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Vince-DN

Ultimate Aethertech Thread [Skills, Gear, PvP, PvE] | Updated: 11/7/17

Aethertech Improvement Study  

35 members have voted

  1. 1. Which classes are difficult for you to fight as an Aethertech?

    • Gladiator
      3
    • Templar
      0
    • Cleric
      3
    • Chanter
      0
    • Ranger
      1
    • Assassin
      0
    • Sorcerer
      0
    • Spiritmaster
      0
    • Songweaver
      2
    • Gunslinger
      1
    • Other Aethertechs
      4
  2. 2. Which stigma(s) are the most USELESS in PvP? (Pick multiple if needed)

    • Aimbot Assist
      2
    • Drillbore
      0
    • Leeching Steel
      3
    • Particle Whip
      0
    • Riplash
      0
    • Life Support Trigger
      2
    • Steel Storm
      2
    • Ravager Cannon
      1
    • Aethercharged Steel
      5
    • Convulsion Beam
      0
    • Debilitating Blade
      0
    • Rain of Knuckles
      2
    • Mobility Thrusters
      2
    • Trauma Plate Trigger
      0
    • Meteor Strike
      0
    • Kinetic Bulwark
      0


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Vince-DN   
Posted (edited)

Current Version: 1.9

Introduction
Tired of never having an AT to turn to when you want to ask for help because there's barely any other ATs online? Well, this is probably the guide for you. There are times I could count the number of other ATs I see online per day; somedays I don't even see any at all. Why? It's simply because the class is new, underappreciated, underrated and underestimated. I've played Aion for a couple of years, but only got into playing an AT around a year ago. It was probably the best decision I ever made in my life. I fell in love with the class so much I dropped all my other (13) characters to focus on it. If you're reading this, you're probably interested in the AT life as well.

Where are the other ATs?
I believe one of the main reasons there aren’t many ATs around is due to the fact that they’re not as easy to play as everyone thinks. Someone new might decide to download Aion and go “Oh! Look! Gundams!”, without knowing much about the game most people jump into the class without thinking and leave when they don’t get the easy power they thought they would. Not to mention their skills and attack speed are very slow leveling up, which may demotivate impatient players.

How can I be a good AT?
I want to say this in the nicest way, but a lot of people simply don’t play ATs well enough. Due to the way AT skills are set up and the fact that they have the SLOWEST auto attack speed in game due to their cipher blades, putting together skill chains on an AT are complex but they are an art form once mastered. I’ll explain more further down the post, but playing an AT well takes practice and quick reaction times since they have a lot of situational maneuvers.

Why Choose an AT?
Simple; ATs are powerful, versatile and very tanky. In PvE they can act as great DPS if used well and can tank almost any instance; holding aggro better than the average Plate class (although not as defensive as a Templar). In PvP you can literally be a rampaging train that can tear through anything in your way before it even has a chance to fight back; with access to silence, paralysis, short cooldown AOEs and the lovely Nullification Trigger. Their attacks are explosive, flashy and loud; it’s like having a Michael Bay movie at your fingertips.

 

 


Skills

Firstly, allow me to emphasize that ATs are considered to be a MELEE CLASS. However, their damage is calculated off MAGIC BOOST, not attack and crit strike.

EQIZD8v.png  Aetherlock Blade – An instant silence with a short (18 second) cooldown. Tell all casters out there to shut up and let you work.

AEa2oYk.png  Annihilation Barrage – A gorgeous World War looking attack that attacks in a fan-shaped radius, does a large chunk of damage and knocks everything within range down.

xf2YGBi.png  Backlash – After resisting or parrying an attack, you can stun an enemy up to 20m away for up to 2 seconds! This skill is amazing, especially when immediately followed up with Steam Rush.

A9muIw6.png  Bludgeon – A very short cooldown skill that can chain into a 3-part chain series which does extra damage to balaur and can knock down enemies on the last hit! You can also chain into Hindering blade after the first chain; a debuff that cripples MA and attack speed – effective against all classes!

oXQunDc.png  Boost – Thrust yourself 15m forward. Once you reach a certain level you get another boost that chains off this one which basically gives you another 15m.

z2qLfRO.png  Charging Activation – DO NOT UNDERESTIMATE this skill. I know some people who completely forget about this skill because they don’t see the ‘difference’. ATs, especially when used right, melt MP like ice in a volcano. With this buff activated you have a chance to recover MP with EACH attack.

Oi73ubA.png  Chilling Wave – Fan shaped AoE which is one of an AT’s signature moves. It slows enemies down and has no target limit. A short cooldown of 12 seconds means you’ll be using this skill all the time. It can chain into Riplash with has a similar effect minus the debuff.

A5MIbRZ.png  Cinder Cannon – Who said you had to switch to pistols to shoot? You can use this skill to run and gun enemies up to 20m away. Then chain into Gattling Gun which can be reactivated twice.

acnodC8.png  Electric Shock – Paralyze an enemy for a split second and cancel any cast they were in the process of. It’s just your way telling healers and casters to try another time – “Hajevan- shut the hell up”. It then chains into Lightning Tether which binds enemies in place, granting you with a temporary punching bag you can do what you please with.

K2GZBqR.png  Embark – Mount your bastion. While it’ll always stay active while you’re alive, once you die you’ll have to reactivate it to use your bastion once more. Remember that once the skill is deactivated in any way, there’s a 10 second cooldown.

YfO6lA8.png  Flak Cannon – Absolute garbage. I’m sorry but this is probably one of the most useless skills we have. The damage output it not nearly good enough to be considered in a PvP or PvE rotation. Basically, you can multicast damage on enemies who are in the aerial thrust state. What makes this skill even more useless is that ATs do not have a skill that puts enemies in that state in the first place.

8rTLRVj.png  Fuel Reserves – A pretty nifty skill that gives you a large chunk of flight time. It could save your life in the abyss.

