This Outriders Worldslayer Trickster Build offers a strong alternative to the gunplay that has no shortage of scaling power. You’ll enjoy watching enemies pop with the Blade Reaver Trickster.
This Build has been updated for the July 29 Update.
TABLE OF CONTENTS:
The Blade Reaver Trickster is an Anomaly Power build that combines old gear, with some newly added mods and passives to dramatically increase its overall damage. It makes use of the Edge of Time Set, while using some mods from the new Terminal Velocity Set and Shieldbeast Set.
Passive Point Allocations
With the addition of Outriders: Worldslayer’s content, we now have three set of passive points to allocate and maximize our build. We’ll be going over the Class Skill Tree, the Pax Skill Tree, and Ascension Passives in this section and talking about the powerful combinations at play to really make this build shine.
Class Skill Tree
This Skill Tree focuses on the Reaver section. This offers benefits to our main skill, Temporal Blade as well as bonuses to Anomaly Power, Resistance Piercing and Cooldown. We’ll quickly cover the Notable Passives on the tree below.
If you would like more information on these passives, or more information on the Trickster in general, check out our Trickster Class Guide.
The Minor passives here focus on Anomaly Power, Resistance Piercing, and Damage Cooldown Reduction. This helps us to scale the damage of Temporal Blade, as well as allows us to use it more often.
Countershield grants us a huge Anomaly Power boost for activating a Deception Skill. We’ll be using Venator’s Knife to frequently activate and maintain this bonus. Even before other mod synergies, Venator’s Knife will easily be able to maintain this without anything more than Cooldown Reduction found on gear.
Anomaly Scything is a smaller passive, just under Against the odds, but it plays an important part in the build. It’s a slid Anomaly Power boost we just from simply using a melee Attack, regardless if it hits.
Combat Shield’s Timeline provides us with yet another Anomaly Power boost, this time for activating a Movement Skill. We’ll be using Borrowed Time to activate and maintain this, and between Cooldown on gear and some mods, we’ll easily be able to maintain this bonus.
Anomalic Acceleration provides us with an increase in damage after using a Damage Skill. Temporal Blade will be able to activate and maintain this by itself. It’ll be supported by other skills as wellas Cooldown gear and mods to make it easy to maintain.
Leap of Clincher provides us with an increase in Resistance Piercing after using Movement skills. The REsistance Piece is great for our build on its own, but will also be looking to use Unstoppable Force to further scale our Anomaly Power with this passive.
Scion of the Void provides us with Armor and Resistance Piercing after using a Damage Skill. We’ll be looking to combine this with No Resistance against the Fortified and Unstoppable force to gain further Resistance Piercing and Anomaly Power from this passive.
Against the Odds is more or less a passthrough passive, as we’ll be using it to path up to Leap of Quietus. It does however provide us with an additional interrupt option.
Leap of Quietus grants us additional Armor Piercing when using a Movement Skill. and Similarly to Scion of the Void, we’ll be looking to combine this with No Resistance Against the Fortified and Unstoppable Force to further increase our Resistance Piercing and Anomaly Power.
Pax Skill Tree
Added with the Worldslayer Expansion, the Pax Skill Tree is home to several powerful passives that can drastically alter how a build may play. While we only get 5 points to spend here, we’ll be getting some powerful effects that drastically increase our damage output. Below is the Pax Skill Tree we’ll be using for the build.
We’ll be using the Following Pax Skill Tree Nodes:
- Triggerman
- Lies, Deception
- Fail-safe Protocols
- Goals Beyond Understanding
- Meticulous Schemer
Triggerman will require a lot of effort to maximize, due to how the build is setup, but will give us plenty of increased damage, whether it’s one or more stacks of the passive.
Lies, Deception will provide us an extra bit of safety, as we’ll be frequently casting Venator’s Knife to active it. This gives us the bonus shields and Damage Reduction that comes with it. This helps us a lot, as using Borrowed Time means we don’t have a way to instantly get on top of an enemy.
Fail-safe Protocols is a helpful defensive layer, should we end up getting taken down to low health. We mostly need to grab it to path over to the remaining Pax Tree Nodes.
