Elemental and Shotgun – End Game DPS
Johrel, one of our guild mates in Ohana, provided us with a strike build. The build takes advantage of synergies between strikes and uses critical hits to maximize damage output. The build has been road tested through elite dungeons during the closed beta.
- Raging Bullet – Close Encounters – 16 AP
- Ignition – Resonance – 9 AP
- Flame Strike – Zero Crossing – 16 AP
- Thor’s Hammer – React – 4 AP
- Kickback – Restricted Access – 12 AP
- Anima Charge – React – 2 AP
- Do or Die – Subversion – 50 AP
- Arc Flash – Mortality Curve – 9 AP
- Electrical Storm –Spark – 3 AP
- Magnetic Wipe – Resonance – 27 AP
- Violent Strikes – Zero Crossing – 21 AP
- Strike Force – Close Encounters – 12 AP
- Social Dynamo – Resonance – 21 AP
- Elemental Force – React – 1 AP
- High Voltage – React – 3 AP
- Under the Radar – Subversion – 21 AP
- Live Wire – Altered States – 50 AP
- Chain Reaction – Mortality Curve – 34 AP
- Criticality – Altered States – 16 AP
This is a PvE single target build, focusing on dealing heavy damage through critical strikes. This is a mid-range to far-range build that utilizes 4 Strike abilities that are buffed by other active and your passive abilities. Raging Bullet is the only ability with a benefit for standing closer to the target. Anima Charge andDo or Die have very similar cool downs, so you will see big hits often.
Violent Strikes and Strike Force gives your Strike abilities flat increases to Critical Chance and Penetration, respectively. As you land critical hits you gain an increasing Critical Rating buff to a maximum of 5 stacks, equivalent to 150 Critical Rating. Additionally, your critical hits give you counters for Live Wire. You don’t even have to rely on luck to land critical hits. Elemental Force guarantees you one on every 8th attack, while Anima Charge (coupled with High Voltage) provides one every 45 seconds.
Threat is never a problem with. Every critical hit lowers your threat on the target by a substantial amount. , your only non-Strike damage ability, provides great mobility during a fight and keeps your damage per second up. dashes you backwards, so keep in mind of the terrain behind you. With short cast times and backward mobility ability, avoiding damage should be very easy.
The original build is for single target PvE fights, however not all boss fights are like that. With a few ability swapping you are able to do massive AoE damage without losing too much single target damage.
For fights that have a lot of adds, switch out the following skills:
- Thor’s Hammer -> Arc Flash
- Anima Charge ->Electrical Storm
- High Voltage -> Chain Reaction
- Strike Force -> Criticality
This “new” build cause your AoE builder,, and AoE consumer, , to Afflict enemies hit with a small damage over time effect. Any critical hits on Afflicted targets, either with single target or AoE damage, will cause them to “explode” for more damage to those around them. To further increase your damage, you can switch between targets and hit them with .
To add some utility to original build, switch out:
- Thor’s Hammer -> Magnetic Wipe
This gives you a purge to help your team with certain fights. Keep in mind to have 3 Elemental Resources oravailable for when the purge is needed. Purges need to happen very quickly for them to be effective.
Starting from 0 resources, I build until I have 5 of each resource. I then activate THEN . The reasoning for this specific order for the 2 buffs is to bring their cool downs more in sync with each other, and to prevent wasted uptime due to human reaction/movement. After activating my 2 buffs, I cast followed by . After that, I cast 2 .
I build back up to 5 resources for both weapons. (You end up “wasting” 1 Elemental Resource.) As I am casting my last Ignition, queue up Raging Bullet followed by 2 more Flame Strikes.
After building up to 5 resources again, Thor’s Hammer should be available (if not 1 -2 seconds from coming off cool down) and should be used first, then followed by Raging Bullet.
Build back to 5 resources for both weapons again, and consume them with Raging Bullet and 2 Flame Strikes.
As you build your 5 resources, Anima Charge and Do or Die should be off cool down. If not delay your consumer abilities a bit and fill in with a couple more of Ignition casts. Activate Anima Charge THEN Do or Die, and the whole rotation just repeats itself.
When gearing for this build keep in mind the following:
Hit Rating > Critical Rating (10%) > Critical Power > Penetration
Monsters have a base 5% chance to evade/glance your attacks. This makes Hit Rating THE MOST valuable stat for damage dealers. The worst thing to happen to a damage dealer is to use all of their buffs and have their big attack be evaded or glanced.
You should aim to get enough Critical Rating to have a Critical Chance of 10%. With Violent Strikes, this would bring your Strike abilities to a 17.5% Critical Chance. As you land critical hits and gain the Social Dynamo buff, your Critical Chance should be around 20%. Any more after that and the value of your Critical Chance, Elemental Force, and Anima Charge tapers off.
When you reach the 10% Critical Chance mark, Critical Power becomes more effective. This will cause your critical hits to actually hit for more. You want to get as much of this as possible.
Penetration is negligible for this build. You already get 7.5% from Strike Force. Other than threat reduction there really is no synergy with it in this build.