Skill Simulator

[OUTDATED] [312 and onward] 1-Spender Esoteric w/ Progression
ajumommy
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Comments : 8
2022-04-27 15:51:47
Wardancer
Used Skill Points 312
  • Skill
  • Level
  • Tripod
  • Rune
  • Select Tripod
  • Triple Fist
    Triple Fist
    1
  • Sky Shattering Blow
    Sky Shattering Blow
    4
    Lv.1
    Bleed Bleed
  • Lightning Kick
    Lightning Kick
    1
  • Flash Heat Fang
    Flash Heat Fang
    10
    Lv.5
    Lv.5
    Lv.5
    Judgme... Judgme...
  • Moon Flash Kick
    Moon Flash Kick
    10
    Lv.5
    Lv.5
    Lv.5
    Wealth Wealth
  • Seismic Strike
    Seismic Strike
    1
  • Sleeping Ascent Celebration
    Sleeping Ascent Celebration
    1
  • Wind's Whisper
    Wind's Whisper
    10
    Lv.5
    Lv.5
    Lv.5
    Focus Focus
  • Swift Wind Kick
    Swift Wind Kick
    1
  • Phoenix Advent
    Phoenix Advent
    1
  • Roar of Courage
    Roar of Courage
    10
    Lv.5
    Lv.1
    Lv.1
    Focus Focus
  • Sweeping Kick
    Sweeping Kick
    10
    Lv.5
    Lv.5
    Lv.5
    Galewi... Galewi...
  • Energy Combustion
    Energy Combustion
    7
    Lv.5
    Lv.5
    Convic... Convic...
  • Esoteric Skill: Spiral Impact
    Esoteric Skill: Spiral Impact
    1
  • Esoteric Skill: Rising Fire Dragon
    Esoteric Skill: Rising Fire Dragon
    1
  • Esoteric Skill: Lightning Strike
    Esoteric Skill: Lightning Strike
    1
  • Esoteric Skill: Call of the Wind God
    Esoteric Skill: Call of the Wind God
    1
  • Esoteric Skill: Blast Formation
    Esoteric Skill: Blast Formation
    10
    Lv.5
    Lv.5
    Lv.5
    Galewi... Galewi...
  • Level 1
    Fist of Darkness
    Fist of Darkness
    Lv. 1/5

    Element is now [Dark]. Crit Rate +15.0%. On hit, inflicts Darkness on foes for 3s.

    Esoteric Extortion
    Esoteric Extortion
    Lv. 1/5

    On hit, Esoteric Meter +100.0%.

    Burning Hands
    Burning Hands
    Lv. 1/5

    Element is now [Fire]. Outgoing Damage +15.0%.

  • Level 2
    Sturdy Armor
    Sturdy Armor
    Lv. 1/5

    Leaves an afterimage to turn your body semi-transparent. During skill use, incoming Damage -40.0%.

    Growth Attack
    Growth Attack
    Lv. 1/5

    The first attack's outgoing Damage +15.0%. Outgoing Damage 15.0% each time the attack count increases.

    Ruthless
    Ruthless
    Lv. 1/5

    Damage to Staggered foes +50.0%.

  • Level 3
    Lightning God Fist
    Lightning God Fist
    Lv. 1/5

    Total move distance +1.8 meters. Atk. Speed +20%. The final strike inflicts +50.0% Damage to foes.

    5 Chain Fist
    5 Chain Fist
    Lv. 1/5

    Now unleashes 5 ruthless punches. Outgoing Damage +50.0%.

  • Level 1
    Excellent Mobility
    Excellent Mobility
    Lv. 1/5

    First kick's Move Distance +1.0 meter(s).

    Ascension Kick
    Ascension Kick
    Lv. 1/5

    2nd strike sends foes into the air. Distance and duration are increased.

    Swift Footwork
    Swift Footwork
    Lv. 1/5

    Atk. Speed +20.0%.

  • Level 2
    Water Dragon Kick
    Water Dragon Kick
    Lv. 1/5

    Element is now [Water]. Freezes foes for 2.0s when hit by the 2nd strike. Cooldown +6s.

