> Mage DPM Advice 
This channel will go over general damage output lessons, ability prioritisation, crafting a rotation, a learning path, common mistakes, and tips and tricks.
For general PvM terminology, DPS tips, and revolution bars, check out their respective sections in #General DPM FAQ
> Ability Prioritisation
⬥ Generally, high damaging abilities should be prioritised and used more often than low damaging abilities.
⬥ To compare abilities, use RS Analysis' Magic Page, and add your gear.
Note: This does not give an ability rotation, only a damage comparison chart. It does not consider Ability Cooldowns, Adrenaline, or any specific PvM encounter.
Dual Wield vs Staff Camp
While this compares strictly camping dual-wield vs. camping 2H, it is recommended to juggle for endgame mage, as it gives access to all the following benefits and more.
While this guide provides DPM guidance for various stages of upgrades, it does not focus on gearing and upgrade order itself. See Related Channels at the bottom for links to upgrade order.
Dual Wield Camp Benefits

⬥ Has access to the more powerful Sanctum dual-wield weapons, which provide a stronger damage boost when camped.
⬥ Easier to use switches.
● Can use or off-hand switches like Flanking
easier, as no extra main hand switch is required.
Staff Camp Benefits 
⬥ Can be more revolution-friendly, such as for Slayer tasks or AFK grinding methods.
⬥ Access to 2H Autos , which are much stronger than dual-wield autos.
● When 2H camping this lets you make use of Defensive Autos
to replace weaker abilities like Tuska's Wrath
.
> Building a Magic Rotation
⬥ Similar to other styles, a typical Magic rotation uses the strongest basics available to build adrenaline, and spends it on the strongest available thresholds, ultimates, or special attacks.
• To achieve this, we must think about the following key considerations:
⬩ Ability Cooldowns
⬩ Adrenaline
⬩ Spell Effects
⬩ Boss HP and phases
• If these considerations are well accounted for, you will be able to improvise rotations effectively.
*Note 1: If Greater Concentrated Blast is not unlocked, use the regular version
below
Note 2: This section does not go over the use of Fractured Staff of Armadyl in rotations
See Advanced Rotations section further down for info on magic rotations with best-in-slot gear.*
Basic Pattern
⬥ Greater Concentrated Blast should form the foundation of your rotation.
● Aside from being the ideal filler ability, it also provides a critical strike chance buff on the following ability
⬥ The basic pattern uses often, in 'blocks' of 3 abilities:
● [ → Ability → Ability ] → Repeat
⬥ When building adrenaline, fill the empty slots with strong basics like the following, prioritising those that can critically strike immediately after :
● Wrack and Ruin
● Magma Tempest
● Dragon Breath
● Impact (Flanking)
● Wrack
● Combust (Walked)
● Corruption Blast
Note: and
cannot critically strike but are still strong abilities.
⬥ Once your rotation gets going, you can start using abilities like thresholds or better to fill in the blanks.
Sunshine
Note: It is assumed that either the Planted Feet perk or Greater Sunshine unlock has been obtained
for the purposes of this guide.
⬥ Sunshine lasts 38.4 seconds, but only has a 60 second cooldown. We want to prioritise building to 100% adrenaline and using Sunshine often, as it boosts damage by 50%.
● The exception to this is when the fight would end too quickly, or mechanics occur, and you can't benefit from the full duration.
● Ideally, enter boss fights with 100% adrenaline so you can activate it immediately at the start.
⬥ Both in and out of Sunshine , you will want to prioritise your strong thresholds, special attacks, and modified ultimates:
● Igneous Omnipower
● Wild Magic
● Smoke Tendrils
● Asphyxiate
● Detonate
● Deep Impact (Flanking)
● Iban's Staff (EoF)
● Guthix Staff (EoF)
● etc.
⬩ While under the effect of a crit buff the use of basic abilities during
to build adrenaline can be greatly reduced.
