Melee DPM Advice 
This channel will go over general damage output lessons, ability prioritisation, a learning path, and style-specific solutions for common PvM concerns.
⬥ Knowledge of in-game ability/item descriptions is assumed, this guide aims to tie the tools together rather than list what they do.
⬥ Melee rotations are highly situational and often change based on boss timings, phase length, weapon setup, and how much switching is practical.
⬥ For general PvM terminology, damage tips, and revolution bars, check out their respective sections in #General DPM FAQ
⬥ For recommended upgrade order, see #Melee
⬥ For invention perks, see #perks
⬥ If you need tailored advice for a specific boss or gear setup, ask in #pvm-help
Abilities, Attacks and Weapons
Prioritising Basic Abilities 
You should prioritise the following Basic abilities:
⬥ Punish
if the target is <50% life points
⬥ Backhand
with Flanking
if the boss is not facing you
⬥ Greater Fury 
⬥ Rend
with Gloves of Passage 
⬥ Adaptive Strike 
⬥ Fury
(if
is not yet unlocked)
Do not use these Basic abilities to build:
⬥ Chaos Roar
should be used before a heavy-hitting attack and its cooldown is too long
⬥ Greater Barge
should be used before a strong channelled ability
Prioritising Stronger Abilities 
When spending adrenaline, there are two primary considerations:
⬥ total damage over time (e.g., the start of a phase) vs. instant damage (burst damage, e.g., boss damage check window)
⬥ adren cost vs. total damage
In general, prioritise the following abilities and special attacks:
⬥ Berserk
whenever possible
⬥ Ek-ZekKil
during
for fights lasting over 1 minute
• First cast 280 AD
• Further casts (Flamebound Rival
) 1045 AD
⬥ Greater Flurry
in
520 AD
• For its Berserk extension
⬥ Assault
when 4+
720 AD
⬥ Greater Flurry
with 4+
and target below ~71% life points
• <71% LP 671 AD
• <50% LP 780 AD
• <35% LP 858 AD
⬥ Overpower
with Igneous cape
620 AD
⬥ Assault
with <4
560 AD
⬥ Massacre
with
+ not inside
+ your target can take damage for another 24s 1120 AD
⬥ Slaughter
with
+ not inside
+ your target can take damage for another 18s 810 AD
⬥ Dismember
with
+ Strength cape
+ Lunging perk
+ not inside
+ your target can take damage for another 18s 549 AD
⬥ Overpower
without cape 545 AD
⬥ Varanus's Mercy
491.25 AD
• Unless perked with Equilibrium 
⬥ Leng Set special attack
with 2+ Primordial Ice 
• 4 stacks 475 AD
• 3 stacks 435 AD
• 2 stacks 395 AD
⬥ Greater Flurry
when <4
or the target is >71% LP 520 AD
⬥ Hurricane
320 AD
Situational special attacks:
⬥ Granite Maul
ignores cooldowns and can be spammed during a single GCD 125 AD
⬥ Dragon Claws
are seen as a direct downgrade from
400 AD
Utility Abilities and Special Attacks 
These setup tools are especially useful because they let you enter the fight with buffs already active:
⬥ Dragon Battleaxe
for a 60s damage boost (
at War's Retreat → 100% adren → enter instance)
⬥ Annihilation
to give a niche 30s damage-output buff
⬥ Zaros Godsword
for a mini-zerk 
⬥ Pulverise
for its damage reduction effect
Building Adrenaline 
Maximising your adrenaline is one of the key ways to output more damage, as you will be able to use stronger attacks.
There are many ways to build adrenaline, many of which you will see built into the rotations below:
⬥ Meteor Strike
for 225% adrenaline gain over 30s
• Typically stalled at
and used at the start of a fight, and again before each 
⬥ Adrenaline Potions

• Typically used mid-rotation, with some giving instant adren and others giving adren-over-time
⬥ Jaws of the Abyss
alongside bleeds
• Gives +2% adren per active bleed (
and
from
)
⬥ Natural Instinct 
• 2x adrenaline gained for 20.4s
⬥ Vestments of Havoc 
• 2-piece refunds 15-20% adrenaline after using a Melee ultimate (
)
• 4-piece raises max adrenaline to 120% with melee weapons
⬥ Divert 
• Protects you from the next damaging attack and converts it to adrenaline
You may wish to follow a standard "adrenaline re-build rotation":
⬥
finishes → basics →
→ basics →
→ basics → 
Maximising Berserk 
You can empower Berserk
in four ways:
⬥ 4-piece of Vestments of Havoc 
• extend
by +6 seconds (giving more time to deal increased damage)
• increase max adrenaline by +20% (allowing for stronger abilities directly after
)
⬥ Conservation of Energy relic
and Ring of Vigour passive
from Extinction quest
• both regain +10% adrenaline after using 
• these are additive to +20%
⬥ Greater Flurry
extends 
• You can fit 2x
"for free" in the
buff window
⬥ Overpower
can be used more frequently
•
cooldown is reduced from 30s to 9s
When the above are combined together
:
⬥ consumes 100% → 80% adrenaline
⬥ lasts 19.8s → 35.4s
Maximising Chaos Roar 
Chaos Roar
should be saved for when a high-damage ability can be used directly after
⬥ It is strongest with large single-hit or multi-hit abilities where the full cast benefits
⬥ It is weaker with channelled abilities like Assault
or Greater Flurry
, as only the first hit is boosted
Strong follow-ups include:
⬥ Second (and subsequent) Ek-ZekKil spec

