Smooth, cyclical, fast-paced rotation with multiple heavy-hitting abilities.

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Smooth, cyclical, fast-paced rotation with multiple heavy-hitting abilities.
Sustained burst, focused on one massive damage number every 6 - 10 seconds.
Very fluid
High mobility
Concentrated damage distribution
Forgiving gauge recovery
Significantly punished by missing gauge generators
Very punishing against highly mobile bosses
Unstable performance due to
Surge’s crit variance
Low utility potential
Smooth, cyclical, fast-paced rotation with multiple heavy-hitting abilities.
Very fluid
High mobility
Significantly punished by missing gauge generators
Very punishing against highly mobile bosses
Sustained burst, focused on one massive damage number every 6 - 10 seconds.
Concentrated damage distribution
Forgiving gauge recovery
Unstable performance due to
Surge’s crit variance
Low utility potential

Deathblade’s Identity consists of a three-orb gauge system, and a finisher attack. The identity gauge can be activated to enter Death Trance once it has filled at least one orb to provide the player with powerful buffs. This effect becomes stronger for each additional orb filled, up to a maximum of three.
The identity gauge is filled by using normal skills and your Awakening skill, and both builds have their own ways of utilizing the gauge system to their advantage.
Limit Break points can be reallocated for the following alternatives:
Keen Sense (x/2): provides slightly lower damage but helps to reduce crit variance.
Optimized Training (1/2): provides less damage but allows you to have a smoother rotation at lower gem levels.
Breaking Moon, take
Flash Slash instead.
Instant Spell (2/3), in which case you add a point to
Transcendent Power, if you have access to a lot of mana recovery (Artist / Summoner & mana food).
Orb Circulation and allocate the rest of your available points into
Swordcraft Enhancement. (You can allocate more points into
Orb Circulation if you feel like you need more meter gen).
Raid Captain efficiency varies greatly depending on several factors. To be a damage increase over Cursed Doll you need:
Event Feast (5%) reduces it to ~61.1% / 64.3%.
Regular Feast (3.5%) reduces it to ~72.9% / 76%.
Vernese Wine from Peyto/Fermata ships (3%) reduces it to ~76.8% / 80%. This prevents you from using Mana Regen food, tho.
Event Feast + Wine (8%) ~37.7% / 40.9%.
Regular Feast + Wine (6.5%) ~49.5% / 52.7%.
Support’s
Goddess of Blessing Ark Passive effect (9%) +
Death Trance (Lv.3) (12%) + 70 Swiftness stat from horizontals (1.2%).
Maelstrom’s Dark Order tripod (12.8%) applied to 100% of your damage results in ~14% / 16.8% dmg (Legendary/Relic Raid Captain). Additional sources of Move Speed can lower this requirement:
If you are new to Remaining Energy or progging raids, it is recommended to choose
Cursed Doll over
Raid Captain until you are getting familiarized with the rotation / boss patterns.
Multi-buff & Synergy Skill
Soul Absorber and
Void Strike is critical to your rotation.
Raid Captain, you should ideally fit your whole rotation during its duration for maximum damage output.Mobility Skill
Bleed provides a bit more damage but requires to cast
Spincutter every rotation which can lead to mana issues in some cases.
Purify can be slotted in for raids that require self debuff cleansing.Counter, Weak Point, Stagger, Damage Filler
Overwhelm can be used in raids that require more stagger.Primary Orb Gen Skill, Main Damage Skill
Wealth can be considered if you find yourself missing skills often. Also a decent choice when progging raids.Primary Orb Gen Skill, Main Damage Skill
Main Damage Skill & Stagger Skill
Galewind can be considered ONLY if you have access to a lot of mana recovery (Artist / Summoner + mana food &
Instant Spell 3/3)Secondary Orb Gen Skill & Damage Skill
Bleed is also a good choice if you are confident you do not need the extra meter gen from
Wealth and will apply naturally doing the main rotation.Secondary Damage Skill, Push Immunity, Synergy
Provides precise mobility (Point skill) and short animation lock.
Can be used every 2nd rotation.
Longer cast time than
Flash Blink, but it deals more damage and provides more meter in exchange.
This opener rotation requires you to have 3 bubbles
Surge ready.