I am by no means the most skilled, nor the most knowledgeable swordmage/player around, I am bound to have errors/flaws in this guide, and I would love some constructive suggestions!

Comment here or DM me on Discord: Asriel#8379

Hello!
So, I’m writing up this guide mostly for myself, so I can link it to friends, but hopefully it may help out a few people here with whatever small knowledge I can impart.
This guide is about Swordmage for PvE, and I will cover most of the basics, as well as my own PvE build (which may be subject to change as I grow and improve).

List of other great guides, that taught me a lot:
Saintone: Videos and particularly his Crash Course video!
Starsky: All inclusive guide, great guide forlv69, still relevant!
Ravec: Old guide, has great sections on theorycrafting, damage calculations, etc.

Further reading:
Valunza: Damage analysis AKA why we use storm stance in PvE
RedGoku: Analysis of MDB vs Crit Increment

List of content:

  • 1. Basic attributes (Int, dex, vigor..)
  • 2. Advanced attributes (Crit, Demon Break, etc..)
  • 3. Basic skills
  • 4. Special Skills
  • 5. Soul Grid
  • 6. Tree of Wisdom
  • 7. Arcane Arts (skill cultivation)
  • 8. Damage rotation
  • 9. Gearing

Here goes:

  • 1. Basic Attributes:

Firstly it’s important to understand that most of our attributes (everything but Dexterity) gain significantly more from hitting increments of 10 (Remember to factor in white+green stats + consumables for this purpose).
This is because the 4 points of Zeal, Brawn, or Arcana we get is important multipliers to our hopefully already substantial numbers from our gear.
I have 2 sets of attributes:
Set 1: Glass cannon: I use this set for any fight where I will not be taking damage
Intelligence: Rest
Dexterity: 80-100 (increase if you’re a bit low on crit from your gear)

Set 2: Tanky I use this set for PvE fight that has high unavoidable damage
Intelligence: ~240
Dexterity: 80
Spirit: 40~
Vigor: 170~

  • 2. Advanced Attributes:

There’s a very long list of stats in this game, and I will go over the important ones for us here, as well as make suggestions.
I’ve listed them in descending order from the ingame interface, split into offensive/defensive stats.

  • 3.2: Offensive stats:
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Magic Damage: This is your basic damage stat, magic damage is calculated by taking your magic attack stats (from weapons, rings, exalts, etc) and multiplying it by your Zeal bonus, and adding any “Magic Damage” (not magic attack) stats at the end.
Suggestion: we will naturally want this to be high, to get this make sure to get decent white rolls on crafted rings/weapons, and try to get “magic attack” ather than just “magic damage” on your exalt rolls, as it will benefit from Zeal statZeal: Every 10 Int will net you 4 Zeal, and each 1 Zeal converts an additional 1% of your Magic Attack into Magic Damage (the stat skills actually benefit from). Zeal is found on certain items such as Talismans and Soul Grids. Some skills carries an extra amount of Zeal to them (Press Shift during Mouse-over to see each skills damage calculation)
Suggestion: Get as much of this stat as you can acquire without becoming too squishy to survive the encounter you’re facing.Hit: Hit rating is the counter to the “Dodge” stat, we want 10% hit rating in order to never miss bosses.
Suggestion: Get 10% hit, but do not get it directly on any of your gear, we can reach 10% easily through Soul Grid, Venerations (earrings in particular can only roll Hit as offensive stat, rest is defensive) and guild/character cultivation.

Crit: This stat determines the chance to get a critical hit on an enemy of the same level, the damage of critical hits is modified by the Crit Increment stat.
Suggestion: Get at least around 50%, and preferably more. Critical strike increases the value of Crit Increment, which is a super important source of damage in PvE, also aim to get critical strike chance buff from guild buffs.

Crit Increment: This stat modifies the damage numbers of critical strikes. This stat is great because it requires relatively little Critical Increment rating to acquire 1% increment, therefore this stat has very high value on gear. Unfortunately it is capped at 200% (Resulting in a whopping 300% damage on critical strikes total)
Suggestion: Get as close to 200% as you can without overcapping, don’t forget to factor in consumables!

