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Medic DPS Drop 6 (Raids/Dungeons) dps medic pve pvp
Medic Guide by DoctorHouse Last update at Nov 29th 2018, 05:33

  • Current Level 0 /50
  • Ability Points 0 /0
  • AMP Points 0 /0
  • Elder Gems 0 /17
  • 0
    /0
    • = Locked by Tier
    • = Unlocked but Locked by Parent
    Max Health Assault Power Support Power
    Brutality 0000
    Finesse 0000
    Moxie 0000
    Tech 0000
    Insight 0000
    Grit 0000
    Strikethrough Chance 0% Critical Hit Chance 0% Critical Hit Severity 0% Deflect Chance 0% Deflect Critical Hit Chance 0%
    Stat Calculator still in beta.
    Found wrong or missing information? Please, feedback or email [email protected].
    CHAPTERS
    • 1. Introduction
    • 2. AMPs
    • 3. Assault Abilities Overview
    • 4. Notes on Gamma Rays
    • 5. Notes on Quantum Cascade
    • 6. Builds and Rotations
    • 7. The Empowering Probes Squish
    • 8. Runes and Stats

    Introduction

    REST IN PEACE WILDSTAR :( F...



    Medics are medium armor melee ranged DPS that deal damage by discharging radiation out of their two resonators. They can radiate around themselves and in front of themselves, while also dealing large shocks of radiation to their enemies and leaving fields of radiation on the ground. Medics do not necessarily hit hard, but rather deal damage by stacking up lots of smaller damage ticks at once. Currently there are two main ways to play a medic, either by using
    or
    , with variations in both depending on a multitude of factors. This guide will attempt to cover both playstyles.

    Doctor House
    Enigma - Entity

    EDIT 4/02/15: Spelling & Grammar, Minor Tweaks, Updated Rotation Opener
    EDIT 5/22/15: Drop 5 Update
    EDIT 6/05/15: Quick fix for Drop 5 nerf.
    EDIT 10/11/15: Drop 6/F2P Update
    EDIT 10/20/15: Added Rune/Stats section. Updated Rotation section.

    AMPs

    Medics have very few options when it comes to DPS amps. If you only have 47 AMP points, then take points out of Crit Severity I-III. Once you hit 48 AMPS, you are essentially set for any QC vuild, and any further AMP gains will simply add personal or group utility. With Gamma Rays, you want closer to max AMP point so you can reach Power Cadence without giving up too many tier 1 AMPs. Your choices for the remaining AMPs can depend on the situation. Some suggestions are:

    Null Zone - This is a powerful group utility AMP that decreases raid damage and is essential for your raid. I recommend at least one medic per mob running this.
    Scalpel! Forceps! - This AMP is required if you are running a
    build, and can also be used with
    for extra damage by proccing it with
    .
    Surgical - Running
    and this AMP is usually something delegated to medic healers, but in order for 100% uptime to be achieved on the buff at least 2 medics must be running it. If you only have 1 medic healer, then taking this as a raid-wide DPS buff is definitely worth it.
    Lifesteal I-III - If you are ever doing something solo or you know you will need self heals (good example is yellow room in Avatus), then these AMPs are the way to go.
    Dash Regen I-III - This has good synergy with the Quick Feet fusion rune, and is overall beneficial because of the increased mobility it provides.

    3 Main Things to Consider:
    1. We want to stay in melee range because of Danger Zone, and because of Null Zone.

    2. We want to use our Innate as often as possible for maximum uptime on the innate buff, and to help reset our rotation.

    3. We want to stay between 1 and 3 Actuators as long as possible for the In Flux buff.

    Assault Abilities Overview

    - Main actuator builder. Tier 8 is good because it can be cast during
    to completely negate the actuator cost.

    - One of the main actuator spenders. The tier 4 is a good cast-time reduction and the tier 8 essentially brings the cost of this ability down to 1 actuator, but because of the way it works you can only use the tier 8 while at 2 or more actuators. Very consistent single target DPS, and the long range on this ability (for a melee class) makes this the go-to damage dealer when you need that extra few meters of coverage.

    - Pretty okay ability. The tiers are nothing special, and its current lack of synergy with anything else in the Assault tree makes this ability only worth considering when you can sacrifice utility abilities to bring extra damage instead.

