Nightmare Dungeon AR/Pistol – [by Kourgath]

Assault Rifle and Pistol

A Nightmare Dungeon DPS Build

by Kourgath

11 votedEnjoy this build? Vote for IT!

This is a DPS build put together by Kourgath, one of our guild mates in Ohana.  He has used this build in nightmare dungeons an I have seen him running this in elites.  The build features assault rifle and pistol, providing a lot of versatility when needed.  It’s a solid build that should provide some good DPS to your team.

Active Abilities

  • the business
  • start & finish
  • three round burst
  • red mist
  • suppressing fire
  • deadly aim
  • confuse

Passive Abilities

  • iron maiden
  • live wire
  • punishment
  • twist the knife
  • one in the chamber
  • sudden return
  • mad skills

Key Features

instant builder with multiple hits for generally high dps just from building. group members will usually have affliction and weakeness up on the bosses which means you have slots available to exploit those states. basically giving you an extra 10% pen, 150 crit power 150 crit rating, and extra damage on crits and pens. [Note from Ry - as Kourgath mentions, these states SHOULD be present, but you need to confirm this at the start of the run.]


  1. the business x5
  2. start & finish
  3. three round burst
  4. deadly aim and red mist as cd’s permit

Gearing Needs

this build is built to compensate for lower crit and pen rates as most dps gear will be glyphed for hit.

Viper’s Deck Manager


If you are using Viper’s Deck Manager, cut and paste the above code and use it to import this build. If you want to check out the wheel locations, here is the build using Drakashi’s deck manager.


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S.T.A.R. – Single Target Assault Rifle [by Braz]

S.T.A.R. Single Target Assault Rifle

A Nightmare Dungeon DPS Build

By Braz

24 votedEnjoy this build? Vote for IT!

S.T.A.R. is a DPS build prepared by Braz and submitted through our Submit a Build form.  It is designed for nightmare dungeons.  The build is one of our more popular DPS builds.

Weapons: Assault Rifle, Shotgun

Active Abilities

  • Safety Off - Burst builder
  • Three Round Burst - burst finisher
  • out for a kill – shotty finisher
  • suppressing fire - aoe builder
  • frag grenade / tear gas / high explosive grenade – aoe finisher (choose based on group synergy)
  • breaching shot - party penetration buff
  • do or die – 45 sec cd personal 25% bonus damage buff

Passive Abilities

  • Twist the knife – 9% damage buff
  • Ferocity – 9% damage buff
  • Live wire – crits build charges to 4 then discharge for big damage
  • Sudden return – extra damage on penetrate
  • One in the chamber – extra damage on crit
  • Fever pitch – 50% buff to hit (absolutely clutch)
  • Extra bullet – adds an extra hit to safety off burst

Key Features

This deck is based on maximizing your chances of proccing extra damage from passives while keeping your overall damage as high as possible. Basically, each time you hit your builder you hit four times within a second. That gives you 4 opportunities to crit/pen every second. This is perfect timing for the internal passive cooldown of one second, so you’re not wasting any time or losing out on any potential passive procs. Also, you can get by with a relatively low hit rating thanks to fever pitch (which will probably be nerfed, but hey, use it while you can) which should be up at all times considering that even with only a 10% chance to proc, you’re looking at a 40% chance every second. Once it gets rolling, the damage is obscene, consistent and ranged.

Looks something like this:
safety off – sudden return – one in the chamber
safety off – sudden return – one in the chamber
safety off – sudden return – one in the chamber
three round burst – sudden return – one in the chamber – live wire
out for a kill (maybe with an SR or oitc)

If you can afford to stand in melee range for the entirety of the fight, you can swap out shotgun for chaos and use four horsemen for your secondary consumer for even more chances to proc passives, and (if you’re having trouble with hit rating) you can use pulling the strings to give yourself another 10% hit rating)

NOTE: this is a PURE dps build and parts of it are reliant on your teammates providing support like debilitate (note from Ryahl – or any other weakened state).


Start fight – 5x safety off – breaching shot – do or die – three round burst – out for a kill – safety off x3 – three round burst – out for a kill – safety off x3 – and so on until buffs are off cd then build to 5 weapon resources before hitting buffs and repeating rotation.

Gearing Needs

150 hit?, but it could be relying on Fever Pitch)
500+ crit
500+ pen


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AR/Elemental elite dungeon DPS Build: [by Nendragon]

Assault Rifle and Elemental DPS

An Elite Dungeon Build

By Nendragon

6 votedEnjoy this build? Vote for IT!

This is a DPS build submitted by one of our readers, Nendragon using our TSW Guides Build Submission page.  Nendragon suggests this build for elite dungeons.  He also distinguishes between the “must have” elements of his build and the “can take” elements, giving the user some flexibility to take the core build module and tailor it to their individual tastes.  In the Key Features area, Nendragon distinguishes between build choices for dungeons and those for solo PVE play.

