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- From Soxar - A Guide on Performing as FM
- "A very rough guide to FM, or how I learned to love 2."
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- Posts included some screenshots and webm
- Original posts can be found here:
- https://arch.b4k.dev/vg/thread/516170406/#516219071
- https://arch.b4k.dev/vg/thread/516170406/#516219274
- https://arch.b4k.dev/vg/thread/516170406/#516219517
- https://arch.b4k.dev/vg/thread/516170406/#516220759
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- Let's go over the basics of FM first. Forcemaster is a stance change ranged class. When ever you use a fire ability, like Fire Step(Q) and Blazing Palm(LMB),
- you will have access to your fire moves. Likewise, using a frost ability will put you in Frost Stance where you will have access to your frost skills. Whenever you crit
- with a certain ability, you will generate a buff called either a Flame or Frost orbit. These orbits give you access to the Dragon abilities like Dragonfrost(F), Dragonblaze(F),
- and Dual Dragons(F).
- For this guide, I will be talking about the Fire build to Forcemaster. There's a Frost build, but it takes blue skill books to be anywhere near usable.
- Now let's get down to which skills will be needed first. For the most barebones rotation, you will need 5 skills.
- Blazing Palm - +1 Focus Recovery on Crit
- Blazing Beam - Additional Dmg on Burn
- Frost Palm - Lower Focus Cost
- Bale Fire - On Use, +1 Focus Recovery every second for 8 seconds, Inflicts Burn
- Shock Fire - +3 Focus Recovery on Use, Detonation of 5 Embers instantly casts Inferno and causes Burn.
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- With this, we've maximized focus recovery and damage on the core skills for FM. With this, your opener will always be Balefire (C)
- This will give you Burn right from the beginning and give you some Focus generation. Burn is absolutely crucial for your damage because it more than doubles Blazing Beams(2) damage when hitting a burned target.
- After this your standard rotation will come into play.
- Standard rotation for FM is:
- RMB -> LMB -> (Skill). The most common skill you will be using is Blazing Beam (2). Balefire(C) and Shock Fire(1) will be used off Cooldown. Shock Fire(1) is the most important because that's your main way of upkeeping Burn.
- Always use Shock Fire(1) off cooldown. If you're running with another Forcemaster, then make sure you're not detonating the ember stacks before they reach 5.
- When using Shock Fire(1), you will have the option of instantly casting Inferno(X). The timing to use instantly cast Inferno is pretty generous so it does not need to be cast immediately.
- You can use Shock Fire(1) for one rotation, and then instantly cast Inferno(X) during the next rotation.
- Inferno(X) is a skill that is not on the same global cooldown as other skills, alongside Dual Dragons(F).
- What this means is that instead of:
- RMB -> LMB -> (Skill)
- it would instead be
- RMB -> LMB -> Inferno(X)/Dual Dragons(F) -> Skill
- You can see in this webm, when I use Shock Fire(1), I don't immediately cast Inferno, I do another rotation of RMB -> LMB, and then use Inferno, as well as a Blazing Beam.
- Only Inferno(X) and Dual Dragons(F) have the ability to be used alongside other skills in the same rotation.
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- Now then, you now have the basic rotation down, and the skills you'll be using, but much like every other class in this game, eventually you'll run out of Focus and not be able to do anything.
- This is where you'll get some slight changes in rotation to recover focus. There are 3 skills in Frost Stance that will be able to give you focus.
- Dragonfrost(F), Dragonwhorl (3), and Ice Coil(Z).
- Dragonwhorl(3) will be the easiest to fit into the rotation, as that skill is available even if you're in Fire Stance. For the other two, you will need to be in Ice Stance.
- For those two skills, you will be skipping the LMB portion of the rotation and going straight to the skill. RMB -> Dragonwhorl(3)/Ice Coil(Z).
- With all of this, you should have a semi-usable rotation.