O003wOF.png  Hypergate Detonation – Once you get this at 65, the whole game changes. You gain 100% HP, teleport 15m backward and make your enemies lose target of you AND always perform 3000 damage AoE damage from the spot you blew up. Always remember that this will dismount you and you won’t be able to use Embark until its 10s cooldown is off. Use it well and you can get out of any situation laughing, use it poorly and you’ll be a Bastion-less punching bag.

IBohvh7.png  Kinetic Battery – One of the major skills that gives ATs their tankiness. You’ll pretty much have it on all the times as long as it’s off cooldown. It’s a very complex skill so there are actually still a lot of people who don’t know EXACTLY how it works. Allow me to cut it into pieces.

  1. It is an active skill that lasts for 1:30 with a cooldown of 30 seconds. Since it’s an active skill, it cannot be dispelled by mobs or other players. While it is activated:
  2. Your shock resistance and parry go up.
  3. You block 30% of ALL incoming damage. However, you can only block up to 40,000 damage (which is more than enough most of the time). When blocking damage, 50% of the damage blocked is deducted from your MP. Think of it as using your MP to shield your HP.
  4. Example: You were supposed to take 1000 damage, but with KB up you take 30% less which is 700. 50% of the damage deducted (1000 - 700 = 300 [damage deducted] then divide 300 by 2 -> 150) is deducted from your MP (you lose 150 MP from that one attack).

xqjvdmp.png  Kinetic Slam – With a short cooldown of 12 seconds and no MP usage, it becomes a practical and dare I say mandatory skill to use in all situations. When fully charged it can knock down opponents and do over 2,500 base Earth damage. In PvE it’s great for DPS and keeping down annoying mobs, while in PvP it’s needless to say that keeping your enemy on the ground helps a lot with bringing down the hurt. Remember that this is a charge skill and enemies aren’t always gonna wait around for you to fully charge it. It’s best used in PvP after binding your enemy with Lightning Tether or Convulsion Beam.

ofYDtlt.png  Magnetic Wave – A fan-shaped taunt skill. While it doesn’t do any damage it helps really well with holding aggro and when used in PvP it has a chance of making enemy players target you, to keep the heat off your healers or squishies.

m4alTMl.png  Mounting Frustration – You’ll gain additional enmity with pretty much every skill you use. Mobs won’t be able to stop lusting over your big black bastion.

mNQ1LNt.png  Nullification Trigger – Use 2% of your MP to parry or resist one attack. When tanking this can allow you to do something Plates can’t, by being able to completely nullify large attacks instead of facetanking it. After you successfully parry or resist you can chain into Backlash and chain into Steam Rush. This is a simple PvP rotation which you can use as the start-up for deadly combos.

ks3qLkw.png  Overdrive Trigger – A wonderful 2k DP buff that boosts your speed, attack speed and MB for 1 minute with a 1:30 cooldown. When used in Instances and PvP it can help to skyrocket your DPS.

o0LGtsL.png  Power Flux – Another 2k DP skill that heals your MP. At its max level you’ll heal 100% of your MP.

lL6oMUc.png  Provoking Whispers – Not as seductive as it sounds. It’s a taunt that does a small amount of damage.

LRFxd1Z.png  Recharge – Instantly heal up to 6000MP and 4000HP. Yup, it’s just as much of a lifesaver as it sounds, regardless the situation. Just use it wisely as there is still a 3m cooldown.

RXQPWna.png  Remove Shock – Once activated you can chain into one of either skills:

  • Protective Shell – Replaces the remove shock’s buff effect, but increases your resistance to movement related effects, magic resist and reduces damage taken from players for 8 seconds.
  • Uppercut – Inflict damage and knock down an enemy.

CzTqhn0.png  Repair Protocol – Remove movement related debuffs. Good for getting out of roots and traps.

TJOmqZG.png  Rocket Punch – One of our low cooldown main damage skills. Does additional damage on balaur and can chain into Heat Burst which does another major amount of damage (+ more to balaur) or into Flame Emission which can shoot moderate damage up to 20m away.

Ei07zdU.png  Siphoning Slash – It doesn’t matter what you hit or how much you hit for with this attack, you will always gain 2000 MP after using it. It can then chain into Siphoning stab which gives you an additional 1500 MP, this is great to weave into your PvE rotation by keeping your MP maintained.

  • Conversion Pulse – An awesome HP steal. It has a range similar to Chilling Wave’s and doesn’t have a target limit. It does damage on enemies within range and absorbs 100% of ALL the damage you dealt on all enemies as HP. You can target a group of weak mobs or training dummies and regain a huge amount of health. I remember using this on a large group of level 1 enemies and absorbing a total of 30k HP.

QPcOkGG.png  Stability Thrusters – A great buff. Like KB it’s an active buff so it can’t be dispelled. It does however use 4% MP every 4 seconds for up to 30 seconds – it basically drains 30% of your MP over time. You gain up to 500 MB, 150 Shock Resistance, 300 Resistance to Movement debuffs and removes any attack speed related debuffs upon activation.

gG4M2tS.png  Steam Rush – Once your enemy is stunned or knocked down, you can thrust yourself right on top of them as long as they’re within range and even if you weren’t the one to stun them. It’s wonderful for keeping on top of classes that love to kite (casters, rangers and gunslingers). You can Nullification Trigger -> Backlash then use this skill, it’s one of the easiest combos.

OhMzdWt.png  Sundering Blade – Might not look like it at first, but this skill right here is a tremendous debuff. When fighting bosses, ALWAYS weave this into your rotation. It drastically reduces their magic suppression and defenses with a short cooldown of 12 seconds.



Stigmas
ATs have a lot of fun and flashy stigmas, some you can tell were JUST made for PvE or PvP. As you level up, some of these stigmas gain or lose their usefulness. When putting together PvP setups, you’re free to be creative and build a skill set that can help you combat your weaknesses, but I’ll be demonstrating the setup I use and why I like it; maybe you’ll like it too. First let’s lay them all out.

