ManaSoul

ManaSoul

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T2 Builds Initial Release/Insight/TC (OUTDATED)
By Arta and 1 collaborators
NOTE: THIS GUIDE IS OUTDATED, EVERYTHING GOT OVERHAULED, PLAYS WAY BETTER WITH NEW HITBOX SYSTEM

Hello all,

This guide is being released to help people get an early overview/insight into current patch 0.2 builds with the initial T2 spell release.

It may be awhile before we see more spells that includes T3, hybrids and specializations. To help build the foundation for tc'ing (theorycrafting) and to help educate/give insights on hybridizations, rotation and more, I hope that this guide will give you the info needed to build a foundation of knowledge to help you figure out the build of your dream.

As with all theorycrafting, please understand the info here is subjective. Only use the info here that you need to help you make informed decisions and test things out.

Credit to Tini for helping me with the DPS calculator, we plan to release it in the future for users to mess with

This guide is an info dump, so please use ToC to move around with ease
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Introduction


Hello all,

This guide is to help provide some initial insight. Please keep in mind that **this is all subjective and will invalidate with new patches**. Please take with grain of salt

Please keep in mind with any tc (theorycrafting) this is just my opinion and insight. This is not 100% accurate as tc can be wrong.

My english is not perfect/the best, so if theres any grammatical/spelling errors I'm sorry

The goal is to provide insight into the T2 spells, their impact and how they change things up. I'll also be doing something different and specializing in hybridization outputs as well as the strength that each things can be used for/outline for

Stats that I'll be using:
Seer: Enchant 142, MP 383
- Weapon 60 + 12%
Wizard: Evocation 133, MP 307
- Weapon 45 + 12%
Druid: Elementalism 133, MP 327
- Weapon 45 + 15%
Reaver: Martial 142, MP 195
- Weapon 45 + 17%
Spellblade: 128 Main (Martial or Evoke) / 64 Sub (Martial or Evoke), MP 270
- Weapon 45 + 17% (Evocation)

I'll be accounting for 150ms of human delay in these rotations, all will have 10% cdr applied as well assuming you're constantly auto attacking as well.

All rotation will be calculated only on 20 second window of parse for burst, 1 minute for general short fights, and 5 minute for sustain parses.

Rotation posted are brute force, use with a grain of salt. Mostly to help provide visibility on what's being calculated.

**ALL THIS INFO IS SUBJECTIVE, AND WILL BE OBSOLETE AS MORE SKILLS COME OUT IN FUTURE. THIS IS ONLY FOR OUR CURRENT VERSION PATCH 0.2 INITIAL T2 SPELL RELEASE**
Fire Archetype


Quick Look
Generally fire element is raw power. The builds here are great just outputting tons of damage, and with burn being the element's special trait you will find a mix of solid burst damage and sustain damage. Fire is generally the element you want to go for just straight up raw strength, where it sacrifices utility other elements has to put out more damage.
Fire Elementalism
Initial impressions
Fire elementalism got a lot of love, receiving more off gcd skills and a bit more aoe damage. Many of them are instant cast meaning you can fire them off very fast. This brute force rotation shows how fast and rapid this class can play. Burst is the highest in all of the flame setup due to wildfire, and it's damage is nothing to scoff at in long fights as it basically near matches martial with range potential.

Recommend playstyle
I definitely recommend playing fire elementalism as a hybrid range/melee dps. Unlike martial which don't have much range, elementalism for fire benefits from being strong both close range and distance. In boss fights you'll find yourself holding into range dps skills for later use. I don't recommend too much hybridization as using all elementalism skills in theory yields the highest damage possible maximizing your 8 spell slots. In PvP you will find yourself struggling a bit more with jumping on people as you need to directly approach them with no safety net, but initiating with range dps skills and converting/positioning into your other abilities should allow you to outplay others.

Others
I don't have much other notes to say other than fire elementalism is simple, cut and dry. Straightforward dps, the strongest dps of all the elementalism discipline

Previous results from t1 tc (found on discord):
- Fire - 143.5 / 140.5 (with embolden) / 146 (with enflame with 40+ evocation)

New results with t2 spells + level 20 gear 1min parse:
- 236.7 DPS pure elementalism skills

20s parse: 301.2
5min parse: 229.3

Note: Wildfire next to target can hit 6x, so we're using this value for wildfire

Rotation Brute Force Calculations Estimation
[0.0s] Auto (64) [0.3s] Wildfire [0.4s] Solar Ray [0.6s] Fireball (156) [0.6s] Cast Searing [2.1s] Searing (347) [2.1s] Auto (64) [2.4s] Spitfire [2.4s] Cast Ignite [3.9s] Ignite [3.9s] Auto (64) [4.2s] Wall of Fire [4.2s] Cast Ruby Shine [6.2s] Ruby Shine (145) [6.2s] Auto (64) [6.4s] Cast Ruby Shine [8.4s] Ruby Shine (145) [8.4s] Auto (64) [8.5s] Cast Ruby Shine [10.5s] Ruby Shine (145) [10.5s] Auto (64) [10.8s] Fireball (156) [10.8s] Cast Ruby Shine [12.8s] Ruby Shine (145) [12.8s] Auto (64) [13.1s] Spitfire [13.1s] Cast Ruby Shine [15.1s] Ruby Shine (145) [15.1s] Auto (64) [15.4s] Solar Ray [15.6s] Wall of Fire [15.6s] Cast Ruby Shine [17.6s] Ruby Shine (145) [17.6s] Auto (64) [17.7s] Cast Ignite [19.2s] Ignite [19.2s] Auto (64) [19.5s] Wildfire [19.5s] Cast Ruby Shine [21.5s] Ruby Shine (145) [21.5s] Auto (64) [21.8s] Fireball (156) [21.8s] Meditate [24.8s] Auto (64) [25.1s] Spitfire [25.1s] Cast Ruby Shine [27.1s] Ruby Shine (145) [27.1s] Auto (64) [27.4s] Wall of Fire [27.4s] Cast Ruby Shine [29.4s] Ruby Shine (145) [29.4s] Auto (64) [29.7s] Solar Ray [29.7s] Cast Searing [31.2s] Searing (347) [31.2s] Auto (64) [31.5s] Fireball (156) [31.5s] Cast Ruby Shine [33.5s] Ruby Shine (145) [33.5s] Auto (64) [33.6s] Cast Ignite [35.1s] Ignite [35.1s] Auto (64) [35.4s] Spitfire [35.4s] Cast Ruby Shine [37.4s] Ruby Shine (145) [37.4s] Auto (64) [37.7s] Wildfire [37.7s] Cast Ruby Shine [39.7s] Ruby Shine (145) [39.7s] Auto (64) [40.0s] Wall of Fire [40.0s] Cast Ruby Shine [42.0s] Ruby Shine (145) [42.0s] Auto (64) [42.3s] Fireball (156) [42.3s] Cast Ruby Shine [44.3s] Ruby Shine (145) [44.3s] Auto (64) [44.6s] Solar Ray [44.8s] Spitfire [44.8s] Cast Ruby Shine [46.8s] Ruby Shine (145) [46.8s] Auto (64) [46.9s] Cast Ruby Shine [48.9s] Ruby Shine (145) [48.9s] Auto (64) [49.2s] Wall of Fire [49.2s] Cast Ignite [50.7s] Ignite [50.7s] Auto (64) [50.9s] Cast Ruby Shine [52.9s] Ruby Shine (145) [52.9s] Auto (64) [53.2s] Fireball (156) [53.2s] Cast Ruby Shine [55.2s] Ruby Shine (145) [55.2s] Auto (64) [55.3s] Cast Ruby Shine [57.3s] Ruby Shine (145) [57.3s] Auto (64) [57.5s] Cast Ruby Shine [59.5s] Ruby Shine (145) [59.5s] Auto (64) [59.8s] Wall of Fire [59.8s] Cast Ruby Shine [61.8s] Ruby Shine (145) Average DPS: 236.7 Auto Damage: 1792 Skill Damage: 4675 Tick Damage: 7733 Average DPS: 236.7 Final Damage: 14200
Fire Martial
Initial impressions
Fire martial got significantly stronger with its new skill, to the point where it provides a lot of flexibilty. To the point where you can do a lot of dmg without needing meteor dive. Using the buff at the right time is pretty important, and this calculator may not use it perfectly as it's goal is mostly brute force. Even just at a glance this setup screams damage. High burst, over longer fights the damage will teeper off as its burst damage will be equalized a bit

Recommend playstyle
I definitely recommend focusing as a dpser for fire martial. In PvE you will be frontlining with lots of damage, but when forced into a range situation you at least have fire bird to help. In PvP, you'll probably be more of an assassin, where you pop your buff + immediately nuke down opponents. With your buff + firebird you can output an insane amount of damage instantly, and with the additional gapcloser you're looking to be a big threat.

Others
Although this class lacks cc which could help solidify its assassin potential in PvP more, it's still a very strong setup. It's PvE will be popular purely because of the sheer damage it can do

Previous results from t1 tc (found on discord):
- Fire - 177.8 (with embolden) / 176.3 (no embolden) / 159.2 (no embolden/meteor)

New results with t2 spells + level 20 gear 1min parse:
- 271.4 pure martial skills, no longer needs off gcd spam skill to do higher dps
- 253.4 without meteor dive

