Hello everyone,
Who am I and why did I decide to create an Aethertech guide specifically for pvp?
I'm Senju, also known as Hellkaiser,Hell,Lumi,Ragnarok and I mainly played on the private server called NotAion. I don't support the server by any means as it's almost dead, it's not good anymore as it was in 4.0-6.2
I decided to create an Aethertech pvp guide specifically for our patch. Because It seems like not many are aware of what the class does and how it functions as a whole.
I played throughout 5.0-6.2 patches on my Aethertech. Have a lot of experience with this class.
To make things even worse . This class is by far the most underrated class I've seen in my 8 years of playing the game, and I will explain you guys why.
But first, let us start with my past achievements with the Aethertech that YOU also could.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
My Past Achievements in NotAion: From patch 5.0-5.8
Multiple Top 10 Battleground Rankings ----> Highest was #6 through Solo queue without a premade.
4 Times Governor on my Aethertech with 28,173 kills. Considering I played in a playerbase of Max 150 people online it is still impressive.
37 Consecutive wins in .1V1 (PvP queue were you apply to fight a player in 3 rounds who ever wins 2 out of 3 rounds wins the 1V1)
Achieving the ''G-G-Godlike'' 33 Consecutive kills in Free For all before dying on the Aethertech. (Free For ALL = AOC)
1V5 managed to do it even twice!!
---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
The Ultimate Aethertech PVP Guide (4.6)
Improved,corrected and edited version by Senju for our current patch. Big shout out to Vince-DN for saving me hours and days of sleepless work.
Table of Contents
1. Introduction to the Aethertech
2 . Why choose an Aethertech?
3. How can I become a good Aethertech?
4. Skills
5. Stigmas
6. Gear
7. Godstones
8. Idian
9. Manastones
10. Matchups and Rotations
1) Gladiator () (Very Hard)
2) Templar () (Hard)
3) Assassin () (Easy)
4) Ranger () (Hard)
5) Chanter () (Hard)
6) Cleric () (Very Hard)
7) Sorcerer () (Easy)
8) Spiritmaster () (Nightmare)
9) Gunslinger ()(Hard)
10) Aethertech(???)
11) Bard()(Easy)
11. The Aethertech calls you NOW!
Introduction to the Aethertech
Aethertechs are a very powerful and explosive class, yet you may wonder why we don't see that many players using it. The easiest answer I could give you is because of one solid reason. --> Easy to play but Extremely Hard to Master perfectly. The class seems rather slow and confusing to start out with in the beginning. It takes up the whole screen and other reasons players have, but trust me. Once you start playing this class the right way, you will be mindblown,happy and excited to play this class. Especially if you will read this guide thoroughly.
Why choose an Aethertech?
Pros : High Burst
Very Versatile
Tanky
Neko skin
Strong resistances (buffed)
Good Crowd Control
Very strong in Solo pvp
Strong in group pvp
Masterrace
Cons: Slow attack speed (unbuffed) <---- Cast speed is completely useless for the Aethertech!
Complex Skill chains
High Mana consumption on skills
Need quick reactions
Hard to Kite with
How can I become a good Aethertech?
- If you use the correct rotations. (you will learn it here)
- Low ms/ping will only make you even faster <---- Highly Recommended to have 50 ms/ping or lower
- Having a pistol as a side weapon. (Keep reading if you want to know why)
- Quick reaction time as with every class.
- Understanding the strengths and the weaknesses of your skills.
- Using the correct stigma's according to your ping and playstyle
- Practice, Practice and even more Practice ! Duel your way to the top!
- Zoom out with the camera so you have a better overview of what's happening around you.
- By reading this whole guide (with enough practice) you will become a Magician like me
Skills
Aethertechs are considered to be a Melee class, however the damage is calculated off of Magical Attack/Magic Boost and Crit Spell. And not Physical attack or Crit strike.
Their attacks can be bound and not silenced or blinded.
Siphoning Shells - Lasts for 3 minutes, has a 15% to recover mp with every hit. Make sure you always have this skill buffed before you fight. CD is only 10 seconds.
Backlash - After resisting or parrying an attack, you can stun an enemy up to 20m away for up to 2 seconds! This skill is amazing, especially when immediately followed up with Steam Rush.
Ravager Cannon - This skill is a charging lightbeam with an AOE effect, it's not that great in pvp but still good if you have the higher ground or some distance that you can shoot from 20 meters. I highly recommend to use it at a distance if there's no other option to fight back. If you're up close don't use it,unless you have full cd's.
Kinetic Slam - With a short cooldown of 12 seconds and no MP usage, it becomes a practical and dare I say mandatory skill to use in all situations. When fully charged it can knock down opponents. In PvP it’s needless to say that keeping your enemy on the ground helps a lot with bringing down the hurt. Remember that this is a charge skill and enemies aren’t always gonna wait around for you to fully charge it. It’s best used on enemies that aren't paying attention to you or are rooted/cc'd.
--> Combat/Normal use ''X'' After the skill to decrease the animation delay
Magnetic Wave - A fan-shaped taunt skill. While it doesn’t do any damage in PvP it has a chance of making enemy players target you, to keep the heat off your healers or squishy players.
Bludgeon - A very short cooldown skill that can chain into a 3-part chain series with a chance of knocking down enemies on the last hit!
Hindering Blade -The first hit reduced your target's attack speed and magical accuracy.
or
Battery - Inflicts some Earth damage.
Beatdown - Inflicts some Earth damage with the chance of knocking down the enemy.
Overdrive Trigger - A wonderful 2k DP buff that boosts your speed, attack speed and magic attack for 1 minute with a 1:30 cooldown. When used in Instances and PvP it can help to skyrocket your DPS. It's like using steroids without any side effects.
Electric Shock - Paralyze an enemy for a split second and cancel any cast they were in the process of. It's great for interrupting the enemy when they use important skills like ''Fear Shriek'' as example.
Lightning Tether - This chain follow up binds them for 5 seconds, enough time for you to burst them rapidly with a cover. Combat/Normal use ''X'' after the skill
Embark - Mount your bastion. While it’ll always stay active while you’re alive, once you die you’ll have to reactivate it to use your bastion once more. Remember that once the skill is deactivated in any way, there’s a 10-second cooldown.
Hypergate Detonation - Kamikaze. Gain 100% HP, teleport 15m backward, make your enemies lose target of you and deal damage AoE damage from the spot you blew up. Always remember that this will dismount you and you won’t be able to use Embark until its 10s cooldown is off. Use it well and you can get out of any situation laughing, use it poorly and you’ll be a Bastion-less punching bag. To use it correctly is to switch to your Pistol-> right after you use Hypergate Detonation and using the following rotation using the Pistol : From left to right .
1 Manifest Wall - Gives a Protective shield
2 Packed Bomb - Dmg and lowers Fire resistance for the opponent
3 Gunshot - Does surprisingly good Fire dmg on the Pistol
4 Green Grenade - Roots them for 4 seconds
5 Precision shot - Use ONLY if everything else is on CD with an Auto Attack in between and by using. Keep distance to wait for your Embark
6 Embark - off cooldown to be ready to use it again.
Boost - Thrust yourself 15m forward. Once you reach a certain level you get another boost that chains off this one which basically gives you another 15m. This Skill is great to catch up to enemies and to close the distance. Also very useful to use as a tactical retreat, if you feel like you will not win the fight then use this at all costs.