Normal Stigmas

GKTCkRJ.png  Aether Recharge – A charge skill that gives you up to 6,000 MP with a full charge and only has a minute cooldown! Since you’ll feel drained of your MP at times, ESPECIALLY in PvE, this is a
lifesaver.

4mRqjip.png  Aimbot Assist – Boosts your MA by up to 200 for 1m! It helps you hit those over geared players and people with MR sets. MA is always nice to have in PvP, so I keep it in my PvP spec
all the time.

SJYBJOK.png  Drillbore– An AT-must have! Not only is it instant and stuns targets for 2 seconds, but it removes most shields! In PvE you can stun pesky mobs and remove particular shields from mini-bosses (some are still impenetrable). In PvP you can remove nearly all protective shield effects. This includes:

  • Gladiator – Dauntless Spirit
  • Templars - Iron Skin
  • You can also remove a Templar’s Bodyguard from their protected target! Useful for when a Templar tries to protect their cleric.
  • Sorcerer - Stone Skin and Boon of Iron Clad
  • Spirit Master – Stone Skin and Spirit Protection
  • Songweaver - Protective Ode and Winter
  • Cleric – Blessed Shield, Immortal Shroud and Impervious Veil
  • Chanter – Protective Ward

WOt5cyZ.png  Leeching Steel – For 10 seconds, enemies that attack you lose 600 MP per hit, no matter their distance! Physical classes and Gunslingers burn through their entire MP gauges if you use this at the right time; confusing them and leaving them vulnerable.

3gXYiHj.png  Particle Whip – A charge AoE with a similar range as Chilling Wave. Has a chance to stun targets as well.

hoqR6x0.png  Riplash – Chains off of Chilling wave. Covers the same range and does additional damage. It’s quick, effective and pretty awesome looking. It’s a freaking chainsaw on a whip.

OBZoQ04.png  Life Support Trigger – Increase maximum MP and increases natural treatment.

VSOocun.png  Steel Storm – A charge skill which does AoE damage around your selected ranged target. Decent in PvE when leveling up, but very impractical in late game PvE and PvP.

XcmmB2m.png  Ravager Cannon – If you’re doing an instance like IO which requires a lot of AOEs, Beshmundir Temple or any instance with clusters of Balaur, this skill might come in handy. It attacks a ranged target and shoots a beam which also damages anything in between you and the target. It also does additional damage to balaur. I personally don’t use it end game, but it’s wonderful in Besh.


Greater Stigmas

AhBL1XK.png  Aethercharged Steel – Boosts attack speed and MB for 10 seconds. It can be used at the start of your rotation to quickly get off your Sundering Blade combo and Kinetic Slam (since the charge time will be decreased).

s33BzBx.png  Convulsion Beam – Can bind a target up to 20m away and immobilize them. They’ll be freed once you attack them but you can use this to stop people from running away and trap physical classes.

Jcdj4mB.png  Debilitating Blade – Cripples your opponents physical attack and MB.

GJheQmg.png  Rain of Knuckles – Chains off of Sundering Blade and can be activated 3 times. A must have skill for PvE in my opinion since it gives you some steady DPS.

1AIv9gw.png  Mobility Thrusters – While it grants you a speed boost of 35% for 10 seconds with only a 40 second cooldown, it drops your physical defense and immobilization resist severely. Might not be the best choice against physical classes, but it’s almost harmless to you when used against magic classes. You don’t even have to use it in battle, just using it to get around is fine too.

iHPoXXE.png  Trauma Plate Trigger – Increase Parry and Fear resist while decreasing the overall damage you take from PCs.


Major Stigmas

diJZ8Il.png  Meteor Strike – Simply a damage skill. BUT, it does a good amount damage and when used in combos can be used to burn targets quite effectively.

ptpAQrx.png  Kinetic Bulwark – Its shield effect only lasts 30 seconds, but acts as a better Kinetic Battery – Blocks up to 80,000 damage and 50% of damage from all attacks and only deducts 10% of blocked damage from MP. It has a poor cooldown of 5m, but at +5 can go down to 4:30 which is a pretty huge reduction.

 

 

 

Archdaeva

Stats

Knowledge - The most important EP stat for any AT (or magic class in general). Always max this out before investing any points in any other skills; UNLESS you are level 66, ensure you obtain Terraform before investing in knowledge. With manastones, socket until you reach around 400 knowledge in total. [Grants: Magic Boost, Crit Spell and Magic Supressions]

Precision - You can focus on this after you max out knowledge and obtained all the essential Archdaeva skills. Even though this stone grants two stats you'll probably never need, the magic accuracy helps a lot with hitting high level mobs in PvE, clerics and other targets in PvP. Since it's essentially less useful than knowledge, I recommend you focus on this last.

JDUtuz4.png

 

Skills

Before investing in other skills, ensure that you have Terraform; you can get other archdaeva forms if you'd like as well, but the earth form grants tremendous support in both PvE and PvP. 

knuaPLK.png

Invest in Boost Attack and Boost Defense when in PvE and switch to Boost Interpersonal Attack and Boost Interpersonal Defense when in PvP. Optional: You can also invest in god stone resistance but it does not make a huge change.

cu3dWag.png

Magical Cover - Upgrades Kinetic Battery. Take even less damage from monsters! This can surely help with tanking archdaeva instances. [Minimum Essence: 34]

Rage Wave - Upgrades Magnetic Wave. Maintains the taunt effect, but adds AoE damage and can be used while moving! [Minimum Essence: 66]

Idium Strike - Upgrades Kinetic Slam. Applies a movement and attack speed buff after releasing at certain charge stages. Coupled with other attack speed buffs you'll easily reach the attack speed cap! [Minimum Essence: 105]

Combat Prowess - Upgrades Stability Thrusters. This is literally the only reason I tried so hard to get to level 73. This skill is the first game changer for ATs as it uses less MP, increases attack speed and grants bonus damage against PCs! [Minimum Essence: 152]

