Spiritmaster Skills Overview Edit entry

Skills Review
I'm choosing to place the skill reviews early on in the guide because in order to properly understand the strategy sections you will need to recognize and understand the terminology being discussed. When I evaluate skills I will do so using several calculated numerics as well as its overall value in the greater scheme of things. I'll start by explaining the numerical values discussed and what they mean followed by detailed descriptions of skills and stigmas.

The Numbers

Damage Per Second (DPS) - DPS is a direct measure of how much damage you get from a skill based on the length of time it takes you to use the skill including any globally associated cooldowns. So in the case of an instant cast it would be the total damage a spell does during its duration divided by the global cooldown. Obviously the higher the DPS value of a spell the higher its priority in any situation.

TOTAL DAMAGE
TOTAL CAST LENGTH

Efficiency (Eff) - Efficiency is a measure of a skills cost versus its reward, basically comparing the damage done by the skill to its mana cost. Higher efficiency spells would take precedence assuming two spells have the same DPS value.

TOTAL DAMAGE
MANA COST

Comparative Adequacy (CA) - I've chosen this term to evaluate the effectiveness of a "crowd control" skill such as fear or silence. The actual calculation of this skill is based on the duration of the effect, its associated cast time, the associated cool down, and the range of targets against which it is effective. A skill that does not have a damage coefficient associated with it will be assigned a Comparative Adequacy value in order to determine the priority of a spell when several are available. As this is a very hard thing to assign a numerical value the exact calculations for this variable are still developing and when I am happy with a version it will be placed here.

(Duration/(1+cast time))((%PvE+%PvP)/2)
I'm choosing to ignore this until I find it required or have better developed the numerical representation!

Note this equation does not have a factor involved regarding the fragility of a given cc effect to differentiate between a cc skill that breaks on damage versus one that doesn't. This is difficult to evaluate considering that some skills will break on direct damage but not on damage caused by a DoT which effectively acts as a debuff instead of damage. Additionally I'm hoping to find a good way to encorporate the difference between a cc effect that disables only part of a skill set versus a cc that entirely incapacitates.

It will likely be a value set based strictly on the state of the environment and other skills and will not reflect any specific calculation based on values actually associated with the skill. Additionally at this time for the %PvE value I'm assuming 40% of mobs use melee skills, 40% use spells, and the other 20% fit into neither. These values will be better adjusted as we gain a better understanding of the world population in Aion. The %PvP value is simply the number of classes out of the total available classes for which melee skills or spells make-up the majority.

The Skills

Skills are listed in order of the level at which the first tier is achieved. Where applicable all tiers will have associated values for different tiers represented within tables (when I figure out tables.) Passive skills are ignored as they involve no decision on use. Also ignored are the summon spirit skills as they are discussed based on the spirit that is summoned and not the skill itself.
Flame Bolt - DPS=26.50 - Eff=1.395 - Your primary DPS skill until level 13 at which point you should never cast it again.

Restraint - CC - Since its chance of success is static across all levels its just as useful at level 50 as at 1. As basic and as useful as crowd control gets you'll use it frequently in PvP and PvE situations.

Ice Chain - DPS=33.00 - Eff=1.571 - A preferable opener at low levels you may use it for its follow-up ability until level 22 when you receive your Earth Chain follow-up. The spell should never be used after level 22 as it shares a cool down timer with your Earth Chain.

Blaze - DPS=92 - Eff=1.533 - The follow-up combo with Flame Bolt, usable until level 13.

Erosion - DPS=180 - Eff=4.865 - Your primary damage over time effect and your most commonly used skill. Keep in mind this skill acts as a debuff on the target so there is a chance to resist the over time effect after the initial damage is dealt. It should also be noted that if multiple Spiritmasters are attacking a single target only a single instance of the over time effect may be present so the Spiritmaster with the highest Magic Boost should be the only one casting Erosion. Note the high values for DPS and Efficiency.

Frozen Shock - DPS=101 - Eff=2.02 - A solid temporary stun good for openings in PvE during the low levels but get replaced by the Earth Chain effects at level 22.

