Atlyss - Class Builds & Tips

This is an in-depth guide for class builds and general tips for making powerful characters in Atlyss. (Beta Version 1.5.8a)

Overview

This guide is for version: 1.5.8a (Beta)

There are 2 main focuses with each build; survival and constant aggression, essentially having as little down time as possible without dying ideally. Due to this, I've focused on playstyles that may not have highest damage possible but will have good consistent damage with low risk.

I'll be covering all classes (including novice) with my suggestions on race, stats, equipment and skills. I will also provide general tips on gameplay, equipment and skills that I used to make these builds.

Guide layout

General rules for how this guide will be formatted

Races

First and foremost; races are more of an aesthetic choice. While I will provide race suggestions per build, it's not necessary as all race skills can be acquired as a skill scroll.

Stats

Typically I will have stats split as Main Stat 50 / Vitality 30. Feel free to adjust the ratio and I will like mention potentially better stats arrays during the class guides.

Equipment

I'll be focusing on weapons used primarily by the class. However any class can use any weapon thanks to the weapon skills scrolls and stats stones.

Skills

I'll provided advice on all class skills per class, I will not provide advice on novice skills or skill scrolls unless they are relevant to the build. Also skills stats will be shown at their maximum level as this is more so an endgame setup.

Skills will also be broken into the following categories:

  • Offensive - Deals damage and/or a debuff
  • Support - Buff and/or Heals you and your party
  • Passive - Additional Movement or Weapon attacks

Values such as damage will be at their base value with no equipment or stat investment.

Fighter - Divine Rage

Fighters use stun parries to punish enemies with powerful weapon skills while also taking the aggro off their teammates. Typically the 2 handed weapons provide a more offensive playstyle, while sword and shield provide a defensive style. Regardless as a Fighter, you'll be the centre of attention in any given fight.

Playstyle

This Fighter build is designed to able to face tank everything the game throws at you. Slam enemies with offensive skills such as Stomp or Cyclone to maintain aggro and deal heavy damage, while never needing to retreat with Divine and Sturdy skills. Remember to always keep up the Rage buff so you and your allies can rip and tear through the enemies!

Race

Chang - As a tank focus, having access to Sturdy from the start helps immensely and you can avoid grinding it.

Stats

Due to almost all Fighter skills scaling off Strength, I recommend at least 50 in Strength.

30 Vitality should be more then necessary to be able to tank unprotected, but nice to have a bit of wiggle room with HP.

Equipment

Enchantment: Killer

Extra attack power and extra critical rate, you don't need extra Health, Mana, Stamina or Defences with this build so you can go all out!

  • Bonus Attack Power: 0.38 x Equipment Level
  • Bonus Critical: 0.0494% x Equipment Level (Rounded to nearest .01%)

Weapons

Melee: Coldgiest Blade - Sanctum Catacombs 12-18 / Lord Kaluuz Boss Chest

While there is an argument to be made for the Serrated Blade, the Coldgiest beats it consistently. Only downside is that Cold is not a great debuff on this weapon.

(Side note: Maybe an interesting choice on a spellblade mystic build)

General:

  • Level: 17
  • Rarity: Rare
  • Element: Water
  • Base Damage: 19 - 23
  • Power Threshold: 141
  • Debuff: Cold 10% (-25% movement)
  • Stats:
    • Mana +5
    • Attack Power +7
    • Crit Rate +0.25%
    • Magic Crit Rate +0.2%
  • Enchantment:
    • Material: 1x Soul Pearl / Sally
    • Cost: 2394 Crowns

Polearm: Ragespear - Quest: Makin' a Ragespear / Sally

The best choice for a Polearm weapon, good stats and 8% Gash chance which works very well with Cyclone.

General:

  • Level: 17
  • Rarity: Rare
  • Element: Normal
  • Base Damage: 20 - 25
  • Power Threshold: 149
  • Debuff: Gash 8% (3 true damage / per 0.5 seconds)
  • Stats:
    • Stamina +8
    • Attack Power +12
    • Crit Rate +0.48%
    • Defence +3
  • Enchantment:
    • Material: 5x Rageboar Spear / Rageboar - Tuul Valley
    • Cost: 2250 Crowns

Heavy Melee: Quake Pummeler - Crescent Grove / Colossus Boss Chest

My personal preference over Ragespear (I do like my big hammers). Higher base damage and has 12% chance of Weakening debuff which can help get some extra damage.

General:

  • Level: 20
  • Rarity: Rare
  • Element: Earth
  • Base Damage: 34 - 42
  • Power Threshold: 110
  • Debuff: Weakening 12% (-5/-10/-15 Defence)
  • Stats:
    • Stamina +8
    • Attack Power +12
    • Defence +5
  • Enchantment:
    • Material: 1x Soul Pearl / Sally
    • Cost: 5685 Crowns

Armour

There's not many alternative choices. You could use Giestlord Crown (Helm) and Giestlord Band (Ring), however they don't provide benefits that help out most Fighters.

Helm: Knightguard Halo - Crescent Grove / Chest

General:

  • Level: 17
  • Rarity: Common
  • Class: Fighter
  • Stats:
    • Health +10
    • Stamina +3
    • Attack Power +6
    • Defence +12
    • Magic Defence +8
  • Enchantment:
    • Material: 3x Maw Eye / Maw - Crescent Grove
    • Cost: 3450 Crowns

Cape: Cobblerage Cloak - Crescent Grove / Chest OR Wall of Stars / Craig

General:

  • Level: 17
  • Rarity: Common
  • Class: Fighter
  • Stats:
    • Health +12
    • Attack Power +12
    • Defence +10
    • Magic Defence +2
  • Enchantment:
    • Material: 3x Monolith Cores / Monolith - Crescent Grove
    • Cost: 3960 Crowns

Chestpiece: Berserker Chestpiece - Crescent Grove / Colossus Boss Chest

General:

  • Level: 21
  • Rarity: Rare
  • Class: Fighter
  • Stats:
    • Health +15
    • Stamina +13
    • Attack Power +15
    • Crit Rate +1.24%
    • Defence +20
  • Enchantment:
    • Material: 5x Monolith Cores / Monolith - Crescent Grove
    • Cost: 6450 Crowns

Leggings: Berserker Leggings - Crescent Grove / Colossus Boss Chest

General:

  • Level: 21
  • Rarity: Rare
  • Class: Fighter
  • Stats:
    • Health +8
    • Attack Power +10
    • Defence +18
    • Magic Defence +7
  • Enchantment:
    • Material: 5x Monolith Cores / Monolith - Crescent Grove
    • Cost: 4590 Crowns

Shield: Rustweary Shield - Crescent Grove / Deadwood OR Chest

General:

  • Level: 16
  • Rarity: Common
  • Class: Fighter
  • Stats:
    • Block Damage Threshold 20
    • Block Damage Chance +4.20%
    • Attack Power +5
    • Defence +13
    • Magic Defence +5
  • Enchantment:
    • Material: 3x Deadwood Logs / Deadwood - Crescent Grove
    • Cost: 3780 Crowns

While I personally would use the Earthwoken Ring since this build is a bit Mana hungry for a Fighter build. You can use a Jadetrout Ring for more Attack Power and Crit Rate, also can be enchanted too.