Transcend Limit - Upgrades Overdrive Trigger. The second game changer for ATs. Grants more movement and attack speed than the original, 500 magic boost and 400 magic accuracy! It's still a DP skill, but it becomes a toggle skill so you don't waste unused DP! The DP cost is lower overall as well. [Minimum Essence: 180]

 

 

 

PvE

DPS:

  • When you’re fighting a boss, try to go without aetherlock blade and electric shock (I completely removed them from my PvE rotation. However, you can use them when fighting regular mobs).
  • Start with Sundering blade and always keep it on cooldown. The debuff helps you and also helps other party members do more damage over time.
  • Keep Kinetic Battery activated as much as you can. Disable it when there isn't much going on, or the boss is in a cooldown phase.
  • Rocket Punch, Kinetic Slam, Bludgeon combo and Meteor Strike are your main DPS skills.
  • Siphoning Slash combo should be used when your MP is around 40% or lower.
  • Stability Thrusters and Aethercharged Steel should always be in constant use. These buffs help you perform sudden bursts of damage, keeping your DPS up. You can also use Overdrive trigger to further amplify your damage output.
  • Don’t forget to keep Siphoning Shells on at all times! It’s instant and barely uses a tiny fraction of your MP – use it even when you already have the buff applied, just make it a habit because some people tend to forget it.

 

Tanking:

  • Basically, you’re going to want to have Mounting frustration activated and weave in Magnetic wave and Provoking Whispers into your DPS rotation. Your DPS is another thing that helps you maintain focus. Being able to DPS well while tanking is what makes ATs a great hybrid class.

 

Gear:

DO NOT CONFUSE AT CHAIN WITH CLERIC OR CHANTER CHAIN.

How do you know what chain is yours? Usually, chain for ATs is marked as Magic Chain (ex: Stormwings Magic Hauberk). The easiest way to identify which chain is yours is by looking at the Enmity. If it shows a positive number (ex. Enmity Boost +3.2%).

Weapons:

  • Cipher Blade - Despite being probably the slowest weapon in the game, they grant you access to the Embark skill where you can mount your Bastion and start attacking enemies from up to 8m away with melee attacks! Talk about throwing punches. Cipher blades also have what seems to be the HIGHEST GS proc rate out of all other weapons. I highly recommend using what I call a Master Key. By arms fusing a cipher blade with PvP stats underneath a great BASE PvE cipher blade you’ll end up with a master cipher blade that can be used for both situations. It’s cost effective and if you use it well you can handle yourself just as well as anyone using a dedicated cipher blade.

Manastones:
Do you wanna be super tanky? Maybe super dps? Well here’s the good part; you don’t have to choose. Because you can be BOTH at the same time!

  • MB / HP – This is great for PvE, it can also be used for PvP but that depends on how much MA you have using other means. You gain 100 MA by simply boarding your bastion! The MB of course is to increase your damage output, while the HP can help you get some more survivability if you plan on playing tank.
  • MB Only – Plain and simple. Like I said above you gain some MA simply by being in your Bastion, so stacking MB only works very well in PvE. I wouldn’t recommend this for PvP, but it can be done if you have other ways to make up for the MA. Recommended for low cost gearing.

Godstones:

  • 2-11% Damage – This is a popular pick due to the high proc rate of cipher blades.

Obtaining Gear:

  1. Whenever you can, use the coins you’ve collected through quests to buy magic chain gear from coin merchants.
  2. Once you start going to Kromede’s Trial, there’s a chance the last boss will drop a box that can give you a cipher blade. You can armsfuse that level 35 blade with the level 36 one you get from Nebrith.
  3. Once you reach the stage for obtaining Renewed Deveanian gear (Level 45). You can armsfuse that cipher blade with a level 45 or lower cipher blade and use it until you are level 56. If you’d like, you can try your luck in Dark Poeta starting level 48 and try to get a full set.
  4. Once you reach around 53-60 you can start doing Rentus Base and Beshmundir Temple for Eternal Gear, remember not to confuse the pieces with Chanter and Cleric chain, since you have to roll on the gear.
  5. Starting from 65 you can do starter instances like Sauro, IS and ORB to get yourself some quick and easy gear. I recommend Sauro and IS gear since ORB gear is much more expensive to socket.
  6. At 66+ you'll want to grab onto a mythic AC set as soon as possible. Socket it with magic boost stones, you don't need to go broke with this set. This is mainly to keep you in league with starter Archdaeva instances.
  7. At 70+ do AoE and CoE as much as you can. Collect boxes and gradually obtain a full Apollon's set, you can simply socket these with magic boost or knowledge up to +6.
  8. At 72+ things get tough and a bit expensive since you'll need to start purchasing expensive manastones and enchanting your gear. Obtain Sophisticated gear from Sanctum defenses. Once you manage to get a Sophisticated set you should enchant that to +15 and socket it with Knowledge +7s (at least). If you're running low on money, you can make the set half knowledge and half magic boost stones or simply use pure magic boost at the cost of crit spell.
  9. You'll need the set mentioned in step 8 to get into a good Bastion of Souls group. Most groups won't even take you until you're 75, so continue the grind and run archdaeva instances whenever you can for money, supplements and practice. Once you're eligible to enter a BoS group, complete runs and obtain your set, you'll have your hands on the best PvE gear in the game so far. Enchant it to at least +10s and socket with full knowledge, you'll be an unstoppable force in PvE. 

NOTE: Please keep in mind that these steps are for a LOW COST route to gearing. If you have money from other characters or in real life and can simply buy gear steps ahead then go for it. Remember to PvE occasionally to earn money for PvP gear.

