
Originally Posted by
Archwizard
Resource gauge tracks the current Enchantment timer and stocked Runic Charges.
For the time being, consider all attacks in each "Chain" section to be interchangeable within each step of a combo.
Chain 1 attacks:
- Smite: Deal unaspected damage to the target
- Sparkstrike/Thunder Stroke: Deal minor lightning damage to the target and gain Enthunder, causing auto-attacks and weaponskills to chain additional lightning damage to nearby enemies; mutually exclusive with Enfire and Enblizzard
- Nightblade: Deal minor damage to the target and siphon off a percentage of the damage dealt as HP
Chain 2 attacks:
- Flamestrike/Flametongue: Deal fire damage; if used as a combo action, gain Enfire, causing auto-attacks and weaponskills to deal a modicum of additional fire damage and inflict a stacking DoT effect; mutually exclusive with Enblizzard and Enthunder
- Froststrike/Icebrand: Deal ice damage; if used as a combo action, gain Enblizzard, causing auto-attacks and weaponskills to deal a larger amount of additional ice damage and return MP; mutually exclusive with Enfire and Enthunder
- Aquastrike/Liquid Steel: Deal increased water damage to the target; does not interfere with current enchantments
- Blitz: Deal damage to surrounding enemies, inheriting the element of your active enchantment
Chain 3 attacks:
- Galestrike: Deal wind damage to the target; if used as a combo action, gain Quickening, causing your next spell to become instant and reducing its GCD
- Whirlwind: Deal damage to surrounding enemies, inheriting the element of your active enchantment; if used as a combo action, gain Quickening, causing your next spell to become instant and reducing its GCD
Spells (5 sec cast time apiece):
- Imperil: Deal minor unaspected damage and increase target vulnerability to your magic damage for a modest MP cost
- Banish: Deal heavy unaspected damage to a single target for a high MP cost
- Alterna: Deal moderate damage to the target and diminishing damage to nearby enemies for a heavy MP cost
For each use of a finishing spell, the user gains a Runic Charge. Upon accumulating 3 Runic Charges, the user has access to one of two Finishing moves:
- Ars Arcanum: After a cast time, unleash a devastating multi-hit melee attack on the target
- Aetherial Slice: After a cast time, unleash a wave-motion attack against enemies in a cone before you
Gap closer:
- Warp Strike: Throw an aetherial blade toward the enemy and teleport to it, dealing damage to the target; 30 sec CD
--> Improved Warp Strike: Allows the accumulation of charges on Warp Strike, allowing it to be used twice in succession
--> Link Strikes: Allows Warp Strike to be used on allied targets as well, restoring the target's HP and causing your next Warp Strike within 15 sec to critically hit
Ranged attack:
- Strike Raid: Instantly toss your weapon at the target in a spinning slash before summoning it back to your hand. 20% chance to gain Quickening in the process.
Other oGCDs:
- Breaker Blade: Deal Earth elemental damage damage and extend your current enchantment's duration
- Tempered Saber: Increase personal attack power and accuracy for a short duration
- Endrain: Enchant your allies' weapons, causing all weaponskills and spells to siphon off a percentage of damage dealt as HP
- Runic Shell: Create a barrier, absorbing magic damage received by all allies for a brief duration to charge your own MP
Rough idea is:
- Chain Smite -> Flametongue -> Galestrike -> Imperil to open or keep debuffs up
- Chain Smite -> Liquid Steel -> Galestrike -> Banish as your core combo to build up to Ars Arcanum
- Weave Icebrand in place of Flametongue/Liquid Steel when Flametongue's DoT stacks to its maximum
- Chain Thunder Stroke -> Blitz -> Whirlwind -> Alterna for AoE damage to build Aetherial Slice
--> Alternately, Thunder Stroke -> Liquid Steel -> Galestrike -> Alterna in two-targets
- Spam Strike Raid at range unless a proc comes up to cast a spell
- Nightblade to recover, since Bloodbath won't really be an option with all this magic damage now will it