Skill Variants
, , , , and bombs provide enough finishers to maintain without any boon duration. You should have enough padding to allow you to use reactively in case resses are needed.
Healing
- provides more uptime and ~30% from .
- provides a handy extra combo field and blast finisher.
- for the damage reversal or CC. The toolbelt skill is also a minimal DPS loss, making it a great filler skill and a net damage increase thanks to the combination of and .
Utility
provides 50% uptime and is essential for triggering . provides ~30% , while is your highest DPS utility, followed by .
If using , you need one extra blast to trigger it. is on too long a cooldown, so you'll need to use , or .
- could replace for more .
- If not using , or should replace - is higher DPS.
- could be used if the groups needs , barrier or projectile defense. This is a significant DPS loss.
- could also be taken for a potent condi cleanse, but with the same caveats as above.
Elite
- will provide to five targets, which can be very potent in the right situation. Avoid using it in general, however, as can interrupt players attacks and it interferes with deadeye rotations that rely on ing only at the correct time.
- Charr can bring . It deals better damage than on shorter fights, especially if it can be pre-cast before the boss is vulnerable.