General Guide on the Ursan
The Ursan. Generally thought of as a fuzzy "meat shield", has the grand task of ensuring the survivability of it's team-mates through crowd control and damage intake. But this is only limited to ones build. The Ursan's wide variety of skills, allows it to partake in roles most wouldn't imagine beneficial, or even practical.
NOTE: This is all from a (50)PvE (Player vs Enemy) stand point. PvP (Player vs Player) will be arriving soon.
Why play the Ursan?
- Ursans have the ability to sustain large amounts of damage.
- Ursans are blessed with the nessecary skills to "control the crowd".
- Depending on the build you use, Ursans can be a great source of damage.
- A great balance of self-buffs, debuffs, and combat skills.
Attributes
How STR, DEX, and INT actually affect your stats:
STR: Crit(tied with DEX)
Dodge(highest rate)
Health
(H/S)Health Regen(highest rate)
Base Damage(lowest rate)
(DPS) Damage Per Second(lowest rate)
Armor(highest rate)
Ursan skill damage
DEX: Hit %(highest rate)
Crit(tied with STR)
Dodge(medium rate)
(H/S) Health Regen(medium rate)
Base Damage(highest rate)
(DPS) Damage Per Second(highest rate)
Armor(lowest rate)
Avian skill damage
INT: Hit %(lowest rate)
Crit(lowest rate)
Dodge(lowest rate)
(H/S) Health Regen(lowest rate)
Mana
(M/S) Mana Regen
Base Damage(medium rate)
(DPS) Damage Per Second(medium rate)
Enchantress skill damage
The Builds
Tank/Berserk
Description: Steel door. Need I say more?
The two most beneficial attributes for a tank are STR and DEX. Dodge, health, h/s regen, and high armor are obvious essentials for the bear looking to group up mobs, gain their aggression, and survive long enough for it's companions to come in and lay down some heavy damage in a nice, orderly fashion. Of course, a tank with all the heavy armor and no cannon is bit...boring. So that's when DEX comes in. With the addition of DEX, you get a boost in hit % and all around damage. The combination of these two attributes allows you to soak up damage like a sponge, and deal a sufficient amount of pain, in order to hold your own.
My recommendation is doing a half/half spec. Meaning, the allocation of all attribute points in two equal parts. One half in STR, another half in DEX. It's really the best of both worlds, in my opinion.
But how do you equip your gear?
It's as easy as finding a set of lower leveling pinks(legendary items) to give the desired attribute a boost.
I personally use the Swamp-Rat(level 35) set to boost my STR high enough for equipment use.
This can also be related to dual speccing. A more in-depth guide on that is located here: http://www.spacetimestudios.com/show...ual-Spec-Guide.
Other Tank/Berserk Build Variations:
Generally the same as the half/half build I recommended above, this variation eliminates the need of boosting to the equip stat requirement.
Full STR, definitely not recommended. There's really no benefit to having all of this STR unless you're aiming to be an adamantium filled bear with no protruding claws(extremely low hit %, terrible damage).
DEX Bear
Description: A great source of damage, this build uses DEX based equipment to it's advantage.
A DEX bears main concern is damage. Damage, damage, damage. So as the name implies, it's main flavor of choice is DEX. In fact, it's ONLY flavor of choice is DEX. I'm talking straight up pure. Why? This allows you to excel in what you're trying to be best at. Shedding blood.
INT Bear
Coming soon.
Skills
Acquired at level 2: Vengeful Slash
Level 1: 5 mana, 4.5 sec. cool-down, 4m range 160 - 186 damage + knock-back chance
Level 2: 5 mana, 4.5 sec. cool-down, 4m range 165 - 200 damage + knock-back chance
Level 3: 5 mana, 4.5 sec. cool-down, 4m range 170 - 214 damage + knock-back chance
Level 4: 5 mana, 4.5 sec. cool-down, 4m range 184 - 228 damage + knock-back chance
Level 5: 5 mana, 4.5 sec. cool-down, 4m range 197 - 242 damage + knock-back chance
Level 6: 5 mana, 4.5 sec. cool-down, 4m range 227 - 272 damage + knock-back chance
Acquired at level 4: Stomp
Level 1: 6 mana, 5 sec. cool-down, 4m area 186 - 200 damage + knock-back + stun
Level 2: 6 mana, 5 sec. cool-down, 6m area 186 - 200 damage + knock-back + stun
Level 3: 6 mana, 5 sec. cool-down, 8m area 200 - 214 damage + knock-back + stun
Level 4: 6 mana, 5 sec. cool-down, 8m area 200 - 214 damage + knock-back + stun
Level 5: 6 mana, 5 sec. cool-down, 8m area 210 - 228 damage + knock-back + stun
Level 6: 6 mana, 5 sec. cool-down, 8m area*220 - 238 damage + knock-back + stun
Acquired at level 6: Taunt
Level 1: 0 mana, 6sec. cool-down, 12m area Taunt + 12sec. buff (+2 dodge)
Level 2: 0 mana, 6sec. cool-down, 12m area Taunt + 12sec. buff (+3 dodge)
Level 3: 0 mana, 6sec. cool-down, 12m area Taunt + 12sec. buff (+5 dodge)
Level 4: 0 mana, 6sec. cool-down, 12m area Taunt + 12sec. buff (+5 dodge)
Level 5: 0 mana, 6sec. cool-down, 12m area Taunt + 12sec. buff (+6 dodge)
Level 6: 0 mana, 6sec. cool-down, 12m area Taunt + 12sec. buff (+8 dodge)
Acquired at level 8: Crippling Slash
Level 1: 5 mana, 6sec. cool-down, 3m range 100 - 172 damage, root target for 5 sec.