Kinetic Battery - One of the major skills that gives ATs their tankiness. You’ll pretty much have it on all the times as long as it’s off cooldown. It’s a very complex skill so there are actually still a lot of people who don’t know EXACTLY how it works. Allow me to cut it into pieces.
1. It is an active skill that lasts for 1:30 minutes with a cooldown of 30 seconds. While it is activated:
2. Your shock resistance and parry go up.
3. You block 30% of ALL incoming damage. When blocking damage, 50% of the damage blocked is deducted from your MP. Think of it as using your MP to shield your HP. Example: You were supposed to take 1400 damage, but with KB up you take 30% less which is 700. 50% of the damage deducted (1000 - 700 = 300 [damage deducted] then divide 300 by 2 -> 150) is deducted from your MP (you lose 150 MP from that one attack).
Remove Shock - Once activated you can chain into one of either skill:
Protective Shell - Replaces the remove shock’s buff effect, but increases your resistance to movement-related effects, magic resist and reduces damage taken from players for 8 seconds.
or
Uppercut - Inflict damage and knock down an enemy. I often prefer this skill since I'm using the Offensive Stigma Tree. To make a comeback after I get knocked over. --> Combat/Normal use ''X'' After the skill to decrease the animation delay
Repair Protocol - Remove movement related debuffs. Good for getting out of roots and traps.
Steam Rush- Once your enemy is stunned or knocked down, you can thrust yourself right on top of them as long as they’re within range and even if you weren’t the one to stun them. It’s wonderful for keeping on top of classes that love to kite. You can Nullification Trigger -> Backlash then use this skill, a very effective combo. To follow up with a brilliant paralyze lockdown rotation is even better or a solid stunlock will do the trick with some heavy burst after.
Sundering Blade - Might not look like it at first, but this skill right here is a tremendous debuff. It reduces the target's magical and physical defense by a ton. This can benefit your entire team when used on priority targets in PvE or for burying in PvP.
Rain of Knuckles (stigma) - Inflict Earth damage which can be reactivated 3 times.
Siphoning Slash – It doesn’t matter what you hit or how much you hit for with this attack, you will always gain 2000 mp back. Combat/Normal use ''X'' after the skill
Conversion Pulse - Deals AoE damage on enemies within range and absorbs 50% of ALL the damage you dealt on all enemies as HP and 100% as MP. You can target a group of weak mobs or training dummies and regain a huge amount. Has a slow animation ending and it's better to use Combat/Normal or ''X'' to decrease the animation delay right after you use Conversion Pulse
or
Siphoning Stab - Deals Water damage and Recovers 1000 mp. Good to get some Mp back back if you follow up with Siphoning Trust.
Siphoning Trust - Deals Water damage and Recovers 500 mp - Combat/Normal use ''X'' After the skill to decrease the delay
Aetherlock Blade - An instant silence with a short (18 second) cooldown. Deadly against Casters and also Classes to use against that forgot to prebuff.
Annihilation Barrage - A gorgeous World War looking attack that attacks in a fan-shaped radius, does a large chunk of damage and knocks everything within range down. This skill is great in group pvp when used at the right time it could cost the game for the enemy group. Combat/Normal use ''X'' after the skill
Cinder Cannon - Who said you had to switch to pistols to shoot? You can use this skill to run and gun enemies up to 20m away.
Gattling Gun (stigma) - Then chain into Gattling Gun which can be reactivated twice.
Rocket Punch - One of our low cooldown main damage skills. Does additional damage on balaur and can chain into Combat/Normal use ''X'' after the skill
Heat Burst - which does another major amount of damage (+ more to balaur) and into Combat/Normal use ''X'' after the skill
or
Flame Emission - which can shoot moderate damage up to 20m away.
Afterburner - Removes all Debuffs that change your movement speed or Flight speed (can only be used Flight Mode)
Vexing Blast - This skill does a little bit of damage , good to use against classes with skill resists up. To make sure you can cover them with an Auto attack in between.
Fuel Reserves - Restores your flight time by 120 seconds if you use the mount and press ''R'' to sprint and your flight time is on cd, then jump off the Mount use Fuel Reserves + Boost x2 then jump back uand Boost to get forward quickly and jump.
Counterslam - Inflicts Fire Damage after a succesful parry, and has a chance to stun the target.
Chilling Wave - This skill deals water damage in a fan shaped animation and also reduces their speed for 3 seconds.
Riplash (stigma) - Then chain into Riplash to deal even more water damage in a fan shaped animation. Combat/Normal use ''X'' after the skill
Stigmas
Offensive Stigma Tree: Very High DPS , Low defense. Only recommended if you have low ping/ms with good reaction speed. This is something that veterans would use. Don't use this if you want to play safe. , this build is a highly agressive playstyle.
Not recommended for beginners!
Nullification Trigger (Necessary) - Use 2% of your MP to parry or resist one attack. When tanking this can allow you to do something Plates can’t, by being able to completely nullify large attacks instead of face-tanking it. After you successfully parry or resist you can chain into Backlash and chain into Steam Rush. This is a simple PvP rotation which you can use as the start-up for deadly combos. you can also use it to resist being covered by bind or silence. But smart players will also use ''Fake Covers'' to prevent you from using this skill at the fullest potential. This leaves open for mindgames, which I often end up losing,but don't make the same mistakes as me.. Find new ways to trick your opponent for using their silence/bind into your Nullification Trigger.
Drillbore (Necessary) - An AT-must have! Not only is it instant and stuns targets for 2 seconds, but it removes most shields! --> Combat/Normal use ''X'' After the skill to decrease the animation delay. In PvP you can remove nearly all protective shield effects. This includes:
Gladiator – Dauntless Spirit
Templars - Iron Skin , you can also remove a Templar’s Bodyguard from their protected target! Useful for when a Templar tries to protect their cleric.
Sorcerer - Stone Skin
Spirit Master – Stone Skin and Spirit Protection
Songweaver - Protective Ode
Cleric – Blessed Shield, Immortal Shroud and Impervious Veil,Life Curtain, Marchutan's Light
Chanter – Protective Ward
Recharge (Necessary) - Instantly heal a huge amount of MP and HP. Yup, it’s just as much of a lifesaver as it sounds, regardless of the situation. Just use it wisely as there is still a 3m cooldown.
Riplash - Deals magical water damage on targets within 15m in a fan-shaped animation. This skill is good to use if you cancel it with Combat/normal ''x'' by pressing ''X'' right after using the skill it will drastically decrease the animation ending delay. To make you move faster. --> Combat/Normal use ''X'' After the skill to decrease the animation delay
Aether Recharge (swap this stigma) - A charge skill that can nearly fill up your replenish your MP with a full charge and only has a minute cooldown. This is the only stigma that you can swap out if you have no mp problems, because this stigma is not necessary. The Recommended stigma's to swap it with are,
Leeching Steel - Decreases the Targets mp by 600 points for each attack on you. This skill can catch people by surprise. If they start to burst you or you feel like the burst is incoming, use it immediatly! It will make them back off after the short burst or they will be forced to regenerate mana points. which is a win-win situation whatever option they choose.
or
Aimbot Assist - Increases Magical Accuracy up to 300 points. This stigma is very useful against classes that increased their Magic resist stats like some clerics do for example.
