason we run it is the 15% damage-done bonus against monsters. We lose 99% of our Light and Heavy Attack damage, but this is an easy trade in AOE encounters. The raw damage done of an ability numerically doubles when you're attacking two targets, triples when you're attacking 3, and so on: if
Unnerving Boneyard ticks for 20K against 1 target, 20K times 2 targets is now worth 40K total damage done. Light Attacks can only hit one target at a time, so the more targets there are, the less raw DPS value the Light Attack is worth.
As an IMPORTANT NOTE just because you have Velothi equipped DOESN'T MEAN YOU CAN STOP LIGHT ATTACKING. Light Attack Weaving still procs enchants, which do decent damage on their own, help proc status effects which do very good damage, and help maintain ult gen. They're still incredibly important.
(Perfected) Crushing Wall
The
(Perfected) Crushing Wall is the strongest arena weapon in the game for AOE damage. It increases the damage dealt by
Wall of Elements, which is already one of the strongest AOE abilities in the game. That increase in damage results in wall often doing more DPS than full 5 piece proc sets. It becomes an absolute must have in essentially any AOE encounter that you’ll come across.
Slimecraw
When running a Mythic and Arena Weapon, we will have room for a 1 piece monster bonus. Crit Chance is the strongest one piece stat that we can obtain for gear, so we will want to run any monster set whose one piece is a line of Crit Chance. My preference is
Slimecraw, just because it tends to be the most common shoulder people have due to its historical relevance.
Whenever we have an ult ready, we generally want to use it with Mechanical Acuity in Trash
| SLOT | SET | TYPE | TRAIT | ENCHANT |
|---|---|---|---|---|
| Main Hand | Sword | |||
| Off Hand | Sword | |||
| Backup | Inferno Staff | |||
| Head | Medium | |||
| Shoulders | Medium | |||
| Chest | Medium | |||
| Hands | Medium | |||
| Waist | Medium | |||
| Legs | Medium | |||
| Feet | Medium | |||
| Necklace | ||||
| Ring 1 | ||||
| Ring 2 |
GEAR INFO
(Perfected) Sul-Xan's Torment
(Perfected) Sul-Xan's Torment is an absolute staple in trash builds. Whenever an enemy you've recently damaged dies, it will leave behind a vengeful soul, which, once collected gives 2160 Critical Chance and 12% Critical Damage for 30 seconds. This soul only lasts for 6 seconds, so you'll want to collect it quickly. Crit is king in trash pulls. Because an optimal trash rotation involves getting to and casting your spammable as quickly as possible, the amount of abilities you actually end up casting in a good pull are very few. For this reason, damage done is largely determined by how often you crit, so running a set that provides a buff that increases our Crit Chance is valuable on it's own, but the Crit Damage Sul-Xan offers also helps bring us to the Crit Damage cap in trash where debuffs like
Major Brittle might be less reliable. Finally, its 30 second duration means that it's very easy to maintain pull to pull AND we can even get some of the DOT to bleed over into boss pulls if we play our cards right. It's an absolute must have!
In trash, I'm going to somewhat generically suggest running Sul-Xan with Acuity over
Corpseburster for two main reasons. First,
Corpseburster is a set that I find to be a little temperamental in AOE situations. In the average group, the stack likely won't be tight enough in most pieces of content for the
Corpseburster proc to hit all of your targets. Second, again in the average group, we usually won't be at the Crit Damage cap without
(Perfected) Sul-Xan's Torment. So, in extremley optimal groups with good stacking and a comp that accounts for this discrepancy,
Corpseburster will be a little better. Otherwise, my general recommendation for most players in most groups is Sul-Xan.
The ONLY exception is if you can get away with picking up your Sul-Xan buff before the acuity pull, and then get a swap off into Corpseburster/Acuity
Mechanical Acuity
In burst fights,
Mechanical Acuity is the absolute strongest set that you can run. Whenever you deal non-critical damage, you gain a stack of
Mechanical Acuity for four seconds, granting 20% Critical Strike Chance per stack. You can gain one stack per second, up to five stacks, and each new stack refreshes the four second duration. Once you reach five stacks, or if the effect expires before you do,
Mechanical Acuity cannot activate again for 25 seconds.
Again, Crit is king in trash pulls, an optimal trash rotation involves getting to and casting your spammable as quickly as possible, so the amount of abilities you actually end up casting in a good pull are very few. Because of its long cooldown though, we will usually try to run acuity anytime we are planning on dropping our ultimate in trash, to further increase our burstiest damaging moments.
The Velothi UR-Mage's Amulet
The
Velothi Ur-Mage's Amulet is our strongest Mythic for this AOE setup. It gives us Offensive Penetration, which helps when single target debuffs like Crusher aren't covering everything we're hitting, and
Minor Force, which adds value when we're not already receiving that buff from the group.
The biggest reason we run it is the 15% damage-done bonus against monsters. We lose 99% of our Light and Heavy Attack damage, but this is an easy trade in AOE encounters. The raw damage done of an ability numerically doubles when you're attacking two targets, triples when you're attacking 3, and so on: if
Unnerving Boneyard ticks for 20K against 1 target, 20K times 2 targets is now worth 40K total damage done. Light Attacks can only hit one target at a time, so the more targets there are, the less raw DPS value the Light Attack is worth.
As an IMPORTANT NOTE just because you have Velothi equipped DOESN'T MEAN YOU CAN STOP LIGHT ATTACKING. Light Attack Weaving still procs enchants, which do decent damage on their own, help proc status effects which do very good damage, and help maintain ult gen. They're still incredibly important.
(Perfected) Crushing Wall
The
(Perfected) Crushing Wall is the strongest arena weapon in the game for AOE damage. It increases the damage dealt by
Wall of Elements, which is already one of the strongest AOE abilities in the game. That increase in damage results in wall often doing more DPS than full 5 piece proc sets. It becomes an absolute must have in essentially any AOE encounter that you’ll come across.
Balorgh
When running a Mythic and Arena Weapon, we will have room for a 1 piece monster bonus. Since Acuity will bring us to 100% Crit Chance, we'll want to replace
Slimecraw with a set that offers a line of the next best stat, Weapon and Spell Damage. My preference is
Balorgh, just because it tends to be the most common monster people have due to its historical relevance.
Proper Arkasis stacks in optimized raid groups help players get their ults for trash right after bosses and/or get the ults back for bosses after trash
| SLOT | SET | TYPE | TRAIT | ENCHANT |
|---|---|---|---|---|
| Main Hand | Dagger | |||
| Off Hand | Dagger | |||
| Backup | Inferno Staff | |||
| Head | Medium | |||
| Shoulders | Heavy | |||
| Chest | Medium | |||
| Hands | Medium | |||
| Waist | Medium | |||
| Legs | Medium | |||
| Feet | Medium | |||
| Necklace | ||||
| Ring 1 | ||||
| Ring 2 |
GEAR INFO
Arkasis Genius
Arkasis's Genius is a very niche but very powerful set. From the Dungeon Stonegarden, this Heavy Armor set restores 44 ultimate to you and the closest 3 allies whenever you drink a potion. What groups can do, is plan "Arkasis Stacks" where the team splits into 3 groups of 4, and a callout is made for everybody to consume a potion, giving each stacked player 176 ultimate instantly.
This is most commonly performed both right after boss fights assuming players are dumping their front bar ults even to finish a boss fight as quickly as possible, and right BEFORE a boss fight as well so that players can freely drop ultimates in trash, and still be guaranteed to get one back before the boss.
(Perfected) Sul-Xan's Torment
(Perfected) Sul-Xan's Torment is an absolute staple in trash builds. Whenever an enemy you've recently damaged dies, it will leave behind a vengeful soul, which, once collected gives 2160 Critical Chance and 12% Critical Damage for 30 seconds. This soul only lasts for 6 seconds, so you'll want to collect it quickly. Crit is king in trash pulls. Because an optimal trash rotation involves getting to and casting your spammable as quickly as possible, the amount of abilities you actually end up casting in a good pull are very few. For this reason, damage done is largely determined by how often you crit, so running a set that provides a buff that increases our Crit Chance is valuable on it's own, but the Crit Damage Sul-Xan offers also helps bring us to the Crit Damage cap in trash where debuffs like
Major Brittle might be less reliable. Finally, its 30 second duration means that it's very easy to maintain pull to pull AND we can even get some of the DOT to bleed over into boss pulls if we play our cards right. It's an absolute must have!
As it relates to
Arkasis's Genius, since you will most commonly be using
Arkasis's Genius right before or right after bosses, you'll want the Sul-Xan buff to either bleed over into the boss fight or get its first activation immediately following a boss fight. If for whatever reason you are using this set in the middle section of a series of trash, run
Corpseburster if you already have your Sul-Xan buff active.
The Velothi UR-Mage's Amulet
The
Velothi Ur-Mage's Amulet is our strongest Mythic for this AOE setup. It gives us Offensive Penetration, which helps when single target debuffs like Crusher aren't covering everything we're hitting, and
Minor Force, which adds value when we're not already receiving that buff from the group.
The biggest reason we run it is the 15% damage-done bonus against monsters. We lose 99% of our Light and Heavy Attack damage, but this is an easy trade in AOE encounters. The raw damage done of an ability numerically doubles when you're attacking two targets, triples when you're attacking 3, and so on: if
Unnerving Boneyard ticks for 20K against 1 target, 20K times 2 targets is now worth 40K total damage done. Light Attacks can only hit one target at a time, so the more targets there are, the less raw DPS value the Light Attack is worth.
As an IMPORTANT NOTE just because you have Velothi equipped DOESN'T MEAN YOU CAN STOP LIGHT ATTACKING. Light Attack Weaving still procs enchants, which do decent damage on their own, help proc status effects which do very good damage, and help maintain ult gen. They're still incredibly important.
(Perfected) Crushing Wall
The
(Perfected) Crushing Wall is the strongest arena weapon in the game for AOE damage. It increases the damage dealt by
Wall of Elements, which is already one of the strongest AOE abilities in the game. That increase in damage results in wall often doing more DPS than full 5 piece proc sets. It becomes an absolute must have in essentially any AOE encounter that you’ll come across.
Slimecraw
When running a Mythic and Arena Weapon, we will have room for a 1 piece monster bonus. Crit Chance is the strongest one piece stat that we can obtain for gear, so we will want to run any monster set whose one piece is a line of Crit Chance. My preference is
Slimecraw, just because it tends to be the most common shoulder people have due to its historical relevance.
Passives
Class — Grave Lord
Death Knell–High PriorityThis passive dramatically increases our damage done in execute. It gives the Cro an execute without having an actual execute ability.
Dismember–High PriorityEssential passive that essentially guarantees the Cro hits Pen cap in a standard raid comp
Rapid Rot–High PriorityMost strong skills in the game are even stronger on the Cro because of this passive
Reusable Parts–Medium PriorityHelpful sustain passive
Class — Bone Tyrant