Goals Beyond Understanding is one of our main damage boosts against bosses. Since we’ll be combining this powerful passive with additional damage boosts provided by Venator’s Knife, we’ll be able to hit Elites and Bosses incredibly hard. While it won’t active every hit, bit still provides a significant multiplier to our damage. Overall, it does provide more damage compared to other options in the Pax Tree.
Meticulous Schemer is a bit optional, as while it can provide some extra AoE clearing power, oftentimes seems to not always activate with Venator’s Knife. When it does, it’s quite helpful.
Ascension Passives
Ascension Passives are also a new Addition with Worldslayer, adding an additional way to increase your stats and refine your build. As you’d expect, we’ll be prioritizing bonuses that help our build as a priority, though you can eventually max out all bonuses.
Below is a list of our five main stat priorities, and the order we should get them.
- Anomaly Damage
- Resistance Piercing
- Anomaly Power
- Damage vs Elites
- Cooldown Reduction
Anomaly Damage acts as a damage multiplier, so this gets the highest priority and will provide the most for your early points.
Resistance Piercing Comes next, as it will be adding both damage and Anomaly Power via our mods.
Anomaly Power is our next priority since by this point, we’ll get getting a solid amount of Anomaly Power to scale with this Ascension.
Damage vs Elites helps us take down bosses a bit faster. It’s helpful to get, but we shouldn’t need it too early on and does more when we’re hitting harder.
Cooldown Reduction is helpful, but 10 points for 5% CDR make it not worth an early pickup. Thankfully we’ll get plenty from Gear.
Skills and Mods
In this build, we’ll be focused on buffing our main damage dealer, Temporal Blade. We’ll be using Venator’s Knife for Debuffing and additional AoE Clear. Finally, we’ll be using Borrowed Time as a buffing tool and supportive skill
Temporal Blade
Temporal Blade is our main damaging skill, and thankfully doesn’t require many mods, and most of them are Tier 1 Mods that can roll on our epics, and are also likely to appear as Apocalyptic Mods. This skill was also slightly buffed in the July 29 Update, which reduced its base cooldown.
- Strong Slice
- Double Slice
- Slasher
- Cut Loose
Strong Slice offers a bump of extra damage to Temporal Blade. It’s not necessary early on, but appears on a Legendary item we’ll use in the final build, making it relatively free.
Double Slice offers a huge damage increase for Temporal Blade. It’s another mod that while not necessary early on, will be on our final armor set, making it easier to get and use.
Double Slice is A Tier 3 mod found on the Goggles of the Edge of Time Legendary Helmet. It can also appear as an Apocalyptic Mod on any Armor, but will be slightly more common on Legendary Items
Slasher is another mod that will give us a huge increase in damage, allowing us to use Temporal Blade twice. Ideally, this will appear on your Gloves or Boots, but can also roll as an Apocalyptic Mod .
Cut Loose is an entirely optional mod that reduced the cooldown of Temporal Blade. If this appears on a gear piece, we’d likely want it as an Apocalyptic Mod.
Venator’s Knife
Venator’s Knife is primarily our Debuffing Skill, but new mods and the Pax Tree provide additional AoE clearing power as well. It gains a lot of lot of tools from the new Shieldbeast Set, but the main ones we’ll be after are a powerful Debuff and something to help out AoE a little.
- Cut Them Deep
- Hive Cut
- Sniper Blades
Cut Them Deep is a mod that will increase the damage dealt to a marked Elite by 30%. This is an insanely powerful debuff that stacks on top of the double damage Venator’s Knife already offers.
Cut Them Deep is a Tier 3 Mod that appears on the Shieldbeast’s Gloves Legendary Gloves. It can Also appear as an Apocalyptic Mod on Any Armor, but has higher chance of appearing on Legendary Armor.
Hive Cut makes it so when the mark from Venator’s Knife has been triggered, all enemies with a mark take damage. This will deal 50% of the damage dealt by the killing blow to other marked targets within 6 meters. Ideally, we get this as an Apocalyptic Mod somewhere, as it’s not necessary, but can be helpful.