    - This is now a substantial raid buff, not only because it directly increases your damage by 10% (Medics only deal tech damage), but also because it buffs every other source of tech damage in your raid by 10%. 100% uptime on this ability is ideal, which is only possible by either 1) having the atomic charge class set and running this at base, 2) having multiple medics run this, or 3) running this at tier 4+. The tier 8 is an mediocre damage boost.

    - The tiers on this ability are mainly PvP oriented, and are lack luster for PvE scenarios. As such it is not worth tiering this up. Again, because of its lack of synergy with anything else, I would only recommend bringing this as extra background damage when you can afford to drop utility slots.

    - One of the main actuator spenders. Other abilities can be cast during the channel, which greatly increases its DPS capabilities. The tier bonuses extend its channel time to 2 seconds, reduce its net Actuator cost to 2, and provides a passive 3% damage bonus to any damage that occurs during the channel. Overall a great ability and one of the best AoE abilities in the game.

    - Good filler DPS ability. Its recharge time is really good, and its 0.75s cast time means it can easily fit into a
    rotation. The tier 4 is particularly good for
    builds, and the tier 8 is a moderate damage boost.

    - Does a decent amount of damage over the 3 seconds it is active after being casts. Its cooldown can be reduced by casting certain other abilities if you have this at tier 4, and it does extra damage if you hit the enemy with
    or
    while this is on the target at tier 8. Kind of hard to say if this qualifies as a spender despite it costing 1 actuator, but it is still good damage and usually #2 on a damage breakdown list.

    - Same CD time as
    at base, so it should be cast right after
    is cast to negate the actuator cost. The tier 4 is required for
    builds. The tier 8 is a moderate damage boost.

    - This one of the few purge abilities in the game. It is important in fights where you need to remove a buff from the boss (Fetid Miscreation/certain Phageborn Convergance strats.) The tiers are purely PvP oriented and this will never be used as a DPS gain.

    Other abilities you should know about:

    - A raid-wide 5% damage boost. This should have 100% uptime on your raid, and multiple medics should be running it unless you have someone who can tier this up to provide 100% uptime. See the section on The Empowering Probes Squish to learn how to properly use this.

    - Best movement ability in the game.

    - Basic stun ability. Can be tiered to break 2 IA.

    - Basic root ability. I would only run this in tandem with a tiered
    if you need to be able to break 3 IA.

    - CC break and a 25% threat drop. Great for undergeared tanks!

    - For certain fights (Probe minis, Broodmother, any Life pair, etc.) a cleanse comes in handy.

    - Can be used at the beginning of fights that don't require interrupts (X-89, Phagemaw, etc.) for a slight damage buff. Do not interrupt your rotation to recast this unless you have unavoidable downtime at some point. At the moment there are better DPS options to bring for a 7th or 8th ability.

    Notes on Gamma Rays

    The key KEY to using
    correctly is to:

    1. Try to cast
    as much as possible
    2. Learn how to predict your actuator behavior.


    To expand on these points:

    In all
    builds, you will be flooded with abilities that regen actuators. These include tier 4
    , tier 4
    , tier 4
    ,
    , Recycler, Power Cadence and technically tier 8
    . Casting anything else but
    is a DPS loss, so all of these abilities/AMPs are used to extend just how long you can continuously cast it. The main one of these actuator regen abilities is tier 4
    , which can be cast at anytime without interrupting
    . This along with the shortened cooldown time the tier 4 gives means that you essentially want to spam this ability on cooldown. Tier 4
    and
    are both reactive actuator regen abilities. That is, you cast them in reaction/anticipation of hitting 1/0 actuators.
    can be activated by getting a multi-hit with
    , or by getting a multi-hit with
    , and functions almost like
    , except that it has an ICD of 0.5s and will delay your next
    if you do not cast it at the beginning of a
    cast. Power Cadence is a passive actuator regen, and there is a marginal benefit to be had in trying to predict it during a rotation. Recycler is one of your main actuator regen AMPs and is the reason why predicting actuator behavior is a thing.

    Now, before I go on, you may be wondering what
    and
    are doing in a DPS build. The short answer is the Scalpel! Forceps! AMP. The long answer is that when you play a
    build correctly, you will end up not having to cast a real builder ability for 15-25 seconds at a time. That's why you will never run tier 8
    , because you will never cast it often enough for it to be worth it. The best choice then is to use
    , as the Assault Power buff it provides to your next 4-5
    from the Scalpel! Forceps! AMP will more than make up for the damage lost from it being a heal. On top of that, it procs
    , which is a free actuator, and more importantly extends the Scalpel! Forceps! buff duration. This makes the choice of
    &
    even better than any version of
    .