- With that being said there are two other damage skills that I would like to make a special note of. Dragonblaze (F) is a really weak skill that doesn't offer much. It's only use is the fact
- that it doesn't use up any Focus so it can be used to fill in a gap if you're low on focus and are waiting on cooldowns. Ideally you never use this skill. The other skill is Blazing Wall(V).
- Blazing Wall(V) is not a good skill until it's upgraded to Meteor Shower(V). If you have all the necessary skillbooks for your other damaging skills and are looking to increase your dps,
- this is a good skill to upgrade. But it is not necessary for your rotation. The Improved (Grey Book) version of
- Inferno is also a straight upgrade in all aspects. At the Green Book stage, do not get Fiend Fire (X).
- After everything, your rotation should look something like this. (See original post for webm demonstration - https://arch-img.b4k.dev/vg/1740857299554.webm)
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- Now, that gives you the basic skill rotation, let’s get into utility skills for FM. These skills won’t increase your damage, but will give you access to blocks and shields that will help your teammates during dungeon runs.
- Divine Veil (C): Divine Veil casts a bubble that protects team mates and yourself from projectile attacks like Infernal Lord's Flame Hail. The base skill has you sitting still and not being able to move while you’re casting it. I highly recommend the green book version of the skill, as it stays on the field once it’s cast. If you want to be greedy, you can forgo the party protection and give yourself a bubble that recovers 10 Focus over 15 seconds. I don’t really recommend this one, but it is an option.
- Frost Sheath(V): Frost Sheath is a party wide protection buff. Once cast, everyone gets a 3 second window where if they get hit, they get frozen in place and immune to any damage for 3 seconds. This is good for AoE unavoidable attacks that we might see later in the game's life. It's also good for protecting your party if they fail mechs, like not KD'ing Infernal Lord, this will prevent anyone from taking damage. Without any upgrades, this skill is named Frost Prison(V) and is unusable in its unupgraded state.
- Fire Storm(Tab): Fire Storm once upgrades give you the ability to parry one attack for one second after using it. While Forcemaster doesn’t deal with too many attacks as a ranged class, when doing Solo dungeons or when having to tank because you’re doing more dps than the rest of the party, this will give you access to be able to block certain moves that you might not otherwise be able to evade.
- Skyburn (Z): Skyburn is the upgraded version of Wildfire (Z). This will set a flower-like mine on the target. After setting it down, pressing (Z) once more will detonate the mine, inflicting the Knockdown status effect on the boss. This will be your only Joint Attack until you can acquire the Blue Book version of the (3) skill. As it is your only way of inflicting CC, it is recommended you get this for parties. Be wary though, as detonating once the boss has already been Knocked Down will result in an aerial. Use with caution.
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- Now Let’s talk about mystic badges and soul badges. Mystic badges change how rotation behaves, usually with some sort of cooldown reduction on certain skills to bring out more damage and make rotations more smooth. Both mystic badges will pair well with the Blazing Beam Soul Badge. The Dual Dragons and Wicked Dual Dragons soul badge are also an alternative to the Enhanced Dragonblaze, Dragonfrost Mystic Badge
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- –Enhanced Inferno, Fiend Fire, Blinding Blaze Mystic Badge -
- Reduces Blazing Wall, Meteor Shower's Cooldown by X sec. on Inferno, Fiend Fire, Blinding Blaze
- This badge will reduce the cooldown of your Meteor Shower (V) by a certain amount of seconds on the use of your Inferno (X) skill. Ideally you want the Moonwater version of this badge, as it will reduce Meteor Wall’s (V) cooldown by 15 seconds. When paired with the Blue Book version of Fiend Fire (X), you get two casts of Fiend Fire instantly, which reduces Meteor Wall’s cooldown by 30 seconds, a full reset. The Virtuous tier of this badge reduces the cooldown by 20 seconds, but once you have Blue Book Fiend Fire (X), those extra seconds of cooldown reduction will be redundant.