Level 2: 5 mana, 6sec. cool-down, 3m range 165 - 186 damage, root target for 5 sec.
Level 3: 5 mana, 6sec. cool-down, 3m range 170 - 200 damage, root target for 5 sec.
Level 4: 5 mana, 6sec. cool-down, 3m range 184 - 214 damage, root target for 5 sec.
Level 5: 5 mana, 6sec. cool-down, 3m range 197 - 228 damage, root target for 5 sec.
Level 6: 5 mana, 6sec. cool-down, 3m range 207 - 238 damage, root target for 5 sec.
Acquired at level 10: Rage
Level 1: 20 mana, 28sec. cool-down, self-target 20sec. buff increases crit chance 5%
Level 2: 20 mana, 28sec. cool-down, self-target 20sec. buff increases crit chance 10%
Level 3: 20 mana, 28sec. cool-down, self-target 20sec. buff increases crit chance 15%
Level 4: 20 mana, 28sec. cool-down, self-target 20sec. buff increases crit chance 20%
Level 5: 20 mana, 28sec. cool-down, self-target 20sec. buff increases crit chance 25%
Level 6: 20 mana, 28sec. cool-down, self-target 20sec. buff increases crit chance 30%
Acquired at level 12: Super Mega Slash
Level 1: 8 mana, 4sec. cool-down, 4m range 160 - 200 damage + 20 to 90% chance of stun
Level 2: 8 mana, 4sec. cool-down, 4m range 165 - 214 damage + 20 to 90% chance of stun
Level 3: 8 mana, 4sec. cool-down, 4m range 170 - 228 damage + 20 to 90% chance of stun
Level 4: 8 mana, 4sec. cool-down, 4m range 184 - 242 damage + 20 to 90% chance of stun
Level 5: 8 mana, 4sec. cool-down, 4m range 197 - 256 damage + 20 to 90% chance of stun
Level 6: 8 mana, 4sec. cool-down, 4m range 207 - 266 damage + 20 to 90% chance of stun
(Does unmentioned armor debuff)
Acquired at level 14: Crushing Blow
Level 1: 4 mana, 4sec. cool-down, 3m range Reduce DMG -10, DODGE % -5
Level 2: 4 mana, 4sec. cool-down, 3m range Reduce DMG -15, DODGE % -10
Level 3: 4 mana, 4sec. cool-down, 3m range Reduce DMG -25, DODGE % -15
Level 4: 4 mana, 4sec. cool-down, 3m range Reduce DMG -35, DODGE % -20
Level 5: 4 mana, 4sec. cool-down, 3m range Reduce DMG -50, DODGE % -25
Level 6: 4 mana, 4sec. cool-down, 3m range Reduce DMG -65, DODGE % -30
(Does unmentioned damage)
Acquired at level 16: Restore
Level 1: 15 mana, 16.25 sec. cool-down, self-target Heal 11-14, +5 health regen for 5sec.
Level 2: 15 mana, 16.25 sec. cool-down, self-target Heal 13-23, +5 health regen for 5sec.
Level 3: 15 mana, 16.25 sec. cool-down, self-target Heal 16-28, +5 health regen for 5sec.
Level 4: 15 mana, 16.25 sec. cool-down, self-target Heal 24-42, +5 health regen for 5sec.
Level 5: 15 mana, 16.25 sec. cool-down, self-target Heal 37-56, +5 health regen for 5sec.
Level 6: 15 mana, 16.25 sec. cool-down, self-target Heal 47-66, +5 health regen for 5sec.