20s parse: 280.6
5min parse: 234.5

Rotation Brute Force Calculation Estimation
[0.0s] Auto (69) [0.3s] Overheat [0.4s] Fire Bird (821) [0.6s] Flaming Blade (353) [0.6s] Cast Meteor Dive [1.6s] Meteor Dive (444) [1.6s] Auto (93) [2.1s] Heatblade (415) [2.6s] Auto (93) [3.6s] Auto (93) [3.9s] Flame Rush (383) [4.6s] Auto (93) [5.6s] Emberfist (181) [5.6s] Auto (69) [6.6s] Auto (69) [7.2s] Emberfist (181) [7.6s] Auto (69) [8.6s] Auto (69) [8.9s] Flame Rush (197) [9.6s] Auto (69) [9.9s] Flaming Blade (181) [10.6s] Emberfist (181) [10.6s] Auto (69) [10.8s] Cast Meteor Dive [11.8s] Meteor Dive (229) [11.8s] Auto (69) [12.2s] Emberfist (181) [12.8s] Auto (69) [13.9s] Flame Rush (197) [13.9s] Auto (69) [14.9s] Auto (69) [15.5s] Fire Bird (428) [15.9s] Auto (69) [16.9s] Auto (69) [17.2s] Heatblade (215) [17.9s] Auto (69) [18.8s] Flame Rush (197) [18.9s] Auto (69) [19.1s] Flaming Blade (181) [19.8s] Auto (69) [20.4s] Emberfist (181) [20.8s] Auto (69) [21.8s] Auto (69) [22.1s] Emberfist (181) [22.1s] Meditate [25.1s] Auto (69) [25.4s] Flame Rush (197) [25.4s] Cast Meteor Dive [26.4s] Meteor Dive (229) [26.4s] Auto (69) [27.1s] Emberfist (181) [27.4s] Auto (69) [27.7s] Overheat [28.4s] Auto (93) [28.7s] Emberfist (353) [28.9s] Flaming Blade (353) [29.4s] Auto (93) [30.4s] Fire Bird (821) [30.4s] Auto (93) [31.4s] Auto (93) [32.0s] Heatblade (415) [32.4s] Auto (93) [33.4s] Auto (69) [33.7s] Flame Rush (197) [34.4s] Auto (69) [35.4s] Emberfist (181) [35.4s] Auto (69) [35.6s] Cast Meteor Dive [36.6s] Meteor Dive (229) [36.6s] Auto (69) [37.0s] Emberfist (181) [37.6s] Auto (69) [38.7s] Flame Rush (197) [38.7s] Auto (69) [39.0s] Flaming Blade (181) [39.7s] Auto (69) [40.3s] Emberfist (181) [40.7s] Auto (69) [41.7s] Auto (69) [42.0s] Emberfist (181) [42.7s] Auto (69) [43.6s] Flame Rush (197) [43.7s] Auto (69) [44.7s] Auto (69) [45.3s] Fire Bird (428) [45.7s] Auto (69) [46.7s] Auto (69) [47.0s] Heatblade (215) [47.7s] Auto (69) [48.6s] Flame Rush (197) [48.6s] Meditate [51.6s] Auto (69) [51.9s] Emberfist (181) [52.1s] Flaming Blade (181) [52.1s] Cast Meteor Dive [53.1s] Meteor Dive (229) [53.1s] Auto (69) [53.6s] Flame Rush (197) [54.1s] Auto (69) [55.1s] Auto (69) [55.4s] Overheat [55.5s] Emberfist (353) [56.1s] Auto (93) [57.2s] Emberfist (353) [57.2s] Auto (93) [58.2s] Auto (93) [58.8s] Flame Rush (383) [59.2s] Auto (93) Average DPS: 271.4 Auto Damage: 3969 Skill Damage: 12318 Average DPS: 271.4 Final Damage: 16287
Fire Evocation
Initial impressions
Fire is all about power, and evocation with t2 got a significant power boost in both its dmg potential and aoe damage potential. Although comestation is painful to use because of the 3s cast time, it provides a significant amount of damage over time making it well worth using. Dancing flame and nova bomb fixes an issue that evocation was missing, which was more skill synergy to output higher dps. Since one is off gcd, and other is on gcd, you find great synergy between the two. Fire shard still preferred for spamming but combust allows you to attack without needing to position, giving fire evocation a great deal of flexibility for slight damage decrease

Recommend playstyle
Fire evocation has a bit more room to fit in outside skills unlike its martial and elementalism counterparts. This is most because you can choose for flexibility, or you can drop either fire shard for combust, or combust for fire shard. If you choose to do this, it does open the door for you to grab other skills. My recommendation would be the support cleanse skill as it's a great utility skill that will help you in all content. PvE wise you'll be a flexible dps in any situation. PvP wise you'll find yourself struggling a tad bit as flexibility means longer cast, or less flexibility means perfect positioning. So bringing cleanse or any extra skills outside of evocation to help support both yourself and your teammates will greatly enhance your play.

Others
Should note that evocation focuses entirely on positioning, and fire evocation is the only discipline where you have combust, which lets you spam your spells without positioning. However, it comes as a dmg reduction. If you want flexible positioning you should play on its strength.

Previous results from t1 tc (found on discord):
- Fire - 133.1 (with embolden) / 135.8 (without embolden) / 136.8 (with embolden + flaming blade with martial 40+) / 138.6 (without embolden + with flaming blade with martial 40+)

New results with t2 spells + level 20 gear 1min parse:
- 237.7 pure evocation skills
- 206.9 using no fire shard, only combust

20s parse: 268.6
5min parse: 219.6

Rotation Brute Force Calculation Estimation
[0.0s] Auto (60) [0.3s] Dancing Flames [0.4s] Nova Bomb (372) [0.4s] Cast Comestation [3.5s] Comestation [3.5s] Auto (60) [3.8s] Flame Burst (214) [3.8s] Cast Enflame [5.8s] Enflame [5.8s] Auto (60) [6.1s] Heat Storm (121) [6.1s] Cast Fire Shard [7.6s] Fire Shard (174) [7.6s] Auto (60) [7.7s] Cast Fire Shard [9.2s] Fire Shard (174) [9.2s] Auto (60) [9.4s] Cast Fire Shard [10.9s] Fire Shard (174) [10.9s] Auto (60) [11.0s] Cast Fire Shard [12.5s] Fire Shard (174) [12.5s] Auto (60) [12.7s] Cast Fire Shard [14.2s] Fire Shard (174) [14.2s] Auto (60) [14.5s] Dancing Flames [14.5s] Cast Fire Shard [16.0s] Fire Shard (174) [16.0s] Auto (60) [16.3s] Heat Storm (121) [16.3s] Cast Fire Shard [17.8s] Fire Shard (174) [17.8s] Auto (60) [18.0s] Flame Burst (214) [18.0s] Cast Fire Shard [19.5s] Fire Shard (174) [19.5s] Auto (60) [19.7s] Cast Fire Shard [21.2s] Fire Shard (174) [21.2s] Auto (60) [21.3s] Meditate [24.3s] Auto (60) [24.5s] Cast Enflame [26.5s] Enflame [26.5s] Auto (60) [26.8s] Heat Storm (121) [26.8s] Cast Fire Shard [28.3s] Fire Shard (174) [28.3s] Auto (60) [28.6s] Dancing Flames [28.7s] Nova Bomb (372) [28.7s] Cast Fire Shard [30.2s] Fire Shard (174) [30.2s] Auto (60) [30.4s] Cast Fire Shard [31.9s] Fire Shard (174) [31.9s] Auto (60) [32.2s] Flame Burst (214) [32.2s] Cast Comestation [35.2s] Comestation [35.2s] Auto (60) [35.3s] Cast Fire Shard [36.8s] Fire Shard (174) [36.8s] Auto (60) [37.1s] Heat Storm (121) [37.1s] Cast Fire Shard [38.6s] Fire Shard (174) [38.6s] Auto (60) [38.8s] Cast Fire Shard [40.3s] Fire Shard (174) [40.3s] Auto (60) [40.4s] Cast Enflame [42.4s] Enflame [42.4s] Auto (60) [42.7s] Dancing Flames [42.7s] Cast Fire Shard [44.2s] Fire Shard (174) [44.2s] Auto (60) [44.4s] Cast Fire Shard [45.9s] Fire Shard (174) [45.9s] Auto (60) [46.0s] Meditate [49.0s] Auto (60) [49.3s] Flame Burst (214) [49.3s] Cast Fire Shard [50.8s] Fire Shard (174) [50.8s] Auto (60) [51.1s] Heat Storm (121) [51.1s] Cast Fire Shard [52.6s] Fire Shard (174) [52.6s] Auto (60) [52.8s] Cast Fire Shard [54.3s] Fire Shard (174) [54.3s] Auto (60) [54.4s] Cast Fire Shard [55.9s] Fire Shard (174) [55.9s] Auto (60) [56.2s] Nova Bomb (372) [56.4s] Dancing Flames [56.4s] Cast Fire Shard [57.9s] Fire Shard (174) [57.9s] Auto (60) [58.0s] Cast Fire Shard [59.5s] Fire Shard (174) [59.5s] Auto (60) [59.7s] Cast Fire Shard [61.2s] Fire Shard (174) Average DPS: 237.7 Auto Damage: 1860 Skill Damage: 6753 Tick Damage: 5646 Average DPS: 237.7 Final Damage: 14259


Fire Enchantment
Initial impressions
A powerful 30s burst heal, a regenerative AoE heal over time on a very short cooldown timer (with a large mana penalty), with another stacking heal over time on a 20s combined with your already cleanse from t1 + heal over time, you find yourself looking to be the best aoe sustain. I can't say much for PvP due to potential plans of cutting out healing abilities, but in PvE you will literally carry everything alone with your healing capabilities alone. With this much sustain, on a proper rotation you could keep an entire server alive through goliath without any issues.

Recommend playstyle
I don't think embolden buff is worth, I'd consider dropping it all together. Might sound strange but I think rocket jump, the new t2 martial skill will bring much mobility to your playstyle. I'd focus on full support, where you should have no issue keeping everyone alive around you, while only using your emergency big burst heal if your tank gets tankbusted. Hearthflame is already pretty decent, and in my opinion you can swap that + healing brand out for more buffs and other abilities to help bolster your team. Be careful to not overheal too much to try and maximize your healing potentials.

Others
No real extra note, fire enchantment continues to be one of the best healing potential in the game

Previous results from t1 tc:
- Fire - 165.9

New results with t2 spells + level 20 gear 1min heal parse:

- 267.3 no hearthflame
- 262.3 with all heal skills
- 221.1 HoT + cauterize only

Heal 20s burst:
- 235.8 (all skills)
- w/ no hearthflame 217.7
- w/ only HoT 159.6

Heal 5min sustain:
- 277.5 (all skills)
- w/ no hearthflame 289.8
- w/ only HoT 231.8

Healing Potential:
Flame got a huge boost in healing potential, and excels at healing over time for maximum sustain. You can tell by the numbers the longer the fight, the more fire shines at healing because of all the HoTs. However, there is a concept that's important to understand when it comes to HoT + combining heals on top and that's healing potential loss.

Healing potential loss is understanding that any overheal = waste of healing, when another action could be performed instead that would be more beneficial including dealing damage to enemies.

The values I placed above basically is to highlight that Hearthflame is a heal potential decrease as its such a huge burst of heal + cast time and cd makes it drop your overall heals per second. However it excels at emergency heal when you need something beefy.