    The actual play-style of
    does not follow any set rotation, but rather relies entirely in your ability to predict how your actuators will act thanks to the Recycler AMP. Basically, every third
    cast you will have the chance to get a free actuator if any of your
    beams lands a multi-hit. (At +40% multi-hit chance this is almost guaranteed.) If you cast
    and you did not lose any actuators, then there is a 95% chance you just activated Recycler (5% chance it was Power Cadence pretending to be Recycler), which means you can be sure that for the next two
    casts that you will not activate Recycler again, and will lose 1 actuator per
    cast. This is important information. A common scenario while running a
    build is that you will be at 2 actuators and casting
    . If you are not paying attention and are simply holding down
    , you will hit 1 actuator and then react to the sitation 0.5s-2s later. If you had watched your actuators and saw that your most recent
    cast kept you at 2 actuators, then you now know that your next
    cast will bring you down to 1 actuator, and you can cast a builder as soon as it happens, eliminating reaction time error. This may not seem like much, but over the course of a fight these small reaction time errors will build up and significantly lower your DPS.

    Notes on Quantum Cascade

    The KEY to using
    correctly is to:

    1. Turn on Hold to Continue Casting (Esc > Combat > Input Options)
    2. NEVER LET GO OF YOUR
    BUTTON EVER

    EVER!


    We want absolutely NO delay between
    channels, and the best way to do this is to use HTCC. The problem is that
    is currently bugged in that if you repress your
    button during a
    channel, then it will not requeue the ability. Instead, you will sit there like a duck with no pants on and lose precious DPS. The ONLY way to get around this, is to simply NEVER let go of the button. EVER!

    Even while casting other abilities.
    Even while moving.
    Even while jumping and dodging telegraphs.
    Even when you're not attacking anything.

    NEVER LET IT GO. PERIOD.

    If you manage to slip up somehow, then you must wait until the current
    channel finishes before you can press the button and begin casting it again. Afterwards you should discipline yourself harshly for failing to hold down a button.

    Now that that's out of the way...

    There is currently no real way to manage your Actuator count using
    ; you will fall between the 1 to 3 actuator range naturally as you follow your rotation. Managing Recycler procs has also never been easier, as the ICD on Recycler is 2 seconds, which is exactly the same as the
    channel time at tier 8. Because Recycler only procs on
    ticks, you can at most expect 1 Recycler proc per
    channel. However, it is not exactly the same as using
    to proc Recycler for two reasons (if your multi-hit chance is high enough don't bother reading this part):

    The first is that you only have four chances to proc Recycler in a 2 second window, whereas you can have up to 6 with
    (This is of course for Single Target, with
    becoming equal or better at 3+ targets). As a result, lower levels of multi-hit chance will increase the time between Recycler procs more than with
    .

    The second, which is more of a consequence of the first, is that because Recycler's ICD is the same amount of time as a
    channel, if you get a Recycler proc on the second tick instead of the first tick, then you must wait until the second tick of your next
    channel before you can proc Recycler again. If you get your next Recycler proc on the third tick instead of the second, you will have to wait until the third tick of the following
    channel. Eventually you will end up in a situation where you are waiting on the last tick of each
    channel to get your Recycler proc. In the event that you don't, you will have gone through an entire
    channel without getting any Actuator refunds from Recycler, which is detrimental because Recycler procs are our main form of Actuator gain (Tier 8
    + Tier 8
    is Actuator neutral). In essence, your multi-hit chance affects the rate at which you slowly tumble towards missing out on an Recycler refund, thus not gaining an Actuator.

    At higher levels of multi-hit chance, this becomes a non-issue because the rate at which you approach this point is so slow that your Innate can act as a saving grace. However, at low gear levels, you will likely find that you will reach this point often. It is useful to be aware of this weird quirk, as in the event that it happens, you should react and compensate for it by adding in as many
    +
    casts as needed to reach 3 Actuators.

    Builds and Rotations

    Below are recommended builds/variations and rotations for
    and
    . You can modify them to your specific needs, but be careful not to take points out of ability tiers or remove abilities that are required to make the build work.


    Gamma Rays


    For how to play a
    properly, see the Notes on Gamma Rays section.