 

Recommended Stigmas:

hDyfO8q.png


 

 

PvP

General PvP Tips and Good Habits:

  • Be selective of your battles, remember it’s always okay to retreat if you feel outnumbered or threatened. Sure, it’s not always the best thing to cower from fights, but taking a few moments to collect yourself and prepare for battle helps keep up your confidence and break anxiety; that way you’ll end up making fewer mistakes. But of course, this is very basic knowledge no matter what class you’re playing.
  • Start off with Aimbot assist and Stability Thrusters to start the battle in your favor with a good and accurate burst of damage.
  • Nullification trigger should be used when you see the enemy casting a pretty nasty skill or CC, or at the beginning of a battle to avoid early battle debuffs and activate backlash for an easy stun. Follow up with steam rush and keep your enemy pressured.
  • When fighting a cloth or an enemy with a shield, after closing the gap you should use drillbore to get their shield out of the way.
  • Once you close the gap between you and your enemy, you can quickly silence them and then use the electric shock combo to keep them in place. Once they’re in place and cannot react due to the silence, provided they haven’t potted and ran, quickly fully charge Kinetic Slam and knock them down – follow up with Steam Rush if it isn’t on cooldown. If they managed to start escaping your grasp before you can fully charge, use the KS at whatever stage it’s at; since it’s better to do little damage than no damage at all.
  • Rocket Punch combo and Meteor Strike help to burst targets down.
  • If you’re facing a slippery opponent that likes to kite, use Chilling Wave before they get out of range to slow them and make it easier for you to catch up again.
  • You can use Bludgeon then chain into hindering blade to drastically decrease a target’s MA and attack speed OR chain into the beatdown combo and knock them down. Sometimes it’s better to keep the enemy debuffed; usually it causes them to miss and gives you more opportunities to activate backlash without even having to use Nullification trigger.
  • Use your protective stigmas such as Leeching Steel and Trauma Plate Trigger at the right time. A tip would be to use them at the beginning of the battle if you’re not sure.
  • You can only chain Uppercut off Remove Shock once you’re within a certain range, if you’re too far just use Protective Shell to help you defend yourself while you try to close in the gap.
  • Use boost to close the gap or run away from enemies, just be careful not to overshoot your enemies if you’re trying to get close to them.
  • Cinder cannon is wonderful when enemies try to run away. It can even be used when you’re closing in a newly encountered enemy to hopefully get some GS procs in, break their shield or just hurt them.
  • Siphoning Slash doesn’t do much damage but you may see your MP dropping harshly in long battles, so don’t be afraid to use it. Depending on the situation it’s better to chain directly into Siphoning Stab for more MP or Conversion Pulse to maintain your HP.
  • Quickly use a 4k DP jelly and use Annihilation Barrage when you’re surrounded. You can knock down entire teams that try to run toward you or simply knock them down to assist your team, the damage it does is nothing to joke about either. If you have DP remaining and you’re about to die, why not?
  • I mentioned earlier about the use of a pistol in PvP. Basically, after using Hypergate Detonation in a PvP situation, you’ll be at a slight disadvantage for 10 seconds. However, you can quickly switch to your pistol, use a few quick skills in hope of immobilizing or slowing your enemy with a GS proc and if all fails use Green Grenade to root them. Socketing MA into your pistol helps to prevent these skills from missing, which would be pretty embarrassing. Once Embark is off cooldown, switch back to your cipher blade and resume the onslaught.
  • Recharge, use it when your HP is near 60% -- not too low, not too high. Always keep abyss potions and recovery potions/serums since you’ll need sustained amounts of HP and MP to survive in PvP as an AT.

 

Gear:
It’s annoying how little attention the developers pay to AT gear sometimes. Sometimes there’s chain implemented into the game, even patches after the class came out with only Chanter and Cleric versions. It’s pretty hard to get pre 5.0 PvP gear DEDICATED to ATs, but you can improvise.

Weapons:

  • Cipher BladeYou can refer to the PvE section on how to make a durable and versatile all purpose cipher blade. 
  • Pistol - It’s pretty cool jumping out of your bastion and yanking out your gun. Pistols are rarely used in PvE, but in PvP they can save your life. I can’t count how many times it saved mine. I’ll explain the use of guns in PvP later. But you won’t really have to worry about guns until the later levels (60+). You should socket them with MA since your priority is actually hitting your target. A standard mythic 65 pistol does nicely, but if you want to PvP with your AT, I recommend getting a gun with PvP stats.

Manastones:

  • MB / MA – While it’s quite expensive, I recommend socketing your PvP set with this first and foremost. It helps a lot when fighting other over geared and high resistance players.
  • Knowledge - Also an expensive type of stone if you're aiming for +7s or higher (which I recommend). Until you reach a certain amount of knowledge overall, these stones gives more magic boost than even raw magic boost stones. The additional stats such as crit spell help tremendously with dpsing highly geared targets.

Godstones:

  • Silence / Paralyze / Blind / Stun - If you’re going for a status ailment GS, pick one that would best help against classes you personally find difficult. Everyone has their own weaknesses based on their play style and stigma setups. I personally believe that ATs have a weakness for healers; which is why I usually rock Silence.

Obtaining Gear:

  1. Mystic BM Gear – This is one of the only PvP sets dedicated to ATs. It comes with all the stats you need. BUT, it costs blood medals AND blood marks to get; which can be costly. You can skip this set if you don't plan on PvPing immediately
  2. Level 70 Arena - This set is pretty standard to at least survive and do arenas in today's archdaeva world. You can use this until you get the next set or skip this entirely to save money.
  3. Level 75 Prime Guardian - The set you should aim for the moment you become 66+. Collect your spinels and save up AP to get the game's best PvP set. Socket the armor with knowledges +7 or higher and use composites or raw stones in your weapon since your weapons change more than your armor does endgame. Fully enchant the set and you'll be well equipped for quite some time. In a later patch, you can convert this set into an even more powerful set but we'll cross that bridge when we get there.