Running purely HoT + cauterize is an effective healing style that minimizes healing potential loss as your healing wiill mostly be ticks.

I recommend keeping cleansing fire regardless of what variation you try
Earth Archetype


Quick Look
Earth is the element that trades damage for tankiness and stuns. Where is shine is being a bulwark, but at the moment with limited spells you'll find really only one discipline shining. Since skills are the tools for you to create your build with, you'll find that some discpline has some nice skills to have, and grabbing what you need to mix and match yields better results. Overall earth is not really the best for damage, and if you're looking for damage you should avoid earth. However, if you're interested in high stun capabilities or tankiness/survivability, then earth is right up your alley
Earth Elementalism
Initial impressions
If you want to play earth elementalism for damage, then you're doing it wrong. Earth elementalism strength is not in damage, and sadly it shouldn't be played that way. Your strength comes from a plethora of crowd control that will basically render anything useless as well as use of shield with great scaling. If you do want damage, going hybrid martial route is the way to go. Sadly theres no gearset for hybrid ele + martial, but its still more damage than hybridizing evocation. However, evocation is a great hybrid option to further expand your control prowress.

Recommend playstyle
Your job as earth elementalism is basically to render anyone useless through back to back chains of crowd control that makes it so they don't get to play the game. To break down this purpose, let me show you this:

  • Quicksand: 2s cast, 4s snare
  • Boulder I: Instant, 0.75s stun + knockback
  • Crush: 2.5s cast, 2s stun
  • Boulder II: Instant, 2s stun + knockback
  • Mud Wave: instant, 2s snare

And if they somehow reach you:
  • Stoneskin: 15 base shield + 200% elementalism for 15s, cd 15s
  • Stone Shell: 400 base shield + 100% elementalism for 15s, cd 25s

This setup was designed to make people hate you. In PvE you'll find yourself being in a supportive role to the degree where you may not need a dedicated healer depending on content. Being able to constantly stun back to back makes your strength very strong. Where it shines will be PvP. With power shields and tons of stun, you'll find yourself rendering people useless. You can further expand on this strength with quake from evocation. It's instant, and gives 3s stun. And if you want to find more utility in PvE, you can go tank with provoking slam. Your tank style will be grouping up mobs, and stunning/snare/cc them to mitigate dmg with big shields. Instant cast stuns is absolutely insane for earth ele.

Consider hybrid ele, as cc focus, support focus or tank. I wouldn't recommend dps. And for PvP, you will ruin people

Others
Although we dont have PvP content yet, I believe earth elementalism strength will lie in PvP. Although its damage is low, its ability to just ruin someones day is huge. Ranged stun spammer is no joke, and shield + boulder will make you a frustrating target to kill. Right now it won't shine as much, but in the future it has potential


Previous results from t1 tc (found on discord):
- 88.5 / 98.7 (with quake + upheave with 40+ evocation, and provoking slam + granite hammer with 40+ martial)

New results with t2 spells + level 20 gear 1min parse:
- 128.8 only elementalism skill, using just boulder I
- 133.9 using boulder II instead of I
- 141.2 ele skill (boulder II over I) with provoke slam + granite hammer

20s parse: 165.2
5min parse: 137.8

Note: the 20s and 5min parses is using boulder II over I, with provoke slam + granite
Extra note: The martial skills are being calculated with 50 martial substat


Rotation Brute Force
[0.0s] Auto (64) [0.3s] Boulder II (251) [0.3s] Cast Quicksand [2.3s] Quicksand [2.3s] Auto (64) [2.6s] Mud Wave (237) [2.6s] Cast Crush [5.6s] Crush (259) [5.6s] Auto (64) [5.9s] Granite Hammer (100) [5.9s] Cast Topaz Shine [7.9s] Topaz Shine (145) [7.9s] Auto (64) [8.2s] Provoking Slam (65) [8.2s] Cast Topaz Shine [10.2s] Topaz Shine (145) [10.2s] Auto (64) [10.4s] Cast Topaz Shine [12.4s] Topaz Shine (145) [12.4s] Auto (64) [12.5s] Cast Topaz Shine [14.5s] Topaz Shine (145) [14.5s] Auto (64) [14.8s] Provoking Slam (65) [14.8s] Cast Topaz Shine [16.8s] Topaz Shine (145) [16.8s] Auto (64) [17.1s] Mud Wave (237) [17.1s] Cast Topaz Shine [19.1s] Topaz Shine (145) [19.1s] Auto (64) [19.4s] Boulder II (251) [19.4s] Cast Topaz Shine [21.4s] Topaz Shine (145) [21.4s] Auto (64) [21.7s] Granite Hammer (100) [21.7s] Cast Quicksand [23.7s] Quicksand [23.7s] Auto (64) [24.0s] Provoking Slam (65) [24.0s] Cast Crush [27.0s] Crush (259) [27.0s] Auto (64) [27.1s] Cast Topaz Shine [29.1s] Topaz Shine (145) [29.1s] Auto (64) [29.4s] Provoking Slam (65) [29.4s] Cast Topaz Shine [31.4s] Topaz Shine (145) [31.4s] Auto (64) [31.7s] Mud Wave (237) [31.7s] Cast Topaz Shine [33.7s] Topaz Shine (145) [33.7s] Auto (64) [33.9s] Cast Topaz Shine [35.9s] Topaz Shine (145) [35.9s] Auto (64) [36.2s] Granite Hammer (100) [36.2s] Cast Topaz Shine [38.2s] Topaz Shine (145) [38.2s] Auto (64) [38.5s] Boulder II (251) [38.5s] Cast Topaz Shine [40.5s] Topaz Shine (145) [40.5s] Auto (64) [40.8s] Provoking Slam (65) [40.8s] Cast Topaz Shine [42.8s] Topaz Shine (145) [42.8s] Auto (64) [42.9s] Cast Quicksand [44.9s] Quicksand [44.9s] Auto (64) [45.1s] Cast Crush [48.1s] Crush (259) [48.1s] Auto (64) [48.4s] Mud Wave (237) [48.4s] Meditate [51.4s] Auto (64) [51.7s] Granite Hammer (100) [51.7s] Cast Topaz Shine [53.7s] Topaz Shine (145) [53.7s] Auto (64) [54.0s] Provoking Slam (65) [54.0s] Cast Topaz Shine [56.0s] Topaz Shine (145) [56.0s] Auto (64) [56.1s] Cast Topaz Shine [58.1s] Topaz Shine (145) [58.1s] Auto (64) [58.4s] Boulder II (251) [58.4s] Cast Topaz Shine [60.4s] Topaz Shine (145) Average DPS: 141.2 Auto Damage: 1600 Skill Damage: 6129 Tick Damage: 744 Average DPS: 141.2 Final Damage: 8473
Earth Martial
Initial impressions
Earth martial is by far one of the easiest, friendliest martial to play. With a simple rotation, and mitigation potential found in earth, you'll find good damage and survivability. Not much else to say, honestly one of the friendliest melee class, you could probably stand through some powerful hits if you're really lazy

Recommend playstyle
Earth martial definitely benefits tremendously from hybridizing a bit as a tank. Tank earth means you can grab CC skills from evocation/elementalism, shield skill from evo/ele/enchant, and you do good damage. Even pure DPS martial works fine too or sub-tank style. Sadly hybridizing DPS does not yield more damage, I've tested all skills and found none to be a damage increase. Level 20 gear has inflated stats much more that hybridizing into other skills for dps doesn't work for earth martial. I can see earth martial being the bane of people's existence in pvp when played correctly, maybe even with paladin gear. With how strong the shields are, and if you want to grab cc to help you gapclose against range targets, you'll find yourself being happy since earth martial lacks a way to close distances.

Others

Earth martial is a bulwark. If you really want to be indestructable going earth martial/enchant hybrid w/ paladin with earth enchant's powerful single target heal, you can find yourself sustain yourself fine with no healer needed. Invincibility anyone?

Previous results from t1 tc (found on discord):
- 140.6 / 142.5 (using earth shard with 40+ evocation)

New results with t2 spells + level 20 gear 1min parse:
- 210.6 pure martial skills

20s parse: 229.1
5min parse: 203.1

Rotation Brute Force
[0.0s] Auto (69) [0.3s] Gaia Rotation (392) [0.4s] Granite Maul (351) [1.0s] Auto (69) [1.9s] Granite Hammer (239) [2.0s] Auto (69) [3.0s] Auto (69) [3.6s] Stonegrip (181) [4.0s] Auto (69) [5.0s] Auto (69) [5.3s] Stonegrip (181) [6.0s] Auto (69) [7.0s] Stonegrip (181) [7.0s] Auto (69) [8.0s] Auto (69) [8.6s] Stonegrip (181) [9.0s] Auto (69) [10.0s] Auto (69) [10.3s] Stonegrip (181) [11.0s] Auto (69) [12.0s] Stonegrip (181) [12.0s] Auto (69) [13.0s] Auto (69) [13.6s] Stonegrip (181) [14.0s] Auto (69) [14.3s] Granite Maul (351) [15.0s] Auto (69) [15.3s] Stonegrip (181) [16.0s] Auto (69) [17.0s] Granite Hammer (239) [17.0s] Auto (69) [18.0s] Auto (69) [18.6s] Stonegrip (181) [19.0s] Auto (69) [20.0s] Auto (69) [20.3s] Stonegrip (181) [21.0s] Auto (69) [21.9s] Stonegrip (181) [22.0s] Auto (69) [23.0s] Auto (69) [23.6s] Stonegrip (181) [24.0s] Auto (69) [25.0s] Auto (69) [25.3s] Stonegrip (181) [25.3s] Meditate [28.3s] Auto (69) [28.6s] Gaia Rotation (392) [28.7s] Granite Maul (351) [29.3s] Auto (69) [30.2s] Stonegrip (181) [30.3s] Auto (69) [31.3s] Auto (69) [31.9s] Granite Hammer (239) [32.3s] Auto (69) [33.3s] Auto (69) [33.6s] Stonegrip (181) [34.3s] Auto (69) [35.2s] Stonegrip (181) [35.3s] Auto (69) [36.3s] Auto (69) [36.9s] Stonegrip (181) [37.3s] Auto (69) [38.3s] Auto (69) [38.6s] Stonegrip (181) [39.3s] Auto (69) [40.2s] Stonegrip (181) [40.3s] Auto (69) [41.3s] Auto (69) [41.9s] Stonegrip (181) [42.3s] Auto (69) [42.6s] Granite Maul (351) [43.3s] Auto (69) [43.6s] Stonegrip (181) [44.3s] Auto (69) [45.2s] Stonegrip (181) [45.3s] Auto (69) [46.3s] Auto (69) [46.9s] Granite Hammer (239) [47.3s] Auto (69) [48.3s] Auto (69) [48.6s] Stonegrip (181) [49.3s] Auto (69) [50.2s] Stonegrip (181) [50.3s] Auto (69) [51.3s] Auto (69) [51.9s] Stonegrip (181) [52.3s] Auto (69) [53.3s] Auto (69) [53.6s] Stonegrip (181) [53.6s] Meditate [56.6s] Auto (69) [56.9s] Gaia Rotation (392) [57.0s] Granite Maul (351) [57.6s] Auto (69) [58.5s] Stonegrip (181) [58.6s] Auto (69) [59.6s] Auto (69) Average DPS: 210.6 Auto Damage: 3864 Skill Damage: 8774 Average DPS: 210.6 Final Damage: 12638
Earth Evocation
Initial impressions
Earth evocation pure is not very strong. T2 is held back by the same issue with T1, which is long cast time for not a whole lot of damage. It does have a new self shield, but outside of that it doesn't do great as damage. It also doesn't do great as a CC machine unless you hybrid into elementalism, but at that point you would probably prefer elementalism main. It gains more damage running spellblade w/ a plethora of martial skill, going 4 evocation 4 martial skills for the highest brute force damage I could find

