Treharne's Assorted Guides

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After some inspiration from a couple of other people, I've decided to start writing some guides (or something hopefully amounting to them) to share what I know about the game. Hopefully they'll be useful to someone. --Treharne/Ruvelia/Raika

Combat

Build Advice

Three Tenets to Consider for All Builds

No matter what role you want your character to play in combat, there are three things that every role needs to take into account to some extent if they intend to pursue optimization. Some builds care a little less about certain tenets of the three than others, but that said, all builds should at least consider them. In no particular order...

  • Uptime. Ideally, you want any statuses you throw out to be able to stay up constantly by way of reapplication by the time the original duration elapses. Not following this means that there's likely to be odd spots in your combat rhythm where you're missing some statuses and thus are inconsistently at your full power, which can in some cases create vulnerable spots in your rhythm where you can be KO'd where you wouldn't be otherwise. Most relevant on buffing and debuffing builds, but still applicable for any build that runs either of those effects in smaller quantities (self-buffing counts too), runs cover and/or taunts in order to be a tank, or runs a Repeats or Damage Over Time damage-dealer setup (though the damage-dealers care in a different manner). Big Hits damage dealers care the least about this, though they still need to be mindful of the uptime of their passive effects to some extent.
    • Repeats and Damage Over Time differ in their caring in that it's a waste of damage to reapply the same attack to targets still suffering from it (with the potential exception of reapplying a Damage Over Time effect on an enemy that got a high deflection percent on the same one earlier in the hopes of getting less of a deflection percent this time), so ideally these two want to apply their damage to targets not currently suffering from the attack in question if they have one that becomes available for use again before its first use expires. Failing that, power is more important than duration with these two when it comes to clearing most fights quickly. It doesn't particularly matter if a Repeats or Damage Over Time effect has an enormous amount of damage over its full duration if you're fighting enemies that won't survive the full duration (unless you have Overkill, but that's another story and even then it's somewhat limited, more on that elsewhere), and even if the damage per use is enormous, a low-power, long-duration attack of these types won't contribute much to the damage per round, which is generally more important than the damage per use when it comes to clearing fights quickly. As a result, both of these do quite nicely with low uptime but high intensity attacks, but do be mindful of how their damage per round matches up with their cooldown, because that's still relevant in terms of efficiency (especially when trying to gather EXP by doing lots of fights in rapid succession) even if the matter of overlapping or having downtime on the damage ticks is less of a concern.
  • Energy management. If you have no EN left, you can't do anything meaningful until you recover some. It's no good having all your statuses up and plenty of options to use if you don't have the EN to use them. It's also worth noting that ENBreak and ENMod synergize with one another and the former makes the latter worth more than it appears. Debuffers and Big Hits damage dealers care the most about this, the former because many powerful debuffs are hideously expensive and the latter because as the only build type with one-and-done effects rather than lasting ones, it has nothing to offer if it stops being able to throw out new attacks. Other builds care to some extent for the general reason that they can't do anything meaningful if they run out of EN, though the lingering nature of Repeats and Damage Over Time attacks as well as buffs generally sticking better than debuffs (since you can trust your allies to be around longer than any particular enemy group will) means they can afford a little more downtime for energy recovery purposes without suffering too much in their main role. Tanks tend to vary somewhat in how much they care about this, with Cover tanks probably caring less than Aggro or Taunt tanks, though all three tend to have some energy problems, usually by way of running a ton of passives and toggles to boost their durability which leaves them a little short in terms of maximum EN, which also restricts their natural EN recovery rate somewhat.
  • Rotation blank spots and/or overcrowding. Strike is ideally a last resort move that exists to fill any instances in which you have nothing better to use (or perhaps functioning as a minor energy restorative at the same time if upgraded as such). If you're using Strike more often than you need it as an energy management tool (if upgraded as such), you either need more active options to use, or to pack more Recharge so the active options you already have are available more often. At the same time, some builds, notably Big Hits damage dealing, suffer if you have too many options competing for the same usage turns, especially if some of those are outside the damage-dealing role itself, so be mindful that running too many active (and non-instant) buffs or debuffs on a Big Hits damage dealer competes with their damaging attacks and eats into their overall damage output.