    Wide Hit
    Wide Hit
    Lv. 1/5

    AoE Radius +20%.

    Ready Attack
    Ready Attack
    Lv. 1/5

    On 2nd strike hit, Atk. Power +15.0% for 3s.

  • Level 3
    Crushing Wind Kick
    Crushing Wind Kick
    Lv. 1/5

    The first strike changes to an outraged flurry. Counterattack is not possible. Total Damage to foes +150.0%.

    Abundant Resources
    Abundant Resources
    Lv. 1/5

    Esoteric Meter +200.0%.

  • Level 1
    Sharp Movement
    Sharp Movement
    Lv. 1/5

    Allows you to change direction while using the skill. Move Distance +2.0 meter(s).

    Esoteric Extortion
    Esoteric Extortion
    Lv. 1/5

    Upon slamming foes, Esoteric Meter +30.0%.

    Ruthless
    Ruthless
    Lv. 1/5

    Damage to Staggered foes +30.0%.

  • Level 2
    Thunder Kick
    Thunder Kick
    Lv. 1/5

    Slam foes down while airborne to inflict +30.0% Damage.

    Easy Target
    Easy Target
    Lv. 1/5

    Damage to Pushed foes +30.0%.

    Intense Shock
    Intense Shock
    Lv. 1/5

    Slam down on foes to inflict 15 Damage every 4s. On hit, inflict Electric Shock.

  • Level 3
    Heaven's Lightning
    Heaven's Lightning
    Lv. 1/5

    Adds a rapid strike after the spinning attack. Total Damage +60.0%.

    Flash Lightning
    Flash Lightning
    Lv. 1/5

    Changes to a powerful slam-down attack within 8 meters of the target location. On hit, Damage +15.0%.

  • Level 1
    Sacred Attack
    Sacred Attack
    Lv. 1/5

    Element is now [Holy]. On hit, Atk. Speed +5.0% for 3.0s. Stacks up to 4 times.

    Fist of Darkness
    Fist of Darkness
    Lv. 5/5

    Element is now [Dark]. Crit Rate +40.0%. On hit, inflicts Darkness on foes for 3s.

    Wide Hit
    Wide Hit
    Lv. 1/5

    AoE Radius +30%.

  • Level 2
    Master Hit
    Master Hit
    Lv. 1/5

    Changes to Holding mode. Unleash infinite punches for up to 2.5s with a finishing blow upon releasing the skill key. Damage boosted up to +80.0%.

    Quick Blow
    Quick Blow
    Lv. 1/5

    Attack 4 times with powerful punches while standing in place with a finishing strike that inflicts +20.0% Damage to foes.

    Weak Point Detection
    Weak Point Detection
    Lv. 5/5

    Damage to Push-Immune foes +96.0%.

  • Level 3
    Adrenaline Rush
    Adrenaline Rush
    Lv. 5/5

    Crit Rate +30.0%. Outgoing Damage +80.0%. Changes the final move to an uppercut and additional outgoing Damage +50.0% before Tripping foes.

    Enlightenment
    Enlightenment
    Lv. 1/5

    During skill use, grants Push Immunity. On hit, ignore foe Defense by 40.0%.

  • Level 1
    Flame Flash Kick
    Flame Flash Kick
    Lv. 1/5

    Element is now [Fire]. Burns foes when the rapid kick attack lands 4 times, inflicting 28 Damage every 1s for 5s.

    Intense Shock
    Intense Shock
    Lv. 1/5

    Element is now [Lightning]. Can now change the direction. On first charge attack hit, knock foes into the air, inflicting 21 Electric Shock Damage for 4s.

    White Flame Kick
    White Flame Kick
    Lv. 5/5

    Esoteric Meter +75.0%.

  • Level 2
    Excellent Mobility
    Excellent Mobility
    Lv. 1/5

    First charge attack's Move Distance +3.0 meter(s). Cooldown -3.0s.

    Light-Footed
    Light-Footed
    Lv. 1/5

    All AoE Radiuses +30%. Number of rapid kick attacks +100%.