Active Abilities

  • Safety Off – AR builder (*)
  • Three Round Burst ( or Fire At Will) – AR consumer (*)
  • Blaze - EL consumer (*)
  • Molten Earth – EL elite (+)
  • Arc Flash – EL AE (+)
  • Confuse - deaggro
  • Turn The Tables – self heal

(*) – required ,  (+) – highly recommended

Passive Abilities

  • Bloodsport - Fists, give Affliction on hit (*)
  • Extra Bullet – AR, improve builder DPS (*)
  • Aidelon - EL, make Blaze crit if target afflicted (*)
  • Salt in the Wound - Fists, additional damage (+)
  • Elemental Precision – adds +10% on elemental damage (+)
  • Eagle Eye – adds +10% on AR damage
  • Criticality - additional chain damage on crits

Key Features

This revolve around very strong Blaze consumer, which will automatically crit due to Bloodsport (targets afflicted) and Aidolon.  Core parts of this build (*) cost about 300 AP.

This means you can start using this build fairly early, and your DPS on bosses would consist of about:  35% Blaze, 25% Safety Off, 20% TrB/FaW, 10% Molten Earth, 7% Salt Wound

Same build is great for PvE/questing too, only replace Confuse with Anima Shot, and use Fire At Will instead of Three Round Bursts.  With Fire at Will (FoW), you have also very strong AE, using Arc as builder and FoW as consumer.

Reasons for some choices:

-SafetyOff has one of highest DPS for builders (especially with ExtraBullet), FAR better than ArcFlash
-Molten Earth is better DPS than Red Mist for bosses (better dmg per cast time = better DPS), and even for soloing (slightly lower DPS there than Mist, but HUGE advantage due to root)
-Salt In The Wounds gives 2-3 times more DPS than Molecular Exploitation (ME probably has CD) … and you already researched it with Bloodsport
- Criticality has nice synergy with Blaze (it triggers off Blaze crits, which are guaranteed with Bloodsport and Aidelon)


Safety x3 -> TrB or FaW -> Blaze = rotation, 5.5sec

When off CD use elite Molten Earth, and when needed use deaggro and heal.

Gearing Needs

No specific stat needed for core function, although crit is good for side passive Criticality.
But usually best to gear evenly Penetration, Crit etc

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Elite/Nightmare Healer Build Fist/AR By: Wildcards

Elite/Nightmare Healer Build Fist/AR

Submitted by Wildcards
7 votedEnjoy this build? Vote for IT!

I started off in TSW playing a Fist/Blood Healer using the AoE Shield system, plus Fist direct & HoT’s to keep my group alive. After hitting Elites I started to find myself using Shields less and less. It seems to generate too much aggro for the actual healing it provides. Most of the time in instances the group is spread out so I find myself reverting to the Fist Heals almost all the time and the only time I found it perhaps a Necessity was in Hell Eternal vs Inurers, however I discovered Shelter can out heal the AE DoT easily.

I tried using the AR direct heals requiring DPS on the opponent. TBH i found the controls clumsy and another thing to think about, when as a healer my eyes are drawn to awkward parts of the screen, watching health, timing heals, whilst avoiding all the AoEs, I found adding damage to it counter productive and taking me more time to deliver effective healing. Further to that, I find the benefits the passives this build gives to HoT crits more effective.

Been Hitting Nightmares last few days. I currently have all the best Elite Gear and am working on signets to improve my kit but its still not enough lol. I can overcome the bosses dps with hps, obviously the more effective your heal rating the better the heals. It goes without saying problems arise when the group gets AoE’d or the tank takes mass damage but this can be overcome with the insta AE Heals and 90% of the time my groups survive it.

Anyway, thought I’d share:

Feral / Assault Rifle
A: Cauterise (Builder, Heal/HoT)
A: Empathy (Insta Heal, 30s timer)
A: Creature Comfort (HoT)
A: Platoon (Moderate AE Heal, 30s timer)
A: Fired Up (Large AE Heal/HoT, 30s timer)
A: Shelter (Small AE Heal/HoT)
A: Mass Confusion (AE Detaunt)

P: Empowerment (Provides a Heal on HoT Crits)
P: Glimmer of Hope (15% chance of +Heal on HoT’s)
P: Making Amends (+10% to HoT’s)
P: Shadow Medic (+7.5% Heal strength)
P: Brawler (+15% to Crit Power)
P: Hot Iron (Heal counter x7 +50% to 8th Heal)
P: Subtlety (Detaunt)

Primary stats for this build are Heal and Crit Rating. There is a powerful Healer Helmet that can be picked up from the last boss in Hell Fallen which gives a massive +495 Heal and as massive crit bonus every time you crit, every 20 seconds. This boosts my Crit rating up to around 98% which works well with this build. The key point to the success of this build is Glimmer of Hope and Empowerment. Ive tested this and they crit on average every couple of seconds. adding an extra 50%+ to the power of the skills that create the HoT. I swear by them.