    1. Basic Gamma Rays with buffs. Put extra AMP points into Critical Hit Severity I-III or Armor Pierce I-III.
    2. Gamma Rays minimal buffs. Put extra AMP points into Critical Hit Severity I-III or Armor Pierce I-III.
    3. Gamma Rays Full DPS No Buffs. Put extra AMP points into Strikethrough III and Critical Hit Severity I or Armor Pierce I. If you run this build, try to cast
    right before
    comes off CD, and only cast
    if you can get three
    casts in afterwards.
    4. Gamma Rays Fresh 50

    Quantum Cascade


    Recommended rotations for each build will be listed as follow: Each line represents one channel of
    . Abilities listed after
    are meant to be cast during a
    channel. The order abilities should be cast in will be designated as "First ability > Second ability." Abilities with a "+" between them mean you should cast them together/squished in the order listed.

    1. Standard QC Build. This is the build listed in this guides LAS builder.
    Recommended Rotation
    >
    +
    >
    +

    >
    >

    >
    >

    >
    >

    >


    2. Standard QC no Collider.
    Recommended Rotation
    This one actually follows a priority rotation.
    Open with:
    >
    +
    >
    +

    >

    >

    >
    >

    >
    >


    After that you should do one of the following:

    If
    will be up in time, do:
    >
    >
    +


    If
    will be up in time do:
    >
    >


    Otherwise default to:
    >


    Only cast
    if it is up and
    is on CD.

    3. 8 Button QC (Full Damage no Utility).
    Recommended Rotation
    Open with:
    >
    +
    >

    Then do:
    >
    +
    >
    +

    >
    >

    >
    >

    >
    >

    >
    >


    Note: You can replace
    with
    if
    becomes unreliable damage due to boss movement. However, I would default to
    because it is not target capped like
    is.

    4. QC Fresh 50
    Recommended Rotation
    Same as Standard Build rotation. If you need an extra utility, remove
    and follow the rotation without
    provided above.

    Atomic Charge Rotation
    After raiding in Datascape and acquiring Divine Class Focus rune tokens, you will be able to access the following rune set:
    Atomic Charge: Whenever an Actuator gain would put you at 3 or more Actuators, gain a stack of Atomic Charge. Your next Atomize removes 1 stack every 0.5s to reduce the cooldowns of your Assault and Utility abilities by 0.5s. Does not affect Atomize.
    There are several important benefits to this set.
    1. Utility abilities are reduced, so ~15 second stuns, ~18 second CC breaks, ~11 second movement abilities, etc.
    2. You can maintain 100% up-time on
    at base tier, and almost 100% up-time on
    at base tier, so no need to spend ability points on them for up-time.
    3. You can now reliably spam
    using a specific build:

    Atomic Charge with Standard QC
    Recommended Rotation
    >
    +
    >
    +

    Then simply do the following on repeat:
    >
    > (Filler)
    >
    >
    +
    +


    (Filler) can be either
    or
    . Prioritize
    over
    so you maintain buff up-time. You want to be careful when you cast
    , as if you waste you Atomic Charge stacks while
    is not on CD, then you will not be able to sustain the above rotation. If you get to a point where you need to cast
    but it still has a second left on CD, then it is ok to cast
    ahead of time so the rotation works, but if your
    and your
    are both up, then you should save
    until
    is cast so you get the most out of the Atomic Charge CD reduction.

    Atomic Charge Build Variation
    The build itself is not much different from the standard QC build, but the rotation is changed.
    Recommended Rotation
    Open with:
    >
    +
    >

    Then simply do the following on repeat:
    >
    > (Filler)
    >
    >
    +


    (Filler) can be either
    or
    . Prioritize
    over
    so you maintain buff up-time. Because this build uses
    tier 4, you want to spam
    on CD. This reduces the CD of
    , keeps
    on CD so it can benefit from the tier 4 bonus, and spends stacks of Atomic Charge quickly so you benefit immediately from the CD reduction. Although it is possible to run this build without the Atomic Charge rune set bonus, it will be much more difficult to main a perfect rotation of alternating
    casts.

    Drop 3-4 Legacy Rotation


    I couldn't bring myself to delete this because it took forever to make...so it shall now serve as a memorial for what Medic once was. R.I.P.


    This is the main rotation I use (don't be scared, it's not as hard as it looks). Below is a list of how to best use the 2.5 seconds available between
    casts, depending on available resources. These are in order of importance, so if multiple options area available, use the option listed first.