 

Recommended Stigmas:

PvP Type 1

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PvP Type 2

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Tips Versus Other Classes:

Gladiator (ozsV3PZ.pngozsV3PZ.pngozsV3PZ.png)

It's like looking in the mirror (a physical mirror). These guys also specialize in lockdowns and a whole lot of stumbles. They're one of the only physical classes that can bind you, so keep that in mind.

  • Keep your distance when they activate their protective and offensive buffs like berserking; even with your shield up some glads can facetank your damage with their buffs up.
  • Only use repair protocol for ankle snare, keep them running and have them waste their buffs.
  • Once they're vulnerable, bind and silence them in place (with a sundering and debilitating blade bury if possible) and begin using your 6-8m attack range to your advantage.
  • They tend to usually start with cleave, so use nullification trigger to backlash onto them. Beware of their remove shock stumble.
  • Use hindering blade to reduce their attack speed.

Advantages:

  • They can't kite you as well as other classes. Most times it's a head to head fist fight, so be sure your buffs are preserved and ready.

Disadvantages:

  • Avoid them in flight combat. Their ability to move while using a lot of their skills is superior since we need to stop moving for a lot of ours.

 

Templar (ozsV3PZ.pngozsV3PZ.pngozsV3PZ.png)

They pull you in and then kite you off. It's like a girl playing hard to get, except they're trying to kill you.

  • They have lots of shields. Most of the time you'll want to kite them off, but if you have drillbore handy, try saving it for iron skin since it's their longest lasting defense buff.
  • They can pull you every 30 seconds. Be mindful of that when charging a kinetic slam to hit them. A good Templar will try to cancel it with a pull.
  • They don't have the range advantage that gladiators do so it's a lot safer to bind them in place.
  • Many good Templars have mres and msupp sets. If they don't have their greatsword out, chances are they're in one of those sets. You can land a couple test shots on them to see how much you hit for (and if at all).
  1. If you don't hit at all, they may have mres and you'll want to use aimbot assist if you have it.
  2. If they mitigate a lot of your damage without even using buffs, they're using msupp. You can still bind and bury them in place however. Their dps is much lower with defensive sets so it's fine to hit them as long as you're making some sort of dent.
  3. If your damage seems normal even though they have their shield out, it means they may be using mres, but it isnt enough to counter your macc. This is your chance to deal some serious damage.
  • Watch out for aether armor, if they have this buff on while using an mres set it becomes near impossible for a technist to hit them.
  • Use hindering blade to reduce their attack speed.

Advantage:

  • They don't have much range, which is the reason for their pulls. They only don't usually use extendable weapons for melee classes so be sure to keep your distance.

Disadvantage:

  • They 'CAN BE' the game's most top tier PvP class. With enough sets it becomes extremely difficult to predict their movements or even do much damage to them. You need to be mindful of whatever weapons they're using and avoid being stumbled at all costs.

 

Assassin (ozsV3PZ.pngozsV3PZ.pngozsV3PZ.pngozsV3PZ.png)

Slippery targets will always be an issue for our class. While manageable, these guys love to hit and run and use their practically passive movement speed advantage to stay out of harms way.

  • A while timed leeching steel when they commence their burn rotations can melt their MP and leave them vulnerable. However, they have MP support from their improved slayer form and may pot immediately if they need to. But having them use their utilities to preserve their mana can make them vulnerable later on in the fight.
  • Try not to use mobility thrusters since it will bring down your physical defense and make life a lot harder for you.
  • Try to use trauma plate trigger before using remove shock. When you do use remove shock, chain into protective shell to further reduce damage.
  • Use RS mainly when locked in the air since it's the longest altered state they can keep you in. Boost away once you do since a good assassin may be expecting this.
  • Use bludgeon and/or cinder cannon to use up their focused evasion and aether twisting. Save your hard hitting skills for when they're vulnerable. Kite out these buffs if you can by boosting away.
  • Once they're vulnerable, bind and silence them in place (with a sundering and debilitating blade bury if possible) and begin using your 6-8m attack range to your advantage.
  • Keep them marked, in case they port away.
  • Use hindering blade to reduce their attack speed.

Advantages:

  • Their attack range is short and they don't have much hp recovery besides potions. Keep them pressured as long as they aren't using buffs that will negate your attacks.

Disadvantages:

  • They're fast on their feet and can resist up to 5 magical attacks which makes being a magical melee class a bit annoying.

 

Ranger (ozsV3PZ.pngozsV3PZ.pngozsV3PZ.png)

Almost as stun savvy as their dual-wielding cousins. How you can get knocked back and put to sleep with a bunch of sticks is beyond me, but this is Aion; a land where ships fly and Daeva's can't swim.

  • Unlike all the other classes above, they're a ranged physical based class; so binding them in place won't stop them from attacking. It is of course always a good thing to be up their faces as much as possible since they can facetank the least amount of damage in the game.
  • Leeching steel also works well against rangers, but it may not burn them out as quickly as an assassin would. They have a low mp pool however, which can block out a lot of their utility skills.
  • When slept, there isn't much you can do except prepare to use trauma plate trigger to reduce the damage on their incoming rotation.
  • Use repair protocol when caught in their snare. You can pot off their movement speed debuff, but countering the debuff with mobility thrusters is risky against any physical class.
  • Keeping them silenced is the key to reducing their utility (ports, buffs and speedups).
  • They stand still for most of their attacks, so boost up to them when they aren't stunning you.
  • Keep them marked, in case they port away.
  • Use hindering blade to reduce their attack speed.

Advantages:

  • Very squishy and buff reliant. Keep them silenced, bound and pressured.

Disadvantages:

  • Attack from range and have a lot of stuns, making remove shock predictions difficult.

 

Chanter (ozsV3PZ.pngozsV3PZ.pngozsV3PZ.png)

Strong and versatile in both PvE and PvP. They feel like fighting a glad for a few seconds then a cleric the next.