Last GaspNecromancer · Bone TyrantPASSIVEPassive descriptionIncrease your Max Health by 2412.Last Gasp
Last GaspNecromancer · Bone TyrantPASSIVEPassive descriptionIncrease your Max Health by 2412.–High PriorityVery strong passive for survivability
Death Gleaning–Medium PriorityHelpful sustain passive
Disdain HarmNecromancer · Bone TyrantPASSIVEPassive descriptionReduce the damage you take from damage over time abilities by 15% while you have a Bone Tyrant ability active.Disdain Harm
Disdain HarmNecromancer · Bone TyrantPASSIVEPassive descriptionReduce the damage you take from damage over time abilities by 15% while you have a Bone Tyrant ability active.–Low PriorityWe rarely will have a Bone Tyrant ability active
Health AvariceNecromancer · Bone TyrantPASSIVEPassive descriptionIncrease your Healing Received by 3% for each Bone Tyrant ability slotted.Health Avarice
Health AvariceNecromancer · Bone TyrantPASSIVEPassive descriptionIncrease your Healing Received by 3% for each Bone Tyrant ability slotted.–Low PriorityWe don't slot many Bone Tyrant abilities
Class — Living Death
Corpse Consumption–High PriorityVery strong passive for Ult Gen
Undead Confederate–Medium PriorityStrong passive for sustain
Near-Death ExperienceNecromancer · Living DeathPASSIVEPassive descriptionWhile you have a Living Death ability slotted, your Critical Strike Chance with all healing abilities is increased by up to 12% in proportion to the severity of the target's wounds.Near-Death Experience
Near-Death ExperienceNecromancer · Living DeathPASSIVEPassive descriptionWhile you have a Living Death ability slotted, your Critical Strike Chance with all healing abilities is increased by up to 12% in proportion to the severity of the target's wounds.–Low PriorityWe don't slot any Living Death abilities
Curative CurseNecromancer · Living DeathPASSIVEPassive descriptionWhile you have a negative effect on you, your healing done is increased by 12%.Curative Curse
Curative CurseNecromancer · Living DeathPASSIVEPassive descriptionWhile you have a negative effect on you, your healing done is increased by 12%.–Low PriorityWe don't have any real healing in a standard setup
Weapon — Two Handed

Balanced BladeWeapon · Two HandedPASSIVEPassive descriptionWITH TWO-HANDED WEAPON EQUIPPED
Reduces the Stamina cost of your Two-Handed abilities by 15%.Balanced Blade
Balanced BladeWeapon · Two HandedPASSIVEPassive descriptionWITH TWO-HANDED WEAPON EQUIPPED
Reduces the Stamina cost of your Two-Handed abilities by 15%.–High PriorityStampede and Carve are expensive. This passive helps quell some of that pressure.
ForcefulWeapon · Two HandedPASSIVEPassive descriptionWITH TWO-HANDED WEAPON EQUIPPED
Your Light and Heavy Attacks damage up to 3 other nearby enemies for 100% of the damage inflicted to the primary target.Forceful
ForcefulWeapon · Two HandedPASSIVEPassive descriptionWITH TWO-HANDED WEAPON EQUIPPED
Your Light and Heavy Attacks damage up to 3 other nearby enemies for 100% of the damage inflicted to the primary target.–High PriorityWe only benefit from this passive on our backbar but it's still very strong.
Heavy WeaponsWeapon · Two HandedPASSIVEPassive descriptionWITH A TWO-HANDED WEAPON EQUIPPED
Grants a bonus based on the type of weapon equipped: Swords increase your Weapon and Spell Damage by 258. Axes increase your Critical Damage done by 12%. Maces increase your Offensive Penetration by 2974.Heavy Weapons
Heavy WeaponsWeapon · Two HandedPASSIVEPassive descriptionWITH A TWO-HANDED WEAPON EQUIPPED
Grants a bonus based on the type of weapon equipped: Swords increase your Weapon and Spell Damage by 258. Axes increase your Critical Damage done by 12%. Maces increase your Offensive Penetration by 2974.–High PriorityThe reason we run a greatsword
Battle RushWeapon · Two HandedPASSIVEPassive descriptionWITH TWO-HANDED WEAPON EQUIPPED
Increases your Stamina Recovery by 30% for 10 seconds after killing a target.Battle Rush
Battle RushWeapon · Two HandedPASSIVEPassive descriptionWITH TWO-HANDED WEAPON EQUIPPED
Increases your Stamina Recovery by 30% for 10 seconds after killing a target.–Low PriorityNice passive for sustain, but you have to get the final blow on your target, making its use case low.
Follow UpWeapon · Two HandedPASSIVEPassive descriptionWITH TWO-HANDED WEAPON EQUIPPED
When you complete a fully-charged Heavy Attack, your damage done with Two Handed attacks increases by 10% for 4 seconds.Follow Up
Follow UpWeapon · Two HandedPASSIVEPassive descriptionWITH TWO-HANDED WEAPON EQUIPPED
When you complete a fully-charged Heavy Attack, your damage done with Two Handed attacks increases by 10% for 4 seconds.–Low PriorityWe shouldn't ever heavy attack in an optimized rotation.
Weapon — One Hand and Shield

Battlefield MobilityWeapon · One Hand and ShieldPASSIVEPassive descriptionWITH ONE HAND WEAPON AND SHIELD EQUIPPED
Reduces the Movement Speed penalty of Bracing. Current penalty: 36%Battlefield Mobility
Battlefield MobilityWeapon · One Hand and ShieldPASSIVEPassive descriptionWITH ONE HAND WEAPON AND SHIELD EQUIPPED
Reduces the Movement Speed penalty of Bracing. Current penalty: 36%–Not needed
Deadly BashWeapon · One Hand and ShieldPASSIVEPassive descriptionWITH ONE HAND WEAPON AND SHIELD EQUIPPED
Improves your standard Bash attacks, causing them to deal 500 more damage and cost 50% less Stamina.Deadly Bash
Deadly BashWeapon · One Hand and ShieldPASSIVEPassive descriptionWITH ONE HAND WEAPON AND SHIELD EQUIPPED
Improves your standard Bash attacks, causing them to deal 500 more damage and cost 50% less Stamina.–Not needed
Deflect BoltsWeapon · One Hand and ShieldPASSIVEPassive descriptionWITH ONE HAND WEAPON AND SHIELD EQUIPPED
Increases the amount of damage you can block from projectiles and ranged attacks by 14%.Deflect Bolts
Deflect BoltsWeapon · One Hand and ShieldPASSIVEPassive descriptionWITH ONE HAND WEAPON AND SHIELD EQUIPPED
Increases the amount of damage you can block from projectiles and ranged attacks by 14%.–Not needed
FortressWeapon · One Hand and ShieldPASSIVEPassive descriptionWITH ONE HAND WEAPON AND SHIELD EQUIPPED
Reduces the Stamina cost of your One Hand and Shield abilities by 15% and reduces the cost of blocking by 36%.Fortress
FortressWeapon · One Hand and ShieldPASSIVEPassive descriptionWITH ONE HAND WEAPON AND SHIELD EQUIPPED
Reduces the Stamina cost of your One Hand and Shield abilities by 15% and reduces the cost of blocking by 36%.–Not needed
Sword and BoardWeapon · One Hand and ShieldPASSIVEPassive descriptionWITH ONE HAND WEAPON AND SHIELD EQUIPPED
Increases your Weapon and Spell Damage by 5% and the amount of damage you can block by 20%.Sword and Board
Sword and BoardWeapon · One Hand and ShieldPASSIVEPassive descriptionWITH ONE HAND WEAPON AND SHIELD EQUIPPED
Increases your Weapon and Spell Damage by 5% and the amount of damage you can block by 20%.–Not needed
Weapon — Dual Wield

AmbidextrousWeapon · Dual WieldPASSIVEPassive descriptionWHILE DUAL WIELDING
Increases Weapon and Spell Damage by 6% of off-hand weapon's damage.Ambidextrous
AmbidextrousWeapon · Dual WieldPASSIVEPassive descriptionWHILE DUAL WIELDING
Increases Weapon and Spell Damage by 6% of off-hand weapon's damage.–High PriorityBig damage increase, a huge part of the reason Dual Wield has been meta for so long.
RuffianWeapon · Dual WieldPASSIVEPassive descriptionWHILE USING DUAL WIELD ATTACKS
Gives you a 15% damage bonus when attacking stunned, immobilized, or silenced enemies.Ruffian
RuffianWeapon · Dual WieldPASSIVEPassive descriptionWHILE USING DUAL WIELD ATTACKS
Gives you a 15% damage bonus when attacking stunned, immobilized, or silenced enemies.–High PriorityThere are lots of abilities that apply these types of effects in a 12 man comp. 
Twin Blade and BluntWeapon · Dual WieldPASSIVEPassive descriptionWHILE DUAL WIELDING
Grants a bonus based on the type of weapon equipped: Each axe increases your Critical Damage done by 6%. Each mace increases your Offensive Penetration by 1487. Each sword increases your Weapon and Spell Damage by 129. Each dagger increases your Critical Chance rating by 657.Twin Blade and Blunt
Twin Blade and BluntWeapon · Dual WieldPASSIVEPassive descriptionWHILE DUAL WIELDING
Grants a bonus based on the type of weapon equipped: Each axe increases your Critical Damage done by 6%. Each mace increases your Offensive Penetration by 1487. Each sword increases your Weapon and Spell Damage by 129. Each dagger increases your Critical Chance rating by 657.–High PriorityThe reason we run Daggers most of the time but swords with Acuity. 
Controlled FuryWeapon · Dual WieldPASSIVEPassive descriptionWHILE DUAL WIELDING
Reduces the Stamina cost of Dual Wield abilities by 15%.Controlled Fury
Controlled FuryWeapon · Dual WieldPASSIVEPassive descriptionWHILE DUAL WIELDING
Reduces the Stamina cost of Dual Wield abilities by 15%.–Medium PriorityThis passive is decent when running Dual Wield abilities, which really only apply to Trash Pulls for this build.
Focused KillerWeapon · Dual WieldPASSIVEPassive descriptionWHILE DUAL WIELDING
Increases damage with Dual Wield abilities by 20% against enemies with under 25% Health.Focused Killer
Focused KillerWeapon · Dual WieldPASSIVEPassive descriptionWHILE DUAL WIELDING
Increases damage with Dual Wield abilities by 20% against enemies with under 25% Health.–Medium PriorityThis passive is good when running Dual Wield abilities, but we will really only slot any dual wield skills in trash pulls.
Weapon — Bow