• Note: do not waste
on your first

⬥ Igneous Overpower 
⬥ Varanus's Mercy

⬥ Leng Set spec

⬥ Hurricane 
⬥ Bleeds outside Berserk

Managing Bloodlust stacks 
Bloodlust stacks
are a important component of Melee DPM. Up to 4 (8 inside
) can be stored, which are generated from:
⬥ +1 any Basic ability (+2 inside
)
⬥ +2 from Rend 
⬥ +4 from Berserk 
When spending
you should prioritise:
⬥ Assault
as your default
⬥ Greater Flurry
if the target is below ~70% life points
⬥ Hurricane
for AoE situations
Camping & Switching Weapons
Melee has multiple strong weapons, and the best option depends heavily on the situation:
⬥ Some rotations camp one weapon setup for simplicity
⬥ Some rotations switch between weapons to use specific abilities for extra damage
⬥ Some fights are too short or too awkward to make switches worthwhile
The most common "default" or "camped" weapons include:
⬥ Ek-ZekKil 
• Camp Ek-ZekKil when the fight lasts over 1 minute
• Its value comes from Flamebound Rival
while equipped (+12% damage and damage reduction)
• Not reliant on RNG stacks, with higher single-GCD burst and stronger damage from the second minute onwards
• More expensive, weaker in the first minute, and needs a dual-wield switch to stall / cast 
⬥ Leng swords

• Camp Lengs for fights sub-1 minute, especially for higher first
damage
• They are cheaper, do not need an
, and passively build Primordial Ice
stacks
• Icy Tempest
costs 0 adrenaline at 3+
(still requires +30% to use)
• Stacks are RNG-based, making rotations more flexible, and damage falls behind
from the second minute onwards
• Needs a 2h switch to stall / cast 
⬥ Masterwork Spear of Annihilation 
• Used mostly as a switch to apply
, then return to your main weapon
• Ideally perked with Lunging 3/4
to maximise on bleed synergies
⬥ Consecrated keris
+ Dark sliver of leng 
• Camp keris when your target is any follower of Amascut, including all Sanctum of Rebirth bosses
and Amascut
herself
• Increases your damage by ~37%
Building a Rotation
Take this section with a pinch of salt... every boss is different and in reality we build "situational" rotations based on:
⬥ Phases and immunity windows 
⬥ Berserk buff uptime/downtime 
⬥ Adrenaline levels 
⬥ Available weapons

⬥ Pre-fight setup and utility abilities 
⬥ Bloodlust stacks 
⬥ Weapon special attacks 
⬥ EoF usage

⬥ Vulnerability bombs 
⬥ And more...!
The examples below are not fixed boss rotations. They show how to start with a simple Berserk
window, then gradually add extra layers such as Greater Barge
, weapon specs, bleeds, and pre-fight setup.
Step 1: Basic Rotation 
At its core, a basic Melee damage cycle looks like...
⬥ Build adrenaline →
→
→ high-damage abilities →
finishes → repeat
Notes:
⬥ During
, spend adrenaline on your strongest available abilities
⬥ Outside
, continue using strong abilities, but begin saving adrenaline and cooldowns for when
is nearly available again
Step 2: Greater Barge & Potions

It's time to put those pretty potions to good use...
⬥
+
→ (tc) boss →
+
→ bleed
→ high-damage abilities
Notes:
⬥ Situationally,
/
may be switched (
→
→
)
Step 3: Adding pre-fight boosts

Who doesn't want free damage?!
⬥ At War's
use
→ rebuild to 100% adrenaline at crystal
⬥ You can also stall and release an ability to gain a "free" ultimate at the start of the fight:
• Option A) s
→ enter instance → r
on a dummy 
• Option B) s
→ enter instance → r
+
on boss
Step 4: Camped weapon specs

Weave in your primary weapon special attack during 
Where camping Lengs

⬥
→ s
→
→
→
→
→
→
→
→
→
→
→
→
→
→
(5t) →
→
→

•
stacks are naturally rng, so expect small changes from kill to kill
• Example video
Where camping EZK 
⬥
→ s
→
→
→
→
→
→
→
→
→
→
→
/
→
→
→
→
/
→ s
→
r
→ 
• For subsequent
repeats, swap
and 
• Example video
Step 5: Putting it all together
This is it, the moment you've been waiting for, the BiS rotation...
⬥ At War's
:
→
→ s
⬥ Inside instance
: r
→
→ s
→
→
→
→ s
⬥ First
: (tc) boss + r
+
+
→
→
→
→
→
→
→
→
→ 
⬥ After Berserk:
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
→
/ 
⬥ 2nd (3rd, 4th...) Berserk:
→
→
→
→
→
→
→ s
→ r
+
→ 7t
→
→
→
→ 8t
→
→ s
→ r
+ 