⬥ A typical rotation involves building adrenaline to push out
+
as early as possible to be able to use them a second time before
ends.
⬥ While waiting for cooldown, you can use a few more thresholds/etc.
● You do not want to needlessly camp 100% adrenaline, and can start building when is nearly ready to use again.
Tips
⬥ Any basic ability with damage lower than Wrack , Sonic Wave
, or Concentrated Blast
is considered a weak ability and should be avoided when possible. Sometimes you may be forced to use them. Don't sweat it too much.
● Sacrifice
● Chain
● Tuska's Wrath
● Impact (no Flank)
● Combust (not walked)
⬥ The critical strike chance buff gained through /
is wasted if the follow-up ability cannot crit
/
⬥ Keep in mind that Asphyx and Smoke Tendrils
are channelled abilities and should be cancelled with the next ability after 8 ticks, or during the last segment of their channel bars.
• is typically cancelled after 2 hits/3t if there are enough available abilities to fill out the rotation without the additional hits.
⬥ If using Exsanguinate , Wrack and Ruin
is a good basic if the alternative is weaker than Dragon Breath
.
> Spells and Autocast 
Magic spells can be set to autocast, which essentially 'selects' them to use with your abilities. Think of this like picking your ammo for a ranged weapon. When using abilities, stronger spells can increase your ability damage, similar to ranged ammo. If you don't press an ability, then the selected spell gets used for auto attacks.
Important Notes:
⬥ All spells have a damage limit they can scale up to. For example, Air Surge is unlocked at level 81, but scales up to level 99, with the damage being capped by your weapon tier
• This is important, because your autocast must scale at least up to your weapon tier
⬥ The element of a spell does not affect its damage, but it can affect hitchance if a monster is weak to that element
⬥ Some spells like or
will only give their passive benefits if selected as autocast
What Autocast to Use
⬥ To autocast a spell, right-click it in your spellbook and select 'autocast'
⬥ Generally you should be autocasting either Exsanguinate or alternatively Incite Fear
if you plan to use Tsunami
• Advanced rotations aim to swap between both to upkeep the effects of both spells
⬥ If the City of Senntisten quest is not completed, use Blood Blitz/Barrage /
⬥ If on the standard/normal spellbook, use the highest rank of air spell available (assuming hitchance is not a concern)
Debuff Spells
⬥ You should always have Vulnerability and Smoke Cloud
applied wherever bosses are not immune to the effects
⬥ It is preferred to use Vulnerability bombs instead of the spell as they are lossless
⬥ Use Entangle if you need a long bind while on the Standard spellbook
Autoattacks
⬥ It is possible to autocast one spell but use another spell to manually cast magic autos, such as with 4-tick Auto Attacks (4TAA) or defensive autos. Use !defauto
and !4taa
to learn more, or see the 4TAA section.
⬥ Usually done to keep autocast set to or
while still gaining the benefits of
or
⬥ Important: Manual spellcasting must be enabled for this to work, otherwise inputting a spell will also change your autocast to that spell
• Use !manualspellcasting
to learn more
⬥ All instances of auto-attacks in rotations should be cast with staff unless otherwise specified.
> General Sunshine Rotations 
This section will cover usage of strong abilities (thresholds or better) within your Sunshine under different scenarios.
The following unlocks are assumed:
⬥ Ring of Vigour or its passive effect after Extinction quest.
⬥ Incite Fear used for Tsunami
.
⬥ Essence of Finality with an adrenaline dump spec such as
or
Keep in mind the following:
⬥ These are only suggestions work from, and will not necessarily be applicable at all bosses or situations.
● For boss-specific rotations, see their respective guides.
⬥ Conservation of Energy relic is recommended for adrenaline refunds from
,
, and
in order to execute a stronger rotation. Heightened Senses
can be used at lower
levels but begins to fall behind once
and
are obtained.
⬥ Damage-over-time abilities in the rotations in this guide use , although a walked
will do more damage if the option to walk is available.