Ring: Earthwoken Ring - Crescent Grove / Colossus Boss Chest

General:

  • Level: 20
  • Rarity: Exotic
  • Stats:
    • Health +20
    • Stamina +13
    • Attack Power +8
    • Dex Power +3
    • Magic Power +5
    • Defence +13
    • Magic Defence +5
  • Enchantment:
    • Cannot be Enchanted

Fighter - Divine Rage: Skills

Skills

This is where the class comes alive and gets it's namesake. The big 2 standout skills for this build is Rage and Divine, combining these 2 skills makes this build very hard to kill. Add Sturdy and Bulwark to add further options to avoid damage while being able to follow up with the Fighter unique combat skills.

While this build is design to be able switch out between Sword and Shield and one of the 2 Handed weapon option (Heavy Melee / Polearm). You can focus one weapon type (Melee, Heavy Melee, Polearm) to save a few skill points. However I personally like being able to change up stuff without needed to respec.

Offensive:

  • Skills:

    • Stomp: 4/4
    • Blood Gush: 4/4
    • Cyclone: 5/5
    • Shield Bash: 4/4
  • Support:

    • Rage: 6/6
    • Divine: 3/3
    • Sturdy: 3/3
  • Passives:

    • Bulwark: 4/4
    • Reflect: 3/3
    • Melee Mastery: 1/2
    • Heavy Melee Mastery: 2/2 OR Polearm Mastery: 2/2

The following is a more in-depth look into this class' skills as well as the Novice Skills used in this build. Please remember that all values like damage are at base values, without stat investment or equipment.

Offensive

**Stomp: 4/4 **- Fighter Skill

This is how you draw and maintain aggro. fast cast, short cooldown with a good size AOE at max level. Also slows and weakens defences, what more can you ask for? Must have staple.

  • Skill Stat: Strength
  • Stamina Cost: 10
  • Cast Time: 0.2 seconds
  • Cooldown: 6 seconds
  • Damage: 30
  • AOE: Large Circle (centered on self)
  • Debuff:
    • -25% to Movement Speed
    • -15 Defence
  • Unique: Draws Aggro
  • Duration: Around 6 seconds

Lethal Strike: 0/3 - Fighter Skill

While it does provided 100% evasion and can let you get in or out of combat. You don't need evasion for this build and the weapon mastery skills provide a way to chase enemies.

  • Skill Stat: Strength
  • Stamina Cost: 8
  • Cast Time: 0.28 seconds
  • Cooldown: 6.25 seconds
  • Requirement: Melee weapon
  • Charge: Yes
  • Damage: 27
  • Buff: 100% Evasion for 0.8 seconds

Blood Gush: 4/4 - Fighter Skill

Inflicts damage over time debuff and compatible with any physical combat weapon, good skill to pick up towards the later levels. It can also hit multiple targets close together.

Note: The damage over time debuff scales with Strength.

  • Skill Stat: Strength
  • Stamina Cost: 8
  • Cast Time: 0.3 seconds
  • Cooldown: 12 seconds
  • Requirement: Melee weapon
  • Damage: 11
  • Debuff: 1 damage every 1.8 seconds
  • Duration: Around 9~ seconds (or 5 damage ticks)

Cyclone: 5/5 - Fighter Skill

Now this skills is the good stuff. Good range attack which can be used offensively or defensively if you need to kite. Has a lingering hitbox to do multiple hits and each hit counts for inflicting your weapon's status. Great pairing with the Ragespear.

Note: You will not be able to attack with your weapon while it's out.

  • Skill Stat: Strength
  • Stamina Cost: 6
  • Cast Time: 0.2 seconds
  • Cooldown: 16 seconds
  • Requirement: Heavy Melee / Polearm weapons
  • Damage: 7 persistent
  • Unique:
    • Lingering hitbox
    • Can inflict weapon's debuff (if applicable)

Shield Bash: 4/4 - Fighter Skill

Pretty good skill though more on the support side, however do not underestimate how useful having a 2.5 seconds stun on a button. Use the time to heal, buff or deal more damage uninterrupted.

  • Skill Stat: Strength
  • Stamina Cost: 8
  • Cast Time: 0.2 seconds
  • Cooldown: 10 seconds
  • Requirement: Shield while out
  • Damage: 17
  • Unique: Stuns for 2.5 seconds

Support

Rage: 6/6 - Fighter Skill

This is hands down, the most powerful buff in the game currently. This one buff opens up and incredibly good interaction with Divine for Fighters to use. Also makes all class just better, period.

  • Mana Cost: 8
  • Cast Time: Instant
  • Cooldown: 30 seconds
  • Buff: Boosts ALL power stats by 32!
  • Duration: 32 seconds

Divine: 3/3 - Novice Skill - Crescent Grove / Chest OR Wall of Stars / Craig

Divine!? What are you doing in Fighter!? Well since the spell scales off Magic Power, Rage boosts the healing to 20~25 HP per tick without any Mind investment! So you can heal without having to retreat and use Recovery. Damage is a nice bonus too.

  • Mana Cost: 20
  • Cast Time: 0.6 seconds
  • Cooldown: 30 seconds
  • AOE: Medium Circle
  • Damage: 9 per 0.4 seconds
  • Healing: 9 per 0.4 seconds to you and your allies
  • Duration: 5.25 seconds

Sturdy: 3/3 - Novice Skill - Catacomb Dungeon (any) / Chest OR Starting Skill / Chang

8 seconds to do whatever you need to do uninterrupted, good if you are getting swarmed or need a few seconds to heal up. Great utility and survival skill.