    Single Hit
    Single Hit
    Lv. 5/5

    When attacking a single foe, Damage inflicted +80.0%.

  • Level 3
    Fancy Footwork
    Fancy Footwork
    Lv. 1/5

    Changes to Holding mode. Dash Attack Damage +40.0%. Unleashes rapid kicks. Damage +390.0% for up to 2s after charging..

    Full Moon Kick
    Full Moon Kick
    Lv. 5/5

    Changes to Normal mode. Charge forward and spin to land a finishing blow that inflicts +341.0% Damage.

  • Level 1
    Vibration Enhancement
    Vibration Enhancement
    Lv. 1/5

    Trips foes when hit by the 1st strike.

    Defenseless Target
    Defenseless Target
    Lv. 1/5

    Damage to knocked-down foes +25.0%.

    Sustain Enhancement
    Sustain Enhancement
    Lv. 1/5

    Number of Earthquakes +1.

  • Level 2
    Law of the Jungle
    Law of the Jungle
    Lv. 1/5

    Damage to Challenge or lower foes +40.0%.

    Weak Point Detection
    Weak Point Detection
    Lv. 1/5

    Damage to Push-Immune foes +40.0%.

    Upright
    Upright
    Lv. 1/5

    Pound the earth while standing in place without jumping to create an earthquake.

  • Level 3
    Upheaval
    Upheaval
    Lv. 1/5

    Number of Earthquakes -3. The last earthquake causes a massive explosion that knocks down foes and inflicts +300.0% Damage.

    Great Earthquake
    Great Earthquake
    Lv. 1/5

    Earthquake's AoE Radius +30%. Quickens Earthquake frequency to create 2 more Earthquakes.

  • Level 1
    Spiral Kick
    Spiral Kick
    Lv. 1/5

    Raises rotation speed. Dash Attack AoE Radius + 10%. Atk. Speed +10.0%.

    Wide Hit
    Wide Hit
    Lv. 1/5

    Combo Attack AoE Radius +20%.

    Vital Point Strike
    Vital Point Strike
    Lv. 1/5

    Crit Rate +15.0%.

  • Level 2
    Quick Prep
    Quick Prep
    Lv. 1/5

    Cooldown -5.0s.

    Enhanced Strike
    Enhanced Strike
    Lv. 1/5

    When Charging, outgoing Damage +100.0%.

    Ready Attack
    Ready Attack
    Lv. 1/5

    On combo attack hit, Atk. Power +25.0% for 3s.

  • Level 3
    Leaf Sweep
    Leaf Sweep
    Lv. 1/5

    Changes the combo attack to Windmill, attacking in a wide 360 area and knocking down foes on hit. Windmill can be used while Charging.

    Rising Water Kick
    Rising Water Kick
    Lv. 1/5

    Element is now [Water]. Upper kick attack Damage +50.0%. A pillar of water surges up to knock foes into the air.

  • Level 1
    Blessing of the Wind
    Blessing of the Wind
    Lv. 1/5

    On skill use, Atk. Speed +8.0% for 6s.

    Protection of the Wind
    Protection of the Wind
    Lv. 1/5

    On skill use, incoming Damage -25.0% for 6s. The effect expires upon receiving 1 incoming attack.

    Oath of the Wind
    Oath of the Wind
    Lv. 5/5

    On skill use, MP Natural Recovery speed +25.0% for 6.0s.

  • Level 2
    Warrior's Courage
    Warrior's Courage
    Lv. 1/5

    For all party members within a 24 meter radius , incoming Damage -20.0% for 6s.

    Quick Prep
    Quick Prep
    Lv. 5/5

    Cooldown -9.0s.

    Wind's Whisper
    Wind's Whisper
    Lv. 1/5

    Effects of Blessing of the Wind, Protection of the Wind, and Oath of the Wind +100%.

  • Level 3
    Ready Attack
    Ready Attack
    Lv. 5/5

    Atk. Power +49.7% for 6s.

    Superwind
    Superwind
    Lv. 1/5

    Generates Aura of Wind to inflict 3968 Damage to foes within a 4 meter radius, increasing the Esoteric Meter and Pushing them back.