Sunshine Examples
*Manual auto-attacks are indicated with and can be cast by inputting
+ ability in that order on the same tick.
Autocast spells are indicated in parenthesis (), if not indicated then a specific autocast is not required for the rotation.
You may interchange and
casts with
if it is owned. However, it is not recommended to purchase
before
.
Rotations including Tsunami were tested with Reaver's Ring
+ Biting 4
at 23% critical strike chance.*
Sunshine w/ Adren Renewal 
+
→
+
→
→
→
→
→
(2-hit) →
→
→
→
→
→
→
→
→
→
→
→
→
(2-hit) →
⬥ 2x Wild Magic
⬥ 2x Asphyx (2-hit)
⬥ 1x Smoke Tendrils
⬥ 3x Gstaff Spec
Sunshine w/out Adren Renewal
→
+
→
→
→
→
→
→
→
→
(2-hit) →
→
→
→
→
→
→
→
→
→
(2-hit) →
⬥ 2x Wild Magic
⬥ 2x Asphyx (2-hit)
⬥ 1x Smoke Tendrils
⬥ 1x Gstaff Spec
Sunshine w/ Igneous Omnipower
+ Tsunami 
()
→
+
→
+
→
→ (
)
→
→
→
(2-hit) →
→
→
→
→
→
→
→
→
→
→
(2-hit) →
→
→
⬥ 2x Wild Magic
⬥ 2x Asphyx (2-hit)
⬥ 1x Smoke Tendrils
⬥ 1x Omnipower
⬥ 2x Gstaff Spec
(possibly more with crit
luck)
Sunshine w/ Igneous Omnipower
+ Tsunami
w/out Adren Renewal 
()
→
+
→
→
→ (
)
→
→
→
→
(2-hit) →
→
→
→
→
→
→
→
→
→
→
(2-hit) →
⬥ 2x Wild Magic
⬥ 2x Asphyx (2-hit)
⬥ 1x Smoke Tendrils
⬥ 1x Omnipower
⬥ 1x Gstaff Spec
(possibly more or less with crit
luck)
Sunshine w/ Detonate
+ Roar of Awakening 
()
→
+
→
+
→
→
→ (
)
→
→
(2-hit) →
→
→
→
→
(charge) →
+
(release) +
→
→
→
→
→
(2-hit) →
→
→
→
⬥ 2x Wild Magic
⬥ 2x Asphyx (2-hit)
⬥ 1x Smoke Tendrils
⬥ 1x Detonate
⬥ 1x Omnipower
⬥ 1x Roar of Awakening Spec
⬥ 1x Gstaff Spec
(possibly more with crit
luck)
All of the above rotations have stretches of filler globals, such as and
, intended to build adrenaline and fill the space between stronger cooldowns. With a crit buff
, such as Tsunami
, many of these globals can potentially be replaced by stronger adrenaline dumps such as
,
, and
, while leaving much of the adrenaline-building to
and the crit buff
.
Rotations, especially those without , can still be further improved by
/
procs,
,
,
, and/or
improvisation.
See Advanced Rotations for examples of such rotations including
> Important Ability Mechanics
Certain Magic abilities are worth noting in particular, due to their behaviour and how they can be used. Here, we cover some of these abilities.
Greater Concentrated Blast 
⬥ Greater Concentrated Blast is an upgraded version of regular Concentrated Blast
that remains a channelled ability, but has increased damage, and all 3 hits can be used within 3t/1.8s, or 1 global cooldown.
⬥ This is the strongest magic basic ability available
⬥ It has good synergy with stacking spells like Exsanguinate and Incite Fear
, crit effects such as Tsunami
and Fractured Staff of Armadyl special attack
Detonate 
⬥ Pressing once charges the ability, and pressing
again releases it, dealing AoE damage.
● Takes 4t/2.4s to reach 100% with Blast Diffusion Boots , 6t/3.6s otherwise.