Gattling Gun - This is the follow up skill of Cinder cannon and it boosts your kiting damage up to 20 meters distance. To stick with your cannons on players.
as the point of this build is to deal damage as fast as possible.
Stability Thrusters (Abyss)- You gain magic attack, Shock Resistance, Resistance to Movement debuffs and removes any attack speed related debuffs upon activation. It does however use 4% MP every 4 seconds for up to 30 seconds – it basically drains 30% of your MP over time.
Steel Storm - Deals some wind damage up to 25 meters away, good for kiting and to open with in combat at a distance. --> Combat/Normal use ''X'' After the skill to decrease the animation delay
Particle Whip (Abyss) - A charge AoE with a similar range as Chilling Wave. Has a chance to stun targets as well at stage 3. --> Combat/Normal use ''X'' After the skill to decrease the animation delay.
Aethercharged Steel (Abyss) - Boosts attack speed, magic attack, and deal additional damage to players for 10 seconds.
Rain of Knuckles (Abyss) - Chains off of Sundering Blade and can be activated 3 times. Gives steady dps if everything's off cooldowns. Don't use this skill too much. Use it for kiting or chasing opponents, but don't stick with it as your main burst because it's not that heavy damage.
Meteor Strike (Abyss) - Simply a damage skill. Gives great burst with a low cd of 30 seconds if you combine it with your main damage skills.
Defensive Stigma Tree: High DPS, High Defense. Recommended at all times in pvp. Good to play safe and you can escape and tank much faster in most situations because of the strong protective stats.
Highly recommended for beginners!
Nullification Trigger (Necessary) - Use 2% of your MP to parry or resist one attack. When tanking this can allow you to do something Plates can’t, by being able to completely nullify large attacks instead of face-tanking it. After you successfully parry or resist you can chain into Backlash and chain into Steam Rush. This is a simple PvP rotation which you can use as the start-up for deadly combos. you can also use it to resist being covered by bind or silence. But smart players will also use ''Fake Covers'' to prevent you from using this skill at the fullest potential. This leaves open for mindgames, which I often end up losing,but don't make the same mistakes as me.. Find new ways to trick your opponent for using their silence/bind into your Nullification Trigger.
Drillbore (Necessary) - An AT-must have! Not only is it instant and stuns targets for 2 seconds, but it removes most shields! --> Combat/Normal use ''X'' After the skill to decrease the animation delay. In PvP you can remove nearly all protective shield effects. This includes:
Gladiator – Dauntless Spirit
Templars - Iron Skin , you can also remove a Templar’s Bodyguard from their protected target! Useful for when a Templar tries to protect their cleric.
Sorcerer - Stone Skin
Spirit Master – Stone Skin and Spirit Protection
Songweaver - Protective Ode
Cleric – Blessed Shield, Immortal Shroud and Impervious Veil,Life Curtain, Marchutan's Light
Chanter – Protective Ward
Recharge (Necessary) - Instantly heal a huge amount of MP and HP. Yup, it’s just as much of a lifesaver as it sounds, regardless of the situation. Just use it wisely as there is still a 3m cooldown.
Riplash - Deals magical water damage on targets within 15m in a fan-shaped animation. This skill is good to use if you cancel it with Combat/normal ''x'' by pressing ''X'' right after using the skill it will drastically decrease the animation ending delay. To make you move faster. --> Combat/Normal use ''X'' After the skill to decrease the animation delay.
Life support Trigger - Increases Maximum MP up to 1000, Natural Mana Treatment up to 60, and Natural Healing up to 120 for 1m.
Gattling Gun - This is the follow up skill of Cinder cannon and it boosts your kiting damage up to 20 meters distance. To stick with your cannons on players.
Mobility Thrusters (Abyss) - While it grants you a speed boost of 35% for 10 seconds with only a 40 second cooldown, it drops your physical defense and immobilization resist slightly. Might not be the best choice against physical classes, but it’s almost harmless to you when used against magic classes. You don’t even have to use it in battle, just using it to get around is fine too.
Steel Storm - Deals some wind damage up to 25 meters away, good for kiting and to open with in combat at a distance. --> Combat/Normal use ''X'' After the skill to decrease the animation delay
swap this stigma with
Leeching Steel - Decreases the Targets mp by 600 points for each attack on you. This skill can catch people by surprise. If they start to burst you or you feel like the burst is incoming, use it immediatly! It will make them back off after the short burst or they will be forced to regenerate mana points. which is a win-win situation whatever option they choose.
or
Aimbot Assist - Increases Magical Accuracy up to 300 points. This stigma is very useful against classes that increased their Magic resist stats like some clerics do for example.
Trauma Plate Trigger (Abyss) - Increase Parry, Bind and Fear resist while also decreasing the overall damage you take from PCs for 20 seconds.
Debilitating Blade (Abyss) - Cripples your opponents physical and magical attack.
Convulsion Beam (Abyss) - Can bind a target up to 20m away and immobilize them. They’ll be freed once you attack them but you can use this to stop people from running away. Or you can use it to cover your opponent with for example -> + + +Combat/Normal use ''X'' + = Convulsion Beam lockdown
Cloths won't be able to move and basically do nothing till the silence is over then they can take action again, other classes have an easier time. But still it's good to shut someone down without them able to move, is a win situation for you since you can steady yourselves and deal some burst damage with 6 meter or more distance.
Kinetic Bulwark (Abyss) - Its shield effect only lasts 30 seconds, but acts as a better Kinetic Battery – Blocks 50% of damage from all attacks and only deducts 10% of blocked damage from MP. It has a poor cooldown of 5m, but charging the stigma can severely reduce it. Extremely useful and powerful in PvP. Using this will disable Kinetic Battery if it is active.
Gear
Campaign Quest Gear (Starter Gear for pvp)
You can get all the parts if you finish most, Sarpan,Katalam, Danaria campaign quests. They are easy to do and won't take too much time if you have a mount. The pvp stats are totally not bad for Fabled Gear.
Weapon - Personal choice, if you have the kinah then buy the Ancient Coin weapon
and fuse it with the Blood Mark weapon. (Highly recommended).
If not then just stick with the Starter weapon.
Until you have a lucky Mythical Cipher- Blade Drop from Sauro or Illuminary Obelisk for example to fuse it with the Blood Mark Cipher- Blade.
Highly recommended!
Fearless Skirmisher Chain set (Blood Mark)
Weapon - Remodeled Danuar Cipher-Blade (Ancient Coin) + Discordant Cipher-Blade (Blood Mark)
This set is stronger then the campaign quest,but only if you socket magic boost.
Include also the Magical Accessories.
<Fearless Skirmisher's Hauberk>
<Fearless Skirmisher's Chausses>
<Fearless Skirmisher's Brogans>
<Fearless Skirmisher's Spaulders>
<Genium's Handguards> +8% Attack speed -Obtainable from the Marchutan Priority Merchants.