    Opener:
    >
    x5 +
    >
    +
    + Innate + Gadget >
    x3 >


    The main reason you want to open up like this is so that you build up four Core Damage stacks (6% more damage) before popping your Innate + Buffs. Also, because medics start at full resources, you'll want use all of your free actuators for extra
    before starting your rotation. Try to pop
    on the third
    cast so you keep In Flux up. If you would like more initial burst, you can use
    with
    at the start instead. For dungeons, where DPS phases are typically much shorter than raid fights, it is better in most cases to simply pop all of your buffs, or withhold them for a Moment of Opportunity.

    After that I do the following:

    4 Actuators:

    Always:
    - >
    x3 ->


    3 Actuators:

    With
    :
    >
    >
    x2 >


    With
    :
    >
    x3 with
    >


    No
    or
    :
    >
    x2 >
    >


    2 Actuators:

    With
    :
    >
    >
    >
    >


    With
    :
    >
    x2 with
    >
    >


    No
    or
    :
    >
    >
    >
    > (0.75 seconds downtime)

    1 Actuator:

    With Innate:
    with Innate >
    x3 >


    No Innate:
    >
    x2

    0 Actuators:

    With Innate:
    with Innate >
    x3 >


    With
    :
    >
    x2 with


    No Innate or
    :
    >
    x2


    Notes
    4 Actuators: There is only one option because it will always bring us down to between 1-3 Actuators for the In Flux Bonus, usually 3.

    3 Actuators: Rotations at this level focus on being Actuator neutral. The rotations with
    and
    are Actuator neutral if you count the extra Actuator from Recycler. The last rotation is Actuator neutral if you get a Recycler proc on the first and last
    . If you get no Recycler procs, or only one Recycler proc on the last rotation, then you will end up dropping to 2 Actuators.

    2 Actuators: Rotations at this level focus on being Actuator positive. We want to stay at 3 Actuators because the options are much better than they are at 2 Actuators (the last option at this level is particularly horrible). If you get Recycler procs on both
    casts for all options, then you will gain an Actuator. A higher crit rating will mean this happens more reliably.

    1/0 Actuator: Getting here is usually the result of a deflected
    , but can also being the result of poor luck with Recycler. Rotations at these levels focus on resetting Actuator count as this is an undesirable spot to be in for any period of time. Innate is your saving grace here. All options besides the final option at 0 Actuators return you to 3 Actuators, with the final option at 0 Actuators only returning you to 2.

    Always use your Innate + Gadget immediately following an
    cast or a
    /
    cast, as this is pretty much the only time it wont mess up the fluidity of the rotation. Using it during
    will reset the cast time and mess everything up. It is also easier to pop during
    and then immediately follow with a 4 Actuator rotation, or pop right after an
    squish to get a nice buff stack.

    Special Cases/Advanced Tips


    Following this rotation exactly might leave you guessing what to do in certain situations. Or you might be wondering if there are small thing that can be done to improve this rotation even more. Here are a few things that I do to maximize the above rotation.

    1. Changing my what rotation I use mid-rotation. Often you will find that certain higher priority abilities like
    or
    will not be up at the beginning of the rotation, but they will pop up while you are executing a rotation. If the CD on either of these is close enough to the middle of my next rotation, I will count them as being up and perform the rotation at their level but switch around the order of abilities. For example, the 3 Actuator rotation for
    is:

    >
    >
    x2 >


    But if I know
    will be up within the next rotation period, I will switch the above to this:

    >
    x2 >
    >


    Doing this means I forgo the use of the bottom tier 3 Actuator rotation which has the most chance to drop me to 2 Actuators. The same goes for
    ; if I know the CD is about to be up, I will spam it during my first couple of
    casts, hoping for a crit to proc it. If I get one, I will continue on with the rotation as if
    had always been up. Otherwise I will default to the non-
    rotation.