● AoE radius depends on charge % - see reference image: https://img.pvme.io/images/KP6RCFz4ym.png.
⬥ is centred differently with and without a target:
● If you cast without a target, it is centred on your player.
● If you cast with a target, it is centred on that target's coordinate at the time charging started.
⬩ If a target is 2x2 or larger, this is their southwest tile.
⬥ If a selected target dies while detonate is still being cast:
● If you target cycle to another target, the detonate will remain centred on the original (dead) target's coordinate.
● If you do not target cycle, the centre will be shifted to your player coordinate.
⬥ The initial charge of acts like a defensive in the context of defensive autos.
● Auto cooldown is not incurred until its release, meaning you can release it with an auto and the next ability in your rotation.
⬩ Example: (charge) →
+
(release) +
⬩ The hit timing and input order here are crucial: +
+
must be executed in that order, on the same tick.
⬥ You can do the following while charging , without interrupting the ability:
● Switch weapons
● Throw bombs
● Spellbook swap
(the following spell will still cancel
)
⬥ You can stall the release of .
Known Issues with Detonate
⬥ Sometimes, Detonate will cost 30% adrenaline instead of 15%.
● This can be explained as follows: the game thinks you both have and don't have a target at the same time, so it uses adrenaline from both your target and the adrenaline inherently used from using it without a target.
● To prevent this, try casting any damaging ability before Detonate .
⬥ Casting Detonate on the same tick your target dies will cancel the charge completely.
Greater Chain 
Note: For a brief summary, use !gchain
.
⬥ is an upgraded version of
. It hits the target, as well 2 additional targets within a 6 tile radius. These targets then taken 50% damage from the next ability used on the main target.
● With Caroming 4 , the number of additional targets hit with
can be increased up to 6.
⬥ If the main target dies, this effect will be lost.
⬥ Use a powerful ability on the main target like →
, or with high hitting special attacks such as
⬥ Using damage-over-time abilities like
will apply their full damage to all targets, rather than only 50%.
⬥ It can be used to briefly stun multiple targets with stun abilities such as and
, however Asphyxiate
will not stun secondary targets.
Notes
⬥ Chaining effect does not apply to the following abilities:
● Magma Tempest
● Dragon Breath
● Reprisal
● Shatter
⬥ These abilities work but will damage you for each additional target:
● Smoke Tendrils
● Onslaught
Magma Tempest 
⬥ Magma Tempest is an ability unlocked by reading the Magma Tempest Ability Codex, and deals continuous damage in a 5x5 area for 8 hits over 9.6 seconds.
⬥ Has a targeted variant that allows you to cast it onto a selected ground tile, which does not require a targeted enemy to be cast.
• Good for setting up a bit of damage before an enemy has spawned or for enemies that are still walking into range, but this variant does not build a stack of or
⬥ Notably, Magma Tempest deals damage over time, but is not considered a DoT for the purposes of Sanctum dual wield weapons
or Sunshine
boost
• This means that it does not build stacks, but does receive the damage boost from
, unlike other DoTs
• This makes it a decently strong ability in and, if used beforehand, the damage will adjust after receiving the
buff.
Guthix Staff/Zamorak Staff/Iban Staff Special Attack

⬥ These are amongst the first options that magic users should get for their EoF
● (25% adren) increases affinity by +2 for 1 minute → this is a great way to effectively increase hitchance
● (25% adren) lowers the target's magic level by 5% (of the previous value) and lowers its accuracy by 5% for 1 minute
● (50% adren) has no secondary effect but deals much higher damage at the cost of more adrenaline
⬥ Iban's
is mainly worth using after
, as it has the highest average damage increase from
's critical strike chance boost
• i.e. if adrenaline is available for
, it's generally worthwhile to wait for the next
to cast it
Armadyl Battlestaff (ABS) EoF

⬥ The special attack of the Armadyl Battlestaff (ABS) , Tempest of Armadyl, is a channel that lasts 5t/3s, dealing 45-55% ability damage per tick, increasing by 5% per hit
⬥ It should only be used during
to fish for rapid critical strikes, but only breaks even with Iban's
if comboed with all critical strike chance buffs and Channeler's ring
.