AccuracyWeapon · BowPASSIVEPassive descriptionWITH BOW EQUIPPED
Increases your Critical Chance rating by 1314.Accuracy
AccuracyWeapon · BowPASSIVEPassive descriptionWITH BOW EQUIPPED
Increases your Critical Chance rating by 1314.–High PriorityWhen running a bow, this is a massive passive Crit Chance increase
Hawk EyeWeapon · BowPASSIVEPassive descriptionWITH BOW EQUIPPED
Dealing damage with a Light or Heavy Attack increases the damage of your Bow abilities by 5% for 5 seconds, stacking up to 5 times.Hawk Eye
Hawk EyeWeapon · BowPASSIVEPassive descriptionWITH BOW EQUIPPED
Dealing damage with a Light or Heavy Attack increases the damage of your Bow abilities by 5% for 5 seconds, stacking up to 5 times.–High PriorityWhen running a bow, this is a very strong passive but has a very high mastery curve.
Vinedusk TrainingWeapon · BowPASSIVEPassive descriptionWITH BOW EQUIPPED
Increases your damage done by 5% against enemies 15 meters or closer. Increases your Critical Chance rating by 1314 against enemies further than 15 meters.Vinedusk Training
Vinedusk TrainingWeapon · BowPASSIVEPassive descriptionWITH BOW EQUIPPED
Increases your damage done by 5% against enemies 15 meters or closer. Increases your Critical Chance rating by 1314 against enemies further than 15 meters.–High PriorityWhen running a bow, this is a very strong passive in boss fights. Generally, the bonus for staying further away is a little more valuable, but not by a ton.
RangerWeapon · BowPASSIVEPassive descriptionWITH BOW EQUIPPED
Reduces the Stamina cost of Bow abilities by 15%.Ranger
RangerWeapon · BowPASSIVEPassive descriptionWITH BOW EQUIPPED
Reduces the Stamina cost of Bow abilities by 15%.–Medium PriorityWhen running a bow, this is a nice passive for expensive skills like Endless Hail.
Hasty RetreatWeapon · BowPASSIVEPassive descriptionWITH BOW EQUIPPED
Grants you Major Expedition for 4 seconds after you use Roll Dodge. Major Expedition increases your Movement Speed by 30%.Hasty Retreat
Hasty RetreatWeapon · BowPASSIVEPassive descriptionWITH BOW EQUIPPED
Grants you Major Expedition for 4 seconds after you use Roll Dodge. Major Expedition increases your Movement Speed by 30%.–Low PriorityCool little passive, but not good for damage in any kind of way.
Weapon — Restoration Staff

AbsorbWeapon · Restoration StaffPASSIVEPassive descriptionWITH RESTORATION STAFF EQUIPPED
Restores 600 Magicka whenever you block an attack. This effect can occur once every .25 seconds.Absorb
AbsorbWeapon · Restoration StaffPASSIVEPassive descriptionWITH RESTORATION STAFF EQUIPPED
Restores 600 Magicka whenever you block an attack. This effect can occur once every .25 seconds.–Not needed
Cycle of LifeWeapon · Restoration StaffPASSIVEPassive descriptionWITH RESTORATION STAFF EQUIPPED
Your fully-charged Heavy Attacks restore 30% more Magicka.Cycle of Life
Cycle of LifeWeapon · Restoration StaffPASSIVEPassive descriptionWITH RESTORATION STAFF EQUIPPED
Your fully-charged Heavy Attacks restore 30% more Magicka.–Not needed
Essence DrainWeapon · Restoration StaffPASSIVEPassive descriptionWITH RESTORATION STAFF EQUIPPED
You gain Major Mending for 4 seconds after completing a fully-charged Heavy Attack, increasing your healing done by 16%. You also heal yourself or an ally within 12 meters of the target for 50% of the damage inflicted by the final hit of a fully-charged Heavy Attack.Essence Drain
Essence DrainWeapon · Restoration StaffPASSIVEPassive descriptionWITH RESTORATION STAFF EQUIPPED
You gain Major Mending for 4 seconds after completing a fully-charged Heavy Attack, increasing your healing done by 16%. You also heal yourself or an ally within 12 meters of the target for 50% of the damage inflicted by the final hit of a fully-charged Heavy Attack.–Not needed
Restoration ExpertWeapon · Restoration StaffPASSIVEPassive descriptionWITH RESTORATION STAFF EQUIPPED
Increases your healing by 15% on allies under 30% Health.Restoration Expert
Restoration ExpertWeapon · Restoration StaffPASSIVEPassive descriptionWITH RESTORATION STAFF EQUIPPED
Increases your healing by 15% on allies under 30% Health.–Not needed
Restoration MasterWeapon · Restoration StaffPASSIVEPassive descriptionWITH RESTORATION STAFF EQUIPPED
Increases healing with Restoration Staff spells by 5%.Restoration Master
Restoration MasterWeapon · Restoration StaffPASSIVEPassive descriptionWITH RESTORATION STAFF EQUIPPED
Increases healing with Restoration Staff spells by 5%.–Not needed
Weapon — Destruction Staff

Ancient KnowledgeWeapon · Destruction StaffPASSIVEPassive descriptionWith Destruction Staff Equipped
Inferno Staves increases your damage done with damage over time and Status Effects by 12%. Lightning Staves increases your damage done with direct damage and channeled effects by 12%. Equipping an Ice Staff reduces the cost of blocking by 36% and increases the amount of damage you block by 20%.Ancient Knowledge
Ancient KnowledgeWeapon · Destruction StaffPASSIVEPassive descriptionWith Destruction Staff Equipped
Inferno Staves increases your damage done with damage over time and Status Effects by 12%. Lightning Staves increases your damage done with direct damage and channeled effects by 12%. Equipping an Ice Staff reduces the cost of blocking by 36% and increases the amount of damage you block by 20%.–High PriorityThis is the main Weapon Bonus when running a Destruction Staff: primarily in trash.
Elemental ForceWeapon · Destruction StaffPASSIVEPassive descriptionWith Destruction Staff Equipped
Increases your chance to apply status effects by 100%.Elemental Force
Elemental ForceWeapon · Destruction StaffPASSIVEPassive descriptionWith Destruction Staff Equipped
Increases your chance to apply status effects by 100%.–High PriorityStatus Effects are a HUGE source of damage these days. When running a Destro, this is a must have passive.
Penetrating MagicWeapon · Destruction StaffPASSIVEPassive descriptionWith Destruction Staff Equipped
Your Destruction Staff abilities ignore 2974 of the enemy's Spell Resistance.Penetrating Magic
Penetrating MagicWeapon · Destruction StaffPASSIVEPassive descriptionWith Destruction Staff Equipped
Your Destruction Staff abilities ignore 2974 of the enemy's Spell Resistance.–High PriorityWe mainly run a Destro in Trash for Wall of Elements. Debuffs are maintained less consistently in trash/aoe situations. For this reason, getting a pen bonus to wall is one of many reasons it's so valuable in AOE.
Destruction ExpertWeapon · Destruction StaffPASSIVEPassive descriptionWith Destruction Staff Equipped
When you kill an enemy with a Destruction Staff ability, you restore 3600 Magicka. When you absorb damage using a Destruction Staff Damage Shield, you restore 1800 Magicka. This effect can occur once every 10 seconds.Destruction Expert
Destruction ExpertWeapon · Destruction StaffPASSIVEPassive descriptionWith Destruction Staff Equipped
When you kill an enemy with a Destruction Staff ability, you restore 3600 Magicka. When you absorb damage using a Destruction Staff Damage Shield, you restore 1800 Magicka. This effect can occur once every 10 seconds.–Low PriorityMost skills that we will actually run from this skill tree won't get the final tick on an enemy to proc this passive.
Tri FocusWeapon · Destruction StaffPASSIVEPassive descriptionWith Destruction Staff Equipped
Fully-charged Inferno Staff Heavy Attacks deal an additional 4486 Flame Damage over 20 seconds. Fully-charged Lightning Staff Heavy Attacks damage nearby enemies for 100% of the damage done. Fully-charged Ice Staff Heavy Attacks grant you a damage shield that absorbs 5280 damage. This effect scales off your Max Health. While an Ice Staff is equipped, blocking costs Magicka instead of Stamina.Tri Focus
Tri FocusWeapon · Destruction StaffPASSIVEPassive descriptionWith Destruction Staff Equipped
Fully-charged Inferno Staff Heavy Attacks deal an additional 4486 Flame Damage over 20 seconds. Fully-charged Lightning Staff Heavy Attacks damage nearby enemies for 100% of the damage done. Fully-charged Ice Staff Heavy Attacks grant you a damage shield that absorbs 5280 damage. This effect scales off your Max Health. While an Ice Staff is equipped, blocking costs Magicka instead of Stamina.–Low PriorityWe should be rarely heavy attacking, but prebuffing a heavy attack with a flame staff is a VERY niche way to get some extra damage occasionally.
Armor — Light Armor

ConcentrationArmor · Light ArmorPASSIVEPassive descriptionIncreases your Physical and Spell Penetration by 939 for each piece of Light Armor worn.Concentration
ConcentrationArmor · Light ArmorPASSIVEPassive descriptionIncreases your Physical and Spell Penetration by 939 for each piece of Light Armor worn.–High PriorityOne of the most important passives from this tree. While not typically required on the Cro, running one piece of Light Armor is pretty common in raid comps to solve any gaps in reaching the Pen Cap.
ProdigyArmor · Light ArmorPASSIVEPassive descriptionIncreases your Weapon and Spell Critical rating by 219 for each piece of Light Armor equipped.Prodigy
ProdigyArmor · Light ArmorPASSIVEPassive descriptionIncreases your Weapon and Spell Critical rating by 219 for each piece of Light Armor equipped.–High PriorityIf the Stamcro runs one piece of Light Armor, it will likely be for this passive.
EvocationArmor · Light ArmorPASSIVEPassive descriptionIncreases your Magicka Recovery by 4% for each piece of Light Armor equipped. Reduces the Magicka cost of your abilities by 2% for each piece of Light Armor equipped.Evocation
EvocationArmor · Light ArmorPASSIVEPassive descriptionIncreases your Magicka Recovery by 4% for each piece of Light Armor equipped. Reduces the Magicka cost of your abilities by 2% for each piece of Light Armor equipped.–Medium PriorityThis is really good for mag builds when running 1 piece of light armor, but not incredibly helpful for the Stamcro.
GraceArmor · Light ArmorPASSIVEPassive descriptionReduces the effectiveness of snares applied to you by 4% for each piece of Light Armor worn. Reduces the cost of Sprint by 3% for each piece of Light Armor worn.Grace
GraceArmor · Light ArmorPASSIVEPassive descriptionReduces the effectiveness of snares applied to you by 4% for each piece of Light Armor worn. Reduces the cost of Sprint by 3% for each piece of Light Armor worn.–Medium PriorityWith one piece of Light Armor equipped, the reduction in cost to sprint is what is valuable from this passive
Spell WardingArmor · Light ArmorPASSIVEPassive descriptionIncreases your Spell Resistance by 726 for each piece of Light Armor equipped.Spell Warding
Spell WardingArmor · Light ArmorPASSIVEPassive descriptionIncreases your Spell Resistance by 726 for each piece of Light Armor equipped.–Medium PriorityNice passive defense if we have any Light Armor.
Armor — Medium Armor

