Damage Actives: Precise Shot [5] - Bone Shot [5] - Swift Shot [4]
Buffs/Passives: Invigorate [5] - Poison Arrows [5] - Dash [1]
Other: Tattooed Skull [1] (from gear)
Invig + Skull (0 sec) -> Bone -> Precise -> Dash -> Precise -> Swift x 4 -> Bone -> ... (repeat)
As Invigorate and Skull come off CD, don't use them immediately, but save them for the moment right before your next cast of Bone Shot.
If you don't own a Skull yet, simply drop it from your rotation.
Swift 5 can squeeze-out slightly more DPS compared to Poison 5 at low levels of haste. This difference becomes negligible at higher haste, so it's personal preference. Poison 5 is used here with new players in mind.
Swift 5 is also slightly more DPS than Poison 5 when min-maxing the rotation (doesn't apply here).
Damage Actives: Precise Shot [5] - Bone Shot [5]
Buffs/Passives: Invigorate [5] - Poison Arrows [5] - Dash [1] - Cranial Punctures [4]
Other: Tattooed Skull [1] (from gear)
Invig + Skull (0 sec) -> Bone -> Precise -> Dash -> Precise -> Bone -> ... (repeat)
Damage Actives: Precise Shot [5] - Bone Shot [5]
Buffs/Passives: Invigorate [5] - Poison Arrows [5] - Dash [1] - Temporal Dilation [4]
Other: Tattooed Skull [1] (from gear)
Temp (-30 sec) -> Invig + Skull (0 sec) -> Bone -> Precise -> Dash -> Precise -> Bone -> ... (repeat)
Make sure all party members are within range of you before attempting to buff them (solid green bars for all players on the party frame, no faded/transparent bars).
For best party output, try to re-up the Temp buff ~30 seconds before the Gloom kill starts. Players will often go temporarily offline and reconnect during the intermission between kills, wiping their buffs and requiring them to be reapplied once those players are back online. If they do this with less than ~30s before the Gloom round begins, it is their own fault for not receiving buffs. Shams also start Rev-spamming around the -30s mark.
If you have already buffed your party and your Temp skill comes off CD again, don't be too rushed to activate it again. Players in your party may die during the Gloom kill, which wipes their buffs. As long as all players in your party already have the buff, save it in case someone dies, at which point you can rebuff them immediately after they resurrect. Your party members will suffer up to a 120-second CD between buff applications if you don't heed this advice.
Damage Actives: Precise Shot [5] - Swift Shot [5]
Buffs/Passives: Invigorate [5] - Poison Arrows [5] - Dash [1] - Temporal Dilation [4]
Other: Tattooed Skull [1] (from gear)
Temp (intermission) -> Dash (5 sec) -> Invig + Skull (0 sec) -> Precise -> Dash -> Precise -> Swift x 4 -> Precise -> Dash -> Precise -> Swift x 4 ... (repeat)
Precise may come off cooldown before your 4th Swift is cast. You may think to skip this 4th Swift and go into another Precise rotation instead, but you may find the your Dash hasn't come off cooldown yet to allow for a proper and full new rotation. In this case, it is best to cast the 4th Swift before starting the new Precise rotation.
Damage Actives: Precise Shot [5] - Bone Shot [5] - Swift Shot [4]
Buffs/Passives: Invigorate [5] - Poison Arrows [5] - Dash [1]
Other: Tattooed Skull [1] (from gear)
Dash (5 sec) -> Invig + Skull (0 sec) -> Precise -> Bone -> Precise -> Dash -> Precise -> Swift x 3 -> Bone -> Precise -> Dash -> Precise -> Swift x 4 -> Bone -> ... (repeat)
Note the Swift x 3 in the first section of the rotation, rather than the typical Swift x 4. This is to maximize damage during your initial Invig + Skull window, casting the 2nd Bone before the Skull damage buff falls off.
You should also limit Swift uses to 3 per rotation whenever necessary depending on Bone and Precise cooldowns.
A minimum of 35.6% haste on gear (unbuffed) is required for this rotation.
Poison [5] is selected here instead of Swift [5] strictly for pb/record purposes.