    2. Handling
    deflects efficiently.
    One thing that hurts this rotation in comparison to a tier 8
    rotation is that deflects hurt more because they are not as easy to recover from. In the latter, a deflect might mean casting
    earlier to reset actuators, but this build doesn't have that luxury. What I find to be the most effective is sort of doing what I explain in the first point: change your rotation. A deflected
    means that you now have an extra actuator to gain back, so you are going to want to be Actuator positive. Luckily, this build happens to have a section with Actuator positive rotations, so I find that when I get deflected during a 4 Actuator or 3 Actuator rotation, the best option is to switch to the most readily available 2 Actuator rotation to try and gain that Actuator back. If I get deflected in a 2 Actuator rotation, then I will drop down to a 1/0 Actuator rotation to try and reset. The more strikethrough you have, the less often you will even have to consider this, so I recommend getting it up to at least 7% before using this in raids. If that sounds a little too advanced for your taste, then my best advice would be to improvise with the remaining time after you get deflected, as once
    is back up, you can begin following the rotation list again. Hopefully you will never get deflected and this point will be entirely useless :)

    The Empowering Probes Squish

    For those unaware,
    can be cast with certain abilities so that the number of GCDs used throughout the fight is reduced. I like to call this "squishing." These abilities are:








    To do this, simply cast the ability, and then immediately cast
    during the resulting GCD. The key is to make sure
    is cast second. Don't wait too long between the ability and
    , though. A delay as short as 0.05 seconds is enough for the squish to successfully happen. The CD on
    doesn't exactly line up with the CDs of any of the above abilities, so the best method for maximizing up-time on it is to simply wait until
    is not on CD, and then squish it with whatever of the above abilities is cast next in your rotation.

    Runes and Stats

    Stat Overview


    As a Medic, you should care about these stats:

    Strikethrough - Reduces the chance for your attacks to be deflected.
    This is a direct percent damage gain. It is the best DPS stat until capped. The cap percentage depends on three things.
    1. Do you have an Esper using Telekinetic Storm in your group? You should, as it's a free 5% Strikethrough for your whole group.
    2. Which tier of content are you doing? For Genetic Archives, you want around 15% Strikethrough in combat, and for Datascape you want around 17% in combat (assuming you have an Esper in your group.)
    3. Are you using the True Strike Fusion special? This Fusion increases your Strikethrough by 1.5% while in combat, so you'll only need 13.5% and 15.5% base Strikethrough for Genetic Archives and Datascape respectively.

    Multi-Hit Chance - The chance that your damaging abilities will multi-hit.
    When you Multi-Hit, your attack will turn into two separate attacks, and the second attack will be modified by your Multi-Hit Severity. This second attack does not count as a separate hit, and as such it cannot proc Fusion Specials that rely on hits. However, it can proc a lot of things for Medic. These include the Recycler, Chemical Burn, and Critical Priority AMPs, as well as tier 4
    and base
    . Although it offers less DPS than vigor point-for-point, the increased synergy Medics have with this stat makes up for it, and so this is our main stat to stack. This stat soft caps at 60%, and becomes much less effective at +65%.

    Multi-Hit Severity - The amount of extra damage your attack does when it multi-hits.
    Your Multi-Hits are modified by this stat in the following way: If I hit for 100 damage and I also happen to multi-hit, then I will hit a second time for 100 * Multi-Hit Severity. At base this is 35%, so my second hit would be for 35 damage. You cannot gain Multi-Hit Severity from runes, only from run sets. Because Medics want a naturally high Multi-Hit chance, we also want to increase our Multi-Hit Severity by as much as possible through rune set bonuses.

    Vigor - Outgoing damage is increased up to this percent, based on your current health.
    All damage you do is modified by this percent in the following way:
    Actual Damage Dealt = Damage Dealt + (Damage Dealt * Vigor Percent * Current Health Percent)
    Even at 85% health, this stat offers the most damage output behind Strikethrough. Unfortunately is has no synergy with Medic AMPs or abilities, so it becomes our stat to stack once we have maxed out Multi-Hit Chance and Severity.

    There is no cookie cutter way to rune your gear because there are a multitude of variables when it comes to the most effective setup for your situation. As such, I will simply provide the tools and information needed to properly rune any setup.

    Tools


    I recommend using this spreadsheet to analyze your damage output. Simply make your own personal copy, and then enter in your stat percentages to get a breakdown of what your expected damage output is, as well as which stat will increase your damage output the most. Keep in mind this sheet does not account for stat/class synergies, only raw output. Make sure you use your in-combat stat values (Full buffs and food/boost).