AgilityArmor · Medium ArmorPASSIVEPassive descriptionIncreases your Weapon and Spell Damage by 2% for each piece of Medium Armor worn.Agility
AgilityArmor · Medium ArmorPASSIVEPassive descriptionIncreases your Weapon and Spell Damage by 2% for each piece of Medium Armor worn.–High PriorityA massive passive DPS increase when running medium armor.
AthleticsArmor · Medium ArmorPASSIVEPassive descriptionIncreases the Movement Speed bonus of Sprint by 3% for each piece of Medium Armor equipped. Reduces the cost of Roll Dodge by 4% for each piece of Medium Armor equipped.Athletics
AthleticsArmor · Medium ArmorPASSIVEPassive descriptionIncreases the Movement Speed bonus of Sprint by 3% for each piece of Medium Armor equipped. Reduces the cost of Roll Dodge by 4% for each piece of Medium Armor equipped.–High PriorityMovement speed is very important in raids both for getting around and for getting out of mechs. Most importantly, it decreases the cost of roll dodge, the single greatest evasion mechanic in the game.
DexterityArmor · Medium ArmorPASSIVEPassive descriptionIncreases your Critical Damage and Healing done rating by 2% for every piece of Medium Armor equipped.Dexterity
DexterityArmor · Medium ArmorPASSIVEPassive descriptionIncreases your Critical Damage and Healing done rating by 2% for every piece of Medium Armor equipped.–High PriorityThis is the passive that makes Medium Armor meta. Crit Damage is tough to come by, and running 6 pieces of medium armor will likely be required to hit the cap in raids.
Wind WalkerArmor · Medium ArmorPASSIVEPassive descriptionIncreases your Stamina Recovery by 4% per piece of Medium Armor equipped. Reduces the Stamina cost of your abilities by 2% per piece of Medium Armor equipped.Wind Walker
Wind WalkerArmor · Medium ArmorPASSIVEPassive descriptionIncreases your Stamina Recovery by 4% per piece of Medium Armor equipped. Reduces the Stamina cost of your abilities by 2% per piece of Medium Armor equipped.–High PriorityOne of few sustain passives to be ranked as high priority. It provides a MASSIVE amount of Stamina Recovery and Cost Reduction. An obvious must have for the Stamcro. 
Improved SneakArmor · Medium ArmorPASSIVEPassive descriptionReduces the cost of Sneak by 7% for each piece of Medium Armor equipped. Reduces the size of your detection area while Sneaking by 5% for each piece of Medium Armor equipped.Improved Sneak
Improved SneakArmor · Medium ArmorPASSIVEPassive descriptionReduces the cost of Sneak by 7% for each piece of Medium Armor equipped. Reduces the size of your detection area while Sneaking by 5% for each piece of Medium Armor equipped.–Not neededWe aren't sneaking around in 12 man content.
Armor — Heavy Armor

ConstitutionArmor · Heavy ArmorPASSIVEPassive descriptionIncreases your Health Recovery by 4% for each piece of Heavy Armor equipped. You restore 108 Magicka and Stamina when you take damage for each piece of Heavy Armor equipped. This effect can occur once every 4 seconds.Constitution
ConstitutionArmor · Heavy ArmorPASSIVEPassive descriptionIncreases your Health Recovery by 4% for each piece of Heavy Armor equipped. You restore 108 Magicka and Stamina when you take damage for each piece of Heavy Armor equipped. This effect can occur once every 4 seconds.–Not needed
JuggernautArmor · Heavy ArmorPASSIVEPassive descriptionIncreases your Max Health by 2% for each piece of Heavy Armor equipped.Juggernaut
JuggernautArmor · Heavy ArmorPASSIVEPassive descriptionIncreases your Max Health by 2% for each piece of Heavy Armor equipped.–Not needed
Rapid MendingArmor · Heavy ArmorPASSIVEPassive descriptionIncreases your healing received by 1% for each piece of Heavy Armor worn.Rapid Mending
Rapid MendingArmor · Heavy ArmorPASSIVEPassive descriptionIncreases your healing received by 1% for each piece of Heavy Armor worn.–Not needed
ResolveArmor · Heavy ArmorPASSIVEPassive descriptionIncreases your Physical and Spell Resistance by 343 for each piece of Heavy Armor equipped.Resolve
ResolveArmor · Heavy ArmorPASSIVEPassive descriptionIncreases your Physical and Spell Resistance by 343 for each piece of Heavy Armor equipped.–Not needed
RevitalizeArmor · Heavy ArmorPASSIVEPassive descriptionIncreases the Magicka or Stamina your Heavy Attacks restore by 4% for each piece of Heavy Armor worn.Revitalize
RevitalizeArmor · Heavy ArmorPASSIVEPassive descriptionIncreases the Magicka or Stamina your Heavy Attacks restore by 4% for each piece of Heavy Armor worn.–Not needed
World — Soul Magic

Soul ShatterWorld · Soul MagicPASSIVEPassive descriptionWHEN SOUL ABILITY IS SLOTTED
When your Health drops below 20% your soul explodes, dealing 1600 Magic Damage to enemies within 8 meters of you. This effect can occur once every 2 minutes and scales off your Max Health.Soul Shatter
Soul ShatterWorld · Soul MagicPASSIVEPassive descriptionWHEN SOUL ABILITY IS SLOTTED
When your Health drops below 20% your soul explodes, dealing 1600 Magic Damage to enemies within 8 meters of you. This effect can occur once every 2 minutes and scales off your Max Health.–Medium PriorityIt's pretty rare that this passive will proc for any reliable amount of DPS, but a passive that does damage can't be disregarded. 
Soul LockWorld · Soul MagicPASSIVEPassive descriptionKilling an enemy has a 10% chance of automatically filling an empty Soul Gem.Soul Lock
Soul LockWorld · Soul MagicPASSIVEPassive descriptionKilling an enemy has a 10% chance of automatically filling an empty Soul Gem.–Low PriorityPure convenience 
Soul SummonsWorld · Soul MagicPASSIVEPassive descriptionAllows you to revive once every 1 hour without spending a Soul Gem.Soul Summons
Soul SummonsWorld · Soul MagicPASSIVEPassive descriptionAllows you to revive once every 1 hour without spending a Soul Gem.–Low PriorityPure convenience
Guild — Fighters Guild

Banish the WickedGuild · Fighters GuildPASSIVEPassive descriptionWITH A FIGHTERS GUILD ABILITY SLOTTED
You generate 3 Ultimate whenever you kill an enemy.Banish the Wicked
Banish the WickedGuild · Fighters GuildPASSIVEPassive descriptionWITH A FIGHTERS GUILD ABILITY SLOTTED
You generate 3 Ultimate whenever you kill an enemy.–High PriorityVery strong passive for ult gen
Skilled TrackerGuild · Fighters GuildPASSIVEPassive descriptionYour Fighters Guild abilities deal an additional 10% damage. This bonus doubles against player Vampires and Werewolves.Skilled Tracker
Skilled TrackerGuild · Fighters GuildPASSIVEPassive descriptionYour Fighters Guild abilities deal an additional 10% damage. This bonus doubles against player Vampires and Werewolves.–High PriorityOnly worth running if you're using Barbed Trap
Slayer–High PriorityOne of the strongest passives in the game. The reason we run Dawnbreaker on the front bar.
Bounty HunterGuild · Fighters GuildPASSIVEPassive descriptionAllows you to accept bounty quests from the Fighters Guild in Cyrodiil.Bounty Hunter
Bounty HunterGuild · Fighters GuildPASSIVEPassive descriptionAllows you to accept bounty quests from the Fighters Guild in Cyrodiil.–Not neededQuesting Passive
Intimidating PresenceGuild · Fighters GuildPASSIVEPassive descriptionAllows you to Intimidate NPCs in conversation. Reduces the Stamina cost of your Fighters Guild abilities by 15%.Intimidating Presence
Intimidating PresenceGuild · Fighters GuildPASSIVEPassive descriptionAllows you to Intimidate NPCs in conversation. Reduces the Stamina cost of your Fighters Guild abilities by 15%.–Not neededQuesting Passive
Guild — Mages Guild

Everlasting MagicGuild · Mages GuildPASSIVEPassive descriptionIncreases the duration of your Mages Guild abilities by 2 seconds.Everlasting Magic
Everlasting MagicGuild · Mages GuildPASSIVEPassive descriptionIncreases the duration of your Mages Guild abilities by 2 seconds.–High PriorityThis also increases Shooting Star's duration, so it's extremely important.
Magicka ControllerGuild · Mages GuildPASSIVEPassive descriptionIncreases your Max Magicka and Magicka Recovery by 2% for each Mages Guild ability slotted.Magicka Controller
Magicka ControllerGuild · Mages GuildPASSIVEPassive descriptionIncreases your Max Magicka and Magicka Recovery by 2% for each Mages Guild ability slotted.–Medium PriorityExtra mag isn't something we should ever turn down, but it's not that important in a Stamina Build.
Mage AdeptGuild · Mages GuildPASSIVEPassive descriptionReduces the Magicka and Health cost of your Mages Guild abilities by 15%.Mage Adept
Mage AdeptGuild · Mages GuildPASSIVEPassive descriptionReduces the Magicka and Health cost of your Mages Guild abilities by 15%.–Low PriorityOnly good if you're running a Mages Guild ability (not including Shooting Star).
Might of the GuildGuild · Mages GuildPASSIVEPassive descriptionCasting a Mages Guild ability grants you Empower, increasing the damage of your Heavy Attacks against monsters by 150% for 10 seconds.Might of the Guild
Might of the GuildGuild · Mages GuildPASSIVEPassive descriptionCasting a Mages Guild ability grants you Empower, increasing the damage of your Heavy Attacks against monsters by 150% for 10 seconds.–Low PriorityEmpower is a useless buff outside of heavy attack builds. We should never heavy attack in an optimal rotation.
Persuasive WillGuild · Mages GuildPASSIVEPassive descriptionAllows you to Persuade NPCs in conversation.Persuasive Will
Persuasive WillGuild · Mages GuildPASSIVEPassive descriptionAllows you to Persuade NPCs in conversation.–Not neededQuesting Passive
Guild — Psijic Order

