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Ultra Elemental Warrior Breakdown and Analysis

Breakdown and Analysis of testing phase.

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Ultra Elemental Warrior Breakdown and Analysis

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  1. Ultra Elemental Warrior Complete Class Breakdown and Analysis

  2. Assets highest consistent DPS (damage-per-second) output amongst current class armours based on a single target capable at soloing mid to high level boss monsters effective in parties due to Shocked debuff applied to the opponent relatively easy to earn through Mueran and Warlic’s quests at /join dragonrune

  3. Drawbacks • not available for free (AC / Legend only) • high degree of mastery required due to the complexities of the class • doesn’t reach full potential in 1v1 • synergizing elements for necessary buffs from fusions may prove difficult • demands speedy, planned execution with large mana reserves • elements may not stick due to missing the target • susceptible to lag due to number of actions required

  4. Class Comparisons Horc Evader : • use of powerful damage and speed buffs to achieve high DPS Royal BattleMage : • can apply similar debuff to opponent, causing it to take +30% more damage from all sources (Arcane Weakness / Shocked) Elemental Dracomancer : • significant and viably cyclical damage reduction to all sources • (Scales [+75%] vs. Molten Armor + Stoneskin [30% + 20% = +50%]) SkyGuard Grenadier : • synergy of multiple skills yields further effects

  5. At a Glance • spells charge the player with their associated element (2nd, 3rd, and 4th skill) • can be fused for a total of 7 combinations, each with a unique effect hybrid-type class with skills taking stats from Attack Power and Spell Power warrior mana regeneration model Elemental Fusion generates different effects under the influence of charges (1st skill)

  6. Individual Skill Breakdown • all numbers samples gathered from Level 60 Lucky Enhancementsusing a fixed/static weapon range • Lucky Armor Enhancement Lvl 60 (Legend-Only) • Lucky Cape Enhancement Lvl 60 (Legend-Only) • Lucky Helm Enhancement Lvl 60 (Legend-Only) • Lucky Spiral Carve Awe Enhancement Lvl 60 (Legend-Only) • no additional damage modifiersapplied • i.e. Chaorrupter Locked, Evolved Dragon Blade, Ultra Energy Orb, etc.

  7. Auto Attack • base 2 second cooldown • (100% weapon damage, 2.0 speed) • Physical/Magical • derives stats from bothAttack Power and Spell Power • description indicates it is purely physical but damage samples suggest otherwise • damage affected by weapon range • good damage output damage table :

  8. Elemental Fusion (1st Skill) • 14 mana, base 4 second cooldown • Physical/Magical • damage unaffected by weapon range • poor damage output, cannot crit • Elemental Fusion generates different effects under the influence of charges resultant of other skills damage table :

  9. Blaze (2nd Skill) • 22 mana, base 6 second cooldown • Physical/Magical • damage affected by weapon range • imbues player with firecharge (Fire Magic) if successful • good damage output and cooldown damage table :

  10. Stoneskin (3rd skill) • 25 mana, base 23 second cooldown • Physical/Magical • self-applied buff reduces damage taken by +20% • lasts 17 seconds • cyclical withGrounded haste buff • imbues player with earthcharge (Earth Magic)

  11. Chain Lighting (4th Skill) • 39 mana, base 12 second cooldown • Physical/Magical • damage affected by weapon range • imbues player with energycharge (Energy Magic) if successful • successive jumps increases base spell damage by +50% • i.e. 538, 807, 1076, 1344, etc. • good damage output especially vs. multiple enemies damage table :

  12. Passives Command of Darkness • strength increased by 10% Command of Light • intellect increased by 10% Blizzard • Elemental Fusions may lower opponent’s haste significantly for 5 seconds • currently glitches • may last significantly longer than 5 seconds • does not affect all enemies

  13. Primary Elemental Fusions • Each elemental charge last 5 seconds before fading Blazing : 36 mana, {Fire Magic+Elemental Fusion} • 102 DoT, 6 ticks ≈ 2.3 seconds apart • Shocked increases DoT to 132 • Molten Armor increases DoT to 170 • Molten Armor + Shocked increases DoT to 221 • damage unaffected by weapon range Earthen Blessing : 39 mana, {Earth Magic+Elemental Fusion} • 51 HoT, 6 ticks≈ 2.3 seconds apart Shocked : 53 mana, {Energy Magic+Elemental Fusion} • debuff applied to opponent, causing it to take +30% more damage from all sources • lasts ≈ 13 seconds

  14. Compound Elemental Fusions • secondary Elemental Fusions stack on top of basic elemental fusion effects (i.e. Molten Armor is applied along with fusion effects Blazing and Earthen Blessing ) • tertiary Elemental Fusion (Ultimate Fusion) do not stack with other fusions • Ultimate Fusion = {Fire+ Earth + Energy}+ Elemental Fusion • can be applied without haste buff but much easier with Grounded

