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Armell

Arcane Engineer FAQ - Barebones

Apr 27th, 2015
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  1. Skill Stat lines
  2. Arcane Barrage: 7% skill damage - Optimal PvE Roll
  3. Arc Bomb: 20% increased effect duration
  4. Bombardment: 8% cooldown reduction
  5. Blast: 15% skill damage
  6. Burst Fire: 5 Willpower reduction
  7. Point Blank: 15% cooldown reduction
  8. Rocket Jump: 10% cooldown reduction
  9. Rolling Reload: 15% cooldown reduction
  10. Scattershot: 10% skill damage
  11. Scattershot: 150 MP reduction
  12.  
  13. Willpower Effiency
  14.  
  15. Bombardment
  16. - 6680 Skill Damage
  17. - 11 Hits
  18. - 1500 Willpower
  19.  
  20. Balder's Vengance
  21. - 15173 Skill Damage
  22. - 1 Hit
  23. - 1500 Willpower
  24.  
  25. Burst Fire
  26. - 151 Skill Damage
  27. - 70 Willpower
  28.  
  29.  
  30. COMPARISONS
  31. Bombardment
  32. - IF All 11 hits land
  33. - 6680 Skill Damage (607 per shot)
  34. - 1100 Willpower Restored
  35.  
  36. Usage: Use Before Burst Fire and keep hit lands high
  37.  
  38. Balder's Vengance
  39. - For Shield/DPS check mechanics.
  40.  
  41. Burst Fire
  42. - Maximum Number of Shots: 21 (25 glyphed) [27 w/ Glyph + Body]
  43. - Maximum Skill Damage 3171 (3775 glyphed) [4073 w/ Glyph + Body]
  44.  
  45. Usage: Bombardment on CD, Unable to land at "least" 5 shots of Bombardment.
  46.  
  47. WILLPOWER PRIORITY
  48. Bombardment > Burst Fire > Balder's Vengance
  49.  
  50. Bombardment and Burst Fire have around the same priority, however Burst Fire is easier to use so slightly higher utility depending on situation. However Bombardment THEN Burst Fire is always higher DPS assuming optimal conditions. Use Balder's Vengance smartly. Save it for dungeon mechanics, or a finisher. There are obviously exceptions to that, but that's up to the player. Just play smart.
  51.  
  52.  
  53. Glyphing
  54. -----------
  55. Bottom of stream
  56.  
  57. Willpower Usage (Perfect world scenario)
  58. Bombardment - 1500 use, 1100 return
  59. Balder's Vengance - 1500 use
  60. Burst Fire - 70 per shot (60 glyphed) [55 w/ Glyph + Body]
  61.  
  62. Gaining Willpower
  63. Scattershot 20-100 Willpower
  64. Arc Bomb - 20 Willpower
  65. Time Bomb - 60 (75 glyphed) Willpower
  66. Mana Missiles - 20-100 Willpower
  67. Arcane Barrage - 120 (150 glyphed) Willpower
  68. Replinshment - 100 (150 glyphed) Willpower
  69.  
  70. Skill Damage (High to low) - Willpower gain
  71. Mana Missiles - 5452
  72. Arcane Barrage - 3271 (3499.97 w/ Body)
  73. Time Bomb - 392, 2313 (2705)
  74. Scattershot - 1580 (1975 glyphed)
  75. Arc Bomb - 1543
  76.  
  77.  
  78. Accessories - in !terahelp
  79. -------------
  80. Firetrill Earring
  81. Firesong Necklace
  82. Firetrill Band
  83. Deathwise Cascade
  84. Deathwise Signet
  85.  
  86. Crystals - in !terahelp
  87. -------------
  88. Savage/Bitter/Focused/Pounding
  89. Hardy
  90. Keen
  91.  
  92. Guaranteed Willpower
  93. Arcane Barrage > Scattershot > Replenishment
  94. 400 Willpower
  95.  
  96. Basic
  97. Mana Missiles > Arcane Barrage > Scattershot > Replenishment
  98.  
  99. - Use Sentry Turret as engage, Burst Fire is your filler when other Willpower or Willpower building skills are down.
  100. - Excluding the Willpower building, and Willpower skills themselves, doing "ANY" other "DPS" move is a dps loss.
  101. - Use Rapid Fire if Mana Missiles, Time Bomb, and Arcane Barrage are down IF you have 14 shots or above. (980/840 Willpower) Otherwise Scattershot does more.
  102. - Cancel Rapid Fire immediately if Mana Missiles or Arcane Barrage are up.
  103.  
  104.  
  105. Filler Skills
  106. Summon: ST/HB
  107. Point Blank
  108. Rocket Jump
  109. Command: Self-Distruct
  110.  
  111. Frame Cancels
  112. Rolling Reload
  113. Command: Self-Distruct
  114.  