(Does unmentioned self-debuff removal)
Acquired at level 18: Iron Blood
Level 1: 20 mana, 32.5sec. cool-down, self-target 12sec. buff increases armor + 8
Level 2: 20 mana, 32.5sec. cool-down, self-target 12sec. buff increases armor + 12
Level 3: 20 mana, 32.5sec. cool-down, self-target 12sec. buff increases armor + 16
Level 4: 20 mana, 32.5sec. cool-down, self-target 12sec. buff increases armor + 20
Level 5: 20 mana, 32.5sec. cool-down, self-target 12sec. buff increases armor + 25
Level 6: 20 mana, 32.5sec. cool-down, self-target 12sec. buff increases armor + 30
Acquired at level 20: Hell scream
Level 1: 10 mana, 5sec. cool-down, 8m area Reduce DMG -5, HIT % -5
Level 2: 10 mana, 5sec. cool-down, 8m area Reduce DMG -10, HIT % -10
Level 3: 10 mana, 5sec. cool-down, 8m area Reduce DMG -15, HIT % -15
Level 4: 10 mana, 5sec. cool-down, 8m area Reduce DMG -20, HIT % -20
Level 5: 10 mana, 5sec. cool-down, 8m area Reduce DMG -25, HIT % -25
Level 6: 10 mana, 5sec. cool-down, 8m area Reduce DMG -30, HIT % -30
Acquired at level 22: Evade
Level 1: 10 mana, 30sec. cool-down, self-target 20sec. buff, +2 dodge chance
Level 2: 10 mana, 30sec. cool-down, self-target 20sec. buff, +4 dodge chance
Level 3: 10 mana, 30sec. cool-down, self-target 20sec. buff, +6 dodge chance
Level 4: 10 mana, 30sec. cool-down, self-target 20sec. buff, +8 dodge chance
Level 5: 10 mana, 30sec. cool-down, self-target 20sec. buff, +10 dodge chance
Level 6: 10 mana, 30sec. cool-down, self-target 20sec. buff, +12 dodge chance
Acquired at level 24: Beckon
Level 1: 10 mana, 7.5sec. cool-down, 12m range Pulls targets to you, 50% chance of stun
Level 2: 10 mana, 7.5sec. cool-down, 12m range Pulls targets to you, 50% chance of stun
Level 3: 10 mana, 7.5sec. cool-down, 12m range Pulls targets to you, 50% chance of stun
Level 4: 10 mana, 7.5sec. cool-down, 12m range Pulls targets to you, 50% chance of stun
Level 5: 10 mana, 7.5sec. cool-down, 12m range Pulls targets to you, 50% chance of stun
Level 6: 10 mana, 7.5sec. cool-down, 12m range Pulls targets to you, 50% chance of stun
(Does unmentioned damage)
Skill Allocation
My idea of an effective Ursan skill set, this generally works for every build variation.
Self-target buffs:
Rage (5): The main source of damage for any Ursan. This skill sends you into a 20 second roid rage, increasing your base damage by 50, and crit chance by 25%.
Iron Blood (5): The definition of tanking, this is a skill you should try and have up AT ALL TIMES. Essential for chewing up damage, this, in combination with your large health pool and h/s regen, should keep you shielded from the onslaught of mobs you should be trying to control.
Evade (5): The perfect counter part to Iron Blood, this skill adds a sufficient amount of dodge to keep you in a ninja like state.
Target Debuffs/Aggro:
(AOE) Beckon (5): Simply put, brings any victim within a 12m range towards you, with the possibility of stun.
("SMASH" Combo: Works in conjunction with Stomp. Must be Beckon + Stomp.)
(AOE) Taunt (5): Your main source of aggro, this works on any enemy in a 12m range. Also adds a small amount of dodge.
(AOE) Hell scream (5): Perfect for when you're caught in a game of grizzly in the middle with a bunch of rotting mummies, this skill reduces the DMG and hit % of any enemy in a 8m range.
("TERROR" Combo: Works in conjunction with the Avian skill, Shattering Scream.)
Crushing Blow (5): A skill mainly used for bosses, this reduces the DMG and DODGE % of your selected target.
Damage skills:
The Three Stooges(3): Super Mega Slash(stun), Vengeful Slash(knock-back), Crippling Slash(root).
(AOE) Stomp (5): Beckon side-kick, this skill sends mobs flying with a huge knock-back. Also stuns.
("SMASH" Combo: Works in conjunction with Beckon. Must be Beckon + Stomp.)
Unused:
Restore (0): Personally, I find this skill to be a bit...useless. With the large amount of health and h/s regen you get from gear and stats, the bit of regeneration this throws at you isn't enough to justify point investment.
Order: Self-target buffs, target/aggro, then damage skills.
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Equipment
A list of current available equipment for Ursans.
Tank/Berserk
1h Sword and Shield: Generally decent damage, the 1h sword is a one handed weapon mostly associated with tanking. This is because you have the ability to equip a shield in conjunction with the sword, which gives you a plentiful amount of armor.
2h Sword: A weapon with massive damage, the 2h sword is great in situations where there are two STR based bears in a party. One can take the role of tank, and the other can use the 2h sword to help in dishing out damage.
(2h) Hammer: Similar to the 2h sword, the hammer is another great source of damage.
Dual Wield: A DPS weapon, dual wields have okay damage, with a high attack speed. Useful if you have a decent enchantress backing you up with heals, since dual wields favor a second weapon, instead of a shield.











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