Reaver's Ring vs Channeller's Ring

⬥ Reaver's Ring grants +5% critical strike chance on all hits, while Channeller's Ring
grants +4% critical strike chance on channelled ability
, stacking for each additional hit.
⬥ It may seem that Channeller's Ring pulls ahead due to the abundance of channelled abilities available to magic . However, the following should be considered:
• Channeller's Ring does not buff Time Strike hits from FSoA's special attack
• Some of magic's strongest abilities consist of ,
,
,
which do not benefit from Channeller's Ring
• does not benefit from the critical strike chance portion of Channeller's Ring, whereas the subsequent guaranteed Time Strikes when using it during
benefit from Reaver's Ring.
⬥ Therefore, Reaver's Ring is recommended where hit chance is not an issue. However, choice of
can also affect this decision, since
synergises better with
while
brings up the value of
.
> Advanced Rotations 
This section is focused on advanced strategies that make full use of all the tools that magic has to offer. Players looking to optimise around auto-attacks
, Fractured Staff of Armadyl
, and Sanctum dual-wield weapons
should use this section as a reference.
⬥ For boss-specific rotations, see their respective guides.
Autoattacks
Defensive Autos
While colloquially referred to as 'defensive' autos, they may also be called 'non-damaging' or 'free' autos, since some non-defensive abilities interact the same way. Examples include Sunshine and Metamorphosis
.
For a thorough explanation of how defensive autos (and auto attacks in general) work, refer to #auto-attacks. Here, we will simply cover some of their uses.
Why Defensive Autos Exist
⬥ Generally, casting any ability will put your auto-attack on cooldown based on your weapon speed.
⬥ However, non-damaging abilities do not cause this cooldown.
● This means that defensive autos can be used within your main ability rotation.
⬥ Magic in particular can keybind auto attacks by dragging spells on to the ability bar. This makes for some interesting gameplay mechanics.
⬥ They should always be used where applicable since they are simply free damage
Common Applications
⬥ Autoing with Sunshine .
● Sunshine is a non-damaging ability, giving a defensive auto
with the next ability:
⬩ →
+
● This can also be used to apply Smoke Cloud but can be used for other debuffs like Vuln
or Enfeeble
etc.
⬥ Rapidly casting autos for utility or adren-building.
● Spamming multiple defensives with a target selected and using dual-wield can also generate adrenaline faster, since auto-attacks provide adren if they hit a target.
4-Tick Auto Attack (4TAA)
⬥ As mentioned before, casting auto-attacks or damaging abilities will put your auto-attack on cooldown:
● Staff abilities place it on a 6t (3.6s) cooldown.
● Dual wield abilities place it on a 4t (2.4s) cooldown.
⬥ Combining these, we get 4TAA: using an ability with wand/orb and delaying the next ability by one tick, to force an auto and ability together on the 4th tick.
⬥ 2H autos are multiple times stronger than DW autos, therefore:
• Damaging 4-tick autos are almost always staff autos
• Non-damaging 4-tick autos can be cast with either staff or dual wield
⬥ The basic 4TAA structure is: non-channelled DW Ability → 2H auto + ability → continue.
● The ability before the auto must be a non-channelled DW so that a 4-tick auto cooldown is incurred.
⬥ With Greater Concentrated Blast unlocked, it is important to ensure its usage is not delayed. This means that 4TAA in rotations will be structured using two types of patterns. Both patterns are built in groups of three abilities, with one
and one 2H auto per group.