Recommend playstyle
I'm not quite sure what's the best playstyle is for earth evocation. It requires a lot of positioning, but going spell blade w/ martial skills help to curb some of that issue as you can stay more melee range. To do damage you have to drop any utility earth has and run spellblade. Ultimately it's not perfect. I think with T2, earth evocation has found its identity lost a bit BUT, and this is very important: we don't have all the skills yet. Similar to T1 earth ele where it had bad identity, I believe we'll see a more clear identity for earth evocation in the future as more spells are released. Right now, I feel earth martial/elementalism are better for both PvE and PvP purposes

Others
I was an earth evocation main for awhile and the class has good aoe potential. You can definitely go aoe dps which can farm relatively comfy as you have some cc and shield tied in. Definitely a decent farming class if you build for it

Previous results from t1 tc (found on discord):
- 122.7 / 129.7 (with provoking slam + granite hammer)

New results with t2 spells + level 20 gear 1min parse:
- 164.5 with pure evocation + wizard
- 168.0 with granite hammer + provoking + spellblade
- 170.0 with granite maul + gaia rotation + spellblade
- 174.2 witth Rockfall, stonespire, earth shard, provoke slam, granite hammer, upheave, landslide, gaia rotation, granite maul + spellblade


20s parse: 183.2
5min parse: 168.1

Rotation Brute Force
[0.0s] Auto (66) [0.3s] Gaia Rotation (195) [0.4s] Granite Maul (174) [0.4s] Cast Stonespire [1.9s] Stonespire (333) [1.9s] Auto (66) [2.3s] Upheave (181) [2.3s] Cast Rockfall [4.8s] Rockfall (323) [4.8s] Auto (66) [5.1s] Granite Hammer (121) [5.1s] Cast Landslide [8.1s] Landslide [8.1s] Auto (66) [8.4s] Provoking Slam (79) [8.4s] Cast Earth Shard [9.9s] Earth Shard (143) [9.9s] Auto (66) [10.0s] Cast Earth Shard [11.5s] Earth Shard (143) [11.5s] Auto (66) [11.7s] Cast Earth Shard [13.2s] Earth Shard (143) [13.2s] Auto (66) [13.5s] Provoking Slam (79) [13.5s] Cast Earth Shard [15.0s] Earth Shard (143) [15.0s] Auto (66) [15.1s] Cast Earth Shard [16.6s] Earth Shard (143) [16.6s] Auto (66) [16.9s] Upheave (181) [16.9s] Meditate [19.9s] Auto (66) [20.2s] Gaia Rotation (195) [20.3s] Granite Maul (174) [20.3s] Cast Stonespire [21.8s] Stonespire (333) [21.8s] Auto (66) [22.1s] Granite Hammer (121) [22.1s] Cast Rockfall [24.6s] Rockfall (323) [24.6s] Auto (66) [24.9s] Provoking Slam (79) [24.9s] Cast Landslide [27.9s] Landslide [27.9s] Auto (66) [28.1s] Cast Earth Shard [29.6s] Earth Shard (143) [29.6s] Auto (66) [29.9s] Provoking Slam (79) [29.9s] Cast Earth Shard [31.4s] Earth Shard (143) [31.4s] Auto (66) [31.7s] Upheave (181) [31.7s] Cast Earth Shard [33.2s] Earth Shard (143) [33.2s] Auto (66) [33.3s] Cast Earth Shard [34.8s] Earth Shard (143) [34.8s] Auto (66) [35.1s] Provoking Slam (79) [35.1s] Cast Earth Shard [36.6s] Earth Shard (143) [36.6s] Auto (66) [36.8s] Cast Earth Shard [38.3s] Earth Shard (143) [38.3s] Auto (66) [38.4s] Meditate [41.4s] Auto (66) [41.7s] Gaia Rotation (195) [41.9s] Granite Maul (174) [41.9s] Cast Stonespire [43.4s] Stonespire (333) [43.4s] Auto (66) [43.7s] Granite Hammer (121) [43.7s] Cast Rockfall [46.2s] Rockfall (323) [46.2s] Auto (66) [46.5s] Upheave (181) [46.5s] Cast Landslide [49.5s] Landslide [49.5s] Auto (66) [49.8s] Provoking Slam (79) [49.8s] Cast Earth Shard [51.3s] Earth Shard (143) [51.3s] Auto (66) [51.4s] Cast Earth Shard [52.9s] Earth Shard (143) [52.9s] Auto (66) [53.1s] Cast Earth Shard [54.6s] Earth Shard (143) [54.6s] Auto (66) [54.9s] Provoking Slam (79) [54.9s] Cast Earth Shard [56.4s] Earth Shard (143) [56.4s] Auto (66) [56.5s] Cast Earth Shard [58.0s] Earth Shard (143) [58.0s] Auto (66) [58.3s] Granite Hammer (121) [59.0s] Auto (66) Average DPS: 172.0 Auto Damage: 1914 Skill Damage: 7124 Tick Damage: 1281 Average DPS: 172.0 Final Damage: 10319
Earth Enchantment
Initial impressions
Earth enchantment has been given some very unique support skills that gives it a niche no other healers can give: mana restoration, and a 20% steroid to martial users. Many of earth enchantments comes from playing with mitigation in mind, and although its healing potential didn't rise much between t1 and t2, its supportive capabilities did. The lack of being able to sustain AoE makes it weaker compared to other healers

Recommend playstyle
Mitigation healer is the best you can do. You lack a lot of aoe support, even with topaz barrier it's not big or thick enough to really be great. So in content with lots of aoe damage you'll be struggling. However, where it shines is combo with another hybrid user that can help heal a bit, or a mitigation tank and tons of melee dps that you can help bolster. Overall it's still has same issues that t1 has, heres hoping more skills in future will make earth enchant shine

Others
Bravery can be adopted into other builds when sub stats get high enough to reach 60. This can be worked around by just resetting your stats and adding points to reach 60 enchant. Slapping it on any other earth build will make you steal the only gem that enchant has

Previous results from t1 tc (found on discord):
- Heal - 74.5 -> 94.4
- Heal + Shield - 101.0 -> 132.4
- Heal + Shield + Mitigation Potential (From invuln skill buff) - 136.79

New results with t2 spells + level 20 gear 1min heal parse:
- Heal - 131.9
- Heal + Shield - 165.5
- Heal + Shield + Mitigation Potential - 175.2

Heal 20s burst: 142.6
w/ shield: 183.1
w/ mitigation: 190.4

Heal 5min sustain: 128.6
w/ shield: 153.3
w/ mitigation: 182.2

Healing Potential:
  • Literally just spam earth mend, and sometimes mountain's gift when needed.
  • Topaz Barrier has 100% upkeep with shield lasting 15s and cd being 15s, so you should always use this when off cooldown
  • Topaz Shell should be used over mend if your target has max health or close to max to avoid healing diminishing return from overhealing
  • Earth Slip messes with your position but it's a strong shield worth using when needed
  • Stoicism can help to give mana to everyone including yourself, which is great utility and should be used when needed. Watch party tab to make sure you don't waste it
  • Bravery will make every martial main love you. Literally. You also heal a bit with it
Wind Archetype


Quick Look

Wind's trait has always been about speed, and with t2 release wind has cemented speed as its calling. Every playstyle except wind elementalism is fast and furious. Wind elementalism brought a great speed buff with 10s duration that can be moved to any of the better discipline for more speed. Wind enchanters can safely dip into this speedbuff for extreme speed. Did I mention speed?
Wind Elementalism
Initial impressions
Wind elementalism has always been a simple yet effective class that boast some okay damage. This hasn't changed at all with t2, but what it did give elementalism was even more mobility and a super fast speed boost to everyone around for a good chunk of time, 10s. Wind elementalism has started to fall into its root as a supportive role with some dps mixed in. Going martial with wind blade (other martial skills is dps loss) gives a lot of damage

Recommend playstyle
To be honest, I find wind elementalism great for speedrunning long wind out dungeons with its speedboost. It'll probably serve bigger purpose/role in future GvG/PvP where you want your allies to move around faster (assuming enemies cant get your buffs). You're a bit of everything, so your dps may not be the highest, and you may not give support outside of movespeed, but the utility showcase so far is not bad. Plus you can run away very fast.