Eclipse chain set (Endgame)
This set is your final goal in endgame including the accessories , just make sure you do the dailies for Ceranium Medals
The handguards have also 8% attack speed in it, which is exactly what we want for the Aethertech.
Weapon - Bastion Defender Firm Cipher-Blade+ Eclipse Axial = Best Weapon
Godstones
Earth Damage Godstone (Highly Recommended) - we are looking specifically for 1%,2% or even 10% (which is what I'm using) are simply perfect to increase your damage overall,because our main weapon the Cipher Blade has the (Earth) Element. So if we use Earth Godstones it will proc higher compared to other godstones with the same percentage of proc rate.
(This is a pure Myth, but for me it works better then other Element Godstones for the Aethertech.)
Silence Godstones - Are also a good alternative with a 5% proc rate, if you really feel like your weakness overall is against Magical classes. And specifically Cloths , then this Godstone is for you.
Blind godstones - Have also a 5% Proc rate and if you feel like Physical classes -->Gladiators, Templars,Assasins......
Give you a run for your money ,then this godstone welcomes you. It will give them a hard time instead.
Idian
Literally the only Idian I use, because attack>Defense and currently the best Idian so far on the market. It has 3 stats . So look out for Idian's with 3 stats in it. It also has a small chance of giving you 0,2% PVP attack or even 0,5% PVP attack.
The other less important stats except for Magic Boost are Magicall Accuracy, Crit Spell,Magic Suppression....
Manastones
Manastone: Magic Boost +28 (Good Alternative) what I'm using, if you're low on kinah buy and socket it.
Manastone: Magic Boost +27 / HP +47 (Main set)
Manastone: Magical Accuracy +14 / Magic Boost +13 (Magical Accuracy set) Put this in all slots.
Matchups and Rotations
This is were the real hard work starts, you will have to understand these matchups and learn them by heart and PRACTICE to become a good Aethertech.
Gladiator ()
Difficulty : Very Hard
It's like looking in the mirror (a physical mirror). These guys also specialize in lockdowns and a whole lot of stumbles. They're one of the only physical classes that can bind you, so keep that in mind.
Keep your distance when they activate their protective and offensive buffs like berserking; even with your shield up some glads can facetank your damage with their buffs up.
Only use repair protocol for ankle snare, keep them running and have them waste their buffs.
They tend to usually start with cleave, so use nullification trigger to backlash onto them. Beware of their remove shock stumble.
Advantage: They can't kite you as well as other classes. Most times it's a head to head fist fight, so be sure your buffs are preserved and ready.
Disadvantage : Try to avoid them in flight combat. Their ability to move while using a lot of their skills is superior since we need to stop moving for a lot of ours.
Rotation: (if distance is over 20m if not skip the first skill)
RED - Long distance burst
Blue - Lockdown
Purple - Heavy Burst
Numbers - Meters of distance between you and the class
X - Cancel animation delay use it right after you pressed the skill.
Offensive Stigma Tree Rotation
Use + + from the start. (when you're in close range of the gladiator)
20 15
+ = --> Jump to Lockdown Heavy Burst
25 or 20- 15- 6 6 6 6 8 8 8 6 6 6 6 20 15
-> X -> -> -> -> -> X -> -> ->->-> -> ->X -> -> -> -> -> -> ->
↑ ↑ ↑ ↑
↑ X X X
20
-> X Long Distance Burst Lockdown Heavy Burst -> X
Continue with the rest of your skills that do less damage. If cooldowns are up continue with This rotation or try to simulate it with what you have.
remember this Long Distance Burst --> Lockdown --> Heavy Burst --> repeat / use skills outside of this rotation (Use what you have)
High>Low damage skills.
Defensive Stigma Tree Rotation
Use + from the start (when you're in close range of the gladiator)
20 15
+ = --> Jump to Lockdown Heavy Burst
25 or 20- 15- 6 6 6 6 8 8 8 6 6 6 6 20 15
-> X -> -> -> -> -> X -> -> ->-> -> -> ->X -> -> -> -> -> -> -> ->X
↑
↑ ↑ ↑ ↑
20 20 X X X
->X Long Distance Burst Lockdown ->X Heavy Burst
Continue with the rest of your skills that do less damage. If cooldowns are up continue with This rotation or try to simulate it with what you have.
remember this Long Distance Burst --> Lockdown --> Heavy Burst --> repeat / use skills outside of this rotation (Use what you have) High>Low damage skills.
Templar ()
Difficulty : Hard
They pull you in and then kite you off. It's like a girl playing hard to get, except they're trying to kill you. They are a little bit weaker then glads.
Without abusing stance mode and without multiple sets to carry them atleast.
They have lots of shields. Most of the time you'll want to kite them off, but if you have drillbore handy, try saving it for iron skin since it's their longest lasting defense buff. They can pull you every 30 seconds.
Be mindful of that when charging a kinetic slam to hit them. A good Templar will try to cancel it with a pull. They don't have the range advantage that gladiators do so it's a lot safer to bind them in place.
If they don't have their greatsword out, chances are they're in a defensive stance. You can land a couple test shots on them to see how much you hit for (and if at all).
Advantage: They don't have much range, which is the reason for their pulls. They only don't usually use extendable weapons for melee classes so be sure to keep your distance.
Disadvantage: They *can be* the game's most top-tier PvP class. With enough sets it becomes extremely difficult to predict their movements or even do much damage to them. You need to be mindful of whatever weapons they're using and avoid being stumbled at all costs.
Rotation: (if distance is over 20m if not skip the first skill)
RED - Long distance burst
Blue - Lockdown
Purple - Heavy Burst
Numbers - Meters of distance between you and the class
X - Cancel animation delay use it right after you pressed the skill.
Offensive Stigma Tree Rotation
Use after the first pull and + from the start.
20 15
+ = --> Jump to Lockdown Heavy Burst
25 or 20- 15- 6 6 6 6 8 8 8 6 6 6 6 20 15
-> X -> -> -> -> -> X -> -> ->->-> -> ->X -> -> -> -> -> -> ->
↑ ↑ ↑ ↑
↑ X X X
20 15
-> X Long Distance Burst Lockdown Heavy Burst -> X
Continue with the rest of your skills that do less damage. If cooldowns are up continue with This rotation or try to simulate it with what you have.
remember this Long Distance Burst --> Lockdown --> Heavy Burst --> repeat / use skills outside of this rotation (Use what you have)
High>Low damage skills.
Defensive Stigma Tree Rotation
Use or + from the start (when you're in close range of the templar)
20 15
+ = --> Jump to Lockdown Heavy Burst
25 or 20- 15- 6 6 6 6 8 8 8 6 6 6 6 20 15
-> X -> -> -> -> -> X -> -> ->-> -> -> ->X -> -> -> -> -> -> -> ->X
↑
↑ ↑ ↑ ↑
20 20 X X X
->X Long Distance Burst Lockdown ->X Heavy Burst
Continue with the rest of your skills that do less damage. If cooldowns are up continue with This rotation or try to simulate it with what you have.
remember this Long Distance Burst --> Lockdown --> Heavy Burst --> repeat / use skills outside of this rotation (Use what you have) High>Low damage skills.