Magic Defense Break: This stat is the counter to the “Magic Defense” stat, and reduces that value by a percentage.
Suggestion: I have about 28% of this, but will downprioritize it in favor of Punishment, Demon Break, Crit Increment and Crit as I get more EC gear. The amount I have is mostly from the pieces I use for PvP as well as PvE until then.

Special Skill: This stat increases the damage output of your special skills.
Suggestion: unfortunately this stat can’t really compete with stats like crit/increment/punishment and has a lower priority – but it is not a waste to have some. Personally I have ~17%, but much like with MDB I will trade some for higher priority stats later.

Demon Break: This stat increases the damage you deal to enemies flagged as “Monsters” by the game, this includes all enemies in raids as well as the bosses.
Suggestion: This stat is very beneficial to our damage output, but we will get a great deal of it already from our Offensive PvE marks. In lategame we prefer Punishment stat over this, as usually the gear pieces (Eternal Chasm gear) will be able to roll both these stats as well as most other offensive stats.

Magic Damage Bonus: This stat acts as a multiplier to our “magic damage” number much like Zeal acts as a multiplier to our “magic attack” number.
Suggestion: I have 1.3% of this from the bonus of the lvl75 soul grid, and I am honestly not sure where else you’d acquire this. I think the berserking exalt for necklace/rings can give it too, but it will be significantly inferior to getting one of the crit increment or crit exalts.

Punishment: This stat gives a damage increase on monsters flagged by the game as “Bosses”.
Suggestion: Get as much of this as you can. It’s amazing.

 

  • 3.3: Defensive stats:
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Movement Speed: This stat increases our movement speed, it is measured in meters moved per minute.
suggestion: I recommend getting the “… of Swiftness” exalt on your boots if you can.Physical Defense: This stat reduces incoming physical damage. It is one of our more important defensive stats, as the vast majority of damage in PvE content is physical. (even when it doesn’t make sense, like the lightning strikes on 2nd boss in AoS)
Suggestion: Try to get this to around 70%+, good ways to increase it is through exalts like “.. of Gravitas”, physical defense type earrings, and gear with better physical armor rolls (white stats, fusion xp unlock increases, etc)Brawn: This stat works as a multiplier on physical armor, before it’s converted to physical defense (the stat that actually reduces damage intake). Physical Armor, Physical Defense and Brawn has the same relationships as Magic Attack, Magic Damage and Zeal.
Suggestion: Much like you may have gleaned from the attribute section and the above stat, physical defense is important – this is why I invest so heavily into vigor. Brawn is a great way to increase your survivability, so get it where you can.

Magical Defense: This stat works just like Physical Defense, but for Magic Damage.
Arcana: This stat works just like Brawn, but for Magical Defense.
Suggestion: Our gears’ basic white stats will already have plenty of magical defense, you do not need to concern yourself with this stat in PvE. This is also why we have a low investment in Spirit, as all we’re getting is basically the 25 HP it provides, while vigor is 41 HP per point (with Celestial Aura cultivation)

Spell Resistance: This stat reduces incoming damage in PvE, and is mostly found on Defensive PvE mark and EC gear.
Suggestion: This is good source of survivability. You will get it naturally as you progress.

Physical Damage Reduction: This stat is a seperate reduction modifier to physical damage, it stacks multiplicatively with your Physical Defense value and other applicable reductions.
Suggestion: Get this on the 3rd venerations on your Helm/Gloves if you can (so far I haven’t been able to roll it on Armor/Legs, but it may be possible as well.) For boots we prefer combat stamina regen or movement speed.

Magical Damage Reduction: As above, but for Magic Damage.
Suggestion: I consider this pretty useless in PvE.

  • 3. Basic skills:

This section will contain an overview of our basic skills, how I have chosen to allocate my skill points, as well as a few thoughts of mine on them.

Here is a picture of my current skill layout:

Note: An argument could be made for increasing Cold Shackles over Lambent Step, and you can do as you please here. I prefer the Step levels for a bit more AoE potential on trash, and I have most of the Element-saving cultivations, as well as cooldown reduction on my primary abilities – so I rarely use Cold Shackles anyway.

They are listed in order of their Arcane Arts appearence for consistency.