  115.  
  116. Mobility
  117. Rolling Reload - Iframe
  118. Point Blank
  119. Rocket Jump
  120. Command: Recall - Iframe
  121.  
  122.  
  123. CDR checks
  124. Nostrum - 15%
  125. CDR - 7.2
  126. CDR x2 - 14.4
  127. All - 29.4%
  128.  
  129. Willpower
  130. Balder's Vengance - 6 Min Base
  131. w/ Glyph - 4 min 48 seconds
  132. w/ Glyph + Nostrum - 3 min 54 sec
  133. w/ Glyph + Nostrum + 7.2 CDR - 3 min 28 seconds
  134. w/ Glyph + nostrum + 14.4 CDR - 3 min 2 seconds
  135.  
  136. Bombardment - 2 minutes Base
  137. w/ Nostrum - 1 min 42 seconds
  138. w/ Nostrum + 7.2 CDR - 1 minute 33 seconds
  139. w/ Nostrum + 14.4 CDR - 1 minute 24 seconds
  140.  
  141.  
  142. Normal Skills
  143. Arcane Barrage/Rocket Jump/Mana Missiles/Time Bomb/Arc Bomb - 12 Seconds Base
  144. w/ Nostrum - 10.2 Seconds
  145. w/ Nostrum + 7.2 CDR - 9.3 Seconds
  146. w/ Nostrum + 14.4 CDR - 8.4 Seconds
  147.  
  148. Scattershot - 8 Base
  149. w/ Nostrum - 6.8 seconds
  150. w/ Nostrum + 7.2 CDR - 6.4 Seconds
  151. w/ Nostrum + 14.4 CDR - 5.6 Seconds
  152.  
  153. Replinishment - 8 Base
  154. w/ Glyph - 6 seconds
  155. w/ Glyph + Nostrum - 5 Seconds
  156. w/ Glyph + Nostrum + 7.2 CDR - 4 Seconds
  157. w/ Glyph + Nostrum + 14.4 CDR - 3.6 Seconds
  158.  
  159. Rolling Reload - 5 Seconds Base
  160. w/ Nostrum - 4.25 Seconds
  161. w/ Nostrum + 7.2 CDR - 3.89 Seconds
  162. w/ Nostrum + 14.4 CDR - 3.53 Seconds
  163.  
  164.  
  165. Damage example of why CDR is good
  166. 10 sec skill
  167. - 100 damage
  168.  
  169. CDR - 8 sec skill (20% CDR) [obviously would be 22.2% w/ nostrum and one roll but just making numbers even.]
  170. - 90 damage (10%) loss (lost enraged damage, it's less than 10% lost due to attack modifier difference but again, I'm just making it simple.)
  171.  
  172. - 1 minute fight
  173.  
  174. w/o CDR - 600 damage
  175.  
  176. w/ CDR - 630 damage
  177.  
  178. -2 minute fight
  179.  
  180. w/o CDR - 1200 damage
  181.  
  182. w/ CDR - 1350
  183.  
  184.  
  185. EX #2 More realistic for what I'm describing. VM5 Example CDR x2 vs Enraged + CDR
  186. Base Damage: 100 (before enchantments
  187. 10 seconds
  188.  
  189. Enrage + CDR: 109.3 22.2% Speed (7.78 seconds)
  190. CDR x2: 100 29.4% Speed (7.06 seconds)
  191.  
  192. 1 Minute - CDR WIN
  193. ECDR - 7 attack rounds: 765.1
  194. CDR - 8 attack rounds: 800
  195.  
  196. 2 Minutes - CDR WIN
  197. ECDR - 15 Attack rounds: 1639.5
  198. CDR - 17 Attack rounds: 1700
  199.  
  200. 3 Minutes - ECDR WIN
  201. ECDR - 23 Attack rounds: 2513.9
  202. CDR - 25 attack rounds: 2500
  203.  
  204. 4 Minutes - CDR WIN
  205. ECDR - 30 Attack Rounds: 3279
  206. CDR - 34 Attack Rounds: 3400
  207.  
  208. 5 Minutes - CDR WIN
  209. ECDR - 38 Attack Rounds: 4153.4
  210. CDR - 42 Attack Rounds: 4200
  211.  
  212. 6 Minutes - CDR WIN
  213. ECDR - 46 Attack Rounds - 5027.8
  214. CDR - 51 Attack Rounds - 5100
  215.  
  216. tl;dr, the longer the fight and the longer the cooldown, the more CDR pulls ahead due to gaining extra attack rounds. And every fight that's relevant is longer than one minute. MP is a non-factor due to Dyads, and MP being on the weapon itself (VM5). CDR on weapon also affects ALL skills, even ones nostrums do not affect. It does NOT affect Brooch cooldown. That is an item.
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