Skyforge Burst and Buff Mechanics For Fast Boss Kills

Skyforge Burst and Buff Mechanics For Fast Boss Kills by Wyck Titalus

Bursts and Buffs mechanics is a critical thing to know when you reach the raids, especially the Distortion raids. It also helps a lot in group content and 3-man adventures.Sustained DPS means nothing here compared to Burst damage under full buffs.

This piece of game knowledge that will make your life a lot easier if you learn to use it early in the game.

Support classes and their buffs.

Support classes (Lightbinder and Alchemist) have a huge impact of how fast you can kill bosses and packs. For now there are only two of them in the game.

Passive Auras

Both Alchemist and Lightbinder are projecting the auras that in 20m radius increases Might, Strength, Spirit, Luck and Valor by 20% of those of Lightbinder(Alchemist) and also provides flat 15% HP boost.

If more that one support class is present then highest of the each stats from each support class will be boosted.

Single target buffs

Both Lightbinder and Alchemist have a direct buff for a single target (and they are also can be distributed among few friendly targets for a lesser effect).

Flood of Light from Lightbinder – for each stack it increases Might, Strength, Spirit, Luck and Valor by 20% of those of Lightbinder for 8 seconds. Maximum is 5 stacks.

Flood of light have no cooldown, it’s only spends mana, so it can be used almost non-stop (but it will rarely will be able to provides it full bonus for 100% of time if used in this way). DD classes with a good sustainable DPS are considered to have more benefits from such buffing. And it requires a very good timing and working in sync to have to use it properly for DD class with Bursts (they have visible animations of preparing to do bursts so you should start buffing them right away).

It’s also can be used to give a full 100% buff to the DD class, prior to the Group buffs. Also it can be used to give a quick buff to someone when Alchemist stimulant injection is on cooldown.

Stimulant injection (with Loading dose talent) from Alchemist – for one injection it increases Might, Strength, Spirit, Luck and Valor by 80% of those of Alchemist for 8 seconds. Can be used twice in row with Loading Dose talent (on the same or on the separate targets).

it have a long cooldown (that can be shortened with a proper weapon), and it’s cooldown increased x2 if used twice in a row.

It’s mostly used to give a huge buff to Damage Dealing classes with a powerful burst damage (Kinetic a Sledgehammer or Berserker).

Group buffs

Blessing of the Sun from Lightbinder- it increases the damage output in 20m radius by 1.5 times. Basic duration is 7 seconds, but it can be improved with a proper weapon (up to 13 second total with an epic weapon). It have a 1 minute cooldown.

Energy Shower from Alchemist – it increases the damage output in 20m radius by 30% for 9 seconds. It also removes harmful effects. It have a 1 minute 30 seconds cooldown.

Clearly Lightbinder are doing a better job at group buffs since his buff is more powerful and be used 50% more often.

Group buffs should be combined with Single target buffs for a Maximum effects. Your DD classes with praise you when they see the damage numbers :)

Major Group Buffs (for current EU\NA version of game).

Your version of the game allows to do some miracles with a group\raid damage, since you have early versions of those buff, when they had no limitations and worked in a different way.

Spirit of the Light is the Ultimate ability of Lightbinder – besides all other good stuff it does to your group, it also increases the damage output in 20m radius by 50% (!!). it’s cooldown will make you cry…

Biotrap is a major buff of the Alchemist. It have some crappy damage, a minor CC effect to pull mobs closer, but the main benefit of it is +45% damage to affected targets. The damage boosting effect is random, it can proc 0-2 stacks of Biotrap. 0 stack = no bonus damage, 1 stack +45% bonus damage for 10 seconds, 2 stacks +90% for 10 seconds, and then +45% for 10 seconds (stacks are removed one by one each 10 seconds).

Hold on to something. If you have more that one Alchemists throwing the Biotrap into the target, then, you have a decent chance of getting 3 stacks of Biotrap, that means +135% bonus damage to target for 10 seconds, then +90% for another 10 seconds, then +45% for another 10 seconds.

Now imagine the possibilities it opens for you :)

Major Group Buffs (for current RU version of game).

Current RU version of the game had it’s major buffs reworked, since the top raiding team who made two first kills of two Distortion raids, noticed who cheesy things can get if the old system are still in place (speed kill of extremely hard raid boss in 90 seconds for example). Devs listened and changed things. For good.

Spirit of the Light is the Ultimate ability of Lightbinder – besides all other good stuff it does to your group, it also increases the damage output in 20m radius by 50% (!!). it’s cooldown will make you cry… if you have more that one Lightbinder in the group then after using Spirit of the Light , then keep in mind that your group can get benefit from damage buff from it only once in 240 seconds.

Biotrap is a major buff of the Alchemist. It have some crappy damage, a minor CC effect to pull mobs closer, but the main benefit of it is +45% damage to affected targets. And now you always get this +45% damage buff.

If you have more that one Alchemists on group then usage of Biotrap by one of them put a 75 seconds cooldown on Biotraps of other Alchemists.

So you can use it only once per 75 second in long boss fights. But you will always get the damage buff.

How do i use all this stuff ?

If have not figured out yet how you can use this knowledge for your own good, the i will tell you how. The sequence of buffs i providing here is just one of the many, and it’s most regular one. It only describes the actions of Support classes. The DD classes should time their Bursts accordingly, also Voice chat helps a lot if buff declared in advance with a time remaining for a next buffs.