  • Mana Cost: 15
  • Cast Time: 0.6 seconds
  • Cooldown: 40 seconds
  • Buff: Immunity to Knockback
  • Unique: Auto Parry incoming attacks
  • Duration: 8 seconds

Passive

Bulwark: 4/4 - Fighter Skill

Lessens the stamina costs of blocking which helps since all Fighter's attacking skills require stamina. Having a larger parry window and stagger time opens up more opportunities to deal damage.

  • Buff: 60% reduction in Stamina cost when blocking an attack
  • Buff: Increase parry window by 0.4 seconds
  • Buff: Increase stagger time by 0.4 seconds

Reflect: 3/3 - Fighter Skill

Okay, update 1.5.5a really cooked with this skill. You can wrack up a surprising amount of damage when reflecting hits. Best part is that it works with Sturdy's auto parry buff making a great tool when being swarmed or punishing bosses.

  • Requirement: Shield out
  • Buff: Reflect 120% melee damage on parry

Fighter Weapon Mastery: 1/2 (Melee) 2/2 (Heavy Melee) 0/2 (Polearm) - Fighter Weapon Scrolls

Honestly, these are mostly the same with the exception of the charge attacks. Pick the one you use as your main weapon type or all of them if ya like changing it up (me).

  • All Charge Attack Stamina Cost: 5
  • Melee Charge Attack: Spinning Slash that moves you forward slightly, damaging enemies in a small circle AOE.
  • Heavy Melee Charge Attack: Hammer Slam that knocks enemies away, damaging them in a large circle AOE.
  • Polearm Charge Attack: Thrust that moves you forward significantly, damaging enemies in a straight line.
  • All Jumping Attack: Unlocks a jumping attack that can hit multiple enemies while in the air, with each weapon having a different landing attack.

Bandit - Tricky Kiter

Bandits use hit and run tactics to get in with fast hits with high crit rates. Switching between Katars to fly towards in a whirl blades and Bows to pepper the enemy while kiting. The Bandit skills provide a tool box to debuff and punish enemies while providing quick escapes for you to reposition.

Playstyle

This Bandit build is designed to allow you to control the flow of combat with high evasion and a Swiss army knife of different abilities. You'll switching between Katars and Range weapons to inflict debuffs from Killer Jab and Venom Shot respectfully. Dodging attacks with Leg up and Devious Signet by boosting your evasion. And when things get too antsy, pop Mist Veil to lose all aggro, heal and reposition for the next attack.

Race

Poon - Unsurprising, being able to start with Leg Up saves time grinding for the skill later.

Stats

Due to almost all Bandits skills scaling off Dexterity, I recommend at least 50 in Dexterity.

Because this is a more aggressive build, it needs a HP buffer since it roughly has a 50% chance getting hit. 30 Vitality can help a lot get a few more attacks before falling back.

Equipment

Enchantment: Precise

This provides the highest critical rate bonus and some extra Dexterity damage to boot! Though 1 Manafont can help, giving a buffer as this build is Mana hungry.

  • Bonus Dex Power: 0.417 x Equipment Level
  • Bonus Critical: 0.05282% x Equipment Level (Rounded to nearest .01%)

Weapons

Katar: Golemfist Katars - Crescent Grove / Colossus Boss Chest

Catch these stone fists! Very good weapon as they have 12% Gash chance which with how fast the Katars attack, you'll be getting often.

General:

  • Level: 21
  • Rarity: Rare
  • Element: Earth
  • Base Damage: 20 - 31
  • Power Threshold: 141
  • Debuff: Gash 12% (3 true damage / per 0.5 seconds)
  • Stats:
    • Health +5
    • Dex Power +12
    • Defence +3
  • Enchantment:
    • Material: 1x Soul Pearl / Sally
    • Cost: 3960 Crowns

Range Weapon: Coldgeist Bow - Sanctum Catacomb (12 - 18) / Lord Kaluuz Boss Chest

another easy pick; +2.8% crit rate is awesome on this build. Though Cold isn't the best debuff, it does help kiting by slowing down enemies' movement speed.

General:

  • Level: 18
  • Rarity: Rare
  • Element: Water
  • Base Damage: 20 - 26
  • Power Threshold: 118
  • Debuff: Cold 10% (-25% Movement speed)
  • Stats:
    • Stamina +5
    • Dex Power +8
    • Crit Rate +2.8%
  • Enchantment:
    • Material: 1x Soul Pearl / Sally
    • Cost: 2625 Crowns

Armour

The name of the game is get higher crit rate and evasion. While you can use Giestlord Eye (Helm), since it cannot be enchanted, it's gonna get passed up.

Helm: Glyphgrift Halo - Crescent Grove / Chest

General:

  • Level: 17
  • Rarity: Common
  • Class: Bandit
  • Stats:
    • Stamina +15
    • Dex Power +14
    • Crit Rate +2.80
    • Defence +14
    • Magic Defence +4
    • Evasion +2.15%
  • Enchantment:
    • Material: 3x Maw Eye / Maw - Crescent Grove
    • Cost: 4050 Crowns

Cape: Meshlink Cape - Crescent Grove / Chest OR Wall of Stars / Craig

General:

  • Level: 16
  • Rarity: Common
  • Class: Bandit
  • Stats:
    • Stamina +5
    • Dex Power +6
    • Defence +5
    • Evasion +3%
  • Enchantment:
    • Material: None
    • Cost: 2595 Crowns

Chestpiece: Fuguefall Duster - Crescent Grove / Colossus Boss Chest

General:

  • Level: 21
  • Rarity: Rare
  • Class: Bandit
  • Stats:
    • Health +6
    • Stamina +10
    • Dex Power +20
    • Crit Rate +1.5%
    • Defence +16
    • Magic Defence +5
  • Enchantment:
    • Material: 5x Monolith Gem / Monolith - Crescent Grove
    • Cost: 6450 Crowns

Leggings: Fuguefall Pants - Crescent Grove / Colossus Boss Chest

General:

  • Level: 21
  • Rarity: Rare
  • Class: Bandit
  • Stats:
    • Stamina +12
    • Attack Power +3
    • Dex Power +12
    • Defence +10
    • Magic Defence +2
    • Evasion +1.4%
  • Enchantment:
    • Material: 5x Monolith Gems / Monolith - Crescent Grove
    • Cost: 4590 Crowns

Note: While the Bandit weapons do not allow the use of a shield, I'll still provide an option to fil the slot and if someone wants to use an 1 handed weapon.