  • It's hard tell whether their stumbles are the most annoying or if that title should go to glads. Regardless, their stumbles are short, but plentiful. Trauma plate and remove shock early help a lot.
  • They can bind you every so often, so save your pots for that.
  • Use stability thrusters when your attack has been reduced (which will happen at some point or another when fighting any chanter).
  • Drillbore works well against their protective ward.
  • Their DPS isn't as high as other melee classes, but some chanters are geared to pack a punch. Keep them pressured and bind them down. Attack from as far away as you can.
  • They don't have skills to resist your attacks, but have many utility skills to heal and tank through your damage. Silence is our best friend when fighting them or any of the classes listed below.
  • VERY few chanters are geared and dedicated enough to have mres and msupp sets. If you see them pull out a shield, assume they're in one of these sets and treat them as a Templar in this situation.

Advantages:

  • You have the silence advantage while they have the bind advantage. They can't bury this very well however, so ensure you don't give them a chance to heal.

Disadvantages:

  • They're tricky to kite, because the moment you leave them alone they're going to heal. I don't recommend kiting any healer unless under extreme conditions.

 

Cleric (ozsV3PZ.pngozsV3PZ.pngozsV3PZ.pngozsV3PZ.png)

Clerics are becoming ridiculous. With new gear their mres and msupp go through the roof and most good clerics come equipped with mboost sets. They can deal lots of damage while dancing around, cleansing and using servants. You won't have much fun fighting a cleric at all, but that's why you need to be aggressive.

  • Save drillbore and use it when you see they're about to cast splendor of recovery; that heal over time gives them the freedom to DPS you. They can go from 5% hp to 100% if they use enough buffs prior, so if you see them use buffs such as Sage's Wisdom or Amplification, they're most likely doing to use splendor or Call Lightning. Trust me, splendor is the only huge aspect of cleric that make them a pain to fight against.
  • Good clerics are hard to bury since they cleanse every time someone quits the game (that's often in case you didn't get the joke). So before attempting to bury a good cleric, try to keep them stunned or stumbled first. Watch for their remove shock.
  • If they at any time pop impervious veil. Silence and bind bury them completely, then use drillbore to remove their shield. Go into a full stage kinetic slam for a ton of damage.
  • Use trauma plate when you see them switch to their staff since they may try to DPS you. They have many instant cast skills so if you plan on getting out of their attack range or rushing up to pressure them, you need to reduce the amount of damage you'll take on your way.
  • Run away from their servants and fight them one versus one. Those things do enough damage to be considered another player. Ensure you lure them out the servant range before you engage them. If they're camping the servants, just leave them be and get some distance while recovering your cool downs. There's no shame in it.

Advantages:

  • Cannot silence or bind you. Once you manage to lock them while their remove shock is out of commission then you're set for some good damage. Be sure to use your hardest hitting skills immediately after you lock them down. Fighting a cleric is burn or heal.

Disadvantages:

  • They have a short cooldown on their root. They usually use their DPS skills after rooting you so it's a good chance to use nullification trigger and repair protocol (or pot off the root) into a backlash combo.

Sorcerer (ozsV3PZ.pngozsV3PZ.png)

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Spiritmaster (ozsV3PZ.pngozsV3PZ.pngozsV3PZ.pngozsV3PZ.pngozsV3PZ.png)

...

Gunslinger (ozsV3PZ.pngozsV3PZ.pngozsV3PZ.pngozsV3PZ.png)

...

Aethertech (Varies)

...

Songweaver (ozsV3PZ.pngozsV3PZ.pngozsV3PZ.png)

...

 

 


Personal Stuff

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N9KCVDI.jpg

O59gqu3.jpg

It's been two years on AT! Shout out to my friend Evaia for being there through all of it.


Thank You!
I really hope this was able to help at least one person and opened many eyes! Be sure to ask any AT or Aion related questions you have; I'm always willing to help.

Edited by Vince-DN

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You might wanna add bind resist (lockdown, binding word) for Trauma Plate trigger. That's what it means when it says 'blockade' but otherwise good guide.

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On ‎15‎/‎08‎/‎2017 at 6:20 PM, Worseluck-BR said:

You might wanna add bind resist (lockdown, binding word) for Trauma Plate trigger. That's what it means when it says 'blockade' but otherwise good guide.

You can't edit posts after like 5 minutes.

This is the best guide I've seen for any class, in fact its just really well laid out that people can enjoy playing aethertechs just by reading this.

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The best way to describe aethertech is a jack of all trades, master of none.

They tank great, and their aggro passive and naturally high damage let them hold aggro pretty easy, but they lack the defensive abilities of a templar or even of a gladiator, and fall short compared to them.

They DPS great too!, but they can't compare to the 3 kings of sorcerer assassin and gladiator.

They boost everyone else's damage from sundering blade!, except most geared mages will have overkill amounts of magic boost so reducing msupp won't help as much as reducing elemental resists would.

The two places they stand out are in AoEing, where they rival a gladiator, and PvP, where the jack of all trades dynamic means they have tools to cover all bases, and they can melt most players in 5 seconds flat if given the opportunity to combo properly, and since nobody plays AT, nobody knows how to fight against them. You can usually get away with null trigger -> cinder cannon (+gatling) -> (resist into) backlash -> steam rush -> completely bamboozle the opponent. It's a nice engage combo you can do once every 30 seconds, so if you didn't kill them the first time, now they don't have remove shock and you can let the burst shock really just explode forth. You lower msupp more than any other class can, you basically can't be resisted outside of a full MR templar with AA and shield stance, you break barriers, silence, paralyze, root, slow, all without cast times.

 

I'm sorry that ncsoft didn't let casting-speed cypher blades get passed the test server. If those were readily available, ATs might be stronk enough to make people want to play them.

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On ‎24‎/‎08‎/‎2017 at 3:22 PM, Disregard-TM said:

The best way to describe aethertech is a jack of all trades, master of none.