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Lambent Bolt:
This skill is our primary Special Skill Power (SSP) generator, unique to this skill is that it does not trigger the global cooldown of our other skills. This means we can weave it into our damage rotation without hindering the use of our other skills. Every time you cast a skill that isn’t part of a combo, we use this skill immediately afterwards, before casting a new skill.
If done correctly it will simply generate massive Special Skillpower with minor inconvenience to the rest of our rotation. Remember to cast this while moving as well when possible.
While this skill may not be a massive part of our total damage output, it is very important to use because it unables us to cast Nimbus Reign and Elemental Fury on cooldown.Angel Fire:
This is our primary “filler” skill. It does a significant portion of our damage, and generates 1 Element.

Cold Shackles:
This is the lowest priority of our damage skills, we use this as a filler when everything else is on cooldown and we have nothing better to do.
It is of higher priority to people that does not have Elements-saving cultivations, since they will need to rely on this as well to have enough.

Elemental Rhytm:
This skill should not be bound to a hotkey, instead drag out the individual Elements Stances from the Combat Skills interface shown above, and use them directly instead.
In general we will play in Storm stance for virtually everything. Switching to fire to drop a high burst Elemental Fury can be useful in clutch situations (such as Flower mechanic on Swamp Dragon, in EC).

Searing Wake:
Our most common “Elements spender”, it consumes 3-5 elements based on cultivation, and deals a fair amount of damage. Usually has roughly the same damage output as Angel Fire.
We will always try to pair this skill with our Star Sword ability (Star Sword -> Searing Wake) as we can (and will.) cultivate this to gain 33% more damage when the target is affected by Star Sword, and since both abilities have the same cooldown it is a natural pairing.
Notice however that it is not worth waiting for Star Sword to be ready before casting this, assuming you used Star Sword to increase damage output of your Elemental Fury.

Lightning Orb:
This is the signature spell of the Storm Stance, we will use this on cooldown and always activate it’s second stage.
With cultivation this skill will apply a Demon Break effect to our targets, further increasing our overall damage output, so try to cast your high hitting skills while the orb is active when possible. (i.e. this skill has a bit higher priority if you know you’re about to drop Elemental Fury etc)

Lambent Step:
This skill is only situationally useful. It can be used as an extra movement skill to quickly retreat from incoming fire, or to add more AoE damage when we’ve run out of more interesting buttons to press during mass pulls.
Note: The skills damage projectiles land right beneath where you were standing when using the skill – this means in order to maximize the damage of it we must be inside/beneath our target when using it. I see people too often wasting this, thinking it strikes in front of their previous position.

Frigid Aura:
Virtually useless, I use it right before Lambent Step if I’m in close proximity anyways, otherwise ignore this.

Celestial Aura:
Free stats! Yay!
This is our team buff, we use it before fights.

Cunning Step:
Our primary mobility skill, we use this to dodge dangerous situations, quickly go to where we need to be so we can start damage again, or save it to break CC (stuns, roots, etc..) if relevant.

Star Sword:
This is one of our top damage skills. It not only provides massive burst damage, but it also debuffs the target with a 10% damage taken increase – We will pair this with hard hitting skills like Elemental Fury, Nimbus Reign and Searing Wake whenever possible. I usually cast this right before
Searing Wake as SW lasts 5 seconds, which is the amount of time you have to detonate the Star Sword (if cultivated for it). Detonate it as late as possible to allow Searing Wake (or other skills) to benefit from it’s damage bonus for as long as possible – but without losing the damage of the detonation.

Celestial Aegis:
Our primary defensive cooldown. We use this to avoid deaths, dispel ourself as well as remove Enmity/Aggro in case we were a little trigger happy at the start of the fight

 

  • 4. Special Skills:

For the Dragon (left) side we want the following skills:
Nimbus Reign: For Daos we will take Resource Cost Reduction (1st priority) and then Damage (2nd priority)
Sword Salvo: For Daos we will take Resource Cost Reduction (1st priority) and then Damage (2nd priority)
Elemental Fury: For Daos we will take Resource Cost Reduction (1st priority) and then Damage (2nd priority)

The reason is that we can generally burn our special skill points faster than we can generate them (by using Sword Salvo to burn excess points)
Therefore we will want to optimize the amount of damage we get from each special skill point resource:
33% reduced cost = The amount of damage we deal per point spent increases by 33%
25% increased damage = 25% more dps on the given skill
33% reduced cooldown = 33% more dps on the given skill, but also 33% more cost – taking away from the points we could use on Sword Salvo. We also spend more time casting the skill, the opportunity cost here being throwing out an Angel Fire for instance instead.
More on the priority of each skill in the damage rotation section later on.