Hive Cut is a Tier 3 Mod that appears on the Shieldbeast’s Footgear Legendary Boots. It can also appear as an Apocalyptic Mod on Armor, but has a higher chance to appear on Legendary Armor.
Sniper Blades is a very optional mod that increases the Range of Venator’s Knife by 50%. This is just a quality of life option, and can make Venator’s Knife more reliable and easier to use. Ideally we get it as an Apocalyptic Mod.
Sniper Blades is a Tier 3 Mod that appears on the Ugake Otarah’s Talisman Legendary Chest. It can also appear as an Apocalyptic Mon on Armor, but has a higher chance of appearing on Legendary Armor.
Borrowed Time
Borrowed Time can do a lot for us, including reducing our cooldowns, increasing our damage, giving us more AoE, and even granting defensive buffs if we choose to take them. It’s a highly versatile skill now with the addition of the new Terminal Velocity Set.
- Short-Term Loan
- No Time To Cool Down
- Extermination Protocol
- Aggressive Teleportation
Short-term Loan reduces the Cooldown of this Skill. This is important, as while it lasts a while we need to frequently trigger its cooldown, as reactivation will not apply bugff from our Passive Tree. The shorter cooldown also allows it to expedite our mobbing as well.
No Time To Cool Down is a mod that will reduce our skill cooldown by 30% while Borrowed Time is active OR is activated. This allows us to quickly spam it to shave off plenty of Temporal Blade’s Cooldown, usually halving with two uses. Since this is applied after Cooldown Reduction, it’s useful even when your Cooldown reduction is capped.
No Time to Cool Down is a Tier 3 Mod that appears on the Trousers of Terminal Velocity Legendary Lower Armor. It can also appear as an Apocalyptic Mode on Armor but has a higher chance of appearing on Legendary Armor.
Extermination Protocol boosts our damage to Elites, up to max of 30% after 5 seconds. This boost remains in place until the Skill ends. This is another incredibly powerful damage boost from the new mods. This one however requires a lot of timing as you’ll want to end this buff shortly after you get your damage off to also make maximum use of No Time to Cool Down.
Extermination Protocol is a Tier 3 Mod that appears on the Trousers of Terminal Velocity Legendary Pants. It can also appear as an Apocalyptic Mod on any Armor, but has a high chance of appearing on Legendary Armor
Aggressive Teleportation is a highly optional mod that can give us a bit of extra damage when we use Borrowed Time. This helps with quick AoE Clear, but can contribute a little bit to bossing damage as well.
Aggressive Teleportation is a Tier 3 Mod that appears on the Chronosuit Mask. It can also appear as an Apocalyptic Mod on any Armor but has a higher chance of appearing on Legendary Armor.
Hunt the Prey
Hunt the Prey is a stronger option before we have access to Tier 3 mods. It offers us more mobility, can deal some extra damage, and apply Vulnerable for us through mods.
- Backstabber
- Dance of Death
- Radiation Jump
Backstabber is a mod that will allow Hunt the Prey to deal a little bit of damage. You’ll just have to be careful to no trigger Venator’s Knife by using it, as Temporal Blade is still stronger. It cna be better to go without it to avoid this, but can be an option.
Dance of Death reduces the Cooldown of Hunt the Prey. This can allow for more frequent use of Hunt the Prey as well as the Backstabber and Radiation Jump Mods.
Radiation Jump applies Vulnerable to the teleport target. This can give you a nice temporary damage boost, especially if not using Backstabber. This will allow you to Mark an enemy with Venator’s Knife, use Hunt the Prey, and then immediately follow with Temporal Blade for huge damage.
Additional Armor Mods
There is a handful of additional Armor we can make use of that we should be always on the lookout for. Ideally, these would appear as Apocalyptic Mods, but if any from the lists above take their place, that will work just as well. Here are a few to keep in mind as you look over your gear drops:
- Unstoppable Force
- No Resistance Against the Fortified
- Captain Hunter
- Arms and Anomaly
- Anomaly Echo
- “Status Boosters”
Unstoppable Force allows us to scale our Anomaly Power by increasing or Resistance Piercing. Since it’s a multiplicative bonus, it can offer quite a lot of additional Anomaly Power with the right mods. Due to this being a Tier 3 Mod from Pyromancer Armor, this has to roll as an Apocalyptic Mod or be crafted on; of which Crafting is the easiest option for this highly mandatory mod.