ClairvoyanceGuild · Psijic OrderPASSIVEPassive descriptionReduces the cost of your Psijic Order abilities by 15%.Clairvoyance
ClairvoyanceGuild · Psijic OrderPASSIVEPassive descriptionReduces the cost of your Psijic Order abilities by 15%.–Low PriorityNice passive if you ever are running a Psijic ability, but we will rarely run one on this build.
Concentrated BarrierGuild · Psijic OrderPASSIVEPassive descriptionWhile you have a Psijic Order ability slotted and are Bracing, you gain a damage shield that absorbs 5000 damage. This damage shield recharges back to full strength after you spend 10 seconds not Bracing.Concentrated Barrier
Concentrated BarrierGuild · Psijic OrderPASSIVEPassive descriptionWhile you have a Psijic Order ability slotted and are Bracing, you gain a damage shield that absorbs 5000 damage. This damage shield recharges back to full strength after you spend 10 seconds not Bracing.–Low PriorityNice defensive passive if you ever have a Psijic ability slotted, but ranked as "low priority" because we will rarely slot a Psijic ability.
DeliberationGuild · Psijic OrderPASSIVEPassive descriptionWhile you are casting or channeling a Psijic Order ability you reduce your damage taken by 30%.Deliberation
DeliberationGuild · Psijic OrderPASSIVEPassive descriptionWhile you are casting or channeling a Psijic Order ability you reduce your damage taken by 30%.–Low PriorityNice defensive passive if you ever have a Psijic ability slotted, but ranked as "low priority" because we will rarely slot a Psijic ability.
See the UnseenGuild · Psijic OrderPASSIVEPassive descriptionThe insight you have gained from the Psijic Order grants you vision of the spiritual world. You can now interact with rifts all throughout Tamriel.See the Unseen
See the UnseenGuild · Psijic OrderPASSIVEPassive descriptionThe insight you have gained from the Psijic Order grants you vision of the spiritual world. You can now interact with rifts all throughout Tamriel.–Low PriorityThe loot from these portals will rarely give you anything worthwhile.
Spell OrbGuild · Psijic OrderPASSIVEPassive descriptionWhen you cast a Psijic Order ability while you are in combat, you generate a spell charge for 10 seconds. When you reach 5 spell charges, you launch a spell orb at the closest enemy to you dealing 1124 Magic Damage. This effect scales off your highest offensive stats.Spell Orb
Spell OrbGuild · Psijic OrderPASSIVEPassive descriptionWhen you cast a Psijic Order ability while you are in combat, you generate a spell charge for 10 seconds. When you reach 5 spell charges, you launch a spell orb at the closest enemy to you dealing 1124 Magic Damage. This effect scales off your highest offensive stats.–Not neededThis passive is only decent if you're running a Psijic skill that you're going to use often, like Ele Weapon, which we will never do.
Guild — Undaunted

Undaunted CommandGuild · UndauntedPASSIVEPassive descriptionActivating a synergy restores 4% of your Max Health, Stamina, and Magicka. Current Bonus: 640 Health, 480 Stamina, and 480 Magicka.Undaunted Command
Undaunted CommandGuild · UndauntedPASSIVEPassive descriptionActivating a synergy restores 4% of your Max Health, Stamina, and Magicka. Current Bonus: 640 Health, 480 Stamina, and 480 Magicka.–High PriorityA necessary passive for sustain in content.
Undaunted MettleGuild · UndauntedPASSIVEPassive descriptionIncreases your Max Health, Stamina, and Magicka by 2% per type of Armor (Heavy, Medium, Light) that you have equipped.Undaunted Mettle
Undaunted MettleGuild · UndauntedPASSIVEPassive descriptionIncreases your Max Health, Stamina, and Magicka by 2% per type of Armor (Heavy, Medium, Light) that you have equipped.–High PriorityAnother benefit of running one light armor piece is getting extra max resources. It's not worth slotting a piece of Light Armor specifically for this passive these days, but it's one you want ESPECIALLY if you are running 6 med 1 light.
Alliance War — Assault

Continuous AttackAlliance War · AssaultPASSIVEPassive descriptionIncreases your Weapon and Spell Damage by 10% and Health, Magicka, and Stamina Recovery by 20% for 10 minutes after you capture a Lumber Mill, Farm, Mine, or Keep. Gain Gallop at all times, increasing your Mount Speed by 15%.Continuous Attack
Continuous AttackAlliance War · AssaultPASSIVEPassive descriptionIncreases your Weapon and Spell Damage by 10% and Health, Magicka, and Stamina Recovery by 20% for 10 minutes after you capture a Lumber Mill, Farm, Mine, or Keep. Gain Gallop at all times, increasing your Mount Speed by 15%.–Low PriorityPutting one point here for Major Gallop is ideal
Combat FrenzyAlliance War · AssaultPASSIVEPassive descriptionYou generate 20 Ultimate when you kill an enemy player.Combat Frenzy
Combat FrenzyAlliance War · AssaultPASSIVEPassive descriptionYou generate 20 Ultimate when you kill an enemy player.–Not neededOnly worthwhile in Cyrodiil PvP.
ReachAlliance War · AssaultPASSIVEPassive descriptionIncreases the range of long-range abilities by 5 meters while near a keep or outpost. Any ability with a range greater than 28 meters is affected.Reach
ReachAlliance War · AssaultPASSIVEPassive descriptionIncreases the range of long-range abilities by 5 meters while near a keep or outpost. Any ability with a range greater than 28 meters is affected.–Not neededOnly worthwhile in Cyrodiil PvP.
Alliance War — Support

Magicka AidAlliance War · SupportPASSIVEPassive descriptionIncreases your Magicka Recovery by 10% for each Support ability slotted.Magicka Aid
Magicka AidAlliance War · SupportPASSIVEPassive descriptionIncreases your Magicka Recovery by 10% for each Support ability slotted.–Low PriorityThis is good if we slot a support ability, but otherwise not needed.
Battle ResurrectionAlliance War · SupportPASSIVEPassive descriptionReduces the time it takes you to resurrect another player by 30% while you are in a PvP area.Battle Resurrection
Battle ResurrectionAlliance War · SupportPASSIVEPassive descriptionReduces the time it takes you to resurrect another player by 30% while you are in a PvP area.–Not neededOnly worthwhile in Cyrodiil PvP.
Combat MedicAlliance War · SupportPASSIVEPassive descriptionIncreases your healing done by 20% when you are near a Keep.Combat Medic
Combat MedicAlliance War · SupportPASSIVEPassive descriptionIncreases your healing done by 20% when you are near a Keep.–Not neededOnly worthwhile in Cyrodiil PvP.
Craft — Alchemy