For the Phoenix (Right) side:
Starfall Blessing: For Daos I personally went with Cost Reduction (1st priority) and Cooldown Reduction (2nd priority), but an argument could be made for removing the cost reduction in favor of Point Generation (or the Shield on a fight like Mountain Dragon for example) – I just prefer getting it off as soon as possible in combat to give points to cast Elemental Fury fast, as well as benefit my team.
Void Banishment: For Daos we will use Magic Defense Break increase (1st priority) and Damage (2nd priority) note: you could use cost reduction here as well, but if you use dual generation lambent you will generate more Phoenix points than you can reasonably spend.
3rd is optional – I use ripple to increase trash aoe dps, but you won’t use either on a target dummy scenario, so make your own judgment here.

  • 5. Soul Grid:

The soul grid holds a lot of important bonuses for us, such as crit, hit, as well as the various bonus unlocks which provides tremendous value as well.
In particular we want to unlock Berserker II and Divine Way II.
I was influenceed a lot by the soul grid link in the discussion here by Starsky, however the link to the calculator no longer works – i just wanted to give credit.
So, how do we unlock the bonuses we want? Take a look at what soul crystals you have available and mix and match them to acquire as many of the bonuses you can. Remember every 2 levels a soul crystal rises it will gain another element, this means two lvl8 soul crystals can effectively replace 4 lvl4 crystals.

This is a an example soul grid unlocking the important bonuses for a swordmade:

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(don’t forget you can reach the same result with different crystals, for example if you have two lvl6 sky crystals you can replace one of them, letting you use 4 lvl4 Sun Crystals)Eternity Crystals:

Sun Crystal VI x 1
Sun Crystal IV x 2
Time Crystal VI x 2
Sky Crystal IV x 3

Rebirth Crystals:
Birth Crystal IV x2
Death Crystal IV x1
Animus Crystal VI x1

Chaos Crystal:
Bright Chaos Crystal IV

Soul Grid Type:
Darkness

Perfect Soulgrid would be having 2 of each Eternity Crystal and 1 of each Rebirth crystals level VIII+, This will activate the most bonuses on the soul grid.
To this end, keep levelling and consolidating your crystals – once you get lvl6 Sky Crystals it will free up a slot, and so on. When you have the opportunity to upgrade your soul grid, make sure to take it, as we will need an average of lvl7 of each soul crystal in the grid (except chaos) to fully activate the last Soul Grid panel. Personally I pushed for lvl8 Sun Crystals to free up another slot for Moon Crystal, and this also allowed me to keep my Sky Crystals at lvl6, since upgrading dodge was less important to me than getting Damage/HP.
Personally I still haven’t fully unlocked the Rebirth portion of the Soul Grid Panel item.

  • 6. Tree of Wisdom:

This is one of the areas where I must admit my knowledge (or Wisdom, if you will ^^), is a bit lacking. Please correct me, and/or make suggestions so we can all learn and grow!

The Tree of Wisdom allows us to turn Solar Dew obtained from our class reputation dailies into passive stats. As I understand it the higher your gear progression is the more of the Tree of Wisdom you can unlock – I was already +13 from my lvl69 days, so I did not experience this progression myself however.
Regardless, it is a slow process to unlock the tree of wisdom through your class reputation alone. Make sure to participate in your class areas boss events, and grab the chests at the end of it for a neat chance for some extra Solar Dew or just tradeable items you can turn into coins!
You can acquire 8000 Class Reputation weekly, and assuming you already purchased your Focus Scrolls and Soul Grids you can turn these into ~66 Solar Dew or 6600 Starlight (the resource we spend on the Tree of Wisdom), this will net you 1-3 Unlocks a week, depending on how far you progressed.
Furthermore, each time we fully unlock a tree, it will unlock a set of extra bonuses, as well as access to the next tree.
We will use the Tree of Wisdom to grab some nice passive stats, or to bridge any gaps in our gearing.