Shield: Mithril Shield - Crescent Grove / Pots OR Sally / Tier 3 Store

General:

  • Level: 16
  • Rarity: Common
  • Stats:
    • Block Damage Threshold 14
    • Block Damage Chance +8%
    • Magic Power +3
    • Defence +8
    • Magic Defence +1
  • Enchantment:
    • Material: None
    • Cost: 2100 Crowns

Ring: Giestlord Band - Sanctum Catacombs (12 - 18) / Lord Kazuul Boss Chest

General:

  • Level: 18
  • Rarity: Exotic
  • Stats:
    • Health +12
    • Mana +12
    • Stamina +12
    • Evasion +4%
  • Enchantment:
    • Cannot be Enchanted

Bandit - Tricky Kiter: Skills

Skills

Bandit's skills require a bit of juggling to manage well, half the skills use Mana and the other half use Stamina. This means you'll need to learn which skill is best for the situation your in, what resource you need to use or let recharge. Once you get this down, you'll be bouncing between Katars, Range weapons and Bombs without too much trouble.

This build does use both Katars and Range weapons in combat, switching between the two when necessary. However it can be burdensome to do so in the current version, if you are experiencing this; I recommend using Pay Day if you want to focus on melee and Bomb Trap if you wanna focus on range.

Offensive:

  • Skills:

    • Venom Shot: 6/6
    • Killer Jab: 5/5
    • Pay Day: 4/4
    • Bomb Trap: 4/4
  • Support:

    • Devious Signet: 6/6
    • Mist Veil: 4/4
    • Leg Up: 3/3
  • Passives:

    • Agile Technique: 3/3
    • Katar Mastery: 2/2
    • Ranged Weapon Mastery: 2/3

The following is a more in-depth look into this class' skills as well as the Novice Skills used in this build. Please remember that all values like damage are at base values, without stat investment or equipment.

Offensive

Venom Shot: 6/6 - Bandit Skill

Great skill for debuffing enemies at range. Decreases enemy's defence and inflicts damage over time. Useful for both rush down and kiting tactics.

Note: the damage over time debuff scales with Dexterity

  • Skill Stat: Dexterity
  • Mana Cost: 10
  • Cast Time: 0.3 seconds
  • Cooldown: 10 seconds
  • Requirement: Ranged weapon
  • Damage: 12
  • Debuff:
    • -18 Defence
    • 1 damage around every 1.8 seconds
  • Duration: Around 9 seconds (or 5 ticks)

Killer Jab: 5/5 - Bandit Skill

Another useful debuff tool, this time for melee weapons. Similar to Venom Shot but instead of a damage over time, you inflict movement speed penalty. Good combo to stack both effects.

  • Skill Stat: Dexterity
  • Stamina Cost: 5
  • Cast Time: 0.5 seconds
  • Cooldown: 8 seconds
  • Requirement: Melee weapon
  • Damage: 59
  • Debuff:
    • -10 Defence
    • -20% Movement Speed
  • Duration: Around 12 seconds

Volley: 0/3 - Bandit Skill

This is a weird one. If you got a good Fighter tank that can keep enemies from moving, this attack can deal good damage. However unless the enemy stay in the AOE, it seems to under perform.

  • Skill Stat: Dexterity
  • Mana Cost: 12
  • Cast Time: 0.3 seconds
  • Cooldown: 8 seconds
  • Requirement: Ranged weapon
  • Charge: Yes
  • Damage: 10 persistent
  • AOE: Small Circle

Pay Day: 4/4 - Bandit Skill

Though it is not clearly mentioned in the description, there is a 2.5 second stun effect at max level with this skill. With this in mind, this makes a great skill for melee bandits to get in damage or reposition. Money is a nice bonus, though could be nice if they dropped mats.

Note: You may want to test duration to confirm

  • Skill Stat: Dexterity
  • Stamina Cost: 6
  • Cast Time: 0.3 seconds
  • Cooldown: 13 seconds
  • Requirement: Melee weapon
  • Damage: 21
  • Unique:
    • Stuns for 2.5 seconds
    • Drops 4 currency drops

Bomb Trap: 4/4 - Bandit Skill

This ability I feel serves best when kiting enemies with a Ranged weapon, place it down while moving away to have them run into. Due to this I think has less utility then Pay Day for Melee, but still very good.

  • Skill Stat: Dexterity
  • Mana Cost: 6
  • Cast Time: Instant
  • Cooldown: 9.8 seconds
  • Damage: 65
  • AOE: Huge Radius
  • Detonation:
    • When enemy is in close proximity
    • Or after around 6 seconds

Honourable Mention:

Spread Shot: 0/3 - Novice Skill: Sanctum Catacombs (Any) / Chest OR Frankie / Tuul Valley

Effectively a bandit skill before getting the class, this alternative choice to Volley in my opinion. Wide cone when at max level and pretty decent damage, use for crowd control.

  • Skill Stat: Dexterity
  • Mana Cost: 7
  • Cast Time: 0.2 seconds
  • Cooldown: 6.2 seconds
  • Effect: Shoots 7 spreadshot arrows
  • AOE: Wide Cone in-front

Support

Mist Veil: 4/4 - Bandit Skill

This a good ability to replace Recovery with some extra utility. It does drop all aggro when activated helps repositioning and healing you. While it does list Dexterity as it skill stat, it doesn't have any scaling for it which is a bit odd. Maybe could has Dexterity scale the healing?

  • Skill Stat: Dexterity
  • Stamina Cost: 10
  • Cast Time: 0.7 seconds
  • Cooldown: 40 seconds
  • Buff:
    • Grants Invisibility (Reduces aggro to 0)
    • Heal 5 HP per 1.2 seconds (Total 50)
  • Duration: Lasts 12 seconds, ends early when attacking or being hit

Devious Signet: 6/6 - Bandit Skill

Class buff skill, it's gonna be good. Adding 15% chance to crit and evade? Oh it's very good. Extra Stamina helps with balancing Stamina consuming skills. Just remember to keep it up so both you and your party can Matrix dodge.

  • Mana Cost: 10
  • Cast Time: 0.8 seconds
  • Cooldown: 32 seconds
  • Buff:
    • +15% Evasion
    • +15% Critical Chance
    • +20 Max Stamina
  • Duration: 35 seconds

Leg Up: 3/3 - Novice Skill - Catacomb Dungeon (any) / Chest OR Starting Skill / Poon

This further boosts evasion making you even harder to hit, combined with evasion potion, Devious Signet and the right equipment; you can get evasion up to 47.75%. Movement also helps for kiting and when you wanna speed through an area.