Medicinal UseCrafting · AlchemyPASSIVEPassive descriptionWhen using potions, resulting effects last 30% longer.Medicinal Use
Medicinal UseCrafting · AlchemyPASSIVEPassive descriptionWhen using potions, resulting effects last 30% longer.–High PriorityEssential to max out so that we're getting 100% uptimes on our potion's effects
SnakebloodCrafting · AlchemyPASSIVEPassive descriptionReduces duration of negative effects in potions by 100% when consumed.Snakeblood
SnakebloodCrafting · AlchemyPASSIVEPassive descriptionReduces duration of negative effects in potions by 100% when consumed.–High PriorityOccasionally useful for certain potions that include negative reacting reagents
Basic Build Information
CLASS MASTERIES
- Nothing WastedBESTNothing Wasted provides a massive and essential DPS increase. We refresh our stacks by consuming corpses. While in combat, this is simple to maintain. Truly maximizing the damage of this passive though means attempting to build corpses to consume in situations where you can't perform a regular rotation.
- Cycle UnendingBESTIncreases your damage by up to 25%, 1% for each % of health you have more than your target. This increases the damage we deal in an already strong execute phase tremendously.
RACE
- Dark Elf
Dark ElfRACERace descriptionThe racial skills of the Dark Elves reflect their intellect and agility, giving them bonuses in dual wielding, flame and lava resistance, weapon and spell damage, and base magicka and stamina. These bonuses allow them to adapt to anythingRacial passives
AshlanderIncreases your experience gain with the Dual Wield skill line by 15%. Reduces your damage taken from environmental lava by 50%.
DynamicIncreases your Max Magicka and Max Stamina by 1910.
Resist FlameIncreases your Flame Resistance by 4620.
RuinationIncreases your Weapon and Spell Damage by 258.BESTStrongest option for Stamina Based Characters, giving Max Stam and Weapon and Spell Damage - Khajiit
KhajiitRACERace descriptionThe racial skills of the feline Khajiit reflect their natural versatility and guile, giving them bonuses to pickpocketing, stealth, resource recovery, as well as base health, magicka, and stamina. These bonuses help them thrive in many ventures of life.Racial passives
CutpurseIncreases your experience gain with the Medium Armor skill line by 15%. Increases your chance to successfully pickpocket by 5%.
RobustnessIncreases your Health, Magicka, and Stamina Recovery by 90.
Lunar BlessingIncrease your Maximum Health, Magicka, and Stamina by 915.
Feline AmbushIncreases your Critical Damage and Critical Healing by 12%. Decreases your detection radius in Stealth by 3 meters.The Crit Damage makes this race very strong for 4 man/solo content, or newer players with less optimized groups.
MUNDUS
- The Thief
The ThiefMUNDUSMundus descriptionIncreases the Critical Strike rating by 1333
With 7 Divines armor pieces
Increases the Critical Strike rating by 2167BESTStrongest Mundus 99% of the time. - The Shadow
The ShadowMUNDUSMundus descriptionIncreases Critical Damage and Healing by 11%
With 7 Divines armor pieces
Increases Critical Damage and Healing by 17%Rarely used alternative. Can be good for solo content, or some 4 man content where we can use the Armorer to swap between Mundus Stones. - The Lover
The LoverMUNDUSMundus descriptionIncreases Physical and Spell Penetration by 2744
With 7 Divines armor pieces
Increases Physical and Spell Penetration by 4489Rarely used alternative. Can be good for solo content, or some 4 man content where we can use the Armorer to swap between Mundus Stones.
ATTRIBUTES
- 64 points into StaminaBESTMax Resources count as a Damage Modifier. This means that your abilities increase in damage value the higher your largest resource pool is, similarly to how your skills increase in damage the higher your Weapon Damage is. Therefore, the largest DPS increase comes from stacking all of our points into one resource.
FOOD
- Braised Rabbit with Spring Vegetables
Braised Rabbit with Spring VegetablesBlue Bistat · Ingredients: Greens (1), Seasoning (1), Small Game (1)FOODFood descriptionIncrease Max Health by 5395 and Max Stamina by 4936 for 1 hour.BESTRecommended Food for Content. Not the highest DPS but it's very close AND gives a ton of health. (Any CP 150 Blue Max Stam/Max Health food works). - Hearty Garlic Corn Chowder
Hearty Garlic Corn ChowderGreen Max ResourceFOODFood descriptionIncrease Max Stamina by 6048 for 35 minutes.Strongest option for raw DPS. (Any CP 150 Green Max Stam Food works). - Lava Foot Soup-and-Saltrice
Lava Foot Soup-and-SaltriceFOODFood descriptionIncrease Max Stamina by 4936 and Stamina Recovery by 493 for 2 hours. These effects are scaled based on your level.Best food to use if you're having issues sustaining. - Artaeum Takeaway Broth
Artaeum Takeaway BrothSustain FoodFOODFood descriptionIncrease Max Health by 3326, Health Recovery by 406, Max Stamina by 3080 and Stamina Recovery by 338 for 2 hours.Lowest DPS, but it provides some Max Stam, Max Health, and Stamina Recovery making it a versatile alternative if you're struggling with sustain and need more health than you'd have with Lava Foot.
POTIONS
- Essence of Heroism
Essence of HeroismDragon Rheum - Dragon's Blood - ColumbinePOTIONPotion descriptionGrants you Minor Heroism, restoring 1 Ultimate every 1.5 seconds for 47.6 seconds.
Restore 7582 Magicka Immediately.
Grants you Major Intellect which increases your Magicka Recovery by 30% for 47.6 seconds.
Restore 7582 Stamina immediately.
Grants Major Endurance which increases your Stamina Recovery by 30% for 47.6 seconds. (45s cooldown)BESTMost optimal potion. They are incredibly expensive though, so unless you're pushing extremely difficult content, you can opt for Heroism on your Banner DDs and run the next best options. - Essence of Health
Essence of HealthPOTIONPotion descriptionRestore 8369 Health Immediately.
Grants Major Fortitude which increases your Health Recovery by 30% for 52.8 seconds.
Restore 7582 Magicka immediately.
Grants you Major Intellect which increases your Magicka Recovery by 30% for 47.6 seconds.
Restore 7582 Stamina immediately.
Grants Major Endurance which increases your Stamina Recovery by 30% for 47.6 seconds. (45s cooldown).When sourcing heroism outside of potions, these are generally the best option overall for sustain - Essence of Armor
Essence of ArmorPOTIONPotion descriptionIncreases your Physical Resistance by 5280 for 47.6 seconds.
Restore 8369 Health immediately.
Grants Major Fortitude which increases Health Recovery by 30% for 47.6 seconds.
Restore 7582 Stamina immediately.
Grants Major Endurance which increases your Stamina Recovery by 30% for 47.6 seconds. (45s cooldown).If you're not having any sustain issues, and don't need Minor Heroism, these potions will make you borderline indestructible in raid scenarios, giving you tank like resistances. - Essence of Power
Essence of PowerPOTIONPotion descriptionGrants Major Brutality which increases your Weapon and Spell Damage by 20% for 47.6 seconds.
Grants Major Savagery which increases your Weapon and Spell Critical by 2629 for 47.6 seconds.
Restore 7582 Stamina immediately.
Grants Major Endurance which increases your Stamina Recovery by 30% for 52.8 seconds. (45s cooldown).We will rarely have to run these potions because the buffs are usually provided by the Dk's Igneous Weapons + Siphon which never leaves our bar, and if not, by our Archer/Mage. However, if we're missing Major Brutality or Savagery for WHATEVER reason you MUST run these potions.
Champion points
SLOTTABLES
Biting AuraWarfare · Slottable - 10 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionIncreases your damage done with area of effect attacks by 3% per stage (6% Max).
Master-at-ArmsWarfare · Slottable - 25 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionIncreases your damage done with direct damage attacks by 3% per stage (6% max).
Wrathful StrikesWarfare · Slottable - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionGrants 41 Weapon and Spell Damage to your damaging abilities per stage (205 max).
ExploiterWarfare · Extended Might · Slottable - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionIncreases your damage done against Off Balance enemies by 2% per stage (10% max).ALT SLOTTABLES
Fighting FinesseWarfare · Slottable - 25 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionIncreases your Critical Damage and Critical Healing done by 4% per stage (8% max).
BackstabberWarfare · Slottable - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionIncreases your Critical Damage done by 2% per stage against enemies you are flanking (10% max).PASSIVES
- Precision
PrecisionWarfare · Passive - 10 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionGrants 160 Critical Chance per stage (320 max).–High PriorityDirect DPS increase - Tireless Discipline
Tireless DisciplineWarfare · Passive - 10 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionGrants 260 Max Stamina per stage (520 max)–High PriorityDirect DPS increase - Battle Mastery
Battle MasteryWarfare · Extended Might · Passive - 20 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionIncreases your chance to apply a Martial status effect by 30% per stage (60% max).–High PriorityStatus effects are extremely important in U51 - Flawless Ritual
Flawless RitualWarfare · Extended Might · Passive - 20 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionIncreases your chance to apply a Magical status effect by 30% per stage (60% max).–High PriorityStatus effects are extremely important in U51 - Mighty
MightyWarfare · Extended Might · Passive - 30 points per stage - 1 stageCHAMPION POINTChampion Point descriptionGrants 100 Weapon and Spell Damage to Martial attacks. Affects Physical, Poison, Disease, and Bleed Damage.–High PriorityDirect DPS increase - Piercing
PiercingWarfare · Extended Might · Passive - 10 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionGrants 350 Offensive Penetration per stage (700 max).–High PriorityRaid Comps building for the Pen Cap assume players have this node maxed - War Mage
War MageWarfare · Extended Might · Passive - 30 points per stage - 1 stageCHAMPION POINTChampion Point descriptionGrants 100 Weapon and Spell Damage to Magical attacks. Affects Magic, Flame, Frost, and Shock Damage.–High PriorityDirect DPS increase - Elemental AegisElemental AegisWarfare · Staving Death · Passive - 10 points per stage - 2 stagesENCHANTEnchant descriptionReduces the damage you take from Magical attacks by 1% per stage. Affects Magic, Flame, Frost, and Shock Damage (2% max).–High PriorityVery strong passive for damage mitigation
- Hardy
HardyWarfare · Staving Death · Passive - 10 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionReduces the damage you take from Martial attacks by 1% per stage. Affects Physical, Poison, Disease, and Bleed Damage (2% max).–High PriorityVery strong passive for damage mitigation - Preparation
PreparationWarfare · Staving Death · Passive - 10 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionReduces your damage taken from non-player attacks by 5% per stage (10% max).–High PriorityVery strong passive for damage mitigation - Quick Recovery
Quick RecoveryWarfare · Staving Death · Passive - 10 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionIncreases your healing received by 1% per stage (2% max).–High PriorityVery strong passive for damage mitigation - Eldritch Insight
Eldritch InsightWarfare · Passive - 10 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionGrants 260 Max Magicka per stage (520 max).–Medium PriorityHelpful for sustain but not necessary on the Stamcro
SLOTTABLES
Boundless VitalityFitness · Slottable - 1 points per stage - 50 stagesCHAMPION POINTChampion Point descriptionGrants 28 Max Health per stage (1400 max).
RejuvenationFitness · Slottable - 1 points per stage - 50 stagesCHAMPION POINTChampion Point descriptionGrants 1.8 Health, Magicka, and Stamina Recovery per stage (90 max).
CelerityFitness · Wind Chaser · Slottable - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionIncreases your Movement Speed by 2% per stage (10% max).
Expert EvasionFitness · Slottable - 50 points per stage - 1 stageCHAMPION POINTChampion Point descriptionYour next Roll Dodge is free of cost. After consuming this effect, you cannot gain it again for 30 seconds.ALT SLOTTABLES
FortifiedFitness · Slottable - 1 points per stage - 50 stagesCHAMPION POINTChampion Point descriptionGrants 34.6 Armor per stage (1731 max).
Bloody RenewalFitness · Slottable - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionRestore 300 Stamina per stage, whenever you kill an enemy (1500 max).
SlipperyFitness · Slottable - 50 points per stage - 1 stageCHAMPION POINTChampion Point descriptionWhen you are affected by a disabling effect, you automatically Break Free for no cost. After using this effect, you become winded and cannot trigger this effect or others like it for 21 seconds.
Spirit MasteryFitness · Slottable - 50 points per stage - 1 stageCHAMPION POINTChampion Point descriptionDecreases the time it takes to resurrect an ally by 33%.PASSIVES
- Bashing Brutality
Bashing BrutalityFitness · Passive - 10 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionIncreases your Bash damage by 60 per stage (120 max).–High PriorityThis is actually a direct DPS increase for the Cro when running Goliath - Tumbling
TumblingFitness · Passive - 15 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionReduces the cost of Roll Dodge by 120 Stamina per stage (240 max).–High PriorityRoll dodge is the single greatest evasion mechanic in the game. Reducing its cost is incredibly helpful - Hero's Vigor
Hero's VigorFitness · Passive - 10 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionGrants 280 Max Health per stage (560 max).–High PriorityFree extra health is always great - Fortification
FortificationFitness · Passive - 15 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionIncreases the amount of damage you can block by 2% per stage (4% max).–High PriorityBlocking is one of the most important defensive mechanics in the game. Increasing the amount of damage you can block is very important - Savage Defense
Savage DefenseFitness · Passive - 15 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionReduces the cost of bash by 45 Stamina per stage (90 max).–High PriorityThis is actually very helpful for sustain on the Cro when running Goliath - Tireless Guardian
Tireless GuardianFitness · Passive - 10 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionReduces the cost of Block by 20 Stamina per stage (40 max).–High PriorityBlocking is one of the most important defensive mechanics in the game. Reducing its cost is very helpful - Hasty
HastyFitness · Wind Chaser · Passive - 8 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionIncreases your movement speed when Sprinting by 2% per stage (4% max).–High PriorityBeing fast is very helpful in getting out of mechanics - Defiance
DefianceFitness · Passive - 10 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionReduces the cost of Break Free by 110 Stamina per stage (220 max).–Medium PriorityBreak free isn't that important outside of a few niche fights. In those specific fights, this node is great - Sprinter
SprinterFitness · Passive - 10 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionReduces the cost of Sprint by 20 Stamina per stage (40 max).–Medium PrioritySprinting isn't particularly important in actual fights. It's very important in scorepushing when you're trying to get through a raid as quickly as possible though - Tempered Soul
Tempered SoulFitness · Passive - 25 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionReturn to life after resurrection with 5% more resources per stage (10% max).–Medium PriorityIt's better than getting up with no resources but you'll still likely want to throw a heavy attack or two even with this passive - Mystic Tenacity
Mystic TenacityFitness · Survivor's Spite · Passive - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionReduces the duration of Elemental Status Effects applied to you by 5% per stage (25% max).–Medium PriorityThis node is good in very niche situations - Nimble Protector
Nimble ProtectorFitness · Walking Fortress · Passive - 3 points per stage - 2 stagesCHAMPION POINTChampion Point descriptionIncreases your Movement Speed while Bracing by 3% per stage (6% max).–Medium PriorityThe movement speed bonus sounds good, but isn't very noticeable while blocking.
SLOTTABLES
Gifted RiderCraft · Slottable - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionIncreases your Mount Speed by 2% per stage (10% max).
Steed's BlessingCraft · Slottable - 1 points per stage - 50 stagesCHAMPION POINTChampion Point descriptionIncreases your out of combat Movement Speed by .4% per stage (20% max).
War MountCraft · Slottable - 75 points per stage - 1 stageCHAMPION POINTChampion Point descriptionImproves your mastery with mounts, removing all mount Stamina costs outside of combat.PASSIVES
- Breakfall
BreakfallCraft · Passive - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionReduces your fall damage taken by 7% per stage (35% max).–High PriorityOne of the few nodes in this tree that are actually useful in a trial - Discipline Artisan
Discipline ArtisanCraft · Passive - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionIncreases the experience gain for currently active skills and their skill lines by 3% per stage (15% max).–High PriorityVery good for leveling skills - Liquid Efficiency
Liquid EfficiencyCraft · Passive - 50 points per stage - 1 stageCHAMPION POINTChampion Point descriptionWhenever you use a potion or poison you have a 10% chance to not consume it.–High PriorityOne of the few nodes in this tree that's actually useful for raiding - Professional Upkeep