  • Level 1
    Lightning Round Kick
    Lightning Round Kick
    Lv. 1/5

    Element is now [Lightning]. Crit Rate +15.0%.

    Water Round Kick
    Water Round Kick
    Lv. 1/5

    Element is now [Water]. Foes' Atk. Speed -20.0% and Move Speed -40.0% for 2.0s on hit.

    Fire Round Kick
    Fire Round Kick
    Lv. 1/5

    Element is now [Fire]. On hit, Burns foe, inflicting 28 Damage every 1s for 5s.

  • Level 2
    Wide Hit
    Wide Hit
    Lv. 1/5

    AoE Radius +20%.

    Quick Prep
    Quick Prep
    Lv. 1/5

    Cooldown -6.0s.

    Swift Footwork
    Swift Footwork
    Lv. 1/5

    Atk. Speed +20.0%.

  • Level 3
    Furious Spin Axis
    Furious Spin Axis
    Lv. 1/5

    Jump up diagonally to perform 4 spinning kicks before slamming down on foes. Outgoing Damage +30.0%.

    Extreme Training
    Extreme Training
    Lv. 1/5

    Kick duration +1s. Direction changes become easier. Total outgoing Damage +100%.

  • Level 1
    Wide Hit
    Wide Hit
    Lv. 1/5

    AoE Radius +20%.

    Easy Target
    Easy Target
    Lv. 1/5

    Damage to Pushed foes +20.0%.

    Fierce Heat
    Fierce Heat
    Lv. 1/5

    On hit, Burns foe, inflicting 21 Damage every 1s for 5s.

  • Level 2
    Ferocious Attack
    Ferocious Attack
    Lv. 1/5

    Fall from the air and cause an explosion upon landing, knocking hit foes into the air. Damage +25.0%.

    Weak Point Detection
    Weak Point Detection
    Lv. 1/5

    Damage to Push-Immune foes +40.0%.

    Freeze Effect
    Freeze Effect
    Lv. 1/5

    Element is now [Water]. On hit, Freezes foes for 2.0s.

  • Level 3
    Nonstop Ambush
    Nonstop Ambush
    Lv. 1/5

    Changes to combo mode. Use the skill twice in a row. Cooldown +6.0s.

    Nimble Movement
    Nimble Movement
    Lv. 1/5

    Atk. Speed +20.0%. Move distance +70%.

  • Level 1
    Magick Control
    Magick Control
    Lv. 1/5

    MP Cost -50.0%.

    Wide Hit
    Wide Hit
    Lv. 1/5

    AoE Radius +20%.

    Esoteric Extortion
    Esoteric Extortion
    Lv. 5/5

    On hit, Esoteric Meter +38.0%.

  • Level 2
    Quick Prep
    Quick Prep
    Lv. 1/5

    Cooldown -5.0s.

    Impaired Mobility
    Impaired Mobility
    Lv. 1/5

    On hit, foe Move Speed -60.0% for 4.0s.

    Supreme Ruler Afterimage
    Supreme Ruler Afterimage
    Lv. 1/5

    Roar of Courage duration +2.0s.

  • Level 3
    Fatal Wave
    Fatal Wave
    Lv. 1/5

    On hit, foe Crit Resistance -10%.

    Shock Enhancement
    Shock Enhancement
    Lv. 1/5

    Changes to charging mode. Outgoing Damage +250.0% at full charge and Tripping foes.

  • Level 1
    Esoteric Extortion
    Esoteric Extortion
    Lv. 1/5

    When all attacks hit, Esoteric Meter +25.0%.

    Weak Point Detection
    Weak Point Detection
    Lv. 5/5

    Damage to Push-Immune foes +60.0%.

    Keen Footwork
    Keen Footwork
    Lv. 1/5

    The 1st strike Paralyzes foes and knocks them back. No longer knocks foes down.

  • Level 2
    Light of Justice
    Light of Justice
    Lv. 5/5

    Element is now [Holy]. Sweeping Kick AoE Radius +20% and Atk. Speed +36.0%.