Tactic. Upon start of a fight in Nightmare, or a tough Elite. Allow Tank to get Aggro, Spam Cauterise. When health drops to 80%, use Creature Comfort to bring back up and continue cauterising. I always keep my Feral points charged so I can drop Comfort whenever needed, I treat it like an insta heal. If Tank HP gets to 50%, throw down Comfort and Empathy, If Health gets really bad, I use both my insta AE heals, Comfort & Empathy. This can heal around 8000hp taking around 2 seconds to activate them all. Likewise. If the rest of the group is taking damage. You can activate your AE heal, especcially for those “Oh shit!” moments, and heal other members of the group to full easily. If theres an AE DoT Gather everyone together and use Shelter, the heal + HoT Crits will easily outheal 99% of DoT’s. Lastly use Confusion if mass adds arrive and you need to lose aggro.

HoT Iron is my only maybe skill for this build, as I havent found anything better. You could swap out for the +10% for HoT’s. But I dont really go on the power off HoT’s, merely stacking as many as I can as Empowerment/Glimmer of hope provides the same Heal benefit no matter the power of my HoT’s.

Key points to note in a group, if your the Healer and the Tank dies. Its your fault. If the Healer dies, its the Tanks fault. If DPSers die its their own fault as they arent avoiding AoE’s. That said, I can keep my DPSers alive with this build, provided they dont hit 2k+ damage. If you find a DPSer keeps dieing, get him to up his HP to 3k and that ussually holds it. An alive DPSer with good damage is more use then a dead one with amazing damage. If your finding you cant outheal the DPS of boss. Take a look at the spells hes casting, if he isnt casting, you need better gear.

Like anything in this game, the build requires good healing kit. But ive found this foolproof in elites, and able to beat dps in Nightmares. This is a really cheap and effective build to get. Like I say, I pretty much have every healing build in the game, and this is my preference. Hope it helps.

EDIT: I replace surgical with Creature Comfort as it provided better healing numbers to the Tank during Nightmares. If you find at lower levels it difficult to heal with this just swap it back. As a result ive also swaped out Healing Sparks for Making Amends.

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405pt AR/Fist Survival Build By: Sogrin159

Blue Mountain Special – 400 pt Survival Build

Submitted By Sogrin159

405pt AR/Fist Survival Build

24 votedEnjoy this build? Vote for IT!

It comes in at just a bit over 400 points invested (405 using TheSecretSandbox). This build should be very achievable in Blue Mountains and should really put a dent into… well, pretty much any single pull (ie single target or 1 swarmer group) while leaving you with enough HP to move onto the next pull.
Another good thing with this build is that if you are planning on being a healer, you have already invested in 2 out of the 3 healing weapons.

This is the build I personally use (with one minor change, noted at the end) and I have not had any major issues with anything in BM, or the next zone.

Active Abilities
Safety Off (AR builder)
Three Round Burst (AR Consumer)
One-Two (Fist consumer)
Supressing Fire (AR AoE Builder)
Fire at Will (AR AoE consumer)
Surgical Steel (Fist Consumer Heal)
Shot of Anima (AR Consumer Heal)

Passive Abilities
Eagle Eye (AR – AR damage increase)
Extra Bullet (AR – extra hit for Safety Off)
Short Controlled Bursts (AR – reduces glancing for burst attacks)
Improved Bursts (AR – Increases burst attacks)
Healing Sparks (Fist – HoT on defensive target when using a burst)
Lick Your Wounds (Fist – HoT on attack, stacks)
Ferocity (Fist – Damage buff when bursts dont glance)

This build is mostly about Single Target damage through Burst attacks, while having some AoE for the swarmer packs you often encounter while soloing.
Saftey off, with Extra bullet, gives a nice high damage single target builder, with Three Round Burst to pack the damage on as the consumer. This damage in increased further from Eagle EyeShort Controlled Bursts,Improved Bursts and Ferocity. They even proc Healing Sparks and Lick your Wounds to keep 2 hots rolling.
Surgical Strike is thrown in at the end of every sequence to keep your HP up. Also being a burst skill, It is improved by Improved Bursts while proccing Healing Sparks. Revert to One-Two if not required.
Supressing fire and Fire at Will are your go to for AoE, and are cycled with Shot of anima to use up the AR resources generated on every target, like the AR ‘My First 60′ builds. Focus on AoE when there are at least 3 or more targets. The single target skills are better when there are only 2 targets.