● Method A: + DW/Staff ability →
→ non-channelled DW ability → Repeat
● Method B: +
→ DW/Staff ability → non-channelled DW ability → Repeat
Common Mistakes and Tips
⬥ Going too fast
● Not waiting for 1t delay after global cooldown ends will prevent the auto from being cast.
⬥ Going too slow
● If you delay longer than 1t it usually results in a 5TAA, delaying the auto/ability (lost ticks), which is a large DPS loss.
⬥ When done correctly, you will see the auto attack fired with no animation.
⬥ Use proper, easy-to-reach keybinds as some steps require you to perform multiple actions in one tick.
⬥ Despite not being channelled abilities, and
do not allow for 4TAA afterwards.
⬥ Most of the time, your rotations will only include a few instances of 4TAA per cycle of Sunshine due to magic having plenty of strong abilities to fill the duration of
.
⬥ Using 4TAA to apply before
is generally more efficient than waiting until
to apply it with a defensive auto i.e.
→
+ ability. This is because ticks outside of
are less valuable in terms of damage and adrenaline gain.
Fractured Staff of Armadyl 
⬥ The FSOA's special attack, Instability, costs 50% adrenaline, has a 60 second cooldown, and has two effects:
● An initial hit of 120-140% ability damage
● For 30 seconds, fires a Time Strike for every critical strike on the primary target, dealing 90-110% ability damage
⬩ They can themselves crit but will not fire another Time Strike if they do (no recursion)
⬩ They are boosted by
⬥ Where possible, you will overlap +
+
to get the most out of each effect.
Key Considerations
⬥ An effective rotation relies on landing critical strikes as often and reliably as possible.
⬥ Stack as much of Biting 4 , Erethdor's Grimoire
, either Reaver's Ring
or Channeller's Ring
, Kal'gerion demon familiar
with scrolls
, and Anima Core of Sliske
with the Tuska's Wrath effect selected as possible.
Example Rotation
Fundamentally,
rotations follow the same general principles as before: using
and strong abilities as often as possible, but also overlapping
with
to get as many critical strikes as possible. Doing so will result in enough adrenaline refunds that
will ideally be the only basic ability used during this time.
⬥ is a strong ability at the start of
since we don't have our crit buffs running at the time, replace with
if not owned.
• Without , however, it may be a better decision to
at the start for adrenaline.
⬥ When running into adrenaline issues, +
guarantees at least 4 critical strikes and that
will be available immediately after.
⬥ Swapping between and
to maintain stacks of both spells allows us to boost the damage of Time Strikes and also fish for more critical strikes through
procs.
Example:
()
→
+
→
+
→
→
→ (
)
→
→
→
(2-hit) →
→ (
)
→ (
)
→
→
(charge) →
+
(release) +
→
→
→ (
)
→ (
)
→
(2-hit) →
(stop here if wanting to maintain high adrenaline) →
⬥ Note that once we reach maximum stacks of and
, we proceed to swap between them to allow
to proc on its 12s cooldown.
⬥ Rotations will typically require a bit of improvisation. and
timings can be flexible since their cooldowns only allow them to be used once. Making sure to keep an eye on adrenaline and use
when necessary keeps the rotation flowing smoothly regardless.
• The most likely timing to for the example is to guarantee the
→
→
→
⬥ If multiple enemies are nearby, →
/
/
provides a ton of additional chances for crit refunds, although Time Strikes will only proc off your main target.
⬥ ABS EoF
may also be used in place of other EoF options. However, it is recommended to always run it alongside Channeller's Ring
.
• A proper
rotation usually only has room for one
, so the choice mostly comes down to preference. If not using
, more
may be required to pad out the rotation.
⬥ In the time outside , you are able to cast another set of
+
before having to build towards the next
.
• can also be used on cooldown, although it may require
to build adrenaline back up in time.
• You may also plan to end around 100% adrenaline and use
(slightly better due to
perk) or
to keep
active until the next
• Make sure to set your autocast to before
if stacks were not maintained.