Assassin ()
Difficulty : Easy
Assasins should not be an issue for our class. Because once you can Lockdown and burst them down, there's not much they can do except for Facetanking your damage since they have to trade blows from close up. Your class can Perfectly handle Assasins Burst damage when using the Defensive Stigma Tree.
The Difficulty increases to Hard () when using the Offensive Stigma Tree.
Not to mention that this class is one of the hardest to play, so there's not many Assasins that know how to play against the Aethertech.
A well timed leeching steel when they commence their burn rotations can melt their MP and leave them vulnerable.
Try not to use mobility thrusters since it will bring down your physical defense and make life a lot harder for you.
Try to use trauma plate trigger before using remove shock. When you do use remove shock, chain into protective shell to further reduce damage
Use RS mainly when locked in the air since it's the longest altered state they can keep you in. Boost away once you do since a good assassin may be expecting this
Use bludgeon and/or cinder cannon to use up their focused evasion and aether twisting. Save your hard hitting skills for when they're vulnerable. Kite out these buffs if you can by boosting away.
Good Assasins will try to resist your or Lockdown with aether twisting or focused evasion so if you know this Assasin is one of those guys then just simply use an Auto attack or Kite it off with useless skills like or . They usually use it after you put 2 Debuffs on them.
Once they're vulnerable, bind and silence them in place (with a sundering and debilitating blade bury if possible) and begin using your 6-8m attack range to your advantage.
Keep them marked, in case they port away!
Advantage: Their attack range is short and they don't have much hp recovery besides potions. Keep them pressured as long as they aren't using buffs that will negate your attacks.
Disadvantage: They're fast on their feet and can resist a ton of magical attacks which makes being a magical melee class a bit annoying.
Rotation: (if distance is over 20m if not skip the first skill)
RED - Long distance burst
Blue - Lockdown
Purple - Heavy Burst
Numbers - Meters of distance between you and the class
X - Cancel animation delay use it right after you pressed the skill.
Offensive Stigma Tree Rotation
Use + when they are covered. And from the start.
20 15
+ = --> Jump to Lockdown Heavy Burst
25 or 20- 15- 6 6 6 8 8 6 8 6 6 6 6 20 15
-> X -> -> -> -> -> X -> -> ->->-> -> ->X -> -> -> -> -> -> ->
↑ ↑ ↑ ↑
↑ X X X
20 15
-> X Long Distance Burst Lockdown Heavy Burst -> X
Continue with the rest of your skills that do less damage. If cooldowns are up continue with This rotation or try to simulate it with what you have.
remember this Long Distance Burst --> Lockdown --> Heavy Burst --> repeat / use skills outside of this rotation (Use what you have)
High>Low damage skills.
Defensive Stigma Tree Rotation
Use or + from the start (when you're in close range of the Assasin)
20 15
+ = --> Jump to Lockdown Heavy Burst
25 or 20- 15- 6 6 6 8 8 6 8 6 6 6 6 20 15
-> X -> -> -> -> -> X -> -> ->-> -> -> ->X -> -> -> -> -> -> -> ->X
↑
↑ ↑ ↑ ↑
20 20 X X X
->X Long Distance Burst Lockdown ->X Heavy Burst
Continue with the rest of your skills that do less damage. If cooldowns are up continue with This rotation or try to simulate it with what you have.
remember this Long Distance Burst --> Lockdown --> Heavy Burst --> repeat / use skills outside of this rotation (Use what you have)
High>Low damage skills.
Ranger ()
Difficulty : Hard
Almost as stun savvy as their dual-wielding cousins. How you can get knocked back and put to sleep with a bunch of sticks is beyond me, but this is Aion; a land where ships fly and Daeva's can't swim.
Unlike all the other classes above, they're a ranged physical based class; so binding them in place won't stop them from attacking. It is of course always a good thing to be up in their faces as much as possible since they have very low defense.
Leeching steel also works well against rangers, but it may not burn them out as quickly as an assassin. They have a low mp pool however, which can block out a lot of their utility skills.
When slept, there isn't much you can do except prepare to use trauma plate trigger to reduce the damage on their incoming rotation.
Use repair protocol when caught in their snare. You can pot off their movement speed debuff, but countering the debuff with mobility thrusters is risky against any physical class.
Keeping them silenced is the key to reducing their utility (ports, buffs and speedups)
They stand still for most of their attacks, so boost up to them when they aren't stunning you. Good rangers do hop back occasionally to maintain distance. In this case, it's best to get behind them and cut off their path.
Keep them marked, in case they port away!
Advantage: Very squishy and buff reliant. Keep them silenced, bound and pressured.
Disadvantage: Attack from range and have a lot of stuns, making remove shock predictions difficult.
RED - Long distance burst
Blue - Lockdown
Purple - Heavy Burst
Numbers - Meters of distance between you and the class
X - Cancel animation delay use it right after you pressed the skill.
Offensive Stigma Tree Rotation
Use + when they are covered. And from the start.
20 15
+ = --> Jump to Lockdown Heavy Burst
25 or 20- 15- 6 6 6 8 8 6 8 6 6 6 6 20 15
-> X -> -> -> -> -> X -> -> ->->-> -> ->X -> -> -> -> -> -> ->
↑ ↑ ↑ ↑
↑ X X X
20 15
-> X Long Distance Burst Lockdown Heavy Burst -> X
Continue with the rest of your skills that do less damage. If cooldowns are up continue with This rotation or try to simulate it with what you have.
remember this Long Distance Burst --> Lockdown --> Heavy Burst --> repeat / use skills outside of this rotation (Use what you have)
High>Low damage skills.
Defensive Stigma Tree Rotation
Use or + from the start (when you're in close range of the Ranger)
20 15
+ = --> Jump to Lockdown Heavy Burst
25 or 20- 15- 6 6 6 6 8 8 8 6 6 6 6 20 15
-> X -> -> -> -> -> X -> -> ->-> -> -> ->X -> -> -> -> -> -> -> ->X
↑
↑ ↑ ↑ ↑
20 20 X X X
->X Long Distance Burst Lockdown ->X Heavy Burst
Continue with the rest of your skills that do less damage. If cooldowns are up continue with This rotation or try to simulate it with what you have.
remember this Long Distance Burst --> Lockdown --> Heavy Burst --> repeat / use skills outside of this rotation (Use what you have)
High>Low damage skills.
Chanter ()
Difficulty : Hard
Strong and versatile in PvP. They feel like fighting a glad for a few seconds then a cleric the next.
It's hard to tell whether their stumbles are the most annoying or if that title should go to glads. Regardless, their stumbles are short, but plentiful. Trauma plate and remove shock early help a lot.
They can bind you every so often, so save your greater healing potions for that.
Use stability thrusters when your attack has been reduced (which will happen at some point or another when fighting any chanter).
Drillbore works well against their protective ward.
Their DPS isn't as high as other melee classes, but some chanters are geared to pack a punch. Keep them pressured and bind them down. Attack from as far away as you can.