Professional UpkeepCraft · Passive - 1 points per stage - 50 stagesCHAMPION POINTChampion Point descriptionReduces the cost of repairing your armor by 1% per stage (50% max).–High PrioritySave some gold for all those deaths - Rationer
RationerCraft · Passive - 10 points per stage - 3 stagesCHAMPION POINTChampion Point descriptionAdds 10 minutes to the duration of any food or drink that increases your character's stats per stage (30 minutes max).–High PriorityOne of the few nodes in this tree that's actually useful for raiding - Steadfast Enchantment
Steadfast EnchantmentCraft · Passive - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionYour Weapon Enchantments have a 10% chance to not consume a charge when activated per stage (50% max).–High PriorityOne of the few nodes in this tree that's actually useful for raiding - Steed's Blessing
Steed's BlessingCraft · Slottable - 1 points per stage - 50 stagesCHAMPION POINTChampion Point descriptionIncreases your out of combat Movement Speed by .4% per stage (20% max).–High PriorityNot useful for raiding, but I can't live without this passive - Wanderer
WandererCraft · Passive - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionReduces the cost of Wayshrine usage by 10% per stage (50% max).–High PriorityYou'll save a lot of gold traveling between resets with this node - Soul Reservoir
Soul ReservoirCraft · Passive - 30 points per stage - 1 stageCHAMPION POINTChampion Point descriptionWhen you resurrect yourself or another player you have a 33% chance to not consume a Soul Gem.–Medium PrioritySoul gems are very easy to get - Cutpurse's Art
Cutpurse's ArtCraft · Passive - 25 points per stage - 1 stageCHAMPION POINTChampion Point descriptionIncreases the chance to get higher-quality loot when pickpocketing.–Low PriorityValue is fully based on preference - Fleet Phantom
Fleet PhantomCraft · Passive - 8 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionReduces the Movement Speed penalty of Sneak by 5% per stage (25% max).–Low PriorityValue is fully based on preference - Fortune's Favor
Fortune's FavorCraft · Passive - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionIncreases the amount of gold you find in treasure chests and safeboxes by 10% per stage (50% max).–Low PriorityValue is fully based on preference - Gilded Fingers
Gilded FingersCraft · Passive - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionIncreases your gold gained by 2% per stage (10% max).–Low PriorityValue is fully based on preference - Homemaker
HomemakerCraft · Passive - 25 points per stage - 1 stageCHAMPION POINTChampion Point descriptionYou have a 10% chance to find a second furnishing plan whenever you find a furnishing plan in the world.–Low PriorityValue is fully based on preference - Infamous
InfamousCraft · Passive - 25 points per stage - 1 stageCHAMPION POINTChampion Point descriptionIncreases the value of fenced items by 25%.–Low PriorityValue is fully based on preference - Inspiration Boost
Inspiration boostCraft · Passive - 15 points per stage - 3 stagesCHAMPION POINTChampion Point descriptionIncreases your crafting inspiration gained by 10% per stage (30% max).–Low PriorityValue is fully based on preference - Meticulous Disassembly
Meticulous DisassemblyCraft · Passive - 50 points per stage - 1 stageCHAMPION POINTChampion Point descriptionImproves the chances of extracting Woodworking, Blacksmithing, Clothing, and Jewelry Crafting ingredients and allows the refining of more powerful resins, tempers, tannins, and platings from raw materials.–Low PriorityValue is fully based on preference - Out of Sight
Out of SightCraft · Passive - 10 points per stage - 3 stagesCHAMPION POINTChampion Point descriptionReduces the radius you can be detected while Sneaking by 1 meter per stage (3 meters max).–Low PriorityValue is fully based on preference - Plentiful Harvest
Plentiful HarvestCraft · Passive - 10 points per stage - 5 stagesCHAMPION POINTChampion Point descriptionYou have a 10% chance to gain double the yield from normal resource nodes per stage (50% max).–Low PriorityValue is fully based on preference - Treasure Hunter
Treasure HunterCraft · Passive - 50 points per stage - 1 stageCHAMPION POINTChampion Point descriptionIncreases the quality of items you find in treasure chests.–Low PriorityValue is fully based on preference
Class mechanics
The Cro's damage centers around the corpse system. We build corpses so that
Detonating Siphon and
Avid Boneyard can consume them and trigger
Corpseburster. Consuming those corpses also gives us Ultimate through
Corpse Consumption and builds
Nothing Wasted stacks.
Our skills that consume corpses on this build are
Detonating Siphon and
Avid Boneyard. We can cast
Avid Boneyard without consuming a corpse but we lose out on quite a bit of DPS when we do that, so we should always cast it when a corpse is available.
Our abilities that create corpses in this setup are
Blighted Blastbones,
Venom Skull or
Ghostly Embrace,
Sundering Banner, and
Skeletal Archer.
Our damage is largely determined by how many times we can proc
Corpseburster. This set ticks each time you consume a Corpse, and deals up to 106K per tick, resulting in nearly 27K DPS over the course of a fight. It's the second strongest source of DPS on our CMX.
Blighted Blastbones is both our single strongest source of DPS, and our primary Corpse builder. To maximize damage on the Cro, we must build as many corpses as possible to consume as many corpses as possible. This makes
Blighted Blastbones our TOP priority: normally cast it once every three skills. The priority list allows a brief delay if
Carve would otherwise lose all three stacks.
Tracking corpses on the Cro can be tricky. The most reliable way to do so is to watch
Detonating Siphon. If it’s lit up, there’s a corpse available. Note, this can get a little buggy sometimes. If you cast
Detonating Siphon and nothing happens, don’t sit there with your dick in your hand trying to cast
Detonating Siphon again, hit a
Venom Skull instead and then crash out on ZOS code. This is the way of the Cro.
Because
Avid Boneyard gets 30% more damage when it consumes a corpse, we want to cast it when we KNOW one is available. In this sequence, the previous
Blighted Blastbones should land just before we recast it, which gives us a corpse for that first slot. That's where we place
Avid Boneyard when it needs to be refreshed, provided the previous
Blighted Blastbones has landed and left us a usable corpse.
Nothing Wasted increases Max Health and Weapon and Spell Damage by 2%, stacking up to 10 times. We build one stack whenever we consume a Corpse but lose 2 stacks if we don't consume a Corpse within 12 seconds. Maximizing damage on the Cro requires you to find creative ways to generate and consume corpses when there's nothing to hit, and even while out of combat. This concept is best demonstrated during the boss fights in Sunspire, linked below.
Corpse Consumption - 10 Ult when you consume a Corpse (16 second cooldown)
Cycle Unending - Increases damage potency by 1% for each percentage point that your current Health percentage exceeds your target's, up to 25% against monsters.
Death Knell - With a Grave Lord ability slotted, increases Critical Chance by 20% against enemies below 33% Health.
Dismember - 3271 extra Pen with a Grave Lord ability active
Rapid Rot - Increases DOT damage by 10%
Death Gleaning - With a Bone Tyrant ability slotted, restores 666 Magicka and Stamina when an enemy you are in combat with dies within 28 meters.
Reusable Parts - Decreases the cost of your next
Blighted Blastbones or
Skeletal Archer when a previous one dies
Undead Confederate - Increases your Health, Mag, and Stam recovery by 155 while
Blighted Blastbones or
Skeletal Archer is active.
Rotation
- 1
CarveThe skill’s value tanks if you let 3 stacks fall off - 2
Blighted BlastbonesOur most important ability. Recast 1 in every 3 skills, with the only exception being if you're about to lose carve. A well planned rotation should never leave you in that situation though. - 3
Detonating SiphonMaintain Siphon's damage over time and the 20-second Major Savagery buff granted on cast. Its separate 3% damage bonus applies while Siphon is slotted on your active bar. - 4
Shooting StarTry to get Shooting Star to land at the start of Off Balance; hold it briefly when necessary. - 5
Barbed TrapStrong DOT that is important for Minor Force and Hemorrhaging - 6
StampedeStrong DOT that is most important for proccing the vMA Greatsword. This buff lasts 18 seconds, while the ability lasts 15 seconds, so it isn't essential to reapply stampede immediately on expiration. It only becomes a top priority if we are about to lose our vMA Greatsword buff. - 7
Avid BoneyardOur strongest DOT that has no buff utility while PARSING. In content, this ability becomes priority above Shooting Star when running the other morph "Unnerving Boneyard". - 8
Skeletal ArcherOur least important buff, assuming Major Brutality is being sourced elsewhere. - 9
Detonating SiphonOur primary spammable whenever we have a corpse available. - 10
Venom SkullOur spammable when we have no corpse available.
PREPULL
- 10 Stacks of Nothing Wasted
- 2 Stacks of Null Arca
- Start far enough away to get a 4 skill Blastbones
PREBUFF
OPENING
DYNAMIC ROTATION NOTES
Prepull
There are some extra things we can do to increase our DPS before a pull both on the dummy and in content. A clever example you might see on the dummy is casting an "arming" ability like
Scalding Rune in the prebuff before swapping into the actual parse dummy setup. It's counterproductive to consider these things "cheesy" and far more helpful to your progression to allow your mind to creatively find ways to prebuff like this, because in content, we can do so much more. For example, try to carry your
(Perfected) Sul-Xan's Torment buff from the previous trash pack into the boss. You can even sometimes do a FULL PREBUFF on some bosses that might have spawn time, where you might cast
Scalding Rune,
Barbed Trap,
Anti-Cavalry Caltrops,
Mystic Orb,
Endless Hail, and
Elemental Blockade all cast for the boss to spawn into before swapping to your primary setup. Learning how to do these things instead of writing them off as "cheese" is a step in progression more players should take.
Prebuff
The goal here is simple: cast as many abilities out of combat as possible, then finish the prebuff with
Shooting Star. We want its initial impact to land after
Off-Balance becomes active, so that the hit benefits from
Exploiter.
Opener
There are two goals with the opener. A) we want to get the rest of our abilities active but B) we want to capitalize on our burst phase at the beginning of the fight. Because we're running
Exploiter, casting our strongest abilities during our
Off-Balance window becomes a priority. On the trial dummy, we get
Off-Balance immediately at the start of the fight. In content, time this opening burst around your group's first
Off-Balance application. If we execute the prebuff correctly, we only need to apply
Boneyard,
Stampede, and
Carve.
Boneyard procs
Corpseburster so it's worth casting,
Stampede procs our direct damage bonus from
(Perfected) Merciless Charge, but
Carve is simply a regular ol DOT. Instead of applying it, we capitalize on some extra burst during our first
Off-Balance window by casting spammables while
Off-Balance is active, and then consuming the rest of our created corpses before finishing the opener with our last DOT
Carve.
SPAM PRIORITY
WHEN IT'S ABOUT TO FALL OFF
WHEN READY
WHEN CORPSE IS AVAILABLE
WHEN NO CORPSE IS AVAILABLE
PREPULL
- 10 Stacks of Nothing Wasted
- 2 Stacks of Null Arca
- Start far enough away to get a 4 skill Blastbones
PREBUFF
OPENING
ROTATION
STATIC ROTATION NOTES
dynamic Abilities:
Carve/
Shooting Star
Make sure you reapply
Carve before it expires. I do so successfully by only casting it where it’s assigned in the opener, which sets it up to only need to be reapplied during a spammable cast throughout the fight. Same goes for
Shooting Star here, if you’re fast enough, you won't get enough time for another
Flawless Dawnbreaker so casting it as soon as it’s ready isn’t really THAT important, so for the sake of simplicity, I cast
Shooting Star in place of a spammable. Technically you might be able to squeak out a tad more damage by casting it one second before
Off-Balance, where you would then do either a 3 skill
Blighted Blastbones sequence, in this case it could be
Blighted Blastbones,
Avid Boneyard,
Shooting Star,
Stampede,
Blighted Blastbones for example, or you could shift the rotation to cast
Blighted Blastbones,
Avid Boneyard,
Shooting Star,
Blighted Blastbones,
Stampede, Spam. That’s a small optimization but one that would net an extra 1-2K DPS potentially.
Corpse Tracking
Tracking corpses is the name of the game here. You need to know whether a corpse is available before deciding which spammable to use in your rotation. If
Carve or
Shooting Star does not need to be cast, you’ll use
Detonating Siphon whenever a corpse is available, and
Venom Skull whenever a corpse is not available. You will ALWAYS have a corpse available immediately after a
Blighted Blastbones cast because the previous
Blighted Blastbones lands right before you cast the next one. This means you’ll always be able to use
Detonating Siphon as the first spammable in a pair, or at least once per
Blighted Blastbones sequence if you’re doing something like
Carve into
Detonating Siphon.
The tricky part comes when you’re trying to cast
Detonating Siphon twice in a row. After your first
Detonating Siphon, check whether the ability is still lit up. If it is, you have another corpse available and can cast
Detonating Siphon again. If it isn’t, you need to cast
Venom Skull instead.
Keep in mind, I’ve run into situations where my weaving was just a little too slow, and the corpse that was available for that second
Detonating Siphon disappeared before I could use it. I get caught with my dick in my hand unable to cast anything, and that’s a massive DPS loss. For this reason, if your weaving is a bit slower, consistently casting
Detonating Siphon into
Venom Skull may actually be a better starting point while you get comfortable with the Cro’s slightly clunky weaving. It will cost you some damage, but it’s a much more reliable way to learn the rotation before pushing for those extra
Detonating Siphon casts.
Execute
Finally, the Cro rotation doesn’t change much in Exe. I probably wouldn’t reapply
Skeletal Archer or
Carve below 10%, but I would keep everything else up:
Stampede and
Barbed Trap buff our damage and
Avid Boneyard procs
Corpseburster and is a short DOT, so it’s worth a bit more burst than any other standard DOT. Below 5% though, I would only cast
Blighted Blastbones and
Detonating Siphon or
Venom Skull, and if you want to get real cute, you can make your last
Blighted Blastbones cast at 3% only if the target will survive long enough for it to land, then get three
Detonating Siphon procs in a row to finish the fight, and that will jump your DPS up by like 2K right as the fight finishes: some cheesy burst. In the shown 181K parse, a cast below roughly 3% was too late.
- 1
Skeletal ArcherStop casting at 15% - 2
CarveStop casting at 15% - 3
Barbed TrapStop casting at 12% - 4
StampedeStop casting at 12% or if your vMA Greatsword buff will last to the end of the fight - 5
Avid BoneyardStop casting at 5%
EXECUTE PRIORITY NOTES
Regular DOTS (15%)
Dots like
Skeletal Archer or
Carve are cast purely for their damage done. At 15%, we are unlikely to get enough duration for either of these casts to deal more damage than a cast of our spammable.
Buff DOTs (12%)
While the priority suggests to stop casting at 12%, this is a rough guess. We want skills like
Stampede and
Barbed Trap to get the full duration of their buffing effects through the end of a fight. In general, a cast between 12 and 20% should last through the end of a fight. If you're between 5 and 12% though and
Minor Force or your buff from
(Perfected) Merciless Charge is going to run out, refresh
Barbed Trap or
Stampede respectively.
Final DOTs (5%)
Avid Boneyard is a very valuable DOT near the end of the fight. Not only does casting the ability provide spammable type damage when you consume a Corpse through
Corpseburster,
Avid Boneyard is a 10 second DOT. Compared to a 20 second DOT like
Skeletal Archer, we get
Avid Boneyard's full value in half the amount of time. This means that if we cast it with 10 seconds left in a fight, we'll get its full damage value, as opposed to casting
Skeletal Archer with 10 seconds left in a fight, where we'd only get HALF of that ability's value.
Spam Only (5% and Below)
Below 5%, we will simply cast
Blighted Blastbones,
Detonating Siphon when we have a Corpse, and
Venom Skull when we do not. Sometimes you'll have a few extra corpses to end a fight. For a little extra cheesy burst, you can cast
Blighted Blastbones at 3% only if the target will survive long enough for it to land, then spam
Detonating Siphon 3 times in a row: twice if we have enough corpses to do so after casting
Blighted Blastbones, then one RIGHT as
Blighted Blastbones lands. Anticipating a Corpse landing in this kind of way allows for a massive burst of execute damage: the big damage on impact of the
Blighted Blastbones followed immediately by a big tick of damage from
Detonating Siphon AND
Corpseburster. This can add an extra 2K DPS! In the shown 181K parse, a cast below roughly 3% was too late.
Parses and In Game Content
181K Static Rotation by Eigh1 Puppies (No Goliath)