Sanctum Dual Wield Weapons
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Use !sanctumdw
and !essencecorruption
for a summary on their effects
When utilising essence corruption effects, it's important to focus on the following:
⬥ Building stacks during
is inefficient, but a single DoT use is required to keep stacks from falling off.
• The best option for this is
itself, since the first hit is not a DoT and is boosted by
⬥ Using a DoT /
immediately before
allows us to refresh
at around 15s remaining on
• The usual timer is actually around 10s remaining, but the 30% chance for DoTs to instantly deal their damage combined with the travel time on
makes 15s the more consistent timing method.
⬥ The boost granted by
also lasts 15s, meaning it's possible to
→
as
ends to make use of the buff without overlapping on
duration.
Example:
()
→
+
→
+
→
→
→ (
)
→
→
→
(2-hit) →
→ (
)
→ (
)
→
→
(charge) →
+
(release) +
→
→
→
→ (
)
→ (
)
(2-hit) →
→
→
⬥ The primary points to note in this example are:
• The DoT to maintain
right before
• The timing of
in the back half to maintain stacks during
• The →
right as
ends to make use of the Conflagrate buff
⬥ In this example, the timing of
is roughly as late is it can be used to upkeep
while accounting for the chance that
may instantly deal its damage. If the proc does not occur, you can
→
instead and proceed as usual.
⬩ You may opt to use the DoT before
with
equipped, or simply pay attention to the proc chance to account for this.
⬥ If you don't plan on using immediately after
, you can shift around the timing of
as needed.
Notes:
⬥ Stacks of are not maintained if
is not equipped when the DoT deals damage. This is important to know if you habitually immediately switch to
to use
.
⬥ Resets on
during
can be optionally held until after
ends to have a filler option while waiting on the next
.
⬥ +
become good filler abilities outside of
, especially if you are not yet at 50 stacks.
⬥ Prebuilding with →
→
at the Wars dummies allows you to maintain stacks between kills of a boss, and build ~27 stacks quickly to activate the additional damage effect of
immediately.
Without Adren Renewal 
⬥ With a best-in-slot magic setup, it's possible to circumvent the issue of
rotations when
is on cooldown.
⬥ The following boosts and effects can be utilised to improve the consistency of +
without
:
⬩ Divert and/or Hydrix Grico
for a quick burst of adrenaline at the start of
⬩ Limitless sigil usage with
provides enough guaranteed critical strikes to proceed even with poor
luck.
⬩ Essence Corruption 50-stack effect
⬩ Prior crit buff running from
or
⬩ Second EoF with
/
for lower-cost adrenaline dump, when
looks dicey to use.
⬩ 4TAA to pad out the rotation while generating adrenaline.
⬥ In most scenarios, once you successfully put up +
, adrenaline for the rest of
can be sustained with good
timing and improvisation around
.
Example (meant to demonstrate a sub-optimal adrenaline scenario):
()
→
+
→
→
+
→
→ (4t)
+
→ (
)
→
→ (
)
→
(2-hit) →
→ (
)
→ (
)
→
→
→
→
→
(charge) →
+
(release) + (
)
→ (
)
→
→
→
⬥ Sometimes sacrifices have to be made for the sake of improvisation, such as slightly less efficient usage, filling with 4TAA
and low-cost EoF specs
, etc.
⬥ As long as you cast 2x + 2x
+
+
, while not using any basics worse than
or
after
, the
rotation can generally be considered successful.
⬥ These tips can also apply to with
, when dealing with poor stretches of
luck.
⬥ Of course, the rotation you can execute is highly dependent on the boss encounter, with bosses such as or
allowing for much more frequent usage of
, multiple uses of
per
, free adrenaline, and so on.
• See their respective guides for boss-specific rotations.
Ability Information
Related Channels
For further information and reading, you can refer to the following resources.
Note: If you have any difficulties in using the tools or understanding what the information means, you can always ask in #pvm-help.