Unstoppable Force is a Tier 3 Mod that can be found on the Pyromancer’s Hands of the Reforged Legendary Gloves. It can also roll as an Apocalyptic Mod on Boots but has a higher chance to appear on Legendary Boots.
No Resistance Against the Fortified works together with Unstoppable Force to increase our Anomaly Power even further. This mod will convert Armor Piercing to additional Resistance Piercing, which is then turned to Anomaly Power by Unstoppable Force.
The effect of this mod was reduced to 50% in the July 29 update, but still remains a strong option for increasing damage since the Trickster has easier access to Armor Piercing.
Captain Hunter is a mod that will increase our damage to Elites and Bosses. It’s mod we generally only want to get or craft on if we have all of our Core Mods on first, but will offer us much strong bossing potential.
Captain Hunter is a Tier 3 Mod that appears on the Gloves of the Cannonball Legendary Gloves. It may also appear as an Apocalyptic Mod on Upper Armors, but will appear more often on Legendary Upper Armors.
Arms and Anomaly is a mod that gives us a huge boost to Anomaly Power for landing Critical Shots with weapons. We’ll be doing this to trigger other mods, so it’s free Anomaly Power if we can fit it in.
Arms and Anomaly is a Tier 3 Mods that can be found on the Ronin’s Amigasa Legendary Helmet. It may also appear as an Apocalyptic Mod on Gloves, but will appear more often on Legendary Gloves.
Anomaly Echo is another mod that will boost our Anomaly Power, but for simply activating skills. It can be a great option to pick up if have the room, but not one you should really force into a Build.
Anomaly Echo is a Tier 3 Mod that appears on the Anomaly’s Visage Legendary Helmet. It may also appear as an Apocalyptic Mod on helmets, but will appear more often on Legendary Helmets.
“Status Boosters” are what we refer to a certain group of mods that increase damage when certain statuses are applied. These grant Multiplicative damage bonuses we can take advantage of, but we’ll have to use our Second Weapon to set them up.
Ideally, the few we’d hope to see and use are Euthanizer and Virulent Compound. These two would grant 26% extra damage for applying Toxic, which can be done with several mods.
Weapon Mods
There’s a handful of Good weapon mods we can be on the lookout for, including many variations of Damage effects, or even effects that boost our Anomaly Damage, Anomaly Power. We won’t cover them all here, just a few of the highly recommended ones. Below is a quick list of Weapon mods you can look out for:
- Mage’s Rage
- Fortress
- First Things First
- Deathronome
- Omen
- Stigmatized
Mage’s Rage is a staple Weapon Mod for Anomaly Power Builds. It grants a huge Anomaly Power Bonus for landing Critical Shots, which works well in combination with Arms and Anomaly.
Mage’s Rage is a Tier 3 Mod that appears on the Final Penance Legendary Double Gun. It can also appear as an Apocalyptic Mod on Weapons but has a Higher Chance of Appearing on Legendary Weapons.
Fortress is a staple Weapon Mod that boosts both damage and defensive through a stacking bonus. Since we have to shoot already, this cna be easy to stack while also stacking Mage’s Rage if you can get both mods on a gun.
Fortress is a Tier 3 Mod that appears on the Deathshield Legendary Automatic Shotgun. It can also appear as an Apocalyptic Mod on Weapons but has a higher chance of Appearing on Legendary Weapons.
First Things First is a mod that grants Additional Armor Pierce to the First shot after reloading. So if we have a weapon to reload with this mod, it will grants us a lot of extra Resistance Piercing and Anomaly Power.
This mod was reduced to 30% in the July 29 Update, but still remains one of the better options if we can get it.
Noxious Spawns is a mod that reliably and consistently applies Toxic to one or multiple targets, prioritizing those with the highest heath. This makes it reliably apply Toxic to Elites and Bosses, which is incredibly helpful.