Noteworthy things to look for:
Punishment
Demon Break
Zeal
Crit / increment
Magic Defense Break

In order to get the most optimal pathing through the Tree of Wisdom, make sure to look at:’
What stats do I need? (Are you hitcapped? Low on crit? etc)
What is the shortest route to the bonuses I want?
How can I get the strongest filler stats on my path to the bonuses I want? (Physical defense > Magical defense, people!)
Sometimes the shortest path may not yield the best bonuses, either – thankfully we can freely reset and costumize the Tree of Wisdom as we please.

Here is a link to my current Tree(s?) of Wisdom(s?): (someone please teach me the plural of this xD)

 

  • 7. Arcane Arts:

I have learned a lot from Saintones videos, you can find them HERE as well as the particular video HERE
Furthermore I learned a lot from these guides: Starsky’s Guide and Ravec’s Guide

Though all the above guides are for lower level (except the newer Saintone videos!) they are mostly still relevant, and I highly recommend reading them. Getting more opinions and perspectives leads to greater understanding!

Note to self: Put a list of guides at the top of the first page.

This section I will go over my PvE build, and make some comments about my thoughts for each choice.
Please note that I have 83 cultivation points, so I might have less or more than some of you out there. I will try to rate the importance of the cultivations as I go through from, so you know what to prioritize if you are short on points. The same goes for cultivation book unlocks, where I have most of them, but also missing things like the infamous 9% PvE dmg Jade Book.

Please note that this list will only include the skills I have spent points cultivating. (I’m too lazy to crop images for the rest xD

Also, I would love to talk about each individual node here but it would be cluttered and messy. The character limit also would not allow for it in a single post – So please feel free to contact me ingame or on discord if you have any questions!

This is my current arcane arts layout: 

  • (mostly, I have assigned a few insignificant points since) 
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Lambent bolt notes:
This is our primary Special Skill Power generator, and we will cultivate it as such. If you have not yet unlocked your Starfall Blessing refrain from taking the dual-ssp generation points.
Priority: 5 stars.
Angel Fire notes:
Angel fire does significant damage, and has a low cooldown. As such it will do a fair amount of our total damage done, and should be cultivated for damage.
Priority: 4 stars for the first damage nodes, 2-3 stars for cooldown reduction – get this after more important things such as Star Sword, etc.


Elemental Rhytm notes:
These are passive bonuses that will improve our quality of life as well as damage output. Getting 10% more PvE damage for all our skills is a no-brainer, and so is increasing the skills magic damage bonus in storm stance by 40% (gives us 120 damage when it’s levelled to 20/20). The reason I have only a single point in the last node, is due to the fact that swordmages usually have multiple sources of fast-hitting abilities dealing damage every 0.5 seconds (or more often if multiple running). This means the internal cooldown is triggered almost immediately even with only 10% chance. The two points in the top is an additional 12% on top of the 40% from before, yielding a total of 156 damage bonus.
Priority: 5 stars for the Scroll 2 line cultivations, and 3 stars for the two points in the top.


Searing Wake notes:
This skill has some rather strong cultivation options, and is fairly weak without them. we take the increases to synergize with Star Sword as we will try to pair these in our rotation whenever possible. Reduced elements cost is a significant quality of life boost, but you can cast it on cooldown even without it. The reason we have only 2 points in the cooldown reduction instead of 3 is because Star Sword and Searing Wake both have 10 seconds cooldown, but Star Sword has a cast time – with 2 points it will sync perfectly. Just don’t forget to use Star Sword before Searing Wake – not the other way around.
Priority: 5 stars for the synergy nodes with star sword, 2-4 stars for cooldown reduction. Do NOT get the cooldown reduction here without having it on star sword as well, or it will be 100% wasted.


