This build is for a spellslinger who wants to do average DPS while increasing the output of the group. Do not expect to top DPS meters with this build. It's designed for survivability and utility.
Abilities
T8
- Spammable Assault Power buff. Never power surge it unless you're waiting on CD's and have spare spellpower.
T8
- 4th cast and 50% armor ignore. Amazing burst damage. Always spell surge to reduce cast time.
T5
- Average damage. Always spell surge. The T4 bonus basically gives a free dash every 2 sub-casts. I generally dash, cast, cast, dash, cast, cast, dash. Outside of dashing between sub-casts, this is a stationary spell. You can try switching it out with
, but I personally don't like the cooldown on it.
- Just a DoT. Always spell surge and try to keep 100% uptime on the tick. Do NOT recast before the final tick or you will lose that burst damage.
- Free OGCD damage. Why not.
- Movement speed and Assault power buff. Excellent CD for boss fights and/or tough mobs. Doesn't use spellpower. (I have tested builds with T8, but I recommend that only with a premade group that needs that last little bit of damage to down a boss)
- Interrupts. In certain situations, I have found getting T4 Gate for the double int armor shred worked wonders for Veteran dungeon bosses.
AMP's
I had seen the utility tree and originally wondered 'why?'. Well, after trying a full Assault build and realizing it was a glass cannon (literally getting 1 shot by vet bosses mechanics) I decided to try this build. It allows dashing more often and grants some defense. I'll explain my AMP choices here.
T1 Utility
Cooldowns - Self explanatory. There are some high CD abilities in this build and it knocks 7 seconds off Void Pact alone.
Dash Regen - It was either this or another Tier 2 AMP. I felt the dash regen helps boost mobility and is more vital than interrupt armor. (Our guild healers have interrupt armor buffs already).
CC Resilience - Lots of CC in this game. Both bosses, solo, and PvP. This isn't a MUST HAVE, but it's a nice accessory.
T2 Utility
Evasive Maneuvers - In conjuction with dashing more offense, the added defense is a great tool for surviving some of the unavoidable damage at time. I found this to be the best option in unlocking T3 AMPs.
T3 Utility
Void Pact - Ability used in this build. See abilities for more info.
Homeward Bound - Still debating this one. I find it helps me let go of
and free up a LAS slot, but because it is a killing blow, you will die if you have a DoT on you anyways.
T1 Assault
Strikethrough - To help hit caps needed for veteran level content.
Assault Power - Increased damage at all times. Why not?
***Armor Pierce - I do not know the extent of the throughput of armor pierce. I'm not sure if this will be worth spending the later AMP points on or not, but for now I think it's a personal playstyle decision.
T2 Assault
Deadly Chain - As we are using magic and physical abilities, we get the benefits of both empowerment effects. Extra damage is extra damage!
Withering Magic - More of a support to your magic DPS. It helps more in groups with Espers and other Spellslingers, but does buff our DPS a little as well (Flame Burst/Ignite)
***Trigger Finger - I'm sure this could fit into any Spellslinger build. This AMP is, however, very rare and I don't know of anyone on my server who has found it. So if you get this one, I'd recommend getting rid of Withering Magic for a personal DPS boost.
T3 Assault
Gunslinger - Almost all of our abilities have CD's, so this is a constant buff that should be able to be kept up fairly easy.
Surge Damage - We spell surge abilities quite frequently, so this should also be able to be kept up 100%.