They don't have skills to resist your attacks, but have many utility skills to heal and tank through your damage. Silence is our best friend when fighting them or any of the classes listed below.
Few chanters are geared and dedicated enough to have defensive PvP sets. If you see them pull out a shield, assume they're in one of these sets and treat them as a Templar in this situation.
Advantage: You have the silence advantage while they have the bind advantage. Ensure you don't give them a chance to heal.
Disadvantage: They're tricky to kite, because the moment you leave them alone they're going to heal. I don't recommend kiting any healer unless under extreme conditions.
RED - Long distance burst
Blue - Lockdown
Purple - Heavy Burst
Numbers - Meters of distance between you and the class
X - Cancel animation delay use it right after you pressed the skill.
Offensive Stigma Tree Rotation
Use + from the start. (when you're in close range of the chanter) Use when your Attack speed has been decreased by a skill.
20 15
+ = --> Jump to Lockdown Heavy Burst
25 or 20- 15- 6 6 6 6 8 8 8 6 6 6 6 20 15
-> X -> -> -> -> -> X -> -> ->->-> -> ->X -> -> -> -> -> -> ->
↑ ↑ ↑ ↑
↑ X X X
20
-> X Long Distance Burst Lockdown Heavy Burst -> X
Continue with the rest of your skills that do less damage. If cooldowns are up continue with This rotation or try to simulate it with what you have.
remember this Long Distance Burst --> Lockdown --> Heavy Burst --> repeat / use skills outside of this rotation (Use what you have)
High>Low damage skills.
Defensive Stigma Tree Rotation
Use or + from the start (when you're in close range of the chanter)
20 15
+ = --> Jump to Lockdown Heavy Burst
25 or 20- 15- 6 6 6 6 8 8 8 6 6 6 6 20 15
-> X -> -> -> -> -> X -> -> ->-> -> -> ->X -> -> -> -> -> -> -> ->X
↑
↑ ↑ ↑ ↑
20 20 X X X
->X Long Distance Burst Lockdown ->X Heavy Burst
Continue with the rest of your skills that do less damage. If cooldowns are up continue with This rotation or try to simulate it with what you have.
remember this Long Distance Burst --> Lockdown --> Heavy Burst --> repeat / use skills outside of this rotation (Use what you have)
High>Low damage skills.
Cleric ()
Difficulty : Very Hard
Clerics are ridiculous. They can deal lots of damage while dancing around, cleansing and using servants. You won't have much fun fighting a cleric at all, but that's why you need to be aggressive.
Save drillbore and use it when you see they're about to cast splendor of recovery; that heal over time gives them the freedom to DPS you. They can go from 5% hp to 100% if they use enough buffs prior, so if you see them use buffs such as Sage's Wisdom or Amplification, they're most likely doing to use splendor or Call Lightning.
Good clerics are hard to bury since they cleanse every time someone quits the game (that's often in case you didn't get the joke). So before attempting to bury a good cleric, try to keep them stunned or stumbled first. Watch for their remove shock.
If they at any time pop impervious veil. Silence and bind bury them completely, then use drillbore to remove their shield.
They have many instant cast skills so if you plan on getting out of their attack range or rushing up to pressure them, you need to reduce the amount of damage you'll take on your way.
Run away from their servants and fight them one versus one. Those things do enough damage to be considered another player. Ensure you lure them out the servant range before you engage them. If they're camping the servants, just leave them be and get some distance while recovering your cooldowns. There's no shame in it.
Advantage: Cannot silence or bind you. Once you manage to lock them while their remove shock is out of commission then you're set for some good damage. Be sure to use your hardest hitting skills immediately after you lock them down. Fighting a cleric is burn or heal.
Disadvantage: They have a short cooldown on their root. They usually use their DPS skills after rooting you so it's a good chance to use nullification trigger and repair protocol (or pot off the root) into a backlash combo.
Offensive Stigma Tree Rotation
Use + + from the start. (when you're in close range of the cleric) Use when your Attack speed has been decreased by a skill.
20 15
+ = --> Jump to Lockdown Heavy Burst
25 or 20- 15- 8 8 6 6 6 8 6 6 6 6 20 15
-> X -> -> -> -> -> X -> -> ->->-> -> X -> -> -> -> -> -> ->
↑ ↑ ↑ ↑
↑ X X X
20
-> X Long Distance Burst Lockdown Heavy Burst -> X
Continue with the rest of your skills that do less damage. If cooldowns are up continue with This rotation or try to simulate it with what you have.
remember this Long Distance Burst --> Lockdown --> Heavy Burst --> repeat / use skills outside of this rotation (Use what you have)
High>Low damage skills.
Defensive Stigma Tree Rotation
Use or + from the start (when you're in close range of the Cleric)
20 15
+ = --> Jump to Lockdown Heavy Burst
25 or 20- 15- 8 8 6 6 6 8 8 6 6 6 6 20 15
-> X -> -> -> -> -> X -> -> ->-> -> -> ->X -> -> -> -> -> -> -> ->X
↑
↑ ↑ ↑ ↑
20 20 X X X
->X Long Distance Burst Lockdown ->X Heavy Burst
Continue with the rest of your skills that do less damage. If cooldowns are up continue with This rotation or try to simulate it with what you have.
remember this Long Distance Burst --> Lockdown --> Heavy Burst --> repeat / use skills outside of this rotation (Use what you have)
High>Low damage skills.
Sorcerer ()
Difficulty : Easy
Sorcs are a tricky and a hard to use class, but the most fearsome ones are those you can't see. If a sorc is out of your sight, you're in trouble. It's like a sniper taking free hits. When in groups, ensure that even if you aren't engaging the enemy sorcerer, you know where they are. From my experience, they can be either very destructive or very easy to take down, depending on the player. You simply should not lose against this matchup in 1V1 though, once you Lock them down and initiate the burst they should be pretty much dead after one rotation or close to death. Just make sure you don't lose sight of them and you should be perfectly fine.
Watch and listen for their buffs. You can tell by the icons which they're using, but they mostly grant power boosts. Their MA buff won't really matter all that much since you're most likely going to get hit by most of their skills.
If you're at a far distance, but don't have much room to run away, the best thing to do is to pressure them; even if it means facetanking some damage.
The most important thing is to always keep them in your sight. Failure to react quickly enough can result in an easy sleeplock for them. Some of them will sleep you long enough for their cooldowns to reset.
During a sleeplock there isn't much you can do except try to get rid of the silence or get some distance to recover yourself.
Save your greater healing potion for a strong root. Use repair protocol to get out of the first root, if they root you again pot it off.
Keep them marked, in case they port away.
Advantage: It's easy to take advantage of inexperienced sorcs. If they lack fast reactions, ports and have predictable rotations, they shouldn't be a problem for you at all. Provided you don't screw up along somewhere along the line. Don't slack off though, keep them slowed and pressured as you would any high threat target.
Disadvantage: High DPS sorcs can wipe you before you realize they're around. Keep in mind the names of your target. If they're a sorc known for their high damage, keep them at a high priority and take them out before they can get to your teammates.
Offensive Stigma Tree Rotation
Use + when they are covered. And from the start.