Lightning Orb notes:
This skill benefits tremendously from cultivation points, but consumes a lot of points compared to it’s damage output. However, try to get the Magic Defense Break effect as well as the increased duration of it early on, the rest of the points can wait till later. I highly recommend getting the element cost reduction as a quality of life thing, you can make the rotation work without by supplementing your elements more often with Cold Shackles instead.
Priority: 4 Stars on the MDB effect Duration increase, 3 Stars for Second Strike damage. I took the cooldown reduction a bit late personally, but it may have been worth grabbing sooner – I’m not sure, it’s not easy to calculate the benefit of increasing uptime on the defense break.


Celestial Aura notes:
I have opted to increase my defensive stats here, so I can afford to increase my int a bit more in my attributes. We place only two points in the magic defense as we should naturally land at around 80% without even trying – plenty enough for any PvE fight where it might actually apply.
It is not neccesary outside of Eternal Chasm, and if you truly want to optimize for each fight you can safely remove and redistribute these points when swapping to glass cannon build.
Notice that I haven’t taken points in the magic damage increase as it would require 5 points to get 20% magic damage increase on this skills passive 142 damage, which is a bad investment. (142 * 0.2 = 28.4 magic damage increase for 5 points), compared to the 2 point investment on Elemental Rhytms upper scrolls it’s 5,68dmg/point here vs 18dmg/point on EleRhytm. 
Priority: Untiered, this can situationally be truly important if you are barely getting oneshot and can avoid death by taking these, or conversely be entirely useless for some fights – make a judgment call here depending on how much you need survival.
(Also if you have access to the jade book for 9% PvE damage here, I think it is worth it to take for most people.)


Star Sword notes:
With this being our strongest non-special skill damage dealer, it is also important to heavily invest in this skill. It also has some of the strongest cultivation books and I highly recommend aiming to unlock the upper execution path ASAP. This skill becomes vastly more powerful through cultivation by getting 80% increased damage and a detonation for 70% of the initial hit on top of that.
Priority: 5+ Stars for the damage nodes, 2-4 stars for the cooldown reduction. Make sure to increase Searing Wake cooldown in tandem with Star Swords cooldown, so we don’t desynch our rotation and miss out on the increase to Searing Wakes damage.


Celestial Aegis notes:
This is our primary defensive skill. We don’t neccesarily need to cultivate this at all for the majority of the fights in the game, however I prefer to have the single point that allows us to cancel it at well so I can use it to avoid a mechanic, self dispel, or lose aggro and quickly get back into combat. The cooldown reduction is situationally very useful, such as 2nd boss in Tower of Pain where you can take both the first and third charge, and is downright a neccesity for Ice Queen in Eternal Chasm.
Priority: 1 star, you do not need this for the most part, but it is handy to have. I took the 1st point early on and found that I got annoyed when I played without. The cooldown reduction is only situationally useful, I took it after reaching 75 or so Cultivation Points.

Finally some honorable mentions:
Cunning Step: Both increased range and cooldown reduction might be worth looking into for some fights.
Cunning Step: The DA book for +15 Phoenix might let you get off your first Starfall Blessing (.. and thereby your first Elemental Fury) much faster, and allow you to swap from Resource Reduction to increased SSP generation on it’s Daos.
Celestial Aegis: The Phoenix generating node after the manual cancel node is worth considering for the same reason as above, once we have 90+ cultivation points and don’t know what else to use them on.

 

  • 8. Damage Rotation:

This section will contain my thoughts on the priority for each skill, some principles of how to use them and some examples.
Ideally I’d include some video examples as well, but I’m on phone data for Internet.

– Still working on this bit, please be patient!

  • Basics:
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Swordmages has a relatively fluid damage rotation, and we will often times have multiple spells ready at the same time. Therefore we must prioritize and choose the most effect option every time, in order to maximize our damage output. This can be tricky at first, as swordmage damage can seem complex until you get the hang of it, especially against mobile bosses where you must factor in when the boss will move and avoid wasting Nimbus/Fury/Searing/etc right before he moves away from it.
Swordmages are particularly strong against groups of enemies, stationary enemies and longer lasting fights.For the purpose of this guide we will assume we are doing damage in a target-dummy scenario (Boss is being facetanked, and is stationary. There are little external factors forcing us to move). Once you get the hang of this it will make it much easier to adapt it to more advanced scenarios.

Furthermore I will assume that you have (or intend to) level up your special skills, as well as dao them in accordance with the Special Skills section above.