    Shadowcleave
    Shadowcleave
    Lv. 1/5

    Element is now [Dark]. Crit Rate +30.0%. The last kick attack inflicts Darkness on foes for 5s.

    Intense Shock
    Intense Shock
    Lv. 1/5

    Element is now [Lightning]. Foes hit by the last attack take 61 Damage every 4s and are affected by Electric Shock.

  • Level 3
    Pure Excellence
    Pure Excellence
    Lv. 5/5

    Lower your stance and gather energy at the bottom of your feet before jumping forward and performing 1 extreme kick, inflicting +205.0% Damage and knocking down foes. While gathering energy, Damage received is +30.0%.

    Exaggerated Ability
    Exaggerated Ability
    Lv. 1/5

    Simplifies kicks and allows you to perform a slamming kick upon using the skill again, inflicting Damage equal to 80.0% of Base Damage.

  • Level 1
    Combustible Armor
    Combustible Armor
    Lv. 1/5

    During skill use, incoming Damage -10.0%.

    Quick Pace
    Quick Pace
    Lv. 1/5

    On skill use, Move Speed +20.0% for 3.0s.

    Esoteric Extortion
    Esoteric Extortion
    Lv. 5/5

    On Energy Combustion hit, Esoteric Meter +75.0%.

  • Level 2
    Extensive Combustion
    Extensive Combustion
    Lv. 1/5

    Energy Combustion duration +8.0s.

    Skill Reduction
    Skill Reduction
    Lv. 1/5

    Cooldown -15.0s. Energy Combustion duration -4s.

    Intense Battle
    Intense Battle
    Lv. 5/5

    On Energy Combustion hit, Damage to foes +9.0% up to 90.0% for 2s.

  • Level 3
    Power of Training
    Power of Training
    Lv. 1/5

    AoE Radius of Energy Combustion +20%. Outgoing Crit Damage +50.0%.

    Last Whisper
    Last Whisper
    Lv. 1/5

    The encircling squall causes an explosion upon expiring, inflicting additional Damage equal to 100.0% of total Damage inflicted by default energy before knocking foes into the air.

  • Level 1
    Weak Point Detection
    Weak Point Detection
    Lv. 1/5

    Damage to Push-Immune foes +30.0%.

    Wide Hit
    Wide Hit
    Lv. 1/5

    AoE Radius +20%.

    Absorption Hit
    Absorption Hit
    Lv. 1/5

    Grants Paralysis Immunity during Ready Attack. Creates a pattern that flaunts the power of Yin and Yang to pull in surrounding foes.

  • Level 2
    Swift Fingers
    Swift Fingers
    Lv. 1/5

    Atk. Speed +20.0%.

    Lucky Bubble
    Lucky Bubble
    Lv. 1/5

    30% chance to obtain 1 Esoteric Bubble.

    Ready Attack
    Ready Attack
    Lv. 1/5

    On hit, Atk. Power +30.0% for 4s.

  • Level 3
    Destruction Blow
    Destruction Blow
    Lv. 1/5

    Enhances destructive power. Outgoing Damage +50.0%.

    Meditation Blow
    Meditation Blow
    Lv. 1/5

    No longer knocks back foes. Stuns for 5s.

  • Level 1
    Absorption Hit
    Absorption Hit
    Lv. 1/5

    Pull area + 20%.

    Lucky Bubble
    Lucky Bubble
    Lv. 1/5

    30% chance to obtain 1 Esoteric Bubble.

    Tenacity
    Tenacity
    Lv. 1/5

    Grants Push Immunity while landing after ascending into the air.

  • Level 2
    Focus Hit
    Focus Hit
    Lv. 1/5

    The shape of the red dragon ascends. Outgoing Damage +30.0%.

    Black Dragon Ascension
    Black Dragon Ascension
    Lv. 1/5

    Element is now [Dark]. The shape of the black dragon ascends. On hit, Crit Damage + 100.0%.

    Finishing Strike
    Finishing Strike
    Lv. 1/5

    Inflicts +80.0% Damage to foes with 30.0% or less HP.