20 15
+ = --> Jump to Lockdown Heavy Burst
25 or 20- 15- 6 6 6 8 8 6 8 6 6 6 6 20 15
-> X -> -> -> -> -> X -> -> ->->-> -> ->X -> -> -> -> -> -> ->
↑ ↑ ↑ ↑
↑ X X X
20 15
-> X Long Distance Burst Lockdown Heavy Burst -> X
Continue with the rest of your skills that do less damage. If cooldowns are up continue with This rotation or try to simulate it with what you have.
remember this Long Distance Burst --> Lockdown --> Heavy Burst --> repeat / use skills outside of this rotation (Use what you have)
High>Low damage skills.
Defensive Stigma Tree Rotation
Use or + from the start (when you're in close range of the sorcerer)
20 15
+ = --> Jump to Lockdown Heavy Burst
25 or 20- 15- 6 6 6 6 8 8 8 6 6 6 6 20 15
-> X -> -> -> -> -> X -> -> ->-> -> -> ->X -> -> -> -> -> -> -> ->X
↑ or -> -> ->-> ->
↑ ↑ ↑ ↑
20 20 X X X
->X Long Distance Burst Lockdown ->X Heavy Burst
Continue with the rest of your skills that do less damage. If cooldowns are up continue with This rotation or try to simulate it with what you have.
remember this Long Distance Burst --> Lockdown --> Heavy Burst --> repeat / use skills outside of this rotation (Use what you have)
High>Low damage skills.
Spiritmaster ()
Difficulty : Nightmare
Fear no class except a class that can fear. SMs are a pain for any and every class in their own way because of their skillset. They have the ability to lock down short range classes and support the alchemy economy by borrowing your scrolls. As painful as they may be to fight, nothing's impossible for an AT. Just stay focused and ensure that you don't accidentally use drillbore too early.
Remove their slows with your repair protocol, you're going to want to save your greater healing potion for their bind.
At the very beginning of the fight ensure they're slowed by chilling wave. If they pot it off that's their own loss since they won't be able to get rid of your silence bury.
Use mobility thrusters to keep yourself up to speed with them especially when they use one of their thousands of speed debuffs (okay maybe not thousands).
Trauma plate trigger increases your resistance to fears, but don't pop it too early because they may remove the buff (they usually do this at the beginning of the fight to give you a slow start).
The most important rule is to save drillbore for their Command:Bodyguard. Doing so will completely negate their last line of defense. This makes gives you a key role in group PvP, since people will be relying on you to remove the SM or Templar bodyguard. I know drillbore is a lovely skill to watch and the stun is lovely, but hold onto it; you'll thank me later.
Try to resist their Bind or Fear with your Nullification Trigger if you manage this and don't make any mistakes after, you should be able to win.
Advantage: You're able to remove their bodyguard, which most other classes struggle with getting rid of. If the SM you're up against doesn't know how to bury or spends most of their time trying to spam cast fear, don't give them a second of breathing room.
Disadvantage: They have access to bind, silence, roots, slows, attack speed debuffs and can remove your buffs. Basically, prepare to start the battle as crippled as possible and use your nullification trigger for fears.
Offensive Stigma Tree Rotation
Use + when they are covered. And from the start.
20 15
+ = --> Jump to Lockdown Heavy Burst
25 or 20- 15- 6 6 6 8 8 6 8 6 6 6 6 20 15
-> X -> -> -> -> -> X -> -> ->->-> -> ->X -> -> -> -> -> -> ->
↑ ↑ ↑ ↑
↑ X X X
20 15
-> X Long Distance Burst Lockdown Heavy Burst -> X
Continue with the rest of your skills that do less damage. If cooldowns are up continue with This rotation or try to simulate it with what you have.
remember this Long Distance Burst --> Lockdown --> Heavy Burst --> repeat / use skills outside of this rotation (Use what you have)
High>Low damage skills.
Defensive Stigma Tree Rotation
Use or + from the start (when you're in close range of the spiritmaster)
20 15
+ = --> Jump to Lockdown Heavy Burst
25 or 20- 15- 6 6 6 8 8 6 8 6 6 6 6 20 15
-> X -> -> -> -> -> X -> -> ->-> -> -> ->X -> -> -> -> -> -> -> ->X
↑ or -> -> ->-> ->
↑ ↑ ↑ ↑
20 20 X X X
->X Long Distance Burst Lockdown ->X Heavy Burst
Continue with the rest of your skills that do less damage. If cooldowns are up continue with This rotation or try to simulate it with what you have.
remember this Long Distance Burst --> Lockdown --> Heavy Burst --> repeat / use skills outside of this rotation (Use what you have)
High>Low damage skills.
Gunslinger ()
Difficulty : Hard
In open spaces, they're pretty tough to deal with depending on how much damage they deal with their pistols. They're the most mobile class in the game, so keep up or get killed.
Cannons are the mark of danger; it's where a heavy amount of their burst comes from and most of it is instant. If you see them pull it out you'll want to keep them silenced. They usually do this while you're stunned or CC'd, if they're smart.
They're the only ranged magic class that can still attack when silenced. So there's not much you can do to stop them from using their pistols.
Pistols don't do as much damage as their aethercannons, but come filled with stuns, debuffs and mobility.
The most manageable gunslingers to fight are slow ones. Keep them within your range at all times with chilling wave's slow. If they resist you can use mobility thrusters to keep the pressure applied.
Keep them marked, in case they port away!
Advantage: They're sqiushier than most leathers, so silencing them severely reduces their survivability. Keep them within arms reach-- I cannot stress how important that is.
Disadvantage: Their cannons do heaps of damage and can easily destroy any class if you don't react quickly enough. High dps gunners can also do a lot of damage with their pistols which makes their ability to dance around even more chaotic.
Offensive Stigma Tree Rotation
Use + when they are covered. And from the start.
20 15
+ = --> Jump to Lockdown Heavy Burst
25 or 20- 15- 6 6 6 8 8 6 8 6 6 6 6 20 15
-> X -> -> -> -> -> X -> -> ->->-> -> ->X -> -> -> -> -> -> ->
↑ ↑ ↑ ↑
↑ X X X
20 15
-> X Long Distance Burst Lockdown Heavy Burst -> X
Continue with the rest of your skills that do less damage. If cooldowns are up continue with This rotation or try to simulate it with what you have.
remember this Long Distance Burst --> Lockdown --> Heavy Burst --> repeat / use skills outside of this rotation (Use what you have)
High>Low damage skills.
Defensive Stigma Tree Rotation
Use or + from the start (when you're in close range of the gunner)
20 15
+ = --> Jump to Lockdown Heavy Burst
25 or 20- 15- 6 6 6 8 8 6 8 6 6 6 6 20 15
-> X -> -> -> -> -> X -> -> ->-> -> -> ->X -> -> -> -> -> -> -> ->X
↑ or -> -> ->->
↑ ↑ ↑ ↑
20 20 X X X
->X Long Distance Burst Lockdown ->X Heavy Burst
Continue with the rest of your skills that do less damage. If cooldowns are up continue with This rotation or try to simulate it with what you have.
remember this Long Distance Burst --> Lockdown --> Heavy Burst --> repeat / use skills outside of this rotation (Use what you have)
High>Low damage skills.