Others
Is wind elementalism in a good spot? Hard to tell, right now the answer is no. It gained a lot of utility and not much damage, but it's damage isn't the worst. There's not a lot of content where its utility shines, but that speed buff is cracked. And if another wind user wants that speed buff, they can reach 60 elementalism through gear + stat distribution. Pure elementalism isn't in the best spot, wait until more skills come out

Previous results from t1 tc (discord has this):
- 120.6 / 137.7 (with windshear + gust and 40+ evocation)

New results with t2 spells + level 20 gear 1min parse:
- 168.0 pure elementalism skills
- 175.6 with windsheer + gust + 50+ evocation
- 196.3 with wind blade (assuming 1 crit happens) + 50+ martial
- 203.6 if you're lucky to get 50+ marital, 50+ evocation running wind blade, windsheer and gust

20s parse: 224.2
5min parse: 178.0

Note: 20s and 5min parse were done with wind blade w/ 50+ martial only, as the higher dps version is very difficult to get

Rotation Brute Force
[0.0s] Auto (64) [0.3s] Wind Blade [0.4s] Gale Bullet (264) [0.4s] Cast Twister [0.9s] Twister [0.9s] Cast Jade Shine [3.0s] Jade Shine (145) [3.0s] Auto (64) [3.3s] Shockwave (187) [3.3s] Cast Jade Shine [5.3s] Jade Shine (145) [5.3s] Auto (64) [5.4s] Cast Jade Shine [7.4s] Jade Shine (145) [7.4s] Auto (64) [7.6s] Cast Jade Shine [9.6s] Jade Shine (145) [9.6s] Auto (64) [9.9s] Wind Blade [9.9s] Cast Twister [10.4s] Twister [10.4s] Cast Jade Shine [12.4s] Jade Shine (145) [12.4s] Auto (64) [12.7s] Shockwave (187) [12.7s] Cast Jade Shine [14.7s] Jade Shine (145) [14.7s] Auto (64) [15.0s] Gale Bullet (264) [15.0s] Cast Jade Shine [17.0s] Jade Shine (145) [17.0s] Auto (64) [17.1s] Cast Twister [17.6s] Twister [17.6s] Cast Jade Shine [19.6s] Jade Shine (145) [19.6s] Auto (64) [19.9s] Wind Blade [19.9s] Cast Jade Shine [21.9s] Jade Shine (145) [21.9s] Auto (64) [22.2s] Shockwave (187) [22.2s] Cast Jade Shine [24.2s] Jade Shine (145) [24.2s] Auto (64) [24.3s] Cast Twister [24.8s] Twister [24.8s] Cast Jade Shine [26.8s] Jade Shine (145) [26.8s] Auto (64) [27.0s] Cast Jade Shine [29.0s] Jade Shine (145) [29.0s] Auto (64) [29.3s] Wind Blade [29.4s] Gale Bullet (264) [29.4s] Cast Jade Shine [31.4s] Jade Shine (145) [31.4s] Auto (64) [31.7s] Shockwave (187) [31.7s] Meditate [34.7s] Auto (64) [34.9s] Cast Twister [35.4s] Twister [35.4s] Cast Jade Shine [37.4s] Jade Shine (145) [37.4s] Auto (64) [37.5s] Cast Jade Shine [39.5s] Jade Shine (145) [39.5s] Auto (64) [39.8s] Wind Blade [39.8s] Cast Jade Shine [41.8s] Jade Shine (145) [41.8s] Auto (64) [42.1s] Shockwave (187) [42.1s] Cast Twister [42.6s] Twister [42.6s] Cast Jade Shine [44.6s] Jade Shine (145) [44.6s] Auto (64) [44.9s] Gale Bullet (264) [44.9s] Cast Jade Shine [46.9s] Jade Shine (145) [46.9s] Auto (64) [47.1s] Cast Jade Shine [49.1s] Jade Shine (145) [49.1s] Auto (64) [49.4s] Wind Blade [49.4s] Cast Twister [49.9s] Twister [49.9s] Cast Jade Shine [51.9s] Jade Shine (145) [51.9s] Auto (64) [52.2s] Shockwave (187) [52.2s] Cast Jade Shine [54.2s] Jade Shine (145) [54.2s] Auto (64) [54.3s] Cast Jade Shine [56.3s] Jade Shine (145) [56.3s] Auto (64) [56.5s] Cast Jade Shine [58.5s] Jade Shine (145) [58.5s] Auto (64) [58.8s] Wind Blade [58.9s] Gale Bullet (264) [58.9s] Cast Twister [59.4s] Twister [59.4s] Cast Jade Shine [61.4s] Jade Shine (145) Average DPS: 196.3 Auto Damage: 1600 Skill Damage: 5922 Tick Damage: 4257 Average DPS: 196.3 Final Damage: 11779
Wind Martial
Initial impressions
Wind martial gained some powerful skill, once thats off gcd to boost which was solely needed. It basically shot up martial winds damage by a lot. It still has too much gcd, so runnig aero shard (smite mana cost too expensive) will raise damage. Smite technically does too if you prefer a non projectile targetting spam at the slight decrease in damage, but its enough of a decrease that it's not worth it

Recommend playstyle
Wind martial doesn't have a whole bunch of skills to boot, mostly with 6 dps skills + aero shard if you want it. However, this makes it so wind martial is perfect for hybridizing into other disciplines. Stealth isn't so great, so I'd op for more movement. Remember elementalism? Stealing flight or that crazy speed boost from elementalism is definitely worth for utility purposes. If you don't want to lose martial for speed boost, delve into wind's speed boost which also adds some regeneration. Overall wind martial is just a fast melee dps, where you can grab speed buffs for your team + yourself. Wind martial probably the best recipient for speed running as it boast high damage with less skills than other setups, and can slot speed buff easily in. You can easily double as tank. In PvP you'll find your burst isn't crazy high because wind martial is sustain damage, as you can tell with the damage not wavering too much between the 20s, 60s and 300s parses for normal martial setup (ignoring aero shard). Since you can't immediately melt down people, being a support to send your allies into battle then ziplining directly to the backline to cause havoc is probably your best role

Others
Wind martial is simple to play and highly recommended if someone wants an easy, good sustain damaging martial unit. Over a long fight the damage from wind beats fire martial, so its all about those lengthy fights

Previous results from t1 tc (found on discord):
- Wind - 148.4 / 150.2 (using aero shard with 40+ evocation)

New results with t2 spells + level 20 gear 1min parse:
- 253.0 pure marital
- 267.4 w/ aero shard and 50+ evocation

20s parse: 249.1
w/ aero shard 283.4

5min parse: 247.0
w/ aero shard 255.1

Rotation Brute Force
Note: Rotation is the same with or without aero shard, just remove the aero shard and it's the rotation without using it
[0.0s] Auto (69) [0.3s] Wind Blade [0.4s] Finale [0.6s] Tempest Knife (239) [0.6s] Cast Aero Shard [2.1s] Aero Shard (65) [2.1s] Auto (69) [2.4s] Harpy Slicer (229) [2.4s] Cast Aero Shard [3.9s] Aero Shard (65) [3.9s] Auto (69) [4.2s] Flurry [4.2s] Cast Aero Shard [5.7s] Aero Shard (65) [5.7s] Auto (69) [6.0s] Gustkick (181) [6.0s] Cast Aero Shard [7.5s] Aero Shard (65) [7.5s] Auto (69) [7.8s] Harpy Slicer (229) [7.8s] Cast Aero Shard [9.3s] Aero Shard (65) [9.3s] Auto (69) [9.6s] Flurry [9.6s] Cast Aero Shard [11.1s] Aero Shard (65) [11.1s] Auto (69) [11.4s] Gustkick (181) [11.4s] Cast Aero Shard [12.9s] Aero Shard (65) [12.9s] Auto (69) [13.2s] Harpy Slicer (229) [13.2s] Meditate [16.2s] Auto (69) [16.5s] Wind Blade [16.6s] Tempest Knife (239) [16.6s] Cast Aero Shard [18.1s] Aero Shard (65) [18.1s] Auto (69) [18.4s] Harpy Slicer (229) [18.4s] Cast Aero Shard [19.9s] Aero Shard (65) [19.9s] Auto (69) [20.2s] Flurry [20.2s] Cast Aero Shard [21.7s] Aero Shard (65) [21.7s] Auto (69) [22.0s] Gustkick (181) [22.0s] Cast Aero Shard [23.5s] Aero Shard (65) [23.5s] Auto (69) [23.8s] Harpy Slicer (229) [23.8s] Cast Aero Shard [25.3s] Aero Shard (65) [25.3s] Auto (69) [25.6s] Wind Blade [25.8s] Tempest Knife (239) [25.8s] Cast Aero Shard [27.3s] Aero Shard (65) [27.3s] Auto (69) [27.6s] Flurry [27.6s] Cast Aero Shard [29.1s] Aero Shard (65) [29.1s] Auto (69) [29.4s] Gustkick (181) [29.4s] Meditate [32.4s] Auto (69) [32.7s] Finale [32.8s] Harpy Slicer (229) [32.8s] Cast Aero Shard [34.3s] Aero Shard (65) [34.3s] Auto (69) [34.6s] Flurry [34.6s] Cast Aero Shard [36.1s] Aero Shard (65) [36.1s] Auto (69) [36.4s] Wind Blade [36.6s] Tempest Knife (239) [36.6s] Cast Aero Shard [38.1s] Aero Shard (65) [38.1s] Auto (69) [38.4s] Harpy Slicer (229) [38.4s] Cast Aero Shard [39.9s] Aero Shard (65) [39.9s] Auto (69) [40.2s] Flurry [40.2s] Cast Aero Shard [41.7s] Aero Shard (65) [41.7s] Auto (69) [42.0s] Gustkick (181) [42.0s] Cast Aero Shard [43.5s] Aero Shard (65) [43.5s] Auto (69) [43.8s] Harpy Slicer (229) [43.8s] Cast Aero Shard [45.3s] Aero Shard (65) [45.3s] Auto (69) [45.6s] Flurry [45.6s] Meditate [48.6s] Auto (69) [48.9s] Wind Blade [49.0s] Tempest Knife (239) [49.0s] Cast Aero Shard [50.5s] Aero Shard (65) [50.5s] Auto (69) [50.8s] Harpy Slicer (229) [50.8s] Cast Aero Shard [52.3s] Aero Shard (65) [52.3s] Auto (69) [52.6s] Flurry [52.6s] Cast Aero Shard [54.1s] Aero Shard (65) [54.1s] Auto (69) [54.4s] Gustkick (181) [54.4s] Cast Aero Shard [55.9s] Aero Shard (65) [55.9s] Auto (69) [56.2s] Harpy Slicer (229) [56.2s] Cast Aero Shard [57.7s] Aero Shard (65) [57.7s] Auto (69) [58.0s] Wind Blade [58.2s] Tempest Knife (239) [58.2s] Cast Aero Shard [59.7s] Aero Shard (65) [59.7s] Auto (69) [60.0s] Gustkick (181) [60.0s] Cast Aero Shard [61.5s] Aero Shard (65) Average DPS: 267.4 Auto Damage: 2139 Skill Damage: 6811 Tick Damage: 7092 Average DPS: 267.4 Final Damage: 16042
Wind Evocation
Initial impressions
Wind evocation in t1 has the highest damage potential if played perfectly, with t2 upgrade its no longer the highest damage potential but it does a lot of damage. It has gained an extra aoe skill, which combo'd with its other aoe makes it a great damage dealer for all situations whether its single or grouped. It continues to hold its fast spammy attack style boasting a large pool of off gcd letting you rapid fire them off. No other combinations of hybridization helps to boost damage as you will find all 8 spells needed to reach the highest damage potential.

