Article below is based on the Beta and not get any updates yet. However, for a more updated and in-depth information on advanced leveling strategies for the esper, you should consider getting a copy of the manual here. This was what made “level cap in a week” possible for my esper.
Determining the champion of magical DPS between the Spellslinger and Esper is a hard task. Both characters have a high amount of output damage, equal primary attributes and effective Interrupt Armor skills. Through research and the examination of recent patches, mid-level Spellslingers are a better magical DPS class than mid-level Espers.
Espers have an attack system based around Psi-points. The more points Espers have built up, the more damage they are capable of dealing. Despite their ability to release high concentrations of damage in one or two moves, certain important skills like Telekinetic Strike, Spectral Form and Haunt are stationary. An Esper’s ability to avoid attacks suffers because of their stationary offense. Espers must create a method to counteract their immobility. One method is the allocation of skill-types. This means Espers need to allocate two to three moves for CC, to equalize the playing field with other competitors. If Espers are unable to CC the enemy, then the enemy will win based on mobility and agility. Finally an Esper’s mitigation is lower than the Spellslinger. Spectral Form allows nineteen absorb, but the Spellslinger’s Innate matched with Runes of Protection proves to be a stronger shield buff.
Spellslingers have an attack system based on ranged gun gear. All skills are mobile except for the pre-buff Gather Focus and Charged Shot, a skill mostly used to begin battle as a pre-emptive strike. The catalog of a Spellslinger is deeper than that of the Esper. During raid bosses where magical DPS is an important effect, Espers tend to only use Telekinetic Strike, Mind Burst, Telekinetic Storm and Psychic Frenzy. Spellslingers often use a variety of skills including Rapid Fire, Quick Draw, Flame Burst, Assassinate, True Shot and Charged Shot. All of the aforementioned attacks are the characters strongest opening skills, yet the Esper has four high damage attacks and the Spellslinger has six.
Although this looks like a deal breaker for Espers, their lack of a large attack catalog works as an advantage. Of the first ten attacks made available to the Esper, a total of fifty-three cooldown seconds exists. Of the first ten attacks made available to the Spellslinger, a total of eighty-four cooldown seconds exists. This means the Esper can release damage faster than Spellslingers. Also Espers can shoot off less attacks than the Spellslinger and still perform a higher damage output. Since the Esper needs less attacks to overpower Spellslingers, more room is available for CC skills. CC skills equalize the playing field for Espers. This is why the competition is so close. Unfortunately, when the Esper’s output damage is recorded to its every detail, players notice that the Esper’s damage output is slightly higher than the Spellslinger’s instead of greatly higher.
Spellslingers have a more effective Innate Ability. The Spellslinger’s Innate is called Spell Surge. This Innate strengthens Assault Power and Support Power. The Esper’s Innate strengthens Assault Power, but also makes the character immobile. An Esper’s most used mid-level skill Telekinetic Strike, also activates immobility. In a game centered around telegraphs, the Spellslinger’s expertise for mobility and almost equal damage output, makes them the best mid-level magical DPS.
Article above is based on the Beta and not get any updates yet. However, for a more updated and in-depth information on advanced leveling strategies for the esper, you should consider getting a copy of the digital book here. This was what made “level cap in a week” possible for my esper.