  • Mana Cost: 6
  • Cast Time: Instant
  • Cooldown: 45 seconds
  • Buff:
    • +40% Movement Speed
    • +16% Evasion
  • Duration: 15 seconds

Passive

Agile Technique: 3/3 - Bandit Skill

While this skill doesn't provide much in combat, it does make traversal a lot faster through the overworld and dungeons. Triple jump is good to pick up early on and then pick up last 2 levels towards the end of the build.

  • Buff: Triple Jump
  • Buff: Bounce Dash Jump - Leap up and forward quickly
  • Buff: Dash Long Jump - Extends dash distance

Katar Mastery: 2/2 - Bandit Skill Scroll

Great mastery to pick up. Jump attack is a multi-hit drill dive and charge attack unleashes a flurry of quick slashes. Both good for DPS and trying to inflict statuses.

  • Charge Attack: Quick flurry with 6 hits
  • Jump Attack: Multi-hit drill dive

Range Weapon Mastery: 2/3 - Bandit Weapon Scrolls

Definitely pick up 2 levels in this skill, a straight up improvement to Range weapon attack speed. The charge attack can be nice, however skills like Spread Shot and Volley provide similar benefits while hitting multiple enemies.

  • Buff: +20% Attack Speed
  • Bow Charge Attack: Rapid fire 4 hits

Mystic - Juggernaut Mage

So Mystics should be the support/healer class that bit squishy with burst damage potential right? Yeah, well... not how I build it. Mystics built correctly can be a monstrous tank while dishing out high constant damage with next to 0 downtime. Being able to take full advantage of powerful weapons and spells to shred anyone that stands in their way.

Playstyle

This Mystic build is designed to allow you to always be attacking without even having to worry about damage, full unga bunga build here. Using support skills like Divine and Prism to shrug of damage while punishing enemies at the same time. All the while stunning with Fluxspear and mulching their HP with Sceptres and Bells.

Race

Imp - Starts with Siphon Leech, a great spell both for damage and healing that you don't need to grind for.

Stats

You can probably push this build to only have 15 - 20 Vitally and dump the rest into Mind, maybe less if you really wanna squeeze as much damage out of it. However I do find that 50 Mind / 30 Vitality to be very comfortable.

Equipment

Enchantment: Magical

Moar damage. HP, stamina and defence don't matter with the sheer amount of healing this build is capable off. No extra Mana needed either.

  • Bonus Magic Power: 0.358 x Equipment Level
  • Bonus Critical: 0.03759% x Equipment Level (Rounded to nearest .01%)

Weapons

Scepter: Flamepetal Staff - Crescent Grove / Chest

While there is the Aquapetal staff which does have comparable stats, the real benefit of Flamepetal is fire damage over time effect.

General:

  • Level: 18
  • Rarity: Common
  • Element: Fire
  • Base Damage: 12 - 24
  • Power Threshold: 94
  • Debuff: Burn (1 true damage / per 1.5 seconds - Scales with Mind)
  • Stats:
    • Stamina +5
    • Magic Power +10
    • Magic Crit Rate +1.8%
  • Enchantment:
    • Material: 3x Red Minchroom Cap / Red Minchrooms - Crescent Grove
    • Cost: 2835 Crowns

Bell: Colossus Tone - Crescent Grove / Colossus Boss Chest

A weapon that needs no introduction. While the damage is reduced in 1.5.5a, it's still a high damage, multi-hit, status inflicting beast of a weapon.

General:

  • Level: 20
  • Rarity: Rare
  • Element: Earth
  • Base Damage: 24 - 30
  • Power Threshold: 107
  • Debuff: Gash 10% (3 true damage / per 0.5 seconds)
  • Stats:
    • Mana +10
    • Magic Power +15
    • Magic Defense +8
  • Enchantment:
    • Material: 3x Soul Pearl / Sally
    • Cost: 4050 Crowns

Armour

Not really many choices and we want as much Magical equipment as possible. So no Giestlord Eye (Helm) or Giestlord Band (Ring)

Helm: Jestercast Memory - Crescent Grove / Chest

General:

  • Level: 17
  • Rarity: Common
  • Class: Mystic
  • Stats:
    • Mana +5
    • Stamina +2
    • Magic Power +10
    • Magic Crit Rate +1.2%
    • Defence +7
    • Magic Defence +11
  • Enchantment:
    • Material: 3x Maw Eye / Maw - Crescent Grove
    • Cost: 3690 Crowns

Cape: Sagecaller Cape - Crescent Grove / Chest OR Wall of Stars / Craig

General:

  • Level: 16
  • Rarity: Common
  • Class: Mystic
  • Stats:
    • Mana +10
    • Magic Power +12
    • Defence +5
    • Magic Defence +4
  • Enchantment:
    • Material: None
    • Cost: 2769 Crowns

Chestpiece: Magilord Overalls - Crescent Grove / Colossus Boss Chest

General:

  • Level: 21
  • Rarity: Rare
  • Class: Mystic
  • Stats:
    • Mana +13
    • Stamina +5
    • Magic Power +18
    • Defence +15
    • Magic Defence +23
  • Enchantment:
    • Material: 3x Cursed Note - Carbuncle / Crescent Grove
    • Cost: 6450 Crowns

Leggings: Magilord Boots - Crescent Grove / Colossus Boss Chest

General:

  • Level: 21
  • Rarity: Rare
  • Class: Mystic
  • Stats:
    • Health +5
    • Stamina +3
    • Magic Power +8
    • Magic Crit Rate +0.48%
    • Defence +5
    • Magic Defence +10
  • Enchantment:
    • Material: 3x Carbuncle Foot / Carbuncle - Crescent Grove
    • Cost: 4590 Crowns

Shield: Rustwise Shield - Crescent Grove / Deadwood OR Chest

General:

  • Level: 16
  • Rarity: Common
  • Stats:
    • Block Damage Threshold 17
    • Block Damage Chance +4.2%
    • Mana +4
    • Magic Power +5
    • Defence +9
    • Magic Defence +7
  • Enchantment:
    • Material: 3x Deadwood Logs - Deadwood / Crescent Grove
    • Cost: 2100 Crowns

Due to Power bonuses being removed from Earthwoken Ring, this build will be using Jadetrout. However Earthwoken can still be good if you want some extra bulk.