  • Level 3
    Eye of the Tempest
    Eye of the Tempest
    Lv. 1/5

    Changes to Holding mode to gather foes for up to 1.5s.
    When releasing the skill key or maxing out the Holding Meter, ascend and inflict +50.0% Damage to Push-Immune foes.

    Final Blow
    Final Blow
    Lv. 1/5

    Atk. Speed +20%. Final strike Damage +40.0%.

  • Level 1
    Vital Point Strike
    Vital Point Strike
    Lv. 1/5

    Crit Rate +15.0%.

    Intense Shock
    Intense Shock
    Lv. 1/5

    Inflicts 9 Damage to hit for 4.0s. Inflicts Electric Shock.

    Wide-Angle Attack
    Wide-Angle Attack
    Lv. 1/5

    AoE Radius of Electric Wave +30%.

  • Level 2
    Light Lightning
    Light Lightning
    Lv. 1/5

    Electric Wave becomes more narrow and stretches 9 meters forward.

    Steady Will
    Steady Will
    Lv. 1/5

    Gather strength to inflict lasting Damage. Outgoing Damage +80.0%.

    Fierce Lightning
    Fierce Lightning
    Lv. 1/5

    Spin attack and inflict Damage while advancing forward 4 meters.

  • Level 3
    Electrocution
    Electrocution
    Lv. 1/5

    Generates electric waves where you stand for 5s while using the skill to inflict Damage.

    Dangerous Deal
    Dangerous Deal
    Lv. 1/5

    Consumes 1 more Esoteric Bubble to remove Stun effects. Changes to combo mode to inflict additional Damage equal to 100.0% of Base Damage upon hitting to skill key. Additional Damage ignores Damage increase from Freezing.

  • Level 1
    Earth Storm
    Earth Storm
    Lv. 1/5

    Element is now [Earth]. No longer pulls in foes. Creates a great dust storm. Damage to Challenge foes or lower +30.0%.

    Frost Storm
    Frost Storm
    Lv. 1/5

    Element is now [Water]. For 3.0s, Move Speed of foes hit by the attack -10.0% per stack. At 5 stacks, foes will Freeze for 2.0s. On hit, removes Push and causes Paralysis.

    Lightning Storm
    Lightning Storm
    Lv. 1/5

    Element is now [Lightning]. 20% chance of inflicting additional Damage equal to 80.0% of Base Damage with every strike when foes are hit by Lightning Storm.

  • Level 2
    Growth Attack
    Growth Attack
    Lv. 1/5

    On hit, tornado winds inflict +7.0% Damage up to +63.0% Damage.

    Wide-Angle Attack
    Wide-Angle Attack
    Lv. 1/5

    AoE Radius +30%.

    Over Revolution
    Over Revolution
    Lv. 1/5

    During skill use, Move Speed +20.0%. Tornado winds duration +1s. Number of attacks +4.

  • Level 3
    Summon Storm
    Summon Storm
    Lv. 1/5

    Changes to Normal mode and removes back attack effect. Slowly calls forth tornado winds from every direction that chases foes for 3s. Damage to foes +40.0%. On hit, Push is removed and inflicts Paralysis.

    Raging Storms
    Raging Storms
    Lv. 1/5

    Tornado winds disperse in a powerful blast. Upon expiring, inflicts Damage equal to 60.0% of base skill Damage before knocking foes into the air.

  • Level 1
    Weak Point Detection
    Weak Point Detection
    Lv. 5/5

    Damage to Push-Immune foes +60.0%.

    Final Explosion
    Final Explosion
    Lv. 1/5

    On third explosion hit, outgoing Damage +25.0%.

    Violent Explosion
    Violent Explosion
    Lv. 1/5

    For every foe hit, Atk. Power +3.0% for 5.0s. Stacks up to 10 time(s).

  • Level 2
    Lucky Bubble
    Lucky Bubble
    Lv. 1/5

    75% chance to obtain 1 Esoteric Bubble.