 

  • General principles:
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So in order to make things easier for us, we will use a few rule-of-thumb principles:

– Whenever we use Elemental Fury, we want to immediately (or within 5 seconds) also use Void Banishment. These skills share cooldown and should be used together because of the multiplying effect of Void Banishment benefitting the most when used with the hardest hitting skill we have. Make sure to drop the star sword on the Void Banishment as well, afterwards.

– We want to combo Star Sword -> Searing Wake, as searing wake benefits greatly from targets being affected by Star Sword debuff. Wait untill the last moment to detonate your Star Sword, to let the Searing Wake benefit as much as possible. Do not forget to actually detonate the sword.

– Lightning Orb gives magic defense break as well, when the situation allows for it try to use your damage while it’s up to benefit from it. We will generally use it on cooldown, but it can be beneficial to throw this before Nimbus for example, instead of vice versa.

 

  • Priority list:
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#1 Elemental Fury + Void Banishment
This is our top damage skill, we should use this as often as possible without wasting it to a moving boss or the like.
Note: With some forethought you can substitute Searing Wake with Elemental Fury in your rotation, to make it nice and fluid – Since they both consume your elements, this way you will avoid those awkward “My EF is ready, but I’m 4 elements short” moments.#2 Nimbus Reign
This is our second highest damage skill, we should use this on cooldown and try to pair it with damage increases such as Lightning Orb, Star Sword and Void Banishment.

#3 Star Sword + Searing Wake
Star Sword is the third highest damage skill, and Searing Wake synergizes greatly with it – therefore we use these together. You should be able to stack enough elements to use Searing Wake on cooldown, even when spamming Nimbus Reign.
Make sure to cast Star Sword when it’s ready even if either the cooldown of Searing Wake isn’t ready or you don’t have enough elements.

#4 Searing Wake
In case we used Star Sword for bursting a pesky add, aoe damage, to boost Elemental Fury or whatnot, we use this without Star Sword. See above.

#5 Lightning Orb
While technically lower damage output than our Angel Fire on most fights, the debuff it gives is very significant to the damage of our other skills. Once you increase it’s duration (and decrease it’s cooldown) you will have a very nice uptime on the debuff. 

#6 Angel Fire
This is our primary “filler” skill, it will be the main generator of our Elements resource, as well as a very significant portion of our total damage output. It has a very low cooldown, so I personally try to use it right before other skills so I can use it again right after.

#7 Cold Shackles
We will only use this when everything else is on cooldown, or we’re moving and therefore cannot use channeled skills.

#untiered Lambent Bolt
Please refer to the basic skills section for an explanation on this skills use for now, I will switch the explanation around later I think.


#untiered Frigid Aura + Lambent Step
Casting these in quick succession is a nice way to generate some distance to your opponent(s) as well as a few Phoenix skill points. Good for dealing damage when you’ve run out of other AoE options on trash as well.

#untiered Starfall Blessing
We will use this immediately the first time it gets ready, and afterwards every time there’s a lull in our rotation – think of it like Cold Shackles but with higher priority.

 

  • Example damage rotation
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I WILL CLEAN THIS UP AND (probably) ADD SOME PICTURES AT SOME POINT
:: opener
Lightning Orb + Phase 2 (this will travel without engaging boss while we proceed with..) [Ignore this if you don’t have element conservation cultivations anywhere, and activate phase 2 of it after searing wake]
Star Sword + Searing Wake
(lambent bolt)
:: End opener
Angel Fire
(lambent bolt)
Cold Shackles
(lambent bolt)
-> if target is not dangerous to be near, can cunning step -> frigid aura -> lambent step here
(lambent bolt)
Angel Fire
(lambent bolt)
Nimbus Reign
(lambent bolt)
Lightning Orb + phase 2 (if your cultivation allows it element-wise, don’t delay SS+SW)
(lambent bolt)
Star Sword + Searing Wake
etc
etc
etcThe idea is simply to make sure you get off the highest value spell available on your skill bar whenever you have an opportunity to cast.

Practice makes perfect (or closer to it xD) and striving to optimize on a target dummy a few times will also make it easier to do naturally eventually.



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