    Runes


    Fusion Runes
    You should use these fusion runes in your gear:
    Weapon - Mordechai's Redmoon Ammunition (Use Venom if you cannot obtain this)
    Head - Barrage
    Hand - Shredder (Use True Strike if you need more Strikethrough)
    Chest - Flurry
    Feet - Quick Feet

    Rune Sets
    Striker:
    2 Power - +0.35% Multi-Hit Chance
    3 Power - +0.40% Multi-Hit Severity
    4 Power - +0.27% Strikethrough
    5 Power - +0.50% Multi-Hit Severity
    6 Power - +0.55% Multi-Hit Chance

    Rune Choices: Strikethrough, Multi-Hit Chance, Health

    This is your Bread n' Butter rune set, as it provides all the stats we need, and the rune selection is also nice. You want at least the 3/5 power bonuses for the Multi-Hit Severity. In high end gear, you should aim for 6/6 in all pieces that do not have Class rune sets.

    Onslaught:
    2 Power - +0.21% Vigor
    3 Power - +0.24% Strikethrough
    4 Power - +0.18% Lifesteal
    5 Power - +0.30% Strikethrough
    6 Power - +0.33% Vigor

    Rune Choices: Strikethrough, Vigor, Lifesteal

    This is your filler rune set when you have all your Striker runes and need extra runes to fill in your gear. You should use an exceptional rune for this so you get the 2 power bonus Vigor.

    Cyanosure/Provoker:
    2 Power - +0.35% Multi-Hit Chance


    Rune Choices: Multi-Hit Chance

    While these are technically Tank/Healer rune sets, the 2 Power is Multi-Hit and they each offer a the choice of a Multi-Hit rune, so using one exceptional Multi-Hit rune from either of these sets makes for good filler runes if you need more Multi-Hit and have already capped Strikethrough.

    Your goals when runing should be the following:
    1. Reach the Strikethrough cap (changes depending which tier content you are doing).
    2. Get all of the recommended fusion runes.
    3. Get as many Striker rune sets on your gear as possible (At least 3/5 Power).
    4. Use filler rune sets to fill in any empty rune slots.
    5. Get your class sets and put them in your Shoulders/Leggings.


    Here is an example of an End-Game maxed out rune setup so you can get a better idea of what your own runes should look like:

    WEAPON
    Exceptional Divine Striker Rune of Multi-Hit
    Exceptional Pure Striker Rune of Multi-Hit (Yes, lower tier runes can be used to get rune set bonuses)
    Exceptional Divine Striker Rune of Strikethrough
    Exceptional Divine Onslaught Rune of Vigor
    Mordechai's Redmoon Ammunition
    Striker (6/6)
    Onslaught (2/6)
    Detonation Special

    HEAD
    Exceptional Divine Striker Rune of Multi-Hit
    Exceptional Pure Striker Rune of Multi-Hit
    Exceptional Divine Striker Rune of Strikethrough
    Exceptional Divine Cyanosure Rune of Multi-Hit
    Barrage
    Striker (6/6)
    Cyanosure (2/6)
    Barrage Special

    SHOULDERS
    Exceptional Pure Overcharge Rune of Vigor
    Pure Overcharge Rune of Vigor
    Exceptional Pure Overcharge Rune of Strikethrough
    Pure Overcharge Rune of Strikethough
    Exceptional Pure Overcharge Rune of Lifesteal
    Overcharge (8/8)

    CHEST
    Exceptional Divine Striker Rune of Multi-Hit
    Exceptional Pure Striker Rune of Multi-Hit
    Exceptional Divine Striker Rune of Strikethrough
    Exceptional Divine Provoker Rune of Multi-Hit
    Flurry
    Striker (6/6)
    Provoker (2/6)
    Flurry Special

    HANDS
    Exceptional Divine Striker Rune of Multi-Hit
    Exceptional Pure Striker Rune of Multi-Hit
    Exceptional Divine Striker Rune of Strikethrough
    Exceptional Divine Onslaught Rune of Vigor
    Shredder
    Striker (6/6)
    Onslaught (2/6)
    Shredder Special

    LEGS
    Exceptional Divine Atomic Charge Rune of Multi-Hit
    Divine Atomic Charge Rune of Multi-Hit
    Exceptional Divine Atomic Charge Rune of Vigor
    Divine Atomic Charge Rune of Vigor
    Exceptional Divine Atomic Charge Rune of Strikethrough
    Atomic Charge (8/8)

    FEET
    Exceptional Divine Striker Rune of Multi-Hit
    Exceptional Pure Striker Rune of Multi-Hit
    Divine Striker Rune of Multi-Hit
    Exceptional Divine Onslaught Rune of Vigor
    Quick Feet
    Striker (5/6)
    Onslaught (2/6)
    Quick Feet Special