Noxious Spawns is a Tier 3 Mod that Appears on the Emerald Chaos Legendary Light Machinegun. It can also appear as an apocalyptic Mod on Weapons but has a higher chance of appearing on Legendary Weapons.
Omen is a mod that releases a terrain-piercing projectile that deals damage, increases damage dealt to enemies hit by 10%, and inflicts Bleed. This make it a really powerful mod, but it comes with the draw back that the weapon has to be your active weapon for 4 seconds before the projectile will charge.
Omen is a Tier 3 Mod that appears on the Mythos Legendary Light Machinegun. It can also appear as an Apocalyptic Mod on Weapons but has a higher chance of Appearing on Legendary Weapons.
Gear and Stats
Now that we’ve talked about the Skills and Mods you’ll want to look out for, let’s talk about the gear you’ll want to find them on.
Pre-Legendary Gear
Prior to getting Legendary gear, we’ll of course be looking to find Epic gear with great mods. We’ll be looking for Epic Armor with the following Stats, in order of priority:
- Anomaly Power
- Cooldown Reduction
- Skill Leech
Anomaly Power is a given, being an Anomaly Power Build we want to stack as much of it as we can. This boosts our damage quite a bit.
Cooldown Reduction is another no-brainer. We’ll want to use our abilities as often as possible. Early on this helps the build work, while later on it allows us to make better use of certain mods as well.
Skill Leech is the last Armor stat we care about at all. We don’t need to stack it, but it is the most ideal option we have left. The more you can get the better, but we primarily only need the first two stat to make the build work.
As for Early Armor Mods, there are a few we’ll want to get or craft on when we can. Here are those mods we’ll be after:
- No Resistance Against the Fortified
- Anomaly Echo
- Shield Zap
- Stand Tall
- Cut Loose
- Strong Slice
- Slasher
- Short-term Loan
- Time-Space Protection
- “Status Boosters”
We’ve been over most of these already, but these are the ideal skill and armor mods to go after if you have no legendaries. So let’s talk about a couple of temporary additions.
Shield Zap will damage nearby enemy every 8 second while we have a shield. Since we can generate a shield by just using Venator’s Knife, this help to deal extra bits of damage.
Stand Tall grants us additional Anomaly Power and Firepower for not using cover. This makes it a fairly decent and accessible anomaly Power boost early on.
Time-Space Protection is a mod for Borrowed time that gives us a boost to Armor and Resistance. Since we can’t readily use this for offence yet, we can use it defensively instead.
Alternatively, you can use Hunt the Pray early on to take advantage of the mobility as well as Radiation Jump‘s Vulnerability proc and additional damage from Backstabber.
As for our Weapon, we’ll be looking for a couple things we can make use of easily, provided we have the armor mods to support them. Here’s briefly what we’ll be looking for in an Epic Weapon:
- Fully Automatic Weapon
- Armor Pierce Main Stat
- First Things First Mod
- Quick Reload Speed
- Status Inflicting Mod
A Full-Auto weapon allows this weapon to continue to be used in later stages of gearing, where we can easily apply Mage’s Rage, Fortress or stacking effects.
Armor Pierce on our gun will contribute further to using the No Resistance Against the Fortified and Unstoppable Force combo. Weapons will often offer us a good amount of passive Armor Piercing.
First Things First is an absolute must if we have the armor mod combo of Unstoppable Force and No Resistance Against the Fortified. It gives us a whopping 50% Armor Piercing after we reload, which we’ll only be looking to use when Temporal Blade is available.
Quick Reload Speed is a optional thing, but allows for easier use of a status mod without needing to swap and quickly returning back to having First Things First ready to go.
Status Mods are Optional, but if we luck into a “Status Booster” mod of any kind, we can freely add in a mod to support it if need be. The mods for Bleed, Burn, and Toxic are the easiest to make use of since thee statuses won’t fall off of bosses nearly as quick as others.
