Conduit - Shiro Razah Conduit
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage and Dps
Designed for: WvW Zerg
Difficulty:
Hard
This build was last updated on November 19, 2025 and is up to date for the November 18, 2025 patch.
Overview
A Power based Conduit build for WvW.
Skill Bar
Spear
Greatsword
Utility
Utility
Variants
- Weapons
- Spear ⇒ Hammer
Template Code
[]
Specializations
- Variants
- worth it if two other DPS in your party lack fury uptime
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Berserker
Berserker
Ring
Marauder
Marauder
Spear
Marauder
Marauder
Sigil
Sigil
Greatsword
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x17
x17
Infusion
x1
x1
Relic
Equipment Variants
- Stats
- Feel free to use as much
Berserker stats as you feel comfortable with
- Sigils
- can be replaced:
- - More damage
- - More CC on
Consumables
Usage
Quick Guide
- Conduit is a melee DPS with minor range and strong CC attached to its damage abilities. It has many complex ways to combine its skills to efficiently use up Energy
- Swap between Assassin and Entity as frequently as possible
- In spear prioritize then use your other Spear skills to recharge it
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- When you have melee uptime swap to Greatsword to burst along with your legend skills
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Surviving
- This build has moderate passive defense
- This build has high mobility skill access
- This build has high active defenses
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- will lunge towards a target if they are within range, otherwise it moves you considerably less than 900 range
- Neutral creatures can be used as targets
Priorities
- High
- Burst Damage
- Moderate
- Damage
- Low
- CC
Detailed Explanations
Burst Damage
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- The goal of these combos is to maximize your damage output by spending the 90 energy you get across a 8s legend swap as efficiently as possible while using cooldowns at appropriate times to get multiple casts of energy efficient skills like and when possible
- Consider these combos very loose guides, you'll often swap between range and melee and need to adjust what you're doing
- For example if you're in Spear but your group closes into melee then will outperform for a similar energy cost
- Your burst will need to be adjusted a lot based on cooldowns, especially if you don't get a chance to melee and need to stay in Spear for multiple legend swaps
- Two good rules of thumb:
- Melee skills hit harder than ranged skills, so prioritize melee skills with equivilant energy costs
- Fully charged is the exception to the above rule, don't swap off Spear when its fully charged until you'll have good enough melee uptime to hit multiple skills
- Whenever possible you should
Weapon Swap from Spear to Greatsword and vice versa as you legend swap
- Make sure to hit the free you get for using
Weapon Swap with 3 stacks of Crushing Abyss
- Make sure to hit the free you get for using
- Move up in priority, especially on Entity, if you can make use of the
Pull on your groups spike
Damage
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- Start fights in Spear + Entity stance
- Swap legends off cooldown to gain energy
- Ideally you always use Spear in Entity and Greatsword in Assassin, swapping weapons at the same time you swap legends but in practice this will not often happen
- In particular don't be afraid to camp Spear for multiple legend swaps if you don't have an opportunity for melee uptime
- The energy gain from represents significant potential damage. Make sure you play around it as your rotations won't work without it
- Make sure to only use your Release Potential skills at 5 Affinity since their effects scale off of it
- 1 Affinity is gained per cast using weapon skills via or Utility skills while 2 are gained per cast using Elite skills
- is mainly used for the stat buffs from . Use it right before bursting on either Stance though Assassin is preferred due to its higher damage
- You can delay by 1 second after swapping into a new Stance to increase the duration later via but this generally isn't worth playing around
- Spear
- Make sure to prioritize using at least 1 charge of in Spear to avoid wasting the cooldown reduction that other spear abilities give
- is inconsistent, but if you can land all three mines the skill is much higher priority than listed
- Use it when your group is kiting while the enemy pushes into you or as your group pushes through the enemy group
- Move higher in priority than any time the
Pull would be valuable
- Greatsword
- Cast quickly when swapping to Greatsword so you can cast it a second time before swapping back to Spear
- Autoattack whenever you can on Spear for the cooldown reduction on
- Only cast if the forced movement won't put you in danger
- Prioritize targeting enemies on the edge of the enemy group rather than the center so the skills move you to a safer position
- Use the skills while your group is pushing in and the enemy group is moving away when possible
- Entity
- strikes at both your targeted area and around your character, it gains a 2s
Immobilize and 25% damage when both you and your fragment that appears at the targetted location hit the same enemy. This makes it much more powerful in melee than at range, but is still worth casting at range as you lack other ways to spend your Energy - is your next best way to turn excess Energy into damage. hits harder, but on less targets and with a higher energy cost and forced movement which will generally not make it worth using
- Assassin
- Try to cast twice every time you enter Assassin stance
- Keep in mind that only pays its energy cost at the end of the cast, this means that if you swap legends during the cast and finish it in Entity you'll waste 40 Assassin energy then lose 40 Entity energy. Avoid this at all costs
- Sometimes you'll need to delay your legend swap slightly to finish casting , don't worry too much about doing this but try to cast sooner
- Keep in mind that only pays its energy cost at the end of the cast, this means that if you swap legends during the cast and finish it in Entity you'll waste 40 Assassin energy then lose 40 Entity energy. Avoid this at all costs
- is useful for using up excess energy that would be wasted on legend swap, but its ICD (Internal Cooldown) is global rather than per target, so never prioritize it over other skills
- hits very hard, but in a very small radius. Position carefully to the side of enemy groups while staying as close to your own as possible to land it without dying
CC
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- All of your CC skills are part of your damage rotation, you can adjust their priority slightly to land more effective CC but it isn't worth delaying them significantly
Ratings
Comments
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