Recommend playstyle
Pure damage dealer, focusing entirely on breaking your keyboard. In PvP you'll be annoying with your attacks as long as you're protecting or positioned well, and in PvE you'll find all situations easily handled by a good mix of single + aoe damage.

Others
You could opt out of unfavorable skills to go a more hybrid supportive style, where you do less damage but bring speed buff.

Previous results from t1 tc:
- Wind - 171.2 / 183.4 (with twister with 40+ elementalism)

New results with t2 spells + level 20 gear 1min parse:

- 245.2 pure evocation spells

20s parse: 275.0
5min parse: 235.0

Rotation Brute Force
[0.0s] Auto (59) [0.3s] Tornado (334) [0.4s] Windshear [0.6s] Esper (148) [0.6s] Cast Razor Wind [1.6s] Razor Wind [1.6s] Auto (59) [1.8s] Cast Squall [3.3s] Squall (219) [3.3s] Auto (59) [3.5s] Gust (161) [3.5s] Cast Aero Shard [5.0s] Aero Shard (148) [5.0s] Auto (59) [5.4s] Esper (148) [5.5s] Aero I (148) [5.5s] Cast Aero Shard [7.0s] Aero Shard (148) [7.0s] Auto (59) [7.2s] Cast Razor Wind [8.2s] Razor Wind [8.2s] Auto (59) [8.5s] Gust (161) [8.5s] Cast Aero Shard [10.0s] Aero Shard (148) [10.0s] Auto (59) [10.3s] Windshear [10.4s] Esper (148) [10.4s] Cast Squall [11.9s] Squall (219) [11.9s] Auto (59) [12.2s] Aero I (148) [12.2s] Cast Aero Shard [13.7s] Aero Shard (148) [13.7s] Auto (59) [14.0s] Gust (161) [14.0s] Cast Razor Wind [15.0s] Razor Wind [15.0s] Auto (59) [15.3s] Esper (148) [15.3s] Cast Aero Shard [16.8s] Aero Shard (148) [16.8s] Auto (59) [17.1s] Aero I (148) [17.1s] Cast Aero Shard [18.6s] Aero Shard (148) [18.6s] Auto (59) [18.9s] Gust (161) [18.9s] Cast Aero Shard [20.4s] Aero Shard (148) [20.4s] Auto (59) [20.5s] Cast Aero Shard [22.0s] Aero Shard (148) [22.0s] Auto (59) [22.3s] Aero I (148) [22.3s] Meditate [25.3s] Auto (59) [25.6s] Windshear [25.8s] Esper (148) [25.8s] Cast Razor Wind [26.8s] Razor Wind [26.8s] Auto (59) [26.9s] Cast Squall [28.4s] Squall (219) [28.4s] Auto (59) [28.7s] Tornado (334) [28.9s] Gust (161) [28.9s] Cast Aero Shard [30.4s] Aero Shard (148) [30.4s] Auto (59) [30.7s] Esper (148) [30.8s] Aero I (148) [30.8s] Cast Aero Shard [32.3s] Aero Shard (148) [32.3s] Auto (59) [32.5s] Cast Razor Wind [33.5s] Razor Wind [33.5s] Auto (59) [33.8s] Gust (161) [33.8s] Cast Aero Shard [35.3s] Aero Shard (148) [35.3s] Auto (59) [35.6s] Windshear [35.7s] Esper (148) [35.7s] Cast Squall [37.2s] Squall (219) [37.2s] Auto (59) [37.5s] Aero I (148) [37.5s] Cast Aero Shard [39.0s] Aero Shard (148) [39.0s] Auto (59) [39.3s] Gust (161) [39.3s] Cast Razor Wind [40.3s] Razor Wind [40.3s] Auto (59) [40.6s] Esper (148) [40.6s] Cast Aero Shard [42.1s] Aero Shard (148) [42.1s] Auto (59) [42.4s] Aero I (148) [42.4s] Cast Aero Shard [43.9s] Aero Shard (148) [43.9s] Auto (59) [44.2s] Gust (161) [44.2s] Cast Aero Shard [45.7s] Aero Shard (148) [45.7s] Auto (59) [45.9s] Cast Aero Shard [47.4s] Aero Shard (148) [47.4s] Auto (59) [47.7s] Aero I (148) [47.7s] Meditate [50.7s] Auto (59) [51.0s] Windshear [51.1s] Esper (148) [51.1s] Cast Razor Wind [52.1s] Razor Wind [52.1s] Auto (59) [52.3s] Cast Squall [53.8s] Squall (219) [53.8s] Auto (59) [54.1s] Gust (161) [54.1s] Cast Aero Shard [55.6s] Aero Shard (148) [55.6s] Auto (59) [55.9s] Esper (148) [56.0s] Tornado (334) [56.2s] Aero I (148) [56.2s] Cast Aero Shard [57.7s] Aero Shard (148) [57.7s] Auto (59) [57.8s] Cast Razor Wind [58.8s] Razor Wind [58.8s] Auto (59) [59.1s] Gust (161) [59.1s] Cast Aero Shard [60.6s] Aero Shard (148) Average DPS: 245.2 Auto Damage: 2006 Skill Damage: 9331 Tick Damage: 3376 Average DPS: 245.2 Final Damage: 14713
Wind Enchantment
Initial impressions
Wind enchantment got some additional heals, and speed boost (that allies have to pick up) and a thick huge shield. Although it's raw healing output didn't skyrocket (still went up by a sizable amount), it gained more utility and mitigation now.

Recommend playstyle
With wind enchantment + wind elementalism you will make your team move so fast you'll break the space time continuum. Besides that, wind healer is still about the same but with extra heals and a big ass shield. Going speed demon healer is honestly going to be super fun

Others
GOTTA GO FAST

Previous results from t1 tc:
- Wind - 180.2

New results with t2 spells + level 20 gear 1min heal parse:
- 238.6 heals
- 253.4 with shield

Heal 20s burst: 276.9
w/ shield 298.3

Heal 5min sustain:
218.8
w/ shield 234.4

Healing Potential:
Wind healing potential is pretty straight forward. Spam soft winds, pop your aoe heals as needed, upkeep wind song, and occasionally use wind wall for one of the biggest shields ever to mitigation incoming damage.

Rajin gift doubles as mobility to help teammates get out of sticky situations
Water Archetype


Quick Look
Water trait was always about extra healing and cleanse. T2 brought some of that trope, with elementalism having a buff + heal now, and martial having cleanse. Water to me always felt jack of all trade with all the sustain and stuff, while it lacks mobility or cc, it does good damage and performs well outside of that. Overall a good element imo, very balanced
Water Elementalism
Initial impressions
Water elementalism hasn't always been my favorite, its newest damage still is current but wider. Damage wise it's not bad, it's actually pretty good with sustain fights. It has a movement manipulating abilities. High Tide is a great skill, and being a 36 elementalism skill might find its way onto other builds

Recommend playstyle
Water elementalism probably a great farming setup/build, and does good damage against bosses. It's high tide makes you popular for buffing teammates and providing some pretty good heals. One downside is another class could pick up High Tide since it's only 36 elementalism. PvP I'm not sure but I can tell you right now if anyone tries moving when they're caught in your abilities they're going to get shredded. I feel water elementalism on the track they're going will be for terrain/map control in PvP/GvG settings. You will also find water elementalism being able to hybridize and sub as a secondary healer/support when invested into enchant as well

Others
Nick definitely knows more about this class and plays it more than me, bug him if you want more stuff from water elementalism

Previous results from t1 tc:
- Water - 137.4 / 140.4 (with hallig + sapphire rain with 40+ evocation)

New results with t2 spells + level 20 gear 1min parse:
- 175.8 with pure elementalism
- 182.5 with hallig + sapphire with 50+ evocation

20s parse: 219.1
5min parse: 186.2

Note: This all includes using High Tide to buff your stats, and in all cases was a dps increase

Rotation Brute Force
[0.0s] Auto (64) [0.1s] Cast High Tide [1.6s] High Tide [1.6s] Auto (66) [1.9s] Bubble Shower [1.9s] Cast Hallig's Wave [2.9s] Hallig's Wave [2.9s] Auto (66) [3.1s] Cast Whirlpool [5.1s] Whirlpool [5.1s] Auto (66) [5.3s] Cast Current [7.3s] Current [7.3s] Auto (66) [7.6s] Bubble Shower [7.6s] Cast Riptide [9.6s] Riptide [9.6s] Auto (66) [9.7s] Cast Sapphire Rain [11.7s] Sapphire Rain [11.7s] Auto (66) [11.9s] Cast Sapphire Shine [13.9s] Sapphire Shine (158) [13.9s] Auto (66) [14.2s] Bubble Shower [14.2s] Cast Hallig's Wave [15.2s] Hallig's Wave [15.2s] Auto (66) [15.3s] Cast Sapphire Shine [17.3s] Sapphire Shine (145) [17.3s] Auto (64) [17.5s] Cast Sapphire Shine [19.5s] Sapphire Shine (145) [19.5s] Auto (64) [19.8s] Bubble Shower [19.8s] Cast Whirlpool [21.8s] Whirlpool [21.8s] Auto (64) [21.9s] Cast Current [23.9s] Current [23.9s] Auto (64) [24.0s] Cast Sapphire Shine [26.0s] Sapphire Shine (145) [26.0s] Auto (64) [26.3s] Bubble Shower [26.3s] Cast Hallig's Wave [27.3s] Hallig's Wave [27.3s] Auto (64) [27.5s] Cast Sapphire Rain [29.5s] Sapphire Rain [29.5s] Auto (64) [29.6s] Cast High Tide [31.1s] High Tide [31.1s] Auto (66) [31.4s] Bubble Shower [31.4s] Cast Sapphire Shine [33.4s] Sapphire Shine (158) [33.4s] Auto (66) [33.6s] Cast Riptide [35.6s] Riptide [35.6s] Auto (66) [35.7s] Cast Whirlpool [37.7s] Whirlpool [37.7s] Auto (66) [38.0s] Bubble Shower [38.0s] Cast Hallig's Wave [39.0s] Hallig's Wave [39.0s] Auto (66) [39.2s] Cast Current [41.2s] Current [41.2s] Auto (66) [41.3s] Cast Sapphire Shine [43.3s] Sapphire Shine (158) [43.3s] Auto (66) [43.6s] Bubble Shower [43.6s] Cast Sapphire Rain [45.6s] Sapphire Rain [45.6s] Auto (66) [45.8s] Cast Sapphire Shine [47.8s] Sapphire Shine (145) [47.8s] Auto (64) [47.9s] Cast Sapphire Shine [49.9s] Sapphire Shine (145) [49.9s] Auto (64) [50.2s] Bubble Shower [50.2s] Cast Hallig's Wave [51.2s] Hallig's Wave [51.2s] Auto (64) [51.4s] Cast Sapphire Shine [53.4s] Sapphire Shine (145) [53.4s] Auto (64) [53.5s] Cast Sapphire Shine [55.5s] Sapphire Shine (145) [55.5s] Auto (64) [55.8s] Bubble Shower [55.8s] Meditate [58.8s] Auto (64) [59.0s] Cast High Tide [60.5s] High Tide Average DPS: 182.5 Auto Damage: 1952 Skill Damage: 1489 Tick Damage: 7508 Average DPS: 182.5 Final Damage: 10949
Water Martial
Initial impressions
Water martial has a new added utility with cc ignore, and its spells are not bad. Has another gap closer with a stun on it, and does good damage. It benefits from using High Tide as well