When the fight starts – usually comes first full raid buff. All things listed happens almost simultaneously in a 2-3 seconds tops!

Raids with current EU\NA Mechanics

Step 1

-Alchemist 1 and Alchemist 2 throws a Biotrap (Sometimes it also Alchemist 3.. proc rate is very random) to have as much stacks of it as possible.

-Lightbinder uses Blessing of the Sun

Step 2

– Alchemist 1 and Alchemist 2 (and 3 if present) inject their designated powerful DD players with Stimulant Injection two times.

-Lightbinder uses Spirit of Light

That is a full raid buff in 2-3 seconds after start of the combat

Step 3

– Alchemist 1 uses the Energy Shower

Step 4 (8 seconds later)

-In case of raid bosses in Operation Isabella, they are usually dead in 8 seconds (or last boss simply goes into another phase). But if you lack damage, then Alchemist 2 uses Energy Shower. (after that Alchemist 3 if present does the same).

How to kill bosses in slow and steady way

Step 1

-Alchemist 1 throws a Biotrap. If it have 0 procs, them Alchemist 2 throws his own (and Alchemist 3 in reserve)

-Lightbinder uses Blessing of the Sun

Step 2

– Alchemist 1 and Alchemist 2 (and 3 if present) inject their designated powerful DD players with Stimulant Injection two times (or one time.. depends on taste and tactics).

-Lightbinder uses Spirit of Light

Step 3

– Alchemist 1 uses the Energy Shower

That is a full raid buff in 2-3 seconds after start of the combat

Step 4 (8 seconds later)

-If Biotrap proc for 2 stacks or more, them Alchemist 3 uses the Energy Shower

Step 5 (22 or 36 or 44 seconds later. 22 if there was only 1 injection and Alchemists have a blue grade weapons with a bonus to the Injection cooldown, 36 if they used 2 injections and have a epic weapon, 44 if they used 2 injections and have a blue weapon.). Also, note this that if you have a Kinetics, then disregard 22 second variant completely, since Kinetics have a 30 seconds cooldown on their most powerful Burst. Also they got their next burst on hold until buff comes.

-Alchemist 1 and Alchemist 2 (and 4 if present) uses the Stimulant Injection on designated DD players.

-If you have a second Lightbinder then he uses Blessing of the Sun

Step 6

-If Alchemist 2 did not used Energy Shower on step 4 (or if you have Alchemist 3) then he or Alchemist 3 uses Energy Shower now

Step 7

At this point if you head is intact after reading all above – then you can figure out following steps :)

Raids with new buffs mechanics on RU server (you will have same stuff soon).

How to kill bosses in a few seconds, or slow and steady if your DD players are slacking.

Step 1

-Alchemist 1 throws a Biotrap.

-Alchemist 2 uses the Energy Shower

-Lightbinder uses Blessing of the Sun

Step 2

– Alchemist 1 and Alchemist 2 (and 3 if present) inject their designated powerful DD players with Stimulant Injection two times

-Lightbinder uses Spirit of Light

That is a full raid buff in 2-3 seconds after start of the combat

Step 3 (36 or 44 seconds later. 36 if Alchemists used 2 injections and have a epic weapon, 44 if they used 2 injections and have a blue weapon.). Also, note this that if you have a Kinetics, then they got their next burst on hold until buff comes.

-Alchemist 1 and Alchemist 2 (and 3 if present) uses the Stimulant Injection on designated DD players.

-If you have a second Lightbinder then he uses Blessing of the Sun

Step 4

-Alchemist 1 uses the Energy Shower

Step 5 (another 36 or 44 seconds later)

-Alchemist 2 throws a Biotrap

-Alchemist 2 uses the Energy Shower

-Lightbinder uses Blessing of the Sun

Step 6

– Alchemist 1 and Alchemist 2 (and 3 if present) inject their designated powerful DD players with Stimulant Injection two times

At this point you will have a second almost full (with exception of Spirit of Light) raid buff

At this point if you head is intact after reading all above – then you can figure out following steps :)

Now you know what you can do with all those buffs :)

As for Distortion Raids, the things there a lot different, so your buff sequences will vary depending on boss and the stage of the combat.

I give you the Basics of Buffs mechanics :)

Bursts

By the Burst term i mean an ability to do as much damage as possible in a very short (6-8 seconds) amount of time. So it will have a full benefit of the buffs. And it’s obvious that DD classes should time their Burst properly.

The amount of damage the Raid can do by “Bursts and Buffs” mechanics is complete overshadows the sustained DPS the raid can do between buffs. I’m saying it again since it’s the whole point of this guide.

Here comes the sad part, only 2 DD classes are perfectly suitable for this mechanics – Kinetic with a Sledgehammer and Berserker. You can probably squeeze a Necromancer with his Reaper Swipe there.. but it requires a hell of good timing and coordination to do. Also feel free to experiment with other classes.

Witch\Warlock

It may seem strange but this DD can be of a great use in this mechanics and here is how – a Volatile Curse during a Full Raid Buffs deals a LOT a LOT a LOT of damage, allowing to kill raid bosses in Operation Isabella significantly faster.

Almost never used in Distortions though.

The Damage Meter

We have it on RU server and it used a proof of the current state of things for DD classes.

You will have it soon :) It’s only for Pantheons with Academy level 2.

Cheers from Russian server! :)

Related Articles

Leave a Reply

Your email address will not be published. Required fields are marked *