    Frost Explosion
    Frost Explosion
    Lv. 1/5

    Element is now [Water]. On hit, Freezes foes for 4.0s.

    Flame Explosion
    Flame Explosion
    Lv. 5/5

    Element is now [Fire]. On hit, Burns foe, inflicting 57 Damage every 1s for 5s. Stacks up to 6 times.

  • Level 3
    Endless Destruction
    Endless Destruction
    Lv. 1/5

    Expands the explosion in three frontal directions. Damage +30.0%.

    Great Explosion
    Great Explosion
    Lv. 5/5

    After the third explosion, another great explosion occurs to inflict Damage equal to 120.0% of Base Damage.

Welcome!


I'm Aju, a 1450 Wardancer main on NA East - Regulus. This build is intended for NA/EU Wardancers that want to play Esoteric without feeling like absolute wet noodles. There's a lot of glamour with the 2-spender Esoteric builds in Korea, but the truth is that our gear sets as well as accessories just aren't there yet. While yes, you can do just fine with 2-spender, it's impossible to maintain 4 bubbles for every Esoteric skill with the current stat limitations presented by Legendary accessories.

So why 1-Spender?

  • While 2-Spender is viable, legendary accessories, even at 90+ quality, do not give us enough specialization to maintain the full benefit of Esoteric Skill Enhancement for both Esoteric Skill: Blast FormationBlast Formation as well as Esoteric Skill: Call of the Wind GodCall of the Wind God.
  • 2-Spender is a build that was largely made possible by the use of the Relic Set, Dominion Fang. This set provides cooldown reduction and skill damage in exchange for awakening damage. The reason why this set is so prevalent for Wardancer is that she has the ability to keep the set at 100% uptime without having to slot the Awakening engraving.*

*Note: With the class balance patch in KR on 4/27/22, this may have changed. The 1-spender build however has largely remained unchanged and in fact has outperformed previous builds at high level testing. Regardless, more testing must happen before writing out a "best build."


Stats/Engravings


Stats for this build are fairly straightforward - prioritize swiftness on all accessories and go for swiftness/crit on your necklace. 400-500 crit is right where you want to be.

Engravings in order of prioritization:
  1. Esoteric 1 - This is a no-brainer, we take level 1 and keep it that way till very very late game as the nodes spent on levels 2/3 can be better used elsewhere.
  2. Grudge 3 - I understand NA/EU have a weird perception on Grudge but the Wardancer has a pretty large health pool, and not to mention enough swiftness to weave around most danger in the game. You don't really lose much for gaining 20% overall damage.
  3. Raid Captain 3 - Since we are stacking swiftness and Wind's Whisper Wind's Whisper puts us at a massive movement speed, we can gain the full benefit from Raid Captain
  4. Keen Blunt Weapon 3 (and only at 3!) - Since we have crit on our necklace, we gain much more from taking this engraving vs. 2-spender, and who doesn't love big numbers? 
  5. Adrenaline 1 - Icing on the cake no matter how many level 3 engravings you have - great synergy with the way this build plays, just be mindful about keeping the stacks up.

Alternatives:

  • Cursed Doll 3 - In the case that you don't want to take Keen Blunt Weapon
  • Mass Increase 3 - We have enough swiftness that it isn't completely griefing to take this as a cheap damage engraving
  • Spirit Absorption 1 - If you can't afford the jewelry for Adr 1, this is a fine budget engraving. Not too much return but it helps us hit the ceiling for Raid Captain.


The Rotation

The normal rotation is as follows:
  1. Energy Combustion Energy Combustion to proc Conviction
  2. Sky Shattering Blow to apply Ready Attack
  3. Flash Heat Fang Flash Heat Fang to proc Judgment
  4. Roar of Courage and then Wind's Whisper to buff
  5. Moon Flash Kick Moon Flash Kick and Sweeping Kick Sweeping Kick should bring you to 4 bubbles
  6. Esoteric Skill: Blast Formation at 4 bubbles for maximum damage, this should still be within the window of your Roar of Courage and Wind's Whisper buffs, if you are out of the window, consider using  Sky Shattering Blow to provide ready attack as a consolation before using blast if the need arises.
  7. Sky Shattering Blow to provide Ready Attack buff (if you have enough skill points) for the downtime in between bursts.

A note on Energy Combustion:

This is a huge damage skill even for Esoteric! Ensure that you are watching your timer for the explosion (assuming you have enough skill points for level 10) so that you can time it within your buff window. This can be very difficult to get used to, so start by focusing on hitting the boss with the last tick every time and gradually work it into your rhythm.



Tripods/Gems


Tripods are listed above as level 5 - prioritize these 5 for your initial tripod transfer so you can guarantee level 4:
  1. Wind's Whisper Quick Prep
  2. Moon Flash Kick White Flame Kick
  3. Esoteric Skill: Blast Formation Weak Point Detection or Great Explosion
  4. Wind's Whisper Ready Attack
  5. Sweeping Kick Any of the 3 tripods will do, Pure Excellence preferred
Gem Optimization to come at a later date.

Skill Point Progression

  • Sky Shattering Blow 7 at 328 for Ready Attack Tripod
  • Energy Combustion Level 10 at 340 skill points, Last Whisper tripod, Sky Shattering Blow goes back down to 4 for now
  • Sky Shattering Blow 7 once again at 356 skill points to get Ready Attack back.
  • Esoteric Skill: Blast FormationMoon Flash Kick, and Sweeping Kick are priority for level 11/12 for the DPS increase.

A Note on the PTR Balance Changes


While there have been changes to the way WD skills work on the Korean server, this build is generally safe as this build's performance actually improved with the PTR changes. However, time will still tell as there were some adjustments in regards to what was actually implemented in the game just this morning. Regardless, we are safe from these changes for the moment in NA and this build is not going anywhere, so nothing to worry about :).

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Comments :8

  • 1

    level 1 Bird124

    This build is epic! My e-girl bard would hardly look at me before I used this spec, she was always eyeing up some deathblade. She saw the numbers this build put out once and now she doesn't even give the blade the time of day! He might as well be tickling the boss with surge compared to the damage I put out! I don't know what to do with all these bards chasing me around now! Any advice? Thanks.

  • 0

    level 1 samknott

    1

    Is KBW still worth running after the balance changes to remove the crit rate tripod?

    • 0

      level 2 ajumommy

      @samknott

      Yes, KBW will be just fine with the balance changes because with this build you are running Swift/Crit - that coupled with Roar of Courage is enough to give some good returns on kbw as a third/fourth engraving - however it's definitely recommended to take adrenaline 1 with it in order to compensate.

  • 0

    level 1 Freyon

    1

    Thank you for this! What are your thoughts on running lightning kick over sweeping kick for mobility? Would the damage difference be too large to consider?
    • 1

      level 3 ajumommy

      @Freyon

      Later on once you have level 11/12 skills I think that lightning kick is viable for fights that require a good amount of repositioning, but you may not see the need once you get relic accessories/access to dominion fang set as our spacebar will be on a very low cooldown, allowing us to use it to reposition pretty efficiently while not sacrificing too much survivability. There is definitely a difference in DPS but if you're using the mobility to better position yourself it works out in real-time fights.

  • 0

    level 1 ZomgSquirrel

    2

    Am I right in seeing that there's a wealth rune in Energy Combustion and that it's listed as the first in order priority to proc Conviction? Is this a mistake? Should Conviction be in Energy Combustion or Sky Shattering Blow?

    • 0

      level 3 ajumommy

      @ZomgSquirrel

      Thanks for pointing that out! I relisted the runes as previously I did have Conviction on SSB, however you should only be using it on SSB if you have the Legendary variant. At that point, it's entirely up to you based on how comfortable you are with snapshotting the two together mid-fight. Personally on anything lower than legendary, I believe it's better to use on combustion. Thanks for pointing that out!

    • 0

      level 1 ZomgSquirrel

      @ajumommy

      Just doing my part =D This has been, since gle handedly, the most informative take on the class I have seen in a while. Thanks to this, I'll be swapping back to my "Battlemaster." That just sounds so much cooler...

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