Recommend playstyle
Water martial probably a beast in PvP. A gapcloser with stun + ignore cc means it can take down heavy cc users like earth elementalism without much issues. It also has great sustain dps making it a good choice for a more rounded PvE melee. Overall a pretty good upgrade in my opinion on the PvP side

Others
Flow (resist cc skill) can be picked up in other classes as well for status ignore, but its cost is relatively high at 48.

Previous results from t1 tc:
- Water - 164.2 / 163.9 (no jetpunch) / 169.4 (using water bless + smite with 40+ enchant) / 171.1 (using water bless + smite with 40+ enchant only when bless is up, and water shard with 40+ evoker outside of blessing window)

New results with t2 spells + level 20 gear 1min parse:
- 215.5 pure martial skills
- 220.1 with high tide

20s parse: 230.5
5min parse: 214.3

Rotation Brute Force
[0.0s] Auto (69) [0.1s] Cast High Tide [1.6s] High Tide [1.6s] Auto (71) [1.9s] Trident [2.1s] Harpoon (344) [2.6s] Auto (71) [3.6s] Neptune's Trident (471) [3.6s] Auto (71) [4.6s] Auto (71) [5.3s] Liquid Whip (250) [5.6s] Auto (71) [6.6s] Auto (71) [7.0s] Jetpunch (203) [7.7s] Auto (71) [8.6s] Frostgrasp (198) [8.7s] Auto (71) [9.7s] Auto (71) [10.3s] Frostgrasp (198) [10.7s] Auto (71) [11.7s] Auto (71) [12.0s] Frostgrasp (198) [12.7s] Auto (71) [13.6s] Frostgrasp (198) [13.7s] Auto (71) [14.7s] Auto (71) [15.3s] Liquid Whip (250) [15.7s] Auto (71) [16.7s] Auto (69) [17.0s] Frostgrasp (181) [17.7s] Auto (69) [18.6s] Frostgrasp (181) [18.6s] Meditate [21.6s] Auto (69) [21.9s] Trident [22.0s] Harpoon (316) [22.6s] Auto (69) [23.5s] Jetpunch (186) [23.6s] Auto (69) [24.6s] Auto (69) [25.2s] Liquid Whip (229) [25.6s] Auto (69) [26.6s] Auto (69) [26.9s] Frostgrasp (181) [27.6s] Auto (69) [28.5s] Frostgrasp (181) [28.6s] Auto (69) [28.7s] Cast High Tide [30.2s] High Tide [30.2s] Auto (71) [30.5s] Frostgrasp (198) [31.2s] Auto (71) [32.2s] Neptune's Trident (471) [32.2s] Auto (71) [33.2s] Auto (71) [33.8s] Frostgrasp (198) [34.2s] Auto (71) [35.2s] Auto (71) [35.5s] Trident [36.2s] Auto (71) [37.2s] Jetpunch (203) [37.2s] Meditate [40.2s] Auto (71) [40.5s] Harpoon (344) [40.6s] Liquid Whip (250) [41.2s] Auto (71) [42.3s] Frostgrasp (198) [42.3s] Auto (71) [43.3s] Auto (71) [43.9s] Frostgrasp (198) [44.3s] Auto (71) [45.3s] Auto (69) [45.6s] Frostgrasp (181) [46.3s] Auto (69) [47.2s] Frostgrasp (181) [47.3s] Auto (69) [48.3s] Auto (69) [48.9s] Frostgrasp (181) [49.3s] Auto (69) [50.3s] Auto (69) [50.6s] Trident [51.3s] Auto (69) [52.2s] Liquid Whip (229) [52.3s] Auto (69) [53.3s] Auto (69) [53.9s] Jetpunch (186) [54.3s] Auto (69) [54.6s] Harpoon (316) [55.3s] Auto (69) [55.6s] Frostgrasp (181) [56.3s] Auto (69) [57.2s] Frostgrasp (181) [57.3s] Auto (69) [57.4s] Cast High Tide [58.9s] High Tide [58.9s] Auto (71) [59.9s] Auto (71) Average DPS: 220.1 Auto Damage: 3715 Skill Damage: 7461 Tick Damage: 2028 Average DPS: 220.1 Final Damage: 13204
Water Evocation
Initial impressions
Water evocation got another AoE dps skill, as if it wasn't already the kind of AoE farming when combined with elementalism. If you want to grab elementalism skill, you can forego downpour and snapping tide which brings your dps rotation down to around 215. The main damage boosting skill for evocation is mostly in hydro surge as its off gcd and can be spammed with the other skills. For this reason the other 2 can be replaced for more utility

Recommend playstyle
Water evocation has a lot of AoE potential, especially when hybridized with elementalism. I mention above that hydro surge is the main damage upgrade, with downpour and snapping tide being replaceable for more AoE if you wanted current, riptide or whirlpool from elementalism. This makes it so water evocation is by far the best farming class, so if you want to make that money or farm groups of enemies this is where you shine the best. I honestly recommend going AoE focus over single, but if you want that single then pure evocation is the way to go. In PvP you'll fill similar roles to elementalism in being AoE damager, and denial of area. People are going to target you so you can't nuke down entire groups of enemies so be ready for it

Others
Literally the best setup for farming, hybrid evocation + elementalism

Previous results from t1 tc:
- Water - 157.6 / 159.7 (with bubble shower with elementalism 40+)

New results with t2 spells + level 20 gear 1min parse:

- 230.9 pure evocation

20s parse: 259.9
5min parse: 212.8

Rotation Brute Force
[0.0s] Auto (60) [0.3s] Hydro Surge (397) [0.4s] Snapping Tide (301) [0.4s] Cast Hallig's Wave [1.4s] Hallig's Wave [1.4s] Auto (60) [1.6s] Cast Sapphire Rain [3.6s] Sapphire Rain [3.6s] Auto (60) [3.7s] Cast Downpour [5.3s] Downpour [5.3s] Auto (60) [5.4s] Cast Waterfall [6.4s] Waterfall (201) [6.4s] Auto (60) [6.6s] Cast Geyser [7.6s] Geyser (148) [7.6s] Auto (60) [7.7s] Cast Water Shard [9.2s] Water Shard (148) [9.2s] Auto (60) [9.4s] Cast Water Shard [10.9s] Water Shard (148) [10.9s] Auto (60) [11.0s] Cast Hallig's Wave [12.0s] Hallig's Wave [12.0s] Auto (60) [12.2s] Cast Waterfall [13.2s] Waterfall (201) [13.2s] Auto (60) [13.3s] Cast Water Shard [14.8s] Water Shard (148) [14.8s] Auto (60) [15.1s] Snapping Tide (301) [15.1s] Cast Water Shard [16.6s] Water Shard (148) [16.6s] Auto (60) [16.8s] Cast Geyser [17.8s] Geyser (148) [17.8s] Auto (60) [17.9s] Cast Sapphire Rain [19.9s] Sapphire Rain [19.9s] Auto (60) [20.0s] Cast Waterfall [21.0s] Waterfall (201) [21.0s] Auto (60) [21.2s] Cast Hallig's Wave [22.2s] Hallig's Wave [22.2s] Auto (60) [22.3s] Cast Water Shard [23.8s] Water Shard (148) [23.8s] Auto (60) [24.0s] Cast Water Shard [25.5s] Water Shard (148) [25.5s] Auto (60) [25.6s] Cast Waterfall [26.6s] Waterfall (201) [26.6s] Auto (60) [26.8s] Cast Geyser [27.8s] Geyser (148) [27.8s] Auto (60) [27.9s] Cast Water Shard [29.4s] Water Shard (148) [29.4s] Auto (60) [29.6s] Cast Water Shard [31.1s] Water Shard (148) [31.1s] Auto (60) [31.2s] Cast Water Shard [32.7s] Water Shard (148) [32.7s] Auto (60) [32.9s] Meditate [35.9s] Auto (60) [36.2s] Hydro Surge (397) [36.3s] Snapping Tide (301) [36.3s] Cast Hallig's Wave [37.3s] Hallig's Wave [37.3s] Auto (60) [37.5s] Cast Sapphire Rain [39.5s] Sapphire Rain [39.5s] Auto (60) [39.6s] Cast Downpour [41.1s] Downpour [41.1s] Auto (60) [41.3s] Cast Waterfall [42.3s] Waterfall (201) [42.3s] Auto (60) [42.4s] Cast Geyser [43.4s] Geyser (148) [43.4s] Auto (60) [43.6s] Cast Water Shard [45.1s] Water Shard (148) [45.1s] Auto (60) [45.2s] Cast Water Shard [46.7s] Water Shard (148) [46.7s] Auto (60) [46.9s] Cast Hallig's Wave [47.9s] Hallig's Wave [47.9s] Auto (60) [48.0s] Cast Waterfall [49.0s] Waterfall (201) [49.0s] Auto (60) [49.2s] Cast Water Shard [50.7s] Water Shard (148) [50.7s] Auto (60) [51.0s] Snapping Tide (301) [51.0s] Cast Water Shard [52.5s] Water Shard (148) [52.5s] Auto (60) [52.6s] Cast Geyser [53.6s] Geyser (148) [53.6s] Auto (60) [53.8s] Cast Sapphire Rain [55.8s] Sapphire Rain [55.8s] Auto (60) [55.9s] Cast Waterfall [56.9s] Waterfall (201) [56.9s] Auto (60) [57.1s] Cast Hallig's Wave [58.1s] Hallig's Wave [58.1s] Auto (60) [58.2s] Cast Water Shard [59.7s] Water Shard (148) [59.7s] Auto (60) [59.9s] Cast Water Shard [61.4s] Water Shard (148) Average DPS: 230.9 Auto Damage: 2400 Skill Damage: 6365 Tick Damage: 5092 Average DPS: 230.9 Final Damage: 13857
Water Enchantment
Initial impressions
Water enchanter continues to be a strange healing class where its healing potential relies on the mobility of their teammates to move around in their ground targetting heals, and to combine water blessing properly. If anything, water enchanter needs to be skillfully to maximize its potential. Because of water blessing and a plethora of new t2 skills, water enchant style dps is still very viable and opens door to a fully hybrid heal + dps setup.