Prepull
Before starting this parse, I used a second dummy positioned far enough away from the parse dummy that I could consume corpses with
Detonating Siphon, run over, break the tether, and drop combat with the dummy I was using to build
Nothing Wasted stacks. Once I had ten stacks of
Nothing Wasted and the Critical Chance buffs from
Detonating Siphon active, I ran up to the parse dummy and started the prebuff and opener. The opener isn’t particularly optimal. We would get a little more damage by using
Detonating Siphon during
Off-Balance, but to establish the timers for this static rotation, we cast
Avid Boneyard and
Carve early to get those timers rolling. Overall, the weaving was relatively clean and the crits were pretty good. That said, with the
Shooting Star setup and a purely static rotation, I don’t see this getting much higher than 183–185k. I didn’t crit farm this for incredibly long to chase those crazy numbers, but 185k is certainly possible.
Off Blanace
Some key notes here that you want to pay attention to: around 68%, you’ll notice that I’m holding my Ultimate at almost 200. I’m holding it for
Off-Balance. The icon that looks like a mask is the
Huntsman's Warmask timer, which has about 15 seconds remaining at this point, and the box directly above it tracks the
Off-Balance cooldown. I’m waiting for that box to reach zero before casting
Shooting Star so that it lands with
Off-Balance. I get it off a little late here. In a more optimal world, especially with a dynamic rotation, you would cast it when the timer is somewhere between zero and one second so that
Shooting Star lands during the first second of
Off-Balance.
Around 50% is the second bash that I use to refresh
Huntsman's Warmask. This is easy to forget, so keep an eye on the
Huntsman's Warmask timer. The second
Shooting Star comes back around 29%, again right with
Off-Balance and cast at roughly the same timing. If I had gotten the first
Shooting Star off a little earlier, this one would have landed perfectly at the beginning of
Off-Balance as well, which is another reason I think this parse can realistically reach 185k.
Execute
At the very end of the fight, we’re trying to get a little bit of a cheesy burst with the available corpses. Around 5%, we cast
Blighted Blastbones and
Venom Skull knowing that
Blighted Blastbones should land at around 2%, at which point we’ll have two corpses available. Theoretically, once the dummy reaches 3% or lower, we should be able to cast one more
Blighted Blastbones, hit
Detonating Siphon three times in a row, and burst the end of the fight. In this parse, though, I cast that final
Blighted Blastbones between 1% and 2%, and it feels unworthwhile. I would say don’t cast
Blighted Blastbones below 3%.
Carve
The only other factor to consider is the
Carve reapplications. The first two casts of
Carve are written into the prebuff and opener. Our third
Carve at 30 seconds comes right at the end of the first full series of rotations, where we can cast it in place of a spammable. Remember, that spammable slot is used for
Detonating Siphon if you have a corpse,
Venom Skull if you don’t,
Shooting Star whenever it’s available, and then
Carve becomes an absolute priority if its stacks are about to expire. That first
Carve refresh happens at about 70%, and we’re able to fit it naturally into the spammable slot. The next happens around 47%, and the final one occurs around 15%; both of those also fit into a regular spammable slot pretty consistently.
FAQ
Is the Stamina Necromancer Still Good After the Double Bash Nerf?
Yes. The Bone Goliath's "Single Bash" got buffed, and even though it won't be as strong as the double bash version, it's still good enough to be the best ult in Single Target for the Cro. The Cro should still do over 200K DPS this patch and is a meta contender. Though maybe not as strong as the Blade's Single Target, its AOE is the strongest in the game right now, which makes the class a must have as a damage dealer in optimized raid comps.
Why is my Damage Lower Even though I Copied the Build Exactly?
Copying the gear gives you access to the build's damage, but you still need to execute the rotation well. On the Cro, start by checking your Blastbones timing, how often you're consuming corpses, whether your important DOTs are falling off, and how cleanly you're weaving. Small gaps in those areas add up across an entire fight. You still have to practice the rotation and perform it at a solid pace to approach the damage shown here. If you're struggling to work out where the damage is going, reach out on Discord or book a coaching session on Metafy and we can take a closer look.
Where is the Healing in This Build?
That comes from the healers. In an optimized group, your healers cover most healing. Slot a heal or shield for mechanics that separate you from them, as covered in the Survival setup. If you're more interested in solo content/builds, check out the solo guides I have for this class!
Why are Stamina and Magicka Necromancers the Same Build?
Years ago, ESO introduced hybridization. Most offensive abilities now scale from your higher Max Stamina or Max Magicka and your higher Weapon or Spell Damage, regardless of which resource the ability costs. Maximum resources do not directly determine your Weapon Damage or Critical Chance stats. Update 51 also combines Brutality and Sorcery under Brutality, and Savagery and Prophecy under Savagery. This lets Stamina and Magicka Necromancers share much of the same gear and skill setup. Each ability still costs its listed resource, so choose your attributes and sustain tools around the skills you use, your group support, and the encounter.
Should I Reapply my DOTs right BEFORE they Expire or let them run ALL THE WAY OUT?
In a perfect world, you let your DOT cook to exactly 0 seconds, and reapply it the moment the skill hits 0. This is the goal, but obviously impossible to do perfectly 100% of the time: whether it be because of weaving or because of timer overlap. When you have multiple abilities expiring at the same time, it's okay to begin reapplication up to 1 second early, and follow the given priority order to maximize DPS in these situations.
Can I use a Different Weapon than What's Recommended?
You can absolutely use a different weapon. This guide gives you the setup I recommend for the strongest performance, but if you prefer bows, there's a Bow/Bow version here for exactly that reason. Just make the related skill changes with it. Swapping the weapon without changing the abilities that require it can cost you much more than the difference between the weapons themselves. Corpseburster is the only non-negotiable in the main setup. Keep in mind though, the smaller choices still add up: a 1% DPS loss in ten different places is roughly a 10% loss overall.
How Important is Corpseburster?
Corpseburster is essential to the meta setup. The alternatives work as stepping stones, but you should get it as soon as possible.




























































