Damage Actives: Precise Shot [5] - Bone Shot [5] - Swift Shot [4]
Buffs/Passives: Invigorate [5] - Poison Arrows [5] - Dash [1]
Other: Tattooed Skull [1] (from gear) - Ghost Candles [1] (from gear)
Candles (-5 sec) -> Invig + Skull (0 sec) -> Bone -> Precise -> Dash -> Precise -> Swift x 4 -> Bone -> ... (repeat)
... as Invig comes off of rotation:
Candles (-5 sec) -> Invig (if Candle is ready)
... on shorter Gloom rounds:
Candles (-5 sec) -> Bone -> Bone
Candles has a 10s duration once activated, which gives the player some flexibility on timing.
Exact rotation will change every subsequent round of Gloom as the rounds get longer. It may not be intuitive to begin with, but this will become more natural over time and bake into your muscle memory. Easiest way to learn this is to keep a close eye on Gloom's remaining % of HP whenever Candles' CD is close to expiring, and use this to judge how much time is left until the round ends.
Damage Actives: Precise Shot [5] - Bone Shot [5]
Buffs/Passives: Invigorate [5] - Poison Arrows [5] - Dash [1] - Temporal Dilation [4]
Other: Tattooed Skull [1] (from gear) - Ghost Candles [1] (from gear)
Temp (-30 sec) -> Candle (-5 sec) -> Invig + Skull (0 sec) -> Bone -> Precise -> Dash -> Precise -> Bone -> ... (repeat)
Damage Actives: Precise Shot [5] - Bone Shot [5] - Volley [5]
Buffs/Passives: Invigorate [5] - Poison Arrows [4] - Dash [1]
Other: Tattooed Skull [1] (from gear) - Ghost Candles [1] (from gear)
Invig + Skull (0 sec) -> Bone -> Precise -> Dash -> Precise -> Volley -> Precise -> Bone -> boss is RIP
Adjust the order of your final Precise Shot and Bone Shot casts depending on how fast the boss is being melted. Sometimes you will have enough time to squeeze in both, other times only a Bone Shot, and occasionally only a Precise Shot.
This setup becomes ineffective if the kill lasts longer than ~17 seconds. As long as the kill finishes with your Invigorate buff still active, this setup should have value.
Invig + Skull (0 sec) -> Bone -> Precise -> Dash -> Precise -> Volley -> Precise -> Bone -> boss is RIP
This setup becomes ineffective if the kill lasts longer than ~34 seconds. As long as the kill finishes with your Invigorate buff still active, this setup should have value.
Damage Actives: Precise Shot [5] - Bone Shot [5] - Swift Shot [4]
Buffs/Passives: Invigorate [5] - Poison Arrows [5] - Dash [1]
Other: Tattooed Skull or Ghost Candles [1] (from gear) - Crimson Blade [1] (from gear)
See above depending on whether Tattooed Skull or Ghost Candles is being used.
Good emergency option if you didn't manage to secure a spot in a party.
Dodge rings whenever possible, 3-5 stacks can get spicy.
Crimson Blade is there to keep you alive if you were Sonic and collected all of the rings.
You'll likely still receive some healing from nearby shamans, but don't rely on this to keep you alive.
If you're lucky, you'll also pick up a Temp buff from a nearby Archer as well, plus other buffs from other classes. Just don't expect any miracles, the point of this version is to let the archer clear additional rounds without a party and without dying.
Damage Actives: Precise Shot [1] - Swift Shot [1] - Volley [1] - Vampiric Arrow [5]
Buffs/Passives: Poison Arrows [1] - Dash [1] - Temporal Dilation [4]
Other: Crimson Blade [1] (from gear) - Ghost Candles [1] (from gear) - Large HP Potions
Temp (-30 sec) -> Candles (-5 sec) -> HP Potion (-1 sec) -> Vamp x 2 -> Volley -> Precise -> Dash -> Precise -> Swift x 4 -> ... (repeat)
If your goal is to get the highest archer HPS number possible, attempt this on the first round of Gloom only. Healing from HP Potion and Candles will fall off on longer rounds.
Only sickos will try a legit 1+ minute Gloom round with this, but the leaderboard entry may be worth it.
Pathfinding and Blinding Shot are not necessary, they're just shown for extra meme value. In fact, using Blind at all during the run will lower your HPS output slightly.
Only use Invig if absolutely needed for MP, otherwise avoid so your DPS is as low as possible.