They tank great, and their aggro passive and naturally high damage let them hold aggro pretty easy, but they lack the defensive abilities of a templar or even of a gladiator, and fall short compared to them.

They DPS great too!, but they can't compare to the 3 kings of sorcerer assassin and gladiator.

They boost everyone else's damage from sundering blade!, except most geared mages will have overkill amounts of magic boost so reducing msupp won't help as much as reducing elemental resists would.

The two places they stand out are in AoEing, where they rival a gladiator, and PvP, where the jack of all trades dynamic means they have tools to cover all bases, and they can melt most players in 5 seconds flat if given the opportunity to combo properly, and since nobody plays AT, nobody knows how to fight against them. You can usually get away with null trigger -> cinder cannon (+gatling) -> (resist into) backlash -> steam rush -> completely bamboozle the opponent. It's a nice engage combo you can do once every 30 seconds, so if you didn't kill them the first time, now they don't have remove shock and you can let the burst shock really just explode forth. You lower msupp more than any other class can, you basically can't be resisted outside of a full MR templar with AA and shield stance, you break barriers, silence, paralyze, root, slow, all without cast times.

 

I'm sorry that ncsoft didn't let casting-speed cypher blades get passed the test server. If those were readily available, ATs might be stronk enough to make people want to play them.

Good post, pretty damn accurate especially the overkill in magic boost. Sundering blade these days would be better to reduce all elemental defense, I mean early game that magic suppression reduction definitely helps groups and alliances and sell back when the level cap was 65, but with the archdaeva skill upgrades that Aethertechs can get when high level especially the 75 skill; they will just have too much magic boost and attack speed.

Its important to note that having maxed magic boost and attack speed isn't a bad thing, it adds reliability to the class and still makes it fun and balanced. As a pro 75 glad, seeing all these other badiators knowing only how to spin to win especially when they go in blender groups makes me wish I had gotten an Aethertech to 75 instead.

I'm just curious how cast speed cipher blades even benefit Aethertechs. I'm fairly sure attack speed is the value that affects charging chills for Aethertechs.

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1 hour ago, Johngunmad-SL said:

I'm just curious how cast speed cipher blades even benefit Aethertechs.

attack speed and cast speed both affect charge speed regardless of class. if you are capped on attack speed, swap your gloves or scroll for cast speed for a slight performance boost.

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4 hours ago, Disregard-TM said:

attack speed and cast speed both affect charge speed regardless of class. if you are capped on attack speed, swap your gloves or scroll for cast speed for a slight performance boost.

No it's not,cast speed do not affecting charging speed of gunner and AT,Momomo already show cast speed ain't affecting AT and gunner skills.

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Yeah how would the calculations even work if you are attack speed cap and then you add on cast me. Charge skills charge faster than half the time?

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As a level 72 Aethertech I definitely recommend this guide. With good enough rotations and full apollon armour and accessories with +6 knowledge I was able to just do well in PvE instances and finished Modor in Crucible Spire with 85 milliseconds left.

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5 hours ago, Amiteah-SL said:

Is using Steel storm stage 2 good for single target DPS, it feels faster to pull off than say meteor strike.

I personally use Ravager Cannon over Steel Storm. Ravager Cannon has higher base damage than Steel Storm at stage 3 and also deals additional damage to Balaur making it even better for PvE. 

My PvE stigma build:

yLQdgeb.png

Meteor Strike and Rain of Knuckles are essential in PvE because of their good damage output. I take Riplash and Drillbore for more constant instant-cast DPS and providing more AoE along with Ravager Cannon. Aethercharged Steel is also good mainly due to the attack speed buff it grants you.

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Is Aethercharged steel really worth picking up, cause 5% pvp attack, 300 magic boost and 10% attack speed ain't much especially when 3 of the Aethertechs archdaeva skills make you attack speed cap.

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18 hours ago, Bedrock-SL said:

Is Aethercharged steel really worth picking up, cause 5% pvp attack, 300 magic boost and 10% attack speed ain't much especially when 3 of the Aethertechs archdaeva skills make you attack speed cap.

Learn to rotate buffs. And Aethercharged Steel is pretty much a must-have with all other buffs if you're fighting any MSup gladiators or knowledge-whoring magics.

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If only the PvP attack was much more or it had crit spell instead of magic boost. Back in 4.5 it was a good pickup because that attack speed and magic boost always helped especially if you're under geared. Now with Kinetic Slam, Stability Thrusters and Overdrive Trigger having powerful archdaeva upgrades that gives massive attack speed that any one of them makes you cap. Combat prowess (upgraded stability thrusters) already does what Aether charged Steel does but better, 10% PvP attack, 50 extra shock resist, less mana upkeep and 10% more attack speed from the upgrade. Now you have Transcend Limit (upgraded Overdrive Trigger) giving an extra 1% attack and movement speed, 250 magic boost and 400 magical accuracy and is now a cheaper toggle there is no good reason of picking up Aether charged Steel over another stigma that will actually help.

I mean the 400 magical accuracy bonus from Transcend Limit mean you can dedicate more into having really high magic boost and Aethertechs are the best for counter magic suppression as they still have sundering blade to reduce 500 of it. Times have changed where like someone mentioned before its better to replace Aether charged steel with Steel Storm and use a quick charge to stage 2 for solo PvP. It does good damage and is ranged.

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This guide is amazing - made me start to focus on my Aethertech. Just out of curiosity, could you include the minimum stats for PVE and PVP? I might have missed them, but don't believe I saw them anywhere (or in comments). Mostly curious about minimum MA to be safe in PVP.

 

Thank you very much :-)

 

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Vince-DN   

Super thrilled this guide actually helped and inspired you all! It makes the time it took to make it worth it. I would answer a lot of your questions and add a lot more content to the guide but I cannot edit the original post for whatever reason (it may be due to the forum rules); but, I'll be making a part two to the guide in just a few days once I finish some more school related things. Thank you all for reading the guide!

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