Recommend playstyle
Water enchanter will have a similar recommendation to what water elementalism has which is hybridizing into healing + damage, or focus entirely on heal or damage. Water enchanter can do very respectable damage while providing their teammates buffs like high tide (from elementalism branch) and powerful aoe heals on the ground which when used properly can do a significant amount of healing. Since well of compassion/font of life heals more when people move around in it, water enchanters can focus more on burst healing with it. Going DPS style for enchanter does require grabbing a lot of martial skills, but it will increase your damage by 10-20% overall if done properly. In PvP with healing being disabled unsure how it'd fare, but it can do long range powerful nukes w/ water blessing + smite that I'm sure water enchanters will find a place in PvP somehow

Others
Water enchanters auto hits very hard, the small duration with blessing is where you'll melt stuff. This makes it so water enchant dps is great for small fast skirmishes

Previous results from t1 tc:
- Water - 189.4 (using water blessing always off cd) / 139.2 (no water blessing useage at all)

New results with t2 spells + level 20 gear 1min heal parse:
- 230.6 w/ no shield and lifedew 2
- 214.1 w/ no shield and lifedew 1
- 236.9 w/ shield and lifedew 2
- 175.8 no blessing, no shield, with lifedew 2

Heal 20s burst:
- 288.9 w/ no bubble shield
- w/ bubble shield 298.4

Heal 5min sustain:
- 229.0 w/ no bubble shield
- w/ bubble shield 232.3

Note: for the 20s and 5min parse I ignored lifedew 1 since it was much weaker, resulting in < 200 parses consistently. Those 20s/5min parses is with lifedew 2

Healing Potential:
Water enchant is the only enchanter where their spamming heal skill got upgraded, but not by a huge margin. Every cast has upgraded from 195 -> 228 for healing, which does matter over the course of a longer fight.

Bubble shield isn't very good, but you can still carry it if you want mitigation. It barely raises heal potential in any rotation setup and a waste to use water blessing on it

Water gained a emergency healing with healing sap, and another aoe positional healing skill Well of Compassion. Both Well of Compassion and Font of Life has huge heal potential only if the user walks around in it a lot.

Water Blessing is still situation but a god send to burst water healing's potential. To give an idea of water blessing's effectiveness, will raise healing potential from 175.8 to 230.6 in a 60s duration.

Going buffer route is great too with high tide, it also provides additional healing although it scales off elementalism (thanks to Nick for bringing this point up)

Since water's aoe is very positional, water excels in supporting where teams are packed tightly and theres opportunity to move around boss attacks/mechanics to maximize font of life/well of compassion. Water blessing timing is a must to make the most out of water's healing abilities.

Water Enchant DPS Capabilities
Note: Due to how water blessing works, water enchanters have dps potential that's worth looking into

T2 spells + lv20 gear potential dps 60s:
- 201.4 w/ 50+ martial, neptune trident, trident, harpoon, liquid whip
- 205.5 w/ 50+ martial and 50+ element, neptune trident, trident, harpoon, liquid whip, bubble shower
- 183.2 w/ 50+ element and bubble shower

20s parses:
- 238.9 w/ 50+ martial, neptune trident, trident, harpoon, liquid whip
- 256.6 w/ 50+ martial and 50+ elementalism, neptune trident, trident, harpoon, liquid whip, bubble shower
- 204.7 w/ 50+ elementalism and bubble shower

50min parses:
- 193.1 w/ 50+ martial, neptune trident, trident, harpoon, liquid whip
- 199.4 w/ 50+ martial and 50+ elementalism, neptune trident, trident, harpoon, liquid whip, bubble shower
- 181.8 w/ 50+ elementalism and bubble shower

Note: For pure elementalism dps only using no other discipline skills, just gauge the value based off the ones w/ bubble shower. Its generally only 3-8 points lower

Rotation Brute Force
[0.0s] Auto (66) [0.1s] Cast Water Blessing I [1.6s] Water Blessing I [1.6s] Auto (66) [1.9s] Trident [2.1s] Harpoon (130) [2.2s] Bubble Shower [2.2s] Cast Cascading Smite I [3.7s] Cascading Smite I (374) [3.7s] Auto (66) [4.0s] Neptune's Trident (177) [4.0s] Cast Cascading Smite I [5.5s] Cascading Smite I (374) [5.5s] Auto (66) [5.9s] Liquid Whip (90) [5.9s] Cast Cascading Smite I [7.4s] Cascading Smite I (374) [7.4s] Auto (66) [7.7s] Bubble Shower [7.7s] Cast Cascading Smite I [9.2s] Cascading Smite I (374) [9.2s] Auto (66) [9.3s] Cast Cascading Smite I [10.8s] Cascading Smite I (374) [10.8s] Auto (66) [11.0s] Cast Cascading Smite I [12.5s] Cascading Smite I (180) [12.5s] Auto (66) [12.8s] Bubble Shower [12.8s] Cast Cascading Smite I [14.3s] Cascading Smite I (180) [14.3s] Auto (66) [14.4s] Cast Cascading Smite I [15.9s] Cascading Smite I (180) [15.9s] Auto (66) [16.2s] Trident [16.4s] Harpoon (130) [16.4s] Cast Cascading Smite I [17.9s] Cascading Smite I (180) [17.9s] Auto (66) [18.1s] Liquid Whip (90) [18.3s] Bubble Shower [18.3s] Cast Cascading Smite I [19.8s] Cascading Smite I (180) [19.8s] Auto (66) [19.9s] Cast Cascading Smite I [21.4s] Cascading Smite I (180) [21.4s] Auto (66) [21.6s] Cast Cascading Smite I [23.1s] Cascading Smite I (180) [23.1s] Auto (66) [23.4s] Bubble Shower [23.4s] Cast Cascading Smite I [24.9s] Cascading Smite I (180) [24.9s] Auto (66) [25.0s] Cast Cascading Smite I [26.5s] Cascading Smite I (180) [26.5s] Auto (66) [27.5s] Auto (66) [28.5s] Auto (66) [28.8s] Bubble Shower [28.8s] Meditate [31.8s] Auto (66) [32.0s] Cast Water Blessing I [33.5s] Water Blessing I [33.5s] Auto (66) [33.8s] Trident [33.9s] Harpoon (130) [34.1s] Bubble Shower [34.1s] Cast Cascading Smite I [35.6s] Cascading Smite I (374) [35.6s] Auto (66) [35.9s] Neptune's Trident (177) [35.9s] Cast Cascading Smite I [37.4s] Cascading Smite I (374) [37.4s] Auto (66) [37.7s] Liquid Whip (90) [37.7s] Cast Cascading Smite I [39.2s] Cascading Smite I (374) [39.2s] Auto (66) [39.5s] Bubble Shower [39.5s] Cast Cascading Smite I [41.0s] Cascading Smite I (374) [41.0s] Auto (66) [41.1s] Cast Cascading Smite I [42.6s] Cascading Smite I (374) [42.6s] Auto (66) [42.8s] Cast Cascading Smite I [44.3s] Cascading Smite I (180) [44.3s] Auto (66) [44.6s] Bubble Shower [44.6s] Cast Cascading Smite I [46.1s] Cascading Smite I (180) [46.1s] Auto (66) [46.2s] Cast Cascading Smite I [47.7s] Cascading Smite I (180) [47.7s] Auto (66) [48.0s] Trident [48.2s] Harpoon (130) [48.2s] Cast Cascading Smite I [49.7s] Cascading Smite I (180) [49.7s] Auto (66) [50.0s] Liquid Whip (90) [50.1s] Bubble Shower [50.1s] Cast Cascading Smite I [51.6s] Cascading Smite I (180) [51.6s] Auto (66) [51.8s] Cast Cascading Smite I [53.3s] Cascading Smite I (180) [53.3s] Auto (66) [53.4s] Cast Cascading Smite I [54.9s] Cascading Smite I (180) [54.9s] Auto (66) [55.2s] Bubble Shower [55.2s] Cast Cascading Smite I [56.7s] Cascading Smite I (180) [56.7s] Auto (66) [56.9s] Cast Cascading Smite I [58.4s] Cascading Smite I (180) [58.4s] Auto (66) [59.4s] Auto (66) Average DPS: 205.5 Auto Damage: 2310 Skill Damage: 8214 Tick Damage: 1808 Average DPS: 205.5 Final Damage: 12332
4 Comments
Arta  [author] 19 Jan, 2024 @ 5:59am 
Fire martial would be the highest without gimmicks. Fire ele/evo are similar in dps, and both require positioning and proper use of projectile style attacks
LIMITEDEDITIONROBLOXCOLLECTOR 19 Jan, 2024 @ 5:37am 
I am looking for the best most straightforwards dps fire build (highest dps, no gimmicks). Based on this guide i would say elementalism. Ingame many people seem to think evocation should have highest dps for fire build. What is true?
Jeko 7 Jan, 2024 @ 2:29pm 
Your guides are always so helpful. :steamhappy:
MrShuriken 7 Jan, 2024 @ 2:08am 
Lovely Guide that highlights the benefits and demerits of each classtype
Thankyou for making it