Advertisement
Abahbob

Esper DPS

May 28th, 2015
305
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.53 KB | None | 0 0
  1. Single Target DPS (Use Mind Burst outside of raid, Storm in raid):
  2. http://ws-base.com/builds/generator/esper#ppv1pvvQQ/466.334.345.346.335.467.468.336.347.330.340.326.464.333.349.940.327.328.329.338.339.976.451.377.378.975.440
  3.  
  4.  
  5. Cleave DPS (MB outside of raid, Storm in raid):
  6. http://ws-base.com/builds/generator/esper#ppv1pvvQQ/466.334.345.346.335.467.468.336.347.330.340.326.464.333.940.327.328.329.338.339.976.451.377.378.975.440.971.972.973.343
  7.  
  8.  
  9. rune sets: magic fire starter (spellweaver is cheaper) > specter > fusion blast (assassin is cheaper but worse than basically all rune sets) > synapse | haste (i would prioritize this w/the salvaged fire slot haste runes of moxie that count as 3 runes each, don't put more than 1 in a single piece of gear or you'll hate yourself when you replace that piece)
  10.  
  11. final note: assassin is probably the worst of the rune sets, so don't prioritize it over anything, including haste set.
  12.  
  13. so like, these are how to go about getting the different sets, and which slots are good. not sure if this is the right way to explain it to you, but if you know the rune set priorities and you play around in runemaster for a bit, i think it will make sense.
  14.  
  15. stat priorities are Moxie > CHR > AP > Finesse (only if you can't get anything else), i'll type up another thing about setless runes too. Basically fusion, earth, logic can be straight Moxie/AP if you don't want to spend cash on the more expensive sets. Let me know if you have any questions, or if this is just totally confusing...hope it helps though. :D
  16.  
  17. -spellweaver
  18.  
  19. air: AP, Finesse (bad unless you're just under a CHR milestone)
  20. earth: none
  21. fire: Moxie, CHR (good stat if you can't have moxie)
  22. fusion: none
  23. life: CHR
  24. logic: none
  25. water: Finesse (water slots are generally bad, i have some of these runes)
  26.  
  27. -specter (expensive)
  28.  
  29. air: Moxie
  30. earth: none
  31. fire: none
  32. fusion: none
  33. life: none
  34. logic: Moxie
  35. water: Finesse (cheap specter runes last i checked)
  36.  
  37. -synapse
  38.  
  39. air: none
  40. earth: none
  41. fire: Moxie
  42. fusion: none
  43. life: CHR
  44. logic: none
  45. water: none
  46.  
  47. -haste
  48.  
  49. air: Moxie (I have only seen Reknown runes, not salvaged ones)
  50. earth: none
  51. fire: Moxie (Reknown runes count as 1, salvaged runes count as 3)
  52. fusion: none
  53. life: none
  54. logic: none
  55. water: none
  56.  
  57. -assassin
  58.  
  59. air: AP
  60. earth: none
  61. fire: AP, CHR
  62. fusion: none
  63. life: CHR
  64. logic: CHR
  65. water: Finesse (bad)
  66.  
  67. -fusion blast
  68.  
  69. air: none
  70. earth: Moxie
  71. fire: AP, CHR
  72. fusion: AP, CHR
  73. life: finesse
  74. logic: none
  75. water: none
  76.  
  77. -magic firestarter
  78.  
  79. air: Moxie
  80. earth: none
  81. fire: AP, CHR
  82. fusion: AP
  83. life: CHR
  84. logic: none
  85. water: none
  86.  
  87. This following info is from a good friend of mine (Serona Winddrop) who is one of the highest performing Esper DPS playing the game.
  88.  
  89. Basic Esper Tips, Using your innate, and 2 strike rotations.
  90. When using Mind Burst, you never want to launch it as soon as you reach 5 PP, but start another strike and then hold down your finisher button. This causes the psi point from the strike to "rollover" and start your next rotation at 1 or 2 PP, which allows for higher uptime on True Sight. Unfortunately this behaviour is slightly different with Telekinetic Storm, as it will only rollover 1 PP even if you have 2 psi charges. This causes the playstyle to change between the two finishers.
  91.  
  92. The four main sources of extra PP generation outside of your strikes are CB, Reap, Haunt, and SS. CB is delayed quite a bit, but Reap, SS, and Haunt are instant. In most cases you can ignore the delay as long as you hit the spell right after your finisher, but for more advanced play you must be aware of this.
  93.  
  94. The most basic of rotations is to cast 3 strikes, and one of your other PP generation skills, then your finisher and repeat until the mob is dead.
  95.  
  96. A decent opener I've worked out is as follows: strike > SS (mid-strike) > haunt > reap > finisher > innate+cb+instant > strike > finisher > instant > strike > finisher > any PP > strike > strike > finisher > normal rotation. This wastes no PP from the innate.
  97.  
  98. For ideal innate usage during the fight, you must keep track of your psi charges. If you have 0 psi charges and 5 PP, follow the opener from above starting from the first finisher.
  99.  
  100. Working in your innate by using it off cooldown instead of right after a finisher is significantly harder if you want to be efficient with your PP, and you pretty much have to wing it as there are too many cases to keep track of.
  101.  
  102. For CB, the amount of time you have to wait to gain the PP is equal to the GCD from finisher + approximately 1.5 strikes. This means you can easily use them to get in a 2 strike finisher, but not for a 1 strike finisher unless preloading them during your innate.
  103.  
  104. To effectively work in 2 strike rotations, you must keep track of your psi charges. There are many addons that can help you with this, including KuronaFrames, AuraMastery, and EsperPP.
  105.  
  106. The best way to get used to 2 strike rotations is to find a dummy that you won't get deflected on, and sit there for 10+ minutes at a time trying to fire as many as you can while not getting any 4 strike rotations, or having any skill off cooldown.
  107.  
  108. Also, turn Hold to Continue Casting on.
  109.  
  110.  
  111. You should try to use all of you CDs as soon as they’re up.
  112. A new addition to espers is Mental Overflow. This holds an extra 2 Psi-Points, so you don’t have to worry about wasting psi-points AS MUCH.
  113. One thing to be aware of with Mental Overflow is that if you are at 4 Psi-Points and have 2 Psi-Charges, casting a TKStrike will leave you at 5 Psi-points and no stacks of mental overflow, which is a bug and wastes 1 Psi-point.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement