11:18 am, September 22, 2014
6,550
An Enlightenment on Aethertech
Let’s start with, “What is an Aethertech?”
An AT is a DPS/Tank. It is a magic-based class. They’re primarily close-combat but still have a decent amount of ranged attacks and AoE’s. Even their close combat is from 7m-9m attack range (depending on the skill).
When it comes to PvP, there’s a lot of people who don’t exactly know why certain skills won’t work against the AT and what skills an AT is doing to them.
So let’s start with an AT’s stigma builds:
The Bread n’ Butter PvP build: http://aion.aspirine.su/stigma/#kCna...sbhgmgoflendbb
This is their most offensive build. You can easily hover over the icons and see what each stigma does.
The alternative PvP build: http://aion.aspirine.su/stigma/#kCna...qglemgkerctgsb
This one is a nice blend of offense and defense
Of course there are people that run in their own special build… but these are the two that most people use frequently.
But let’s shed some more light on their skills overall.
AT’s are incredibly dependent on their buffs for victory as well as their debuffs. The real clincher is if they get you in the “mombo-wombo-combo” as someone so nicely put it.
So here’s the buffs to look for:
Obviously some of these buffs are from different advanced stigma builds, so you wouldn’t see all of these up at a given time, but it’s there to understand what each icon means. LEARN :)
Aethertech Buffs:
- The Embark skill you won’t see on an AT. Embark simply means that the AT is inside of their Bastion (their robot).
Simply being inside the Bastion increases Magical Accuracy +100, Physical Defense +350, Parry +200, and increase to all Altered State Resist [exact % unkown] (the increase range means that they now have 6m-8m attack range, which they have to be mounted to do any attack skill with a cipher-blade anyways)
- Kinetic Battery is an AT’s primary defense skill, it reduces incoming damage by 30% (caps out at 40,000 dmg). It lasts 1m and 30s, and it goes into CD after the shield is disabled. The CD is only 30s, so this shield is extremely spammable.
The shield also gives them another +200 Stun resist and +250 Parry, but decreases Sleep Resistance by -300. This means the AT becomes even more difficult to Stun since it’s coupled with the increase from Embark. Kinetic Battery does consume mana when struck though, so if you’re getting pummeled your mana will drain quite quickly.
- Aethercharged Steel makes an AT attack 10% faster, gives +300 Magic Boost, and increases PvP damage (not sure on exact %). It only lasts 10s and has a 1m 30s CD. But regardless, this buff is pretty intense against other players… especially when it’s coupled with…
- Stability Thrusters! This skill gives an AT +500 Magic Boost! On top of increasing resist to movement debuffs by +300 and increasing Stun Resist by +150. (so much stun resist!!!!!) This skill lasts 30s and goes in cooldown after the buff is gone, and then it goes into a 30s CD. Another very spammable buff. It does consume 4% MP every 4s while it’s active though, but the MP depletion is more of a pain for long-sustained fights (primarily PvE)This skill also removes any attack speed debuffs the AT had.
- Aimbot Assist gives an AT +300 Magical Accuracy for 1m. It has a 3m CD. Pretty self-explanatory…
- Mobility Thrusters: This advanced stigma is in the defensive tree, but it is pretty nice to run down or escape from others. It gives you +35% movement and flight speed and increases knockback resist by +300 (especially nice to run down a Ranger). However your immobilization resist decreases by 200, p.def -1000, and consumes 5% HP every 4s. This buff only lasts 10s but it only has a 40s CD.
- Trauma Plate Trigger is also in the defense tree but this skill increases Parry +300, Resistance to Stun, Bind, and Fear +500, and reduces PvP damage received (exact % unknown). It lasts for 20s and has a 3m CD. Again, more stun resist and the reduction in PvP damage is noticeable.
- Kinetic Bulwark is the last advanced stigma in the defense tree. It’s not recommended to be in this build for PvP, but if you do see the icon, it gives an AT 50% damage reduced for 30s. It can absorb a total of 75,000 damage. It doesn’t consume nearly as much MP per hit as Kinetic Battery. While Bulwark is in effect, you also gain +300 Stun Resist, +280 Magic Resist, but your Sleep Resist decreases by -300. The skill lasts 30s (or until 75000 dmg or out of MP) and is on a 5m CD.
- Overdrive Trigger: Increase movement speed, flight speed, and attack speed by +14% and increases Magic Boost by +140 for 1m. CD is 1m 30s. (This is a 2k DP skill)
- Nullification Trigger is a normal stigma that resists a magical attack or parries a physical attack. What makes this skill more deadly than just resisting or parrying an attack is that AT’s have a counter skills for resisting a magical attack or parrying a physical attack.
This leads us into an AT’s counter skills:
- Counterslam: 729 fire damage to a target within 6m after parry and stuns your target. 12s CD.
- Backlash: 776 fire damage on a target within 20m and stuns them for 2s. 30s CD.
And being stunned or stumbled by an AT means they can:
- Steam Rush: 490 earth damage to a target within 15m to a stunned, stumbled, or knocked back target. This skill transports the AT from their current location directly to the enemy target. So basically, if you resist a ranged spell against someone, use backlash as a counter and stun them, you can immediately Steam Rush to them to get within melee range.
When an AT uses Remove Shock, they can do either:
- Uppercut: 781 earth damage on a target within 6m and stumbles them. 1m CD
- Protective Shell: For 8s, increases resistance to debuffs related to movement and stuns by +300 as well as increasing Magic Resist +300. Reduces damage received in PvP also (exact % unknown). 3m CD
Instant AT skills for survival:
- Boost: Quickly moves the AT 15m forward. 30s CD
- Double Boost: Quickly moves the AT 15m forward (chains off of Boost) 24s CD
- Repair Protocol: Removes all debuffs related to movement or immobilization. 1m 30s CD.
- Afterburner: Removes all debuffs related to movement, immobilization, or flight. (This skill can only be used while flying.) 3m CD.
- Fuel Reserves: Restores 120s of Flight Time. 5m CD
- Siphoning Blade: 309 water damage on target within 6m and recovers 2000 MP. This skill can either chain in two directions. One leads to two more mana siphoning skills to recover more MP, OR
- Conversion Pulse: Frontal Fan-shaped 15m AoE that inflicts 550 water damage on up to 12 targets while absorbing all damage dealt to HP. This is a huge heal the more you hit obviously, sometimes it’s nice to have a mob following you in order to help you parry for your parry counter and to use as HP fodder for this AoE.
- Recharge: Instantly restore 4000 HP and 6000 MP to the AT. 3m CD
- Hypergate Detontation: Eject from your Bastion, leaving your Bastion in place which explodes 2s after executing skill, causing AoE damage on up to 8 targets within 8m. This removes most abnormal conditions as well as fully restoring all your HP. You are teleported 15m backwards instantly when skill is executed. 10m CD.
The disadvantage to this skill, though being a 100% full heal and removing debuffs, is that you cannot Embark onto your Bastion for at least 10s. This is where an AT will swap to their Pistol.
AT’s get skill level increases for Manifest Wall, Green Grenade, Gunshot, Rapid Fire, and Precision Shot. They also get Packed Bomb. However, after ejecting, it’s best to pop Manifest Wall followed instantly by Green Grenade, which inflicts 405 earth damage on a target within 20m and immobilizes them for 4s. 24s CD. Or if your opponent is almost dead, just gun them down with Gunshot > Rapid Fire chain while kiting them.
- Particle Whip: This is a 3-stage charge skill. The damage of the skill isn’t very high, but if it’s charged to a stage 2 or 3 it can stun targets. It’s a 15m frontal fan-shaped AoE attack. Charging it to stage 2 is fairly easy to do even for someone trying to kite you.
- DRILLBORE! Oh the horror…. This skill inflicts 796 earth damage on a target within 6m and stuns them. In addition, it removes any shield. YEP, pretty much any shield you can think of, Drillbore can handle.
Iron Skin, Nezeken’s Shield, Protective Ward, Spellstopping/AetherCurtain, Immortal Shroud, BODYGUARD, SPIRIT SUBSTITION, COMMAND: BODYGUARD, yeah… pretty intense.
The fact that it removes shields is already crazy, but the fact it’s an extra stun too with semi-decent damage… very, very lethal.
Aethertech’s Debuff skills:
- Aetherlock Blade: 387 wind damage on a target within 6m and silences them for 7s. 18s CD.
- Chilling Wave: 574 water damage on targets within a 15m frontal fan-shaped radius and reduces movement speed for 3s. 12 CD (Chilling Wave chains into Riplash, another 15m fan-shaped AoE attack)
- Hindering Blade: 365 wind damage on a target within 6m. Reduces targets Magical Accuracy and Attack Speed for 10s. Chains off of Bludgeon, both are a 5s CD.
- Sundering Blade: 331 Wind damage on target within 6m. Lowers the target’s Magic Suppression and Physical Defense by -500 for 14s. Has a 16 CD.
- Convulsion Beam: 426 wind damage on a target within 20m and roots them for 15s. Has a 1m CD. This is an advance stigma down the defense tree. The root is potable and is broken when under attack.
- Debilitating Blade: 688 wind damage on a target within 6m and decreases their Attack by -250 and Magic Boost by -600 for 18s. Has a 1m CD. This stigma is also down the defense stigma tree.
- Electric Shock: 321 Wind damage on target within 8m and paralyzes them for 1s. has a 16s CD. This skill chains into:
- Lightning Tether: 269 wind damage on target within 8m and roots them in place for 5s. CD is 30s.
This root is not broken when you are under attack. However, it is potable.
The proper way of burying your Lightning Tether and Silence on a target is by of course first putting at least two debuffs prior on your enemy. Most AT’s will be running in the Meteor Strike build with Aimbot Assist. This means most AT’s will bury silence and Lightning Tether with Sundering Blade and Hindering Blade. Sundering lasts 14s, then AT will use Bludgeon which chains into Hindering Blade. Hindering lasts 10s. By that time, Sundering and Hindering will both be at about 11-10s duration, and they slap the Aetherlock Blade (7s Silence). This is followed by the Electric Shock, which paralyzes you for 1s and chains directly into Lightning Tether, which roots you in place for 5s. By about now, you still have about 5-7s duration left on the Hindering and Sundering Blade debuffs. You are now at -500 Magic Suppression, you’re Silenced, and you’re Rooted in place. This gives an AT just enough time to charge up
- Kinetic Slam: At stage 3, 2726 earth damage on a target within 8m and causes stumble. 12s CD.
This is the “mombo-wombo-combo”. AT can also instantly follow up with
- Meteor Strike: 1164 fire damage on a target within 6m. 30s CD (last advanced stigma in offense tree)
If target lives, you can hit it with a Chilling Wave > Riplash. While they’re snared, begin a Particle Whip charge only to stage 2 to activate another Stun (if their remove shock buff is not in effect). Then pursue while using Cinder Cannon > Gatling x2.
Alternatively, instead of opening with Meteor Strike after you “mombo-wombo-combo” them, you can start Bludgeon > Battery > Beatdown: 646 earth damage to enemy within 6m and stumbles target. 10s CD
This is preferred if your enemy did not remove shock (or couldn’t remove shock) after Kinetic Slam stumble.
Other notable AT skills:
- Ravager Cannon: This is a 3-stage charge attack. It strikes up to 10 targets within a 20m range. The attack is entirely linear with a width of about 5m. It’s basically a giant beam that goes forward 20m and hits anything within it’s path. Stage 1 damage is 747, Stage 2 is 1031, Stage 3 is 2115.
This skill would really only be useful in a group setting if you’re not being focused at all and have the pleasure of standing back and charging it up. Otherwise, it’s useful to cast off instantly at stage 1 for a fleeing opponent.
- Annihilation Barrage: 2528 fire damage on up to 18 targets and stumbles them. Frontal Fan-shaped 15m AoE. 30m CD (This is an AT’s madbad 4k DP)
- Rocket Punch: 891 earth damage to target within 6m. CD is 16s. This skill instantly chains into either
- Heat Burst: 1167 fire damage on target within 6m. CD is 16s (chains from Rocket punch)
- Flame Emission: 675 fire damage on target within 20m. CD is 16s (chains from Rocket punch)
The skill animations for Rocket Punch and Heat Burst are rather quick and the damage of the two is quite nice. Flame Emission is handy if the target got out of range during Rocket Punch
The nutshell version here is to watch out for certain buffs and be aware of the debuffs that are stacking on you.
Remember that AT has a decent amount of ranged skills as well as having a natural 6m attack range for all melee attacks.
Learn the icons for the buffs and debuffs to know what skills won’t be very effective while active and try and bait an AT to use certain skills for your own class to easily counter (whichever skills your classes have to counter)
By the way, Songweavers and Spiritmasters…. The only buffs that you can dispel from an AT is Siphoning Shells (for 3m, there’s a 15% chance of recovering 281 MP with each attack), Life Support Trigger (increases max MP by 2500, natural mana treatment +60, natural healing by +120 for 1m) and Nullification Trigger (resist a magical attack or parry a physical attack). In fact, Nullification Trigger isn’t dispelled by regular Dispel, it requires a higher-tier dispel like Magical Implosion, Ignite Aether, etc…
But you cannot dispel any other buff. The shields, the attack/movement speed, MB+, DP buff, Fear resist shield, (Kinetic Battery, Kinetic Bulwark, Stability Thrusters, Mobility Thrusters, Overdrive Trigger, Aethercharged Steel, Trauma Plate Trigger) Cannot be removed by any number of dispels :)
Here are the notable skill icons,
AT buffs:
AT debuffs:
AT notable skills:
An AT is a DPS/Tank. It is a magic-based class. They’re primarily close-combat but still have a decent amount of ranged attacks and AoE’s. Even their close combat is from 7m-9m attack range (depending on the skill).
When it comes to PvP, there’s a lot of people who don’t exactly know why certain skills won’t work against the AT and what skills an AT is doing to them.
So let’s start with an AT’s stigma builds:
The Bread n’ Butter PvP build: http://aion.aspirine.su/stigma/#kCna...sbhgmgoflendbb
This is their most offensive build. You can easily hover over the icons and see what each stigma does.
The alternative PvP build: http://aion.aspirine.su/stigma/#kCna...qglemgkerctgsb
This one is a nice blend of offense and defense
Of course there are people that run in their own special build… but these are the two that most people use frequently.
But let’s shed some more light on their skills overall.
AT’s are incredibly dependent on their buffs for victory as well as their debuffs. The real clincher is if they get you in the “mombo-wombo-combo” as someone so nicely put it.
So here’s the buffs to look for:
Obviously some of these buffs are from different advanced stigma builds, so you wouldn’t see all of these up at a given time, but it’s there to understand what each icon means. LEARN :)
Aethertech Buffs:
- The Embark skill you won’t see on an AT. Embark simply means that the AT is inside of their Bastion (their robot).
Simply being inside the Bastion increases Magical Accuracy +100, Physical Defense +350, Parry +200, and increase to all Altered State Resist [exact % unkown] (the increase range means that they now have 6m-8m attack range, which they have to be mounted to do any attack skill with a cipher-blade anyways)
- Kinetic Battery is an AT’s primary defense skill, it reduces incoming damage by 30% (caps out at 40,000 dmg). It lasts 1m and 30s, and it goes into CD after the shield is disabled. The CD is only 30s, so this shield is extremely spammable.
The shield also gives them another +200 Stun resist and +250 Parry, but decreases Sleep Resistance by -300. This means the AT becomes even more difficult to Stun since it’s coupled with the increase from Embark. Kinetic Battery does consume mana when struck though, so if you’re getting pummeled your mana will drain quite quickly.
- Aethercharged Steel makes an AT attack 10% faster, gives +300 Magic Boost, and increases PvP damage (not sure on exact %). It only lasts 10s and has a 1m 30s CD. But regardless, this buff is pretty intense against other players… especially when it’s coupled with…
- Stability Thrusters! This skill gives an AT +500 Magic Boost! On top of increasing resist to movement debuffs by +300 and increasing Stun Resist by +150. (so much stun resist!!!!!) This skill lasts 30s and goes in cooldown after the buff is gone, and then it goes into a 30s CD. Another very spammable buff. It does consume 4% MP every 4s while it’s active though, but the MP depletion is more of a pain for long-sustained fights (primarily PvE)This skill also removes any attack speed debuffs the AT had.
- Aimbot Assist gives an AT +300 Magical Accuracy for 1m. It has a 3m CD. Pretty self-explanatory…
- Mobility Thrusters: This advanced stigma is in the defensive tree, but it is pretty nice to run down or escape from others. It gives you +35% movement and flight speed and increases knockback resist by +300 (especially nice to run down a Ranger). However your immobilization resist decreases by 200, p.def -1000, and consumes 5% HP every 4s. This buff only lasts 10s but it only has a 40s CD.
- Trauma Plate Trigger is also in the defense tree but this skill increases Parry +300, Resistance to Stun, Bind, and Fear +500, and reduces PvP damage received (exact % unknown). It lasts for 20s and has a 3m CD. Again, more stun resist and the reduction in PvP damage is noticeable.
- Kinetic Bulwark is the last advanced stigma in the defense tree. It’s not recommended to be in this build for PvP, but if you do see the icon, it gives an AT 50% damage reduced for 30s. It can absorb a total of 75,000 damage. It doesn’t consume nearly as much MP per hit as Kinetic Battery. While Bulwark is in effect, you also gain +300 Stun Resist, +280 Magic Resist, but your Sleep Resist decreases by -300. The skill lasts 30s (or until 75000 dmg or out of MP) and is on a 5m CD.
- Overdrive Trigger: Increase movement speed, flight speed, and attack speed by +14% and increases Magic Boost by +140 for 1m. CD is 1m 30s. (This is a 2k DP skill)
- Nullification Trigger is a normal stigma that resists a magical attack or parries a physical attack. What makes this skill more deadly than just resisting or parrying an attack is that AT’s have a counter skills for resisting a magical attack or parrying a physical attack.
This leads us into an AT’s counter skills:
- Counterslam: 729 fire damage to a target within 6m after parry and stuns your target. 12s CD.
- Backlash: 776 fire damage on a target within 20m and stuns them for 2s. 30s CD.
And being stunned or stumbled by an AT means they can:
- Steam Rush: 490 earth damage to a target within 15m to a stunned, stumbled, or knocked back target. This skill transports the AT from their current location directly to the enemy target. So basically, if you resist a ranged spell against someone, use backlash as a counter and stun them, you can immediately Steam Rush to them to get within melee range.
When an AT uses Remove Shock, they can do either:
- Uppercut: 781 earth damage on a target within 6m and stumbles them. 1m CD
- Protective Shell: For 8s, increases resistance to debuffs related to movement and stuns by +300 as well as increasing Magic Resist +300. Reduces damage received in PvP also (exact % unknown). 3m CD
Instant AT skills for survival:
- Boost: Quickly moves the AT 15m forward. 30s CD
- Double Boost: Quickly moves the AT 15m forward (chains off of Boost) 24s CD
- Repair Protocol: Removes all debuffs related to movement or immobilization. 1m 30s CD.
- Afterburner: Removes all debuffs related to movement, immobilization, or flight. (This skill can only be used while flying.) 3m CD.
- Fuel Reserves: Restores 120s of Flight Time. 5m CD
- Siphoning Blade: 309 water damage on target within 6m and recovers 2000 MP. This skill can either chain in two directions. One leads to two more mana siphoning skills to recover more MP, OR
- Conversion Pulse: Frontal Fan-shaped 15m AoE that inflicts 550 water damage on up to 12 targets while absorbing all damage dealt to HP. This is a huge heal the more you hit obviously, sometimes it’s nice to have a mob following you in order to help you parry for your parry counter and to use as HP fodder for this AoE.
- Recharge: Instantly restore 4000 HP and 6000 MP to the AT. 3m CD
- Hypergate Detontation: Eject from your Bastion, leaving your Bastion in place which explodes 2s after executing skill, causing AoE damage on up to 8 targets within 8m. This removes most abnormal conditions as well as fully restoring all your HP. You are teleported 15m backwards instantly when skill is executed. 10m CD.
The disadvantage to this skill, though being a 100% full heal and removing debuffs, is that you cannot Embark onto your Bastion for at least 10s. This is where an AT will swap to their Pistol.
AT’s get skill level increases for Manifest Wall, Green Grenade, Gunshot, Rapid Fire, and Precision Shot. They also get Packed Bomb. However, after ejecting, it’s best to pop Manifest Wall followed instantly by Green Grenade, which inflicts 405 earth damage on a target within 20m and immobilizes them for 4s. 24s CD. Or if your opponent is almost dead, just gun them down with Gunshot > Rapid Fire chain while kiting them.
- Particle Whip: This is a 3-stage charge skill. The damage of the skill isn’t very high, but if it’s charged to a stage 2 or 3 it can stun targets. It’s a 15m frontal fan-shaped AoE attack. Charging it to stage 2 is fairly easy to do even for someone trying to kite you.
- DRILLBORE! Oh the horror…. This skill inflicts 796 earth damage on a target within 6m and stuns them. In addition, it removes any shield. YEP, pretty much any shield you can think of, Drillbore can handle.
Iron Skin, Nezeken’s Shield, Protective Ward, Spellstopping/AetherCurtain, Immortal Shroud, BODYGUARD, SPIRIT SUBSTITION, COMMAND: BODYGUARD, yeah… pretty intense.
The fact that it removes shields is already crazy, but the fact it’s an extra stun too with semi-decent damage… very, very lethal.
Aethertech’s Debuff skills:
- Aetherlock Blade: 387 wind damage on a target within 6m and silences them for 7s. 18s CD.
- Chilling Wave: 574 water damage on targets within a 15m frontal fan-shaped radius and reduces movement speed for 3s. 12 CD (Chilling Wave chains into Riplash, another 15m fan-shaped AoE attack)
- Hindering Blade: 365 wind damage on a target within 6m. Reduces targets Magical Accuracy and Attack Speed for 10s. Chains off of Bludgeon, both are a 5s CD.
- Sundering Blade: 331 Wind damage on target within 6m. Lowers the target’s Magic Suppression and Physical Defense by -500 for 14s. Has a 16 CD.
- Convulsion Beam: 426 wind damage on a target within 20m and roots them for 15s. Has a 1m CD. This is an advance stigma down the defense tree. The root is potable and is broken when under attack.
- Debilitating Blade: 688 wind damage on a target within 6m and decreases their Attack by -250 and Magic Boost by -600 for 18s. Has a 1m CD. This stigma is also down the defense stigma tree.
- Electric Shock: 321 Wind damage on target within 8m and paralyzes them for 1s. has a 16s CD. This skill chains into:
- Lightning Tether: 269 wind damage on target within 8m and roots them in place for 5s. CD is 30s.
This root is not broken when you are under attack. However, it is potable.