Ring: Jadetrout Ring - Crescent Grove / Chest OR Craig / Wall of the Stars

General:

  • Level: 17
  • Rarity: Common
  • Stats:
    • Mana: +8
    • Attack Power +6
    • Dex Power +12
    • Magic Power +8
    • Crit Rate +3.80%
  • Enchantment:
    • Materials: None
    • Cost: 2445 Crowns

Mystic - Mage Juggernaut: Skills

Skills

The skills used in this Mystic build are to facilitate a non-stop assault. Alternating between Divine, Prism and Sturdy to heal and ignore any attacks thrown at you. While doing this, attacking with Fluxspear to stun enemies to make you even more untouchable or with our weapons when waiting for Mana to recover

There's not much variance with this build, the skill selection allows for comfortable use of different skills and weapons without needing to respec. However you can swap in Fluxbolt by removing Siphon Leech and Restora.

Life Tap: Do not use this ability, you won't need it most of the time. And if you do need to recover Mana, you can use literally the one of strongest weapon in the game. Even after 1.5.5a update.

Offensive:

  • Skills:

    • Fluxspear: 4/4
    • Siphon Leech: 3/3
  • Support:

    • Prism: 5/5
    • Imbue: 5/5
    • Restora: 4/4
    • Divine: 3/3
    • Sturdy: 3/3
  • Passives:

    • Blink: 3/3
    • Manaflow: 3/3
    • Sceptre Mastery: 3/3
    • Bell Mastery: 3/3

The following is a more in-depth look into this class' skills as well as the Novice Skills used in this build. Please remember that all values like damage are at base values, without stat investment or equipment.

Offensive

Fluxbolt: 0/7 - Mystic Skill

Pure damage spell with a very fast cooldown. Only catch is that you can quickly drain your Mana if you spam this spell.

  • Skill Stat: Mind
  • Mana Cost: 18
  • Cast Time: 1 second
  • Cooldown: 1.3 seconds
  • Damage: 59
  • Hits: 4 times

Fluxspear: 4/4 - Mystic Skill

Pretty good utility attack, being able to stun on command lets you set up another spell or just keep attacking. Also has a decent range and can hit multiple targets.

  • Skill Stat: Mind
  • Mana Cost: 16
  • Cast Time: Instant
  • Cooldown: 12 seconds
  • Damage: 30
  • AOE: Line in-front
  • Unique: Stun enemies for 2 seconds

Cross: 0/4 - Mystic Skill

While does have a good AOE size and debuffs Magic Defence. It's difficult to aim and the knockback tends to be more of hindrance.

  • Skill Stat: Mind
  • Mana Cost: 20
  • Cast Time: 0.4 seconds
  • Cooldown: 3.15 seconds
  • Charge: Yes
  • Damage: 23
  • AOE: Huge radius
  • Debuff: -20 Magic Defence
  • Unique: Knockback

Nova: 4/4 - Mystic Skill

Similar to Cross, while this can be used to get enemies off you. It's better to parry or dash away to follow up with a different spell.

Note: You may want to test duration to confirm

  • Skill Stat: Mind
  • Mana Cost: 10
  • Cast Time: Instant
  • Cooldown: 3.45 seconds
  • Damage: 51
  • AOE: Medium radius centered on self
  • Unique: 55% knockback power (?)

Siphon Leech: 3/3 - Novice Skill: Sanctum Catacombs (Any) / Chest OR Starting Skill / Imp

This skill is a very good offensive life steal attack if you are at lower HP. It will only do it's full damage if you have missing health to fill, otherwise it will end prematurely.

Note: Life steal scales off Mind

  • Skill Stat: Mind
  • Mana Cost: 5
  • Cast Time: 0.5 seconds
  • Cooldown: 25 seconds
  • Damage: 15
  • Debuff: Steal HP 6 points per second

Support

Prism: 6/6 - Mystic Skill

First off, 50 HP is a substantial boost even if it's temporary. But the real benefit is any attacked absorbed by Prism will negate status and knockback, use the time to set up another buff or attack.

  • Stat Skill: Mind
  • Mana Cost: 30
  • Cast Time: 0.45 seconds
  • Cooldown: 30 seconds
  • Buff: 50 temporary HP that ignore statuses and knockback
  • Duration: 20 seconds

Imbue: 5/5 - Mystic Skill

A better you in one cast! This buff is the mystic+ spell with bonuses to max Mana, Damage and Magic defence. Also have a long duration compared to the other class' buffs which is a nice addition.

  • Skill Stat: Mind
  • Mana Cost: 13
  • Cast Time: 0.65 seconds
  • Cooldown: 8 seconds
  • Buff:
    • +25 Magic Power
    • +15 Magic Defence
    • +25 Max Mana
  • Duration: 60 seconds

Restora: 4/4 - Mystic Skill

Simple heal in an area skill that can replace Restore at early levels. This will get out paced by Divine at level 16, but I like to have it if I do wanna play a more support role online.

  • Skill Stat: Mind
  • Mana Cost: 15
  • Cast Time: 1 second
  • Cooldown: 5 seconds
  • AOE: Medium radius centered on self
  • Buff: Heal 34 HP

Divine: 3/3 - Novice Skill - Crescent Grove / Chest OR Wall of Stars / Craig

This spell will not only keep you at full health with 50+ heals per tick, but will shred any enemy in it's radius. Mystics can get the full benefits of this spell and should be your default healing spell.

  • Mana Cost: 20
  • Cast Time: 0.6 seconds
  • Cooldown: 30 seconds
  • AOE: Medium Circle
  • Damage: 9 per 0.4 seconds
  • Healing: 9 per 0.4 seconds to you and your allies
  • Duration: 5.25 seconds

Sturdy: 3/3 - Novice Skill - Catacomb Dungeon (any) / Chest OR Starting Skill / Chang

You can start as Chang to get this early, but it serves better more towards mid game for Mystics. The final survival tool that also allows you to be aggressive, 8 seconds to attack or buff to keep the pain train-a-rollin'.

  • Mana Cost: 15
  • Cast Time: 0.6 seconds
  • Cooldown: 40 seconds
  • Buff: Immunity to Knockback
  • Unique: Auto Parry incoming attacks
  • Duration: 8 seconds

Passive

Blink: 3/3 - Mystic Skill

Effectively an extra dash at the cost of Mana. Be careful using this in combat as it can delay your Mana regen if you use it.

  • Mana Cost: 5
  • Buff: Long Teleport (bit further then standard dash)

Manaflow: 3/3 - Mystic Scroll

This is why you don't need Life Tap, the amount of Mana this regen is insane. Fill the downtime between spells with weapon attacks and you'll be good to go.