  15. Molten Armor {Fire Magic+ Earth Magic}+ Elemental Fusion • costs 61 mana • increases all damage dealt by +30% • reduces damage taken by +30% • stacks with Stoneskin for a +50% damage reduction • increases Earthen Blessing HoT to 86 • may increase chance to dodge, probably by at least 10% • no confirmation as of yet • lasts ≈ 17 seconds

  16. Critical Mass {Fire Magic+ Energy Magic}+ Elemental Fusion • costs 75 mana • increases critical damage by +15% • may increase critical chance, probably by at least +10% • no confirmation as of yet • lasts ≈ 17 seconds

  17. Grounded (Earth Magic+ Energy Magic)+ Elemental Fusion • costs 78 mana • doubles haste (+100%) • strategically decreases skill cooldown and refresh times • lasts ≈ 17 seconds

  18. Ultimate Fusion {Fire Magic+ Earth Magic+ Energy Magic}+ Elemental Fusion • costs 100 mana • very high damage output, cannot crit • damage unaffected by weapon range • difficult to execute without haste buff as elemental charges last only 5 seconds • additional haste decreases skill refresh time • Blaze, Chain Lightning, and Stoneskin in that order seems to work more often when without haste buff • does not stack with other fusion effects upon Elemental Fusion damage table : *External Haste Buff Required

  19. Optimization • Lucky Enhancements optimize damage output • a hybrid-type enhancement that facilitating powerful critical strikes • works well in conjunction with an unstable weapon range • avoid using Elemental Fusion for additional damage • should be exclusively used for fusing elemental charges • save mana for Blaze and/or Chain Lightning instead • Spiral Carve (Awe Enhancement) aids mana regeneration and damage • Health Vamp (Awe Enhancements) aids survivability • top priority is usually to maintain Grounded (Earth + Energy fusion) status to aid damage, mana regeneration, and faster cooldowns thereby enabling more fusions

  20. Offensive Framework and Strategy • peak offensive output lies in a thought-out framework of most of these abilities… • Cycling Grounded • Sticking Shocked • Critical Mass and/or Molten Armor • PreservingBlazing • Spiral Carve Awe Enhancement • additional equipment damage modifiers • i.e. Chaorrupter Locked, Evolved Dragon Blade, Ultra Energy Orb, etc.

  21. Offensive Framework and Strategy Cont. Offensive Paradigm 1 : Cycling Grounded+ Critical Mass w/ extra mana reserves • ideal for soloing bosses when survival is not an issue, or satisfying party role of heavy damage dealerand offensive support 1. Chain Lightning + Stoneskin + Elemental Fusion • applies Grounded (*2 haste), Shocked (+30% damage), Earthen Blessing (HoT), and Stoneskin (+20% damage reduction) 2. Blaze + Chain Lightning + Elemental Fusion • applies Critical Mass (+15% Crit Damage), Blazing (DoT), and reapplies Shocked 3. Repeat steps 1 and 2 • maintaining Grounded is priority 4. Blaze and Chain Lightning • cast spells to end the battle quickly instead of fusing elements for another buff

  22. Offensive Framework and Strategy Cont. Offensive Paradigm 2 : Grounded + Ultimate Fusion • Ideal for low to mid-level bosses 1. Stoneskin + Chain Lightning+ Elemental Fusion • applies Grounded (*2 haste), Shocked (+30% damage), Earthen Blessing (HoT), and Stoneskin (+20% damage reduction) 2. Blaze + Chain Lightning + Stoneskin + Elemental Fusion • applies Ultimate Fusion 3. Use Blaze and Chain Lightning as necessary

  23. Offensive Framework and Strategy Cont. Fallbacks • paradigms can fail due to setbacks such as… • lacking required element(s) due to missing the opponent or lag • failed fusion due to Elemental Fusion missing the opponent or lag • Grounded • Missing Energy Magic • Blaze + Elemental Fusion for Molten Armor instead • Missing Earth Magic • Blaze + Elemental Fusion for Critical Mass instead

  24. Offensive Framework and Strategy Cont. • Critical Mass • missing Energy Magic • Stoneskin+ Elemental Fusion for Molten Armor if possible, otherwise reserve mana to reattempt a cycle • missing Fire Magic • Stoneskin+ Elemental Fusion for Grounded if possible, otherwise reserve mana to reattempt a cycle • Ultimate Fusion • missing Magic • hope for the best secondary fusion possible, then Blaze + Chain Lightning for Critical Mass or reserve mana to reattempt a cycle

  25. Defensive Framework • defensive play and maximizing survivability can utilize these abilities… • Grounded • Molten Armor • Health Vamp Awe Enhancement • Hybrid Enhancement • ideal for situations when survival is important, such as 1v1 or high-level bosses

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