Following on from our Spellslinger Class Guide, here we provide you with all the information you need to maximise your damage output. The primary purpose of this build is for maximum damage in a PvE environment. However, I will caveat this build on the basis that to only take Assault skills as a Spellslinger (or any class for that matter) will see your survivability significantly reduced. In a basic PvE environment, it’s fine to load up on damage skills but in Raids and PvP you might need to swap out two skills to ensure you can last a reasonable length of time. If you’ve a pocket healer looking after you, all the better.
Lastly, the order of Assault skills from highest to lowest damage is the following:
Rapid Fire > True Shot > Wild Barrage > Charged Shot-C4 > Arcane Missiles > Ignite > Assassinate > Flame Burst > Quick Draw > Charged Shot-C3 > Charged Shot-C2 > Charged Shot-C1 > Chill
- Quick Draw
Quick Draw is your bread and butter skill. It triggers many of your primary AMP’s and has a reasonably sized telegraph. It’s hard to miss with, can be used repeatedly and does reasonable damage. Never Spell Surge Quick Draw.
- Charged Shot
Charged Shot is a stationary-until-tiered attack. It has 4 charges, with the fourth charge the most powerful. Its telegraph is narrow but considering you can move with it when it’s tiered, it isn’t too hard to hit with. Better still, it deals massive damage. Always Spell Surge Charge Shot as this reduces its charge time significantly.
Ignite is a damage over time skill that can be spammed repeatedly. Although it’s exhausting continuing to re-apply this skill, it will keep your damage up. What’s best about it is the fact it passes through enemies casting the DOT on them as well. Not only that, but you can re-apply the DOT at any time and when tiered, you can have the normal and Spell Surged version active at once. Always Spell Surge Ignite, before re-applying a normal version.
- Wild Barrage
This run and gun is great for PvE and PvP. Firing bullets rapidly in a large cone, it’s hard to miss with and it deals massive damage when Spell Surged. The fact you can use the skill while moving also makes it invaluable in telegraph heavy encounters. Always Spell Surge Wild Barrage.
- Flame Burst
Flame Burst will only trigger when you critically hit your opponent and similarly to Ignite, it’s capable of passing through opponents. Due to the rate of fire of Wild Barrage, you’ll tend to find that you trigger a Flame Burst after it. However, to maximise your damage you should try to ensure your target has Ignite on them before you use Flame Burst, to utilise the Tier 8 upgrade.
You should only ever use Assassinate when your target is below 30% HP to maximise its damage. However, it’s possible on long duration fights to simply throw down both Assassinates in the knowledge that the enemy might be above 30% HP for a while longer. Your Assassinate will deal less damage, but because it quickly re-charges it’s a free DPS bump. Never Spell Surge Assassinate.
- True Shot
True Shot is bloody hard to aim. Its telegraph is half as thin as Charged Shot. As a result, you not only have to be good at aiming, but as it’s a multi-tap skill you can’t really afford to miss. Similarly to Charged Shot, Always Spell Surge True Shot to reduce the cast time on the 3 shots.
- Arcane Missiles
As this build doesn’t upgrade Arcane Missiles you’ll need to remain stationary to use it. With a 1.8 second channel it doesn’t take too long to unleash it. Never Spell Surge Arcane Missiles.
There are actually a couple of Tier options with this build dependant on your personal preference. The first is as seen in the image below and to maximise Flame Burst. The purpose of this is to pair both Surged Ignite, Normal Ignite and Flame Burst for maximum damage output. However, it’s possible to drop the Tier 8 point investment in Flame Burst and place this into True Shot. True Shot would then gain an additional charge and 50% Armor Pierce. Other than that, the Tier 8 point investments are to maximise the damage of those skills.
As you might expect, almost all of the Spellslingers available points should be spent in the Assault tree, with only a handful scattered through Hybrid Assault/Support and Utility. The purpose here is to maximise your damage through increasing your attributes, obtaining Empower (buff) and reducing your cooldowns.
- Assault Power III - Increases Assault Power by 7.5% (total)
- Strikethrough III - Increases Strikethrough chance by 3% (total)
- Critical Surge - Landing a critical hit generates Spell Power
- Trigger Fingers - Using Quick Draw reduces your cooldowns by 0.5%
- Deadly Chain - Landing physical/magical attacks grants 1 stack of Empowerment based on damage type. Increases physical/magical damage by 4.5% (total)
- Surge Damage - Using a Spell Surged ability grants Empower. Increases damage dealt by 10%
- Assassinate - Unlocks the ability
- Gunslinger - Using an ability with a cooldown grants Empower. Increases critical hit chance by 2.5%
- Critical Hit III - Increases critical hit chance by 6% (total)
- Critical Hit Severity III - Increases critical hit severity by 12% (total)
- Power Surge - While Spell Surging, increases Assault and Support Power by 8.6% of maximum.
- Cooldowns III - Increases cooldown reduction by 15% (total)
People can number crunch the perfect rotation all they wish against target dummies but in reality, in a PvE setting, it just isn’t possible. You’ll have to move, you might get interrupted or you might miss. The key thing to remember is to only Spell Surge the skills listed above and if none of those skills are available, turn off your Spell Surge and wait for them to come back online. Be aware that you should always use Flame Burst the moment it becomes available, thus it will be missing from this rotation.
- Quick Draw x5 (Obtain your Empowers and AMP bonuses)
- Charged Shot (Surged)
- Ignite (Surged)
- Ignite (Normal)
- Wild Barrage (Surged)
- True Shot (Surged)
- Arcane Missiles
- Repeat stages 1 to 7.
It must be said that even in PvE environments, there's still a need to remain alive and to interrupt your targets. As a result and depending on your preference, I'd simply recommend that you remove Ignite and Arcane Missiles and instead replace them with Gate and Into the Void. Alternatively, you can also remove Flame Burst for even more Interrupt potential and replace it with Arcane Shock. Lastly, switch your Tier points from Ignite and place them into True Shot before placing your Flame Burst Tier points into Quick Draw.