The proper way of burying your Lightning Tether and Silence on a target is by of course first putting at least two debuffs prior on your enemy. Most AT’s will be running in the Meteor Strike build with Aimbot Assist. This means most AT’s will bury silence and Lightning Tether with Sundering Blade and Hindering Blade. Sundering lasts 14s, then AT will use Bludgeon which chains into Hindering Blade. Hindering lasts 10s. By that time, Sundering and Hindering will both be at about 11-10s duration, and they slap the Aetherlock Blade (7s Silence). This is followed by the Electric Shock, which paralyzes you for 1s and chains directly into Lightning Tether, which roots you in place for 5s. By about now, you still have about 5-7s duration left on the Hindering and Sundering Blade debuffs. You are now at -500 Magic Suppression, you’re Silenced, and you’re Rooted in place. This gives an AT just enough time to charge up
- Kinetic Slam: At stage 3, 2726 earth damage on a target within 8m and causes stumble. 12s CD.
This is the “mombo-wombo-combo”. AT can also instantly follow up with
- Meteor Strike: 1164 fire damage on a target within 6m. 30s CD (last advanced stigma in offense tree)
If target lives, you can hit it with a Chilling Wave > Riplash. While they’re snared, begin a Particle Whip charge only to stage 2 to activate another Stun (if their remove shock buff is not in effect). Then pursue while using Cinder Cannon > Gatling x2.
Alternatively, instead of opening with Meteor Strike after you “mombo-wombo-combo” them, you can start Bludgeon > Battery > Beatdown: 646 earth damage to enemy within 6m and stumbles target. 10s CD
This is preferred if your enemy did not remove shock (or couldn’t remove shock) after Kinetic Slam stumble.
Other notable AT skills:
- Ravager Cannon: This is a 3-stage charge attack. It strikes up to 10 targets within a 20m range. The attack is entirely linear with a width of about 5m. It’s basically a giant beam that goes forward 20m and hits anything within it’s path. Stage 1 damage is 747, Stage 2 is 1031, Stage 3 is 2115.
This skill would really only be useful in a group setting if you’re not being focused at all and have the pleasure of standing back and charging it up. Otherwise, it’s useful to cast off instantly at stage 1 for a fleeing opponent.
- Annihilation Barrage: 2528 fire damage on up to 18 targets and stumbles them. Frontal Fan-shaped 15m AoE. 30m CD (This is an AT’s madbad 4k DP)
- Rocket Punch: 891 earth damage to target within 6m. CD is 16s. This skill instantly chains into either
- Heat Burst: 1167 fire damage on target within 6m. CD is 16s (chains from Rocket punch)
- Flame Emission: 675 fire damage on target within 20m. CD is 16s (chains from Rocket punch)
The skill animations for Rocket Punch and Heat Burst are rather quick and the damage of the two is quite nice. Flame Emission is handy if the target got out of range during Rocket Punch
The nutshell version here is to watch out for certain buffs and be aware of the debuffs that are stacking on you.
Remember that AT has a decent amount of ranged skills as well as having a natural 6m attack range for all melee attacks.
Learn the icons for the buffs and debuffs to know what skills won’t be very effective while active and try and bait an AT to use certain skills for your own class to easily counter (whichever skills your classes have to counter)
By the way, Songweavers and Spiritmasters…. The only buffs that you can dispel from an AT is Siphoning Shells (for 3m, there’s a 15% chance of recovering 281 MP with each attack), Life Support Trigger (increases max MP by 2500, natural mana treatment +60, natural healing by +120 for 1m) and Nullification Trigger (resist a magical attack or parry a physical attack). In fact, Nullification Trigger isn’t dispelled by regular Dispel, it requires a higher-tier dispel like Magical Implosion, Ignite Aether, etc…
But you cannot dispel any other buff. The shields, the attack/movement speed, MB+, DP buff, Fear resist shield, (Kinetic Battery, Kinetic Bulwark, Stability Thrusters, Mobility Thrusters, Overdrive Trigger, Aethercharged Steel, Trauma Plate Trigger) Cannot be removed by any number of dispels :)
Here are the notable skill icons,
AT buffs:
AT debuffs:
AT notable skills: