Power Conduit

A Spear and Greatsword power Conduit for the zerg — Berserker's and Marauder under Scholar runes.

The legends are Legendary Assassin Stance and Legendary Entity Stance, so your whole utility bar is Shiro and Razah: Impossible Odds and Phase Traversal to get on a target, Jade Winds to stun it, Gladiator's Defense to break out when it goes wrong. The Conduit line itself deals no damage — it pays you back energy, endurance and health for the energy you spend.

Why these traits

Conductive Armaments grants affinity whenever you use a weapon skill that costs energy, and Expanded Consciousness turns that affinity into healing and endurance, then into energy once you cap it. Neither one is a damage modifier: the damage is Devastation and Invocation. Unsuspecting Strikes hits foes who are still healthy, Brutality hits foes carrying Stability or Protection — which in a zerg is most of them — and also hands you Quickness on weapon swap, while Notoriety makes each stack of Might worth more power and gives you might for using a legend skill. Rising Tide and Roiling Mists finish it, and Enhanced Embodiment shortens legend invokes, which matters because Notoriety, Spirit Boon and the minor Invoker's Rage all pay out on the invoke.

Gear reasoning

Berserker's and Marauder: power, precision and ferocity, with the Marauder pieces adding the only defensive stat on the character. Scholar is six lines of power and ferocity and nothing else — no health threshold, no defensive bonus. Bloodlust and Force are flat damage, Fire rides your crit chance, Hydromancy chills on the weapon swap you are already making for Brutality's quickness, and Thief pays strike damage for hitting with weapon skills that cost a resource — which, on Revenant, is what you are doing anyway. The real defence is the consumables: Mists-Infused Spherified Peppercorn-Spiced Oyster Soup for the incoming-damage reduction, Writ of Masterful Strength for power while you are still above the threshold.

When not to run it

The affinity loop starts with weapon skills that cost energy, so this build has to be in range and spending. Playing it at max range on the Spear starves Conductive Armaments, and with it Expanded Consciousness — you end up a Devastation Revenant with an idle elite line.

It also gives the squad almost nothing. Spirit Boon passes boons to nearby allies when you invoke, and that is the whole of it: no ally healing, no ally cleanse, no ally Stability. If the squad needs a body that supports rather than another one on the damage pile, take the Heal Vindicator.

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