Stone Skin - Effectively a health boost when in use it can save you in many situations. Notable should be the fact that when the shield is up certain skills like the Templar's pull ability of Stunning Strike are prevented. Take note as well of the differentiation between the duration of the shield and the cool down as it lets you effectively have double the effect available for 2 minutes. Keep in mind as well that damage over time effects are a debuff present on you so the shield only prevents the initial damage of such an effect and not the damage from the following debuff.

Energy Absorption - Definitely a solid source of mana during the lower levels you should always be using it since even at higher levels it will grant you an extra cast or 2 and effectively increase mana regeneration for free.

Command: Thunderbolt Claw - Your first and primary pet command until it is replaced at a much higher level. It should always be early in your cast sequence and is a great way of starting out your pet's assault on any target.

Strengthening Spirit: Armor of Light - As your first Divine Power skill its easily the most useful in the game at this level and it makes you a Player vs Environment god. Not as useful in Player vs Player at this level but honestly no one should be concerned with PvP until the level cap.

Root of Enervation - The definition is incorrect at this time, the skill decreases the targets attack speed not its movement speed. A good skill in pvp early on when you don't have many other option but relatively useless in the larger picture. It can be used in end game Player vs Player but only in situations where you are probably going to lose anyway.

Command: Threatening Stance - All there really is to say is that for Player vs Environment it should serve as your opening skill for the remainder of your play.

Summon: Energy of Fire - DPS=300+ - Eff=2.205+ - Your primary damage skill, the orbs will hit as often as once every 2 seconds for a total of up to 5 strikes. At worst they hit 2 or 3 times and generally the damage even at the lowest levels and without resistance debuffs is 75+ per strike. This skill is the single highest DPS skill you will ever receive and should be the first non command skill you cast in any situation.

Chain of Earth - DPS=150 - Eff=2.205 - These numerical values are the maximum possible for the skill, if the damage over time effect is resisted the numbers are approximately a sixth of those given. That said it replaces the ice chain you received as a mage once you get its combo skill. It should generally be the second non command skill cast during combat slowing an enemy that may be getting a little close for comfort.

Dispel Magic - Almost never useful as you won't be pvping until you receive the enhancement burst effect which is preferred in almost every situation. Get to used to using this and you'll just find it acts as a massive waste of mana.

Element Replenishment - It heals your pet by sacrificing your own health but since you later get a health drain and have the ability to use cheap methods of health recovery its way easier to let your pet do the tanking while you use this skill to keep it alive. You'll probably want this skill on a click bar as opposed to using a key bind.

Command: Wrath Position - Depending on the pet you may have a hard time noticing the effect of this skill. With its short duration and pet based effects I find that it generally isn't worth the time or the mana to use it. The only time it is useful is certain Player vs Environment situation where an enemy is much higher in level then the player or the spirit. It can also be used in certain Player vs Player situations when you have the wind or water spirit out and have a lot of time without someone targetting you.

Summon: Wind Servant - See the skill "Summon: Energy of Fire" and take note that the two skills are basically identical if there are no resistance debuffs on the target. This means that generally you will want to coordinate the damage type with that of your currently summoned spirit. The exception may be choosing an element that matches another debuffer such as a sorcerer in party.

The Stigmas

Vitaltiy Absorption - DPS=125.500 - Eff=2.229 - Although one of the higher efficiency skills in your book its long cast time makes it less preferable in most situations. Its a good follow-up to a spirit heal that sacrifices your health but can cause you to pull aggro from a spirit quite easily. I generally use it only as required in Player vs Environment situations and usually find the DPS value of it to make it very rarely usable in Player vs Player although don't rule it out, especially against melee opponents that you know are not able to catch you in the 2 seconds.

Body Root - This skill is probably one of the more overlooked in our group of crowd control skills. Although useless in Player vs Environment it can shine when used properly against melee opponents in Player vs Player. For example, drop it on a Chanter that may be catching up to you and use the extra few second to cast more solid crowd control skills and increase your distance. The better you become at Player vs Player combat the more you'll realize there are some situations where this skill is absolutely incredible.

 - by Zumbaro
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