  • Buff: Increase Mana regen speed by 72%

Bell Mastery: 3/3 - Mystic Weapon Scrolls

This skill mileage depends on Bell. Most have an AOE attack around you, whereas Coldgiest and Colossus Tone have unique attacks. I like to keep at least one to see what Bells have for their charged attacks.

  • Mana Cost: 10
  • Bell Charge Attack: Dependant on Bell

Sceptre Mastery: 3/3 - Mystic Weapon Scrolls

Same as the Bell Mastery, this depends on the Sceptre. However most Sceptres have slow moving projectiles that can hit multiple times, so it has a bit more value then the Bell Mastery.

  • Mana Cost: 8
  • Bell Charge Attack: Dependant on Sceptre

Novice - Dropout Mage

This section is for all you players that can't make decisions in life. Novice due to the skill selection available to them is going to more often then not be a Mind orientated character, essentially a knock-off Mystic. Whether it be for a meme or a challenge, you better believe a level 25 Novice will play worse then any of the class and you'll be the type of person who will enjoy it.

Playstyle

As the name suggests, this gonna be similar to Mystic Juggernaut build in the last section. High Mind with spells like Divine and Siphon Leech to deal damage while healing, then attacking with Bells and Mind converted weapons. While you can build using Strength or Dexterity, there are not many skills that scale using those stats.

Race

Imp OR Chang - Because we will only have 6 slots to use for novice skills, it's highly recommended to use one of these races to save a slot. It's not necessary but it does help.

Stats

Without the Mystic abilities that enhance the survivability of our build, you probably should have 30 Vitality. 50 Mind since we don't have any buffs that boost our Magic Power.

Equipment

Enchantment: Magical

You need to get Magical for this build. Since we can't use Mystic's armour, we need to make up the Magic Power with this enchantment.

  • Bonus Magic Power: 0.358 x Equipment Level
  • Bonus Critical: 0.03759% x Equipment Level (Rounded to nearest .01%)

Weapons

Bell: Colossus Tone - Crescent Grove / Colossus Boss Chest

Same as Mystic, best magic weapon in the game.

General:

  • Level: 20
  • Rarity: Rare
  • Element: Earth
  • Base Damage: 24 - 30
  • Power Threshold: 107
  • Debuff: Gash 10% (3 true damage / per 0.5 seconds)
  • Stats:
    • Mana +10
    • Magic Power +15
    • Magic Defense +8
  • Enchantment:
    • Material: 3x Soul Pearl / Sally
    • Cost: 4050 Crowns

Your choice!

Honestly you can kinda pick whatever, you can use a Mind Stone to convert any weapon into Mind Scaling. My recommendations are: Quake Pummeler or Golemfist Katars.

Armour

There is a very limited amount of options for this class. We unfortunately cannot use anything class specific so we kinda have to use what we can.

Helm: Geistlord Eye - Sanctum Catacombs (12 - 18) / Lord Kaluuz Chest

General:

  • Level: 18
  • Rarity: Exotic
  • Class: Any
  • Stats:
    • Health +10
    • Mana +10
    • Stamina +10
    • Crit Rate +3%
    • Magic Crit Rate +1.15%
    • Defence +6
    • Magic Defence +7
  • Enchantment:
    • Cannot be Enchanted

Cape: Deathward Cape - Sanctum Catacombs (12 - 18) / Lord Kaluuz Chest

General:

  • Level: 17
  • Rarity: Rare
  • Class: Any
  • Stats:
    • Attack Power +5
    • Dex Power +5
    • Magic Power +5
    • Defence +8
    • Magic Defence +3
  • Enchantment:
    • Material: 1x Soul Pearl / Sally
    • Cost: 4590 Crowns

Chestpiece: Monolith Chestpiece - Sally / Quest: Makin' a Monolith Chestpiece

General:

  • Level: 18
  • Rarity: Rare
  • Class: Any
  • Stats:
    • Health +13
    • Attack Power +6
    • Dex Power +6
    • Magic Power +6
    • Defence +20
  • Enchantment:
    • Material: 5x Golem Core - Golem / Crescent Keep
    • Cost: 4050 Crowns

Leggings: Stridebond Pants - Crescent Grove / Chest OR Craig / Wall of the Stars

General:

  • Level: 17
  • Rarity: Common
  • Class: Any
  • Stats:
    • Stamina +4
    • Attack Power +3
    • Dex Power +5
    • Magic Power +2
    • Defence +10
    • Magic Defence +6
  • Enchantment:
    • Cost: 2886 Crowns

Shield: Mithril Shield - Crescent Grove / Pots OR Sally / Tier 3 Store

General:

  • Level: 16
  • Rarity: Common
  • Stats:
    • Block Damage Threshold 14
    • Block Damage Chance +8%
    • Magic Power +3
    • Defence +8
    • Magic Defence +1
  • Enchantment:
    • Material: None
    • Cost: 2100 Crowns

Due to Power bonuses being removed from Earthwoken Ring, this build will be using Jadetrout. However Earthwoken can still be good if you want some extra bulk.

**Ring: Jadetrout Ring **- Crescent Grove / Chest OR Craig / Wall of the Stars

General:

  • Level: 17
  • Rarity: Common
  • Stats:
    • Mana: +8
    • Attack Power +6
    • Dex Power +12
    • Magic Power +8
    • Crit Rate +3.80%
  • Enchantment:
    • Materials: None
    • Cost: 2445 Crowns

Novice - Dropout Mage: Skills

Skills

This is gonna be a short list mainly because we only have 6 - 7 Novice skills we can learn, and there aren't many options to fill those slots. We'll have some hold overs from the Mystic build;

Divine, Siphon Leech and Sturdy which is already half the available slots. Honestly, it's dealer choice what to fill these will.

Here are some alternatives that aren't in the build:

  • Offensive:

    • Spire
    • Cryo Needle
  • Support:

    • Inner Focus
  • Passives:

    • Katar Mastery OR a Weapon Mastery that has an advancing jump attack

Life Tap: Do not use this ability, you won't need it most of the time. And if you do need to recover Mana, you can use literally the one of strongest weapon in the game. Even after 1.5.5a update.

  • Offensive:

    • Siphon Leech 3/3
    • Fireball 3/3
    • Execute 3/3
  • Support:

    • Divine 3/3
    • Sturdy 3/3
    • Recovery 5/5
  • Passives:

    • Heavy Melee Mastery 3/3

The following is a more in-depth look into this class' skills as well as the Novice Skills used in this build. Please remember that all values like damage are at base values, without stat investment or equipment.