Post-Legendary Gear
We’ll be looking to use the Edge of Time Set for this build, and we’ll want to use the Helmet, Upper Armor, and Lower Armors. These have ideal Stats. The Set bonus is also powerful enough on its own that you can use the Gloves or the bots for the set effect until you get the three recommended pieces.
We’ll be incorporating Epics for the Boot and Glove slots, but as mentioned the Edge of Time set pieces can also be used here if they are more convenient, the Gloves especially. The damage gains from raw Anomaly Power and minimal compared to the set bonus. Additionally, the Shieldbeast’s Gloves can also be an option if you do have the 3-piece set already, which offers the Cut Them Deep mod, and another slot we can change freely.
Goggles of the Edge of Time
The Goggles of the Edge of Time is the Helmet of the Edge of Time Set. This comes with our ideal stats of Anomaly Power, Cooldown Reduction, and Skill Leech.
It comes with Double Sice naturally, and we can add another mod that helps the build over the Cyclone Slice mod that occupies the second slot. In the case of my current setup, I’ve put Unstoppable Force here.
A Perfect Helmet would be the Goggle of the Edge of Time, with either Extermination Protocol or Double Slice as an Apocalyptic Mod. This allows you to more easily get these mods, without having to mod them in elsewhere.
Armor of the Edge of Time
The Armor of the Edge of Time is the Upper Armor of the Edge of Time Set. Much like the Helmet, this comes with our Ideal stats of Anomaly Power, Cooldown Reduction, and Skill Leech.
We don’t need either of the mods from this Armor, as they are both for Cyclone Slash. This leaves us with a dead mod slot, but doesn’t limit the build all too much. There’s not a ton of mods that we absolutely need to make the build work well enough. The perfect and guaranteed secondary stat rolls gives it enough value to use.
If you get the Gloves of the Edge of Time, you can consider replacing this slot with an Epic instead, to remove the dead mod slot. This would be a more min-max setup for mods but usually requires both pieces to have an exceptionally good Apocalyptic Mod to get the most out of it.
A Perfect Upper Armor here would be an Epic Chestpiece, with the same stats as the Armor of the Edge of Time. However, It’d have to roll with No Resistance Against the Fortified as a base mod and Captain Hunter as an Apocalyptic Mod to be flexible enough to make good use of. This also frees up the previously “dead” mod slot.
Pants of the Edge of Time
The Pants of the Edge of Time are the Lower Armor from the Edge of Time Set. As with the other two pieces they come with the ideal stats of Anomaly Power, Cooldown Reduction, and Skill Leech.
These also come with the Strong Slice Mod, which contributes to our damage. The other slot is a Cyclone Slice mode that can be replaced with another mod. In my case, I replaced it with Cut Them Deep.
Perfect Lower Armor here would be the pants of the Edge of Time with No Time to Cooldown or Slasher as the Apocalyptic Mod. Both of these mods are part of the core build and heavily boost your DPS.
Epic Boots and Gloves
For the Gloves and Boots, you’ll be looking for the following things as you hunt for them:
- Anomaly Power
- Cooldown Reduction
- Skill Leech
- At least one mod from the above lists, not on Edge of Time gear
- (optional) A mod from the above lists, not on Edge of Time gear
First up is our primary stats. Since we have no scaling from other stats like Status Power or the like, we’ll always want those three. The one exception is if we’re using Hunt the Prey with Radiation Jump. In which case we would want Status Power over Skill Leech here to extend the duration of Vulnerability on bosses.
Ideally, the other thing we’re looking for is a mod other than Double Slice, Strong Slice, or mods that happen to roll in Apocalyptic slots for any of the Edge of Time set pieces we use. This also includes Cut Them Deep if you plan to use Shieldbeast’s Gloves prior to getting good Epic Gloves, given that it’s a T3 mod, it’d only show up as a Apocalyptic mod or have to be crafted on anything else.
We will always want to avoid Double Slice and Strong Slice since they are guaranteed to exist on our Helmet and Lower Armor. However, if either of those pieces roll another mod helpful to our build, as my Pants did above by rolling Slasher, that mod should also be avoided. This is because these pieces would be considered perfect.