Single target rotation: Safety Off x5 - Surgical Strike - Three Round Burst (replace TRB with Shot of Anima if you need the extra healing)
Multi Target (3+): Safety Off (for the HoT) - Supressing Fire x4 - Fire at Will - Tab to new target - Supressing fire - Shot of Anima - Tab to new target - Fire at Will - Surgical Strike -  Shot of Anima - Tab to new target -Fire at Will.

Gear Concerns

As no states are required for this build, and it is not relying on pens/crits, there are no major gear concerns. Look at 80/20 or 70/30 (approx) DPS/Heal gear

Build Priority
From scratch, grab Lick your Wounds then fill the inner ring for AR (Saftey Off, Extra Bullet, Fire at Will, Eagle Eye).
Next, grab Three Round BurstSupressing Fire and Shot of Anima. Move into fists after to get Surgical Steel and Healing Sparks.
Once you grab One-Two, the remaining passives you can get in any order.
From Blade/Fist ‘My first 60′ it would be fairly similar. Keep nurture untill Surgical Steel, keep Wild at Heart untill One-Two.
From AR/Blade ‘My first 60′ you are already close to maxing the AR inner ring, so it is a quick trip to Three Round Burst, Supressing Fire and Shot of Anima. Follow as above.
For SP, work on keeping Fist Healing, AR Damage and All talismans even.
Optional changes
I personally have removed One-Two and added Red Mist. Helps put a nice dent into mobs at the start of a fight at range, meaning i can usually get red mist, plus a full builder/AR finisher off before melee targets get to me. Does increase build cost by 50ap
If you want to reduce the DPS but add a bunch of healing, swap Saftey Off for Anima Burst, and Extra Bullet for Hot Iron. Zero cost to change. Does mean you cant use surgical steel more then once per fight though.

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“Blue Mountain Special” 407 Point Chaos / AR – Survival Build

TSW Guides – “Blue Mountain Special”

Chaos / AR – Survival Build

407 Points

5 votedEnjoy this build? Vote for IT!

The Blue Mountain Specials are 400 point survival builds that are built around dps and healing.  The builds are targeted at 400 points, which is approximately the number of points you will have at QL 6.  

These builds are not intended to be “end-game” builds, they are solo friendly survival builds that should help you live longer when moving out of Savage Coast into the Blue Mountains.  While these builds are not guaranteed to survive all fights in Blue Mountain (some fights in BM have special effects that hinder success with some builds), it is a good direction for progression.  

Note:  If you can not find the ability in your wheel, click on the menu to the right of your wheel screen, and do a search on the skill name.

Weapons:  Assault Rifle and Chaos

Escalation – Builder
Fire at Will – AR Closer #1
Anima Outbreak – AR Closer #2
Karma – Chaos Closer
Tactical Retreat – Escape #1
Razor Wire – Escape #2
Anima Shot – Healing Builder, if needed

Perseverance (Sword)
Outbreak Alert  (AR)
Immortal Spirit (Sword)
Shoot Em Up (AR)
Unholy Knowledge (Blood)
Fatal Flourish (Sword)
Leeching Frenzy  (AR)

This build plays nearly identical to the previous “My first 60″ AR/Blade build, however instead of running with Sword, it uses Chaos. It does, however, branch OFF the AR/Blade “My first 60″, therefore it is intended to be a followup to that build. Once you complete the AR/Blade my first 60, you should start working to this build if you wish to run Chaos instead of Sword.

First, Be sure and start the fight with the rotation: 1x Anima Shot, followed by Anima Outbreak immediately so Outbreak Alert (reduced chance of glance) procs before you take any damage.  Then you would build using Escalation, then close (as with the “
My first 60″ AR/Blade build“, close with an alternation of Fire at Will and Anima Outbreak.  The Chaos Closer for the build is Karma, which has a Frenzy effect.

The primary focus of the build is to make sure of Frenzy attacks to proc Perseverance (Heal), Shoot Em Up (adds an affliction from a Frenzy), and Leeching Frenzy (Gives Leech effect on Frenzy).  The Affliction from Shoot Em Up causes the effects - Dark Potency & Fatal Flourish (Gives Penetrate from Affliction), thus increasing your penetration rate.  Finally, penetrations cause Immortal Spirit (heal from penetrate) to give you even more sustainability.  

Your primary dps will be from your AOE attacks.  If you wish to replace either with a single target attack, you will lose the Frenzy effects, so I would be leery of making this change.  

By using this build you should have enough passive direct self healing, as well as leech effects that you might not even need Anima Outbreak.  This ability, however, procs the outbreak alert, which is very nice.  If you need less healing, I would recommend possibly swapping a passive for Gunsmoke.  You can even remove any combination of Dark Potency, Fatal Flourish, and Immortal spirit and replace either with something that does more damage (off affliction or weaken).

Good luck!

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