Bleed Abilities
Introduction
Bleeds are damage-over-time and (for the sake of simplicity) heal-over-time abilities, that once placed, passively damage or heal a target. Due to their mechanics, bleeds often require strict communication in group PvM situations to maximise their efficiency. Thus, bleeds shouldn’t be a priority for everyone in a public group boss, but should still be used often, especially if you are one of the only DPS’s using a specific combat style. These are due to a few factors, which associate with many abilities.
Bleeds that Do Not Stack
These abilities do not stack when multiple players cast them on a target at the same time. If a person casts the same bleed before the previous expires, it cancels the previous, and the bleed’s duration may or may not be renewed. As a result, it is important to have good team communication when using these abilities.
Style
Ability
Melee
Dismember
Slaughter
Blood Tendrils
Ranged
Corruption Shot
Fragmentation Shot
Magic
Corruption Blast
Combust
Bleeds don’t get increased damage from damage-boosting Ultimate abilities, and for that reason shouldn’t be in your Ultimate rotation. Corruption Shot/Blast are exceptions due to their high basic damage and should still be used in group and ultimate rotations.
Bleeds that Stack
Style
Ability
Ranged
Greater Dazing Shot
Defence
Debilitate
Constitution
Storm Shards
Shatter
Greater Dazing Shot is stackable and great to use in group bossing.
Debilitate will not cancel when multiple players use it on a target, however the damage reduction is personal so you must cast it to receive it.
Shards should only be used to stall and build Adrenalin when a boss is un-targetable.