Offensive

Siphon Leech: 3/3 - Novice Skill: Sanctum Catacombs (Any) / Chest OR Starting Skill / Imp

This skill is a very good offensive life steal attack if you are at lower HP. It will only do it's full damage if you have missing health to fill, otherwise it will end prematurely.

Note: Life steal scales off Mind

  • Skill Stat: Mind
  • Mana Cost: 5
  • Cast Time: 0.5 seconds
  • Cooldown: 25 seconds
  • Damage: 15
  • Debuff: Steal HP 6 points per second

Fireball: 3/3 - Novice Skill: Sanctum Catacombs (Any) / Chest OR Frankie / Tuul Valley

Between Fireball, Cryo Needle and Spire; Fireball wins out for me since it's an additional debuff you can inflict. If our main weapon wasn't Colossus Tone, would be Spire

Note: Burn scales off Mind

  • Skill Stat: Mind
  • Mana Cost: 12
  • Cast Time: 0.8 seconds
  • Cooldown: 3 seconds
  • Damage: 26
  • Debuff: 15% to inflict Burn status (1 damage every 1.8 seconds)
  • Unique: Cast 3 fireballs with the 3rd orbiting around the caster

Execute: 3/3 - Novice Skill: Sanctum Catacombs (Any) / Chest OR Frankie / Tuul Valley

We don't use this for damage, we use it for the instant kill. While honestly not great on most builds, for a more meme-y build like this one it suits it.

  • Skill Stat: Strength
  • Stamina Cost: 6
  • Cast Time: 6 seconds
  • Damage: 11
  • Unique: 20% chance to instant-kill target with less than 30% HP.

Support

Divine: 3/3 - Novice Skill - Crescent Grove / Chest OR Wall of Stars / Craig

This Skill does carry this build at times. While not as good as the Mystic, this build can still face tank while active and mulch enemies who step in it.

  • Mana Cost: 20
  • Cast Time: 0.6 seconds
  • Cooldown: 30 seconds
  • AOE: Medium Circle
  • Damage: 9 per 0.4 seconds
  • Healing: 9 per 0.4 seconds to you and your allies
  • Duration: 5.25 seconds

Sturdy: 3/3 - Novice Skill - Catacomb Dungeon (any) / Chest OR Starting Skill / Chang

Much like a broken record, gives you 8 seconds of whatever you want. However you will need to be more selective in what you do with this time than with the other builds.

  • Mana Cost: 15
  • Cast Time: 0.6 seconds
  • Cooldown: 40 seconds
  • Buff: Immunity to Knockback
  • Unique: Auto Parry incoming attacks
  • Duration: 8 seconds

Recovery: 5/5 - Novice Skill - Universal Starting Skill

Only time this is appearing on this guide... and honestly, it's because I don't know what else would work. Try Inner Focus if you want more damage but it's flex spot at the end of the day.

  • Mana Cost: 10
  • Cast Time: 1.09 seconds
  • Cooldown: 50 seconds
  • Buff: Heal 24% of max health every 2 seconds
  • Duration: 5 seconds or until you are hit

Passive

Heavy Weapon Mastery: 3/3 - Fighter Weapon Scrolls

This is my personal preference and I like big honking... Axes. I do recommend a melee secondary just so you can use the jumping attack to chance enemies.

  • Mana Cost: 10
  • All Charge Attack Stamina Cost: 5
  • Heavy Melee Charge Attack: Hammer Slam that knocks enemies away for you in a large circle AOE
  • Heavy Melee Jumping Attack: Unlocks a jumping attack that can hit multiple enemies while in the air, causes a small AOE on landing.

General Tips

So this will just be a collection of build tips and philosophies I use when making a character. There's not particular order and these are observations I've made or discussed with other players. Takes these as suggestions first and foremost.

Prioritise Class Unique Buffs

The class unique buffs that Fighter, Bandit and Mystic use should be picked up and used as soon as they become available. Regardless of which one, they all provide amazing benefits that will purely make you and your party better. A special mention to Rage being the most powerful buff skill in the game, it is a direct benefit to every playstyle by straight up boosting All Stat Power and enables the effective use of Divine for Fighters.

Replace Recover whenever possible

If you can use an alternative skill to heal, you should replace Recover. While Recover can give substantial healing, it requires you to play defensively to avoid getting hit otherwise loosing the effect. Alternative healing options such as Mist Veil, Restora or Divine allow you heal while also providing extra utility or continue playing aggressively.

If you can effectively use Divine. Use it.

Divine is hands down the most powerful Skill in the game as it stands. It provides healing for you and party while damaging the enemies while not being cancelled or interrupted if you are hit. This lets you just playing hyper aggressively with little risk, to frankly an absurd degree. If you're build can use this spell effectively (such as Mystics or Fighters with Rage), it will trivialise anything the game can throw at you.

Sturdy is a fantastic utility on any Build

It cannot be understated how useful 8 seconds of auto-parry and knockback immunity is in a fast pace game like this. The fact you take 0 damage while also stunning enemies so both you and your party can attack them with no risk or be uninterrupted in activating a skill is insane. Mystics can become unkillable and Fighters as of 1.5.5a will deal 120% reflect damage while this is up, literally no build can go wrong using this.

Colossus Tone is the best sidearm

Yes, it was nerfed in 1.5.5 from being literally the most power weapon in the game to being a bit more inline with the other Colossus weapons. It's still the best general use weapon in the game. While I personally like to keep to class weapons, you should use this if you want status inflicting, multi-hit, high damage, crowd clearing tool. My recommendation is have it as a sidearm to your main weapon that your building around.

Do not use Life Tap

I honestly cannot stress this enough to Mystics or any build that is Mana hungry. You have weapons in the end game that can out pace high damage skills like Fluxbolt, using them while you are waiting for your Mana to regen will better as you then don't need to heal off the damage from Life Tap. You are casting two spells (Life Tap then a healing spell presumably) when you can just wait while attacking, replace it with Sturdy and you can't even get damaged.

Execute is good the early Mid-game and early Late-game

While it is enticing to have an instant win button against any boss or elite, you'll more often then not kill it faster by just attacking it normally. Execute shines in the first few runs of dungeons when you just unlocked them and haven't upgraded your equipment. Once you have upgraded equipment and skills, you should look to replace this ability with something more useful to your gameplan.