- –Enhanced Dragonblaze, Dragonfrost Mystic Badge -
- Reduces Dual Dragons, Wicked Twin Dragons' Cooldown by X sec. on Dragonblaze, Dragonfrost
- This badge will reduce the cooldown of both Dual Dragon(F) skills by a certain amount depending on the tier of badge. For this badge, you’ll want the Virtuous mystic badge to get a full reset on use of both elemental Dragon skills, Dragonblaze (F) and Dragonfrost (F). This build is a bit more crit reliant as you want to critting as often as possible so that you always have Flame and Frost orbits up. But the upside is that because Dual Dragons is coming out even more often, you’ll have more Focus recovery to make the rotation a lot more smooth.
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- Your recommended skill loadout should look something like this with full green books. https://yast.vercel.app/?subView=%22TraitView%22&p=%22NEOEU010325%22&class=%22ForceMaster%22&spec=0&neoSkills=%22H4sIANWi0GcAA2vaEpyak5pckpoSnJ2Zk5OUn5_tmVI8p3GRZ8pZJkMwxXgbQq2DCDJDeDshPFUIZQoR_ArhyUIoK4jgeQh1aCPYBt_E4pLUosrgksSS1MZtKEJgh2Tm5xU3AAC3i7fClgAAAA%22
- Your skill points should be allocated like:
- Blazing Beam (2) - 10
- Blazing Palm (LMB) - 10
- Frost Palm (RMB) - 10
- Inferno (X) - 8
- The rest of your slots can be suited to your specific needs. If you’re still having trouble with focus, you can upgrade Dragonwhorl (3) to give you more Focus on use. If you find yourself not needing to use many Ice skills to recover focus, Cold Snap (Z) is a great damage boost at the cost of no longer being able to recover focus with the use of Ice Coil (Z). Infernal Blow(LMB) can also be used if you don't have trouble with focus. If you want to stack skills for bigger damage, stacking Blazing Beam will be the most worthwhile, followed by each of the Palm skills, and Inferno.
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- With the new Moonwater patch, Blue Books will be more easily accessible. With Blue Book skills, Forcemaster’s Focus generation skyrockets with many skills gaining much more focus on hit. The recommended skill loadout for Blue Book skills would look something like this.
- https://yast.vercel.app/?subView=%22TraitView%22&p=%22NEOEU010325%22&class=%22ForceMaster%22&spec=0&neoSkills=%22H4sIAPuv0GcAA2vaEpyak5pckpoSnJ2Zk5OUn5_tmVI8r3GRZ8pZJlUwxfgVwrOC8M5DqDsQahNEjgPCewahdkGofxA5UwhlBKHkIHKHN4Lt800sLkktqgwuSSxJbdyGIgR2VmZ-XnEDAHJfOWOkAAAA%22
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- Tips and tricks:
- -If you have Devourer’s Soul, you should be timing your hardest hitting skills 3 seconds after casting. This means ideally, once Devourer’s Soul is almost off cooldown, you should make sure that Inferno, Meteor Shower, and Dual Dragons are up so that they can be used once you get the 45 Attack Power buff, which is about 3 seconds after cast.
- -If you have the Enhanced Inferno Mystic Badge, you should wait until Meteor Shower goes off cooldown before using Inferno. Depending on your badge and tier of skills, the time you can wait for Meteor Shower to go off cooldown will change. But generally if you have Inferno up, and Meteor Shower still needs another 5-6 seconds to go off cooldown, it’s better to wait those few seconds. Any longer and it’s no longer worth it to wait.
- --Wicked Dual Dragons is an alternate skill to Dual Dragons. While it offers more damage, it comes at the cost of a cast time of 2.5, in which the loss of those blazing beams makes it do less damage in the same time-frame as a regular Dual Dragons. Despite that, the damage difference is negligible with the Enhanced Dragonblaze, Dragonfrost Mystic Badge. It also comes with the added bonus of being able to more reliably get the final hit on Field Bosses.
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