Aethertech(???)
Difficulty : RNG
Once a year you'll probably come across an AT. Once every 2 years you'll come across an enemy AT. When you do, you're probably too confused and have no idea how to properly fight them. This is the same for every class that barely fights ATs. To this very day, some people still think they're physical. Winning an enemy AT encounter is half RNG, half raw skill, half gear, and half realizing these are actually quarters.
Use your paralyze to interrupt their Kinetic slams. If you're ever bound by their tether, use repair protocol.
You can use boost to get some distance if you've been slowed by chilling wave and you don't want to use repair protocol right away (which is a good idea).
Like any class, you'll want them slowed by chilling wave.
Use your greater healing potion for whichever debuff seems to be most bothersome.
You'll notice you both aren't getting stunned and debuffed as another class would. This is because of the passive Embark resistances, so this is where RNG comes into play.
Keeping them locked down is still practical, just try to stay at a range while you abuse their inability to move. They have the same attack range, so going close will make it feel like they're not locked down at all.
You can't bind them, but you can both silence each other; which only really hurts your utility skills. You can silence them after removing their shield to reduce their chance of recovery.
Advantage: You get to fight a cool robot and combat gundam style. Seriously, it's super fun to watch.
Disadvantage: They have all the tools you do. The only differences may be stigmas; but most ATs carry drillbore, riplash and leeching steel along with their combination. Keep these in mind.
Offensive Stigma Tree Rotation
Use + from the start when you're in range. And from the start no matter what distance.
20 15
+ = --> Jump to Lockdown Heavy Burst
25 or 20- 15- 6 6 6 8 8 6 8 6 6 6 6 20 15
-> X -> -> -> -> -> X -> -> ->->-> -> ->X -> -> -> -> -> -> ->
↑ ↑ ↑ ↑
↑ X X X
20 15
-> X Long Distance Burst Lockdown Heavy Burst -> X
Continue with the rest of your skills that do less damage. If cooldowns are up continue with This rotation or try to simulate it with what you have.
remember this Long Distance Burst --> Lockdown --> Heavy Burst --> repeat / use skills outside of this rotation (Use what you have)
High>Low damage skills.
Defensive Stigma Tree Rotation
Use or + from the start (when you're in close range of the Aethertech)
20 15
+ = --> Jump to Lockdown Heavy Burst
25 or 20- 15- 6 6 6 8 8 6 8 6 6 6 6 20 15
-> X -> -> -> -> -> X -> -> ->-> -> -> ->X -> -> -> -> -> -> -> ->X
↑ or -> -> ->->
↑ ↑ ↑ ↑
20 20 X X X
->X Long Distance Burst Lockdown ->X Heavy Burst
Continue with the rest of your skills that do less damage. If cooldowns are up continue with This rotation or try to simulate it with what you have.
remember this Long Distance Burst --> Lockdown --> Heavy Burst --> repeat / use skills outside of this rotation (Use what you have)
High>Low damage skills.
Bard()
Difficulty : Easy
Somewhere along the line, the developers thought it would be funny to mix sorcs and chanters together. The punch line is they can heal their own MP as well. Well, we heard the joke boys; it's not funny. They have much higher burst than a spiritmaster, but their toolkit is nearly the same if you replace spirit skills with heals.
Approaching them is similar to any healer. You can't give them too much breathing room or else they'll simply heal and put you at a disadvantage.
As long as you can outspeed them or at least keep up, you give them less confidence to use their charge skills. They'll usually only use these when you're at a great distance, slept or rooted.
After using their instant AoE sleep, they'll usually follow up with freestyle. There's a moderate chance of you resisting either of these skills. If they both happen to catch you, the songweaver usually follows up by burying delayed paralyze and silence along with a bind, leaving you befuddled the moment you exit sleep. Provided you're still mobile, the best thing to do is get out of attack range since your greater healing potion can only do so much. Hopefully, you resist one or two of the skills in the obvious rotation.
Lock 'em down the same way you would any sorc or healer. Unlike sorcs they can dispel.
Hold your greater healing potion for their bind. You've noticed me say this a lot, but binds are horror stories for ATs.
Ensure your shields and trauma plate are ready before engaging. Trauma plate for reducing overall damage and chance of being bound.
Keep them marked, in case they port away!
Advantage: As long as you've memorized the steps to fighting both a sorc and chanter, most songweavers aren't much of a challenge. It's a bit funny considering how simple their toolkit is; you'll barely find a songweaver that knows how to use it correctly.
Disadvantage: But hoo boy, when you find a songweaver that knows what they're doing, you're gonna hurt a lot. If you're having trouble applying pressure or they're doing too much damage for you to attempt a lockdown, you may want to retreat and recover.
Offensive Stigma Tree Rotation
Use + from the start when you're in range. And from the start no matter what distance.
20 15
+ = --> Jump to Lockdown Heavy Burst
25 or 20- 15- 6 6 6 8 8 6 8 6 6 6 6 20 15
-> X -> -> -> -> -> X -> -> ->->-> -> ->X -> -> -> -> -> -> ->
↑ ↑ ↑ ↑
↑ X X X
20 15
-> X Long Distance Burst Lockdown Heavy Burst -> X
Continue with the rest of your skills that do less damage. If cooldowns are up continue with This rotation or try to simulate it with what you have.
remember this Long Distance Burst --> Lockdown --> Heavy Burst --> repeat / use skills outside of this rotation (Use what you have)
High>Low damage skills.
Defensive Stigma Tree Rotation
Use or + from the start (when you're in close range of the Aethertech)
20 15
+ = --> Jump to Lockdown Heavy Burst
25 or 20- 15- 6 6 6 8 8 6 8 6 6 6 6 20 15
-> X -> -> -> -> -> X -> -> ->-> -> -> ->X -> -> -> -> -> -> -> ->X
↑ or -> -> ->->
↑ ↑ ↑ ↑
20 20 X X X
->X Long Distance Burst Lockdown ->X Heavy Burst
Continue with the rest of your skills that do less damage. If cooldowns are up continue with This rotation or try to simulate it with what you have.
remember this Long Distance Burst --> Lockdown --> Heavy Burst --> repeat / use skills outside of this rotation (Use what you have)
High>Low damage skills.
Disclaimer: These reviews and difficulty ratings are based on personal experience and skills. No offense is intended to any class or any individual that plays them. Your experiences may vary; these are only meant to be a guideline to help during your encounters.
The Aethertech calls you NOW!
Hopefully you have a better understanding of this class now, and that you're interested in trying out the Aethertech. Keep practicing to become better, and if you want me to teach you some rotations or teach the Aethertech ingame then just simply whisper me when I'm available or message me here. If some things are unclear then just write it down in the comments or if you see some things that could be changed in your opinion then let me know.
This is an open guide and still in development.
SMASH THE LIKE BUTTON IF YOU ENJOYED READING THIS GUIDE !
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
Username: Senju-Asmodian
Contact me ingame or the Forum
Twitch : https://www.twitch.tv/senjuowo