Perfect Gloves here would be the Gloves of the Edge of Time with Arms and Anomaly or Cut Them Deep as the Apocalyptic Mod. This allows to keep Cut Loose from the Gloves, and we can optionally replace Life of the Party with another mod we need. This also assumes we have the perfect Upper Armor as listed above.
Perfect Boots here would be Epic Boots, with the listed stats and Unstoppable Force as the Apocalyptic Mods. It’s a bit tricky here though for regular mods, as there’s likely to be a “dead” mod still, as no relevant class mods for the build roll on any boots, Epic or Legendary. Misery is the closest we get, and it’s more of a Quality of Life option rather than a necessity. The next best we can get is Emergency Stance, for the extra Defensive layer
Skill Rotations
We have two basic rotations to cover here, our Spam Rotation, and our Boss rotation. They are fundamentally the same, but with one key difference that stems from the Extermination Protocol Mod.
Spam Rotation
This rotation works due to the No Time to Cool Down Mod for Borrowed Time. This helps us speed up our skill cooldowns and thus boost our overall damage output.
Borrowed Time
- Melee (optional)
Venator’s Knife
Temporal Blade
Borrowed Time
Borrowed Time
- Repeat
What we’re doing here is casting Borrowed Time, and keeping it active for the opening rotation. This initial cast is the only part of the skill that will trigger the passives on our skill tree.
We then melee, regardless if it hits anything, though definitely a preferable option. This activates ANomaly Scything for more Anomaly Power. We only really need to do this when targeting an elite but never hurts to fit it into your rotations when you can, as our melee will still deal considerable damage.
We then use Venator’s Knife to mark targets for both Hive Cut and Meticulous Schemer for a bit of AoE Damage, as well as to boost the damage of Temporal Blade.
Then we use any charges of Temporal Blade to deal our damage. Once the Final tick of damage is applied and the skill goes on cooldown, we cancel the first use of Borrowed Time. This will start its cooldown.
Of our Skills, Borrowed Time will have the shortest cooldown. As so as it come back up we’ll just immediately use it and recast it ASAP. This allows us to maintain our Anomaly Power Buffs, and each use of the skill will reapply the bonus from No Time To Cooldown, effectively reducing the cooldown of our Temporal Blade by 60% over both activations of this effect. We’ll continue to do this until the room is cleared, to maximize our cooldowns, but don’t need to spam is we already have a longer distance to move.
Boss Rotation
While similar to the spam rotation in order, we’ll be making slightly less use of the spam cooldown reduction, instead aiming to take advantage of Extermination Protocol for Borrowed Time instead.
Borrowed Time
- Melee
Venator’s Knife
Temporal Blade
Borrowed Time
- Repeat
When we activate Borrowed Time, we’ll still need to recast to be able to get Anomaly Power boosts again, but we’ll be more consistently keeping it up for longer periods.
So we activate Borrowed Time, Melee to Apply Anomaly Scything, and use Venator’s Knife, Followed by Temporal Blade. This time, deactivating Borrowed Time early can cause us to lose damage.
The key thing here is the Melee. Whether Anomaly Scything is already active or not, it does a very important thing for our rotation, besides contributing damage and buffs. It delays Temporal Blade long enough for Extermination Protocol to build up to its near maximum bonus without further delay.
It’s harder to utilize the maximum effect, as by the time it’s fully stacked, Combat Shield’s Timeline, Leap Of Clincher, and Leap of Quietus will have all expired. By the time the rotation finishes and Temporal Blades deals its damage though, it should be providing an extra 18% damage.
Once Temporal Blade has dealt its damage, we’re safe to recast Borrowed Time. We can additionally fit in a spam cast of it while waiting for Temporal Blade’s cooldown and make it come back faster. Though, unlike the Spam Rotation, we will have to wait for it to be up again before we can deal out maximum damage again.
Video Gameplay
Check out the gameplay video of the Trickster Class using the Blade Reaver Build in the EndGame of Outriders. This video showcases the build completing a (mostly) spoiler-free run of the Trial of Tarya Gratar.
You can find more Outriders Worldslayer Builds and Class Guides here on VULKK.com. Enjoy your time on Enoch, Outrider!