Introduction
Wardancer, just like her counterpart Striker, has access to two types of skills: the regular skills that charge up her Elemental Meter and the so-called Esoteric skills that use it up and deal more damage. As a result, her standard gameplay loop revolves around building up resources and then spending them to perform powerful attacks.
First Intention Engraving changes this completely, as it removes Wardancer's ability to accumulate Elemental Meter which removes her ability to use Esoteric Skills. To balance this harsh penalty, it also increases Wardancer's Damage by quite a bit, however. To make the most out of this Damage bonus, First Intention Wardancer focuses on Swiftness and Crit to increase Movement Speed, Attack Speed, and Damage of her skills while reducing the Cooldowns. As a result, the build is capable of delivering a lot of damage quickly but suffers from mana-related issues (spamming skills will deplete your resources very quickly). She also retains her ability to move around the battlefield extremely quickly (this is further amplified by high Swiftness). When it comes to synergies, First Intention Wardancer is right up there with the best of them - She provides Attack Speed and Movement Speed buffs as well as Crit Resistance debuffs.
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Pros | Cons |
Solid DPS and good Burst Damage | Can experience severe mana-related problems in prolonged encounters |
Great Mobility | Relies on Back Attacks to perform well |
Fast Counter Attack with Sky Shattering Blow | Her more powerful skills have long cooldowns (this can be fixed at Tier 3 with high Swiftness, somewhat) |
Solid team synergies | Despite high Swiftness, she can experience skill downtime and be forced to auto-attack for the duration |
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Stat Priority
First Intention Wardancer greatly benefits from Crit. Swiftness is also extremely important, as it makes her even more agile than she already is. Normally, we'd recommend a "standard" high Crit + some Swiftness setup for this build, however, Wardancer can apply a Crit debuff on targets and she can give herself extra Crit Rate from multiple sources. Because of this, she doesn't really need as much Crit from stats and can focus more on Swiftness: You should aim for ~45% Swiftness and allocate the rest of the stats to Crit. |
Skills
LIGHTNING KICK |
Wardancer delivers a flurry of kicks that deal low amounts of Lightning damage three times, and then she strikes down at enemies, delivering a powerful follow-up blow. Downed enemies are lifted off the ground, and airborne enemies are slammed onto the ground for extra damage. This skill lets you reposition quickly and serves as the build's mobility tool as well as a gap closer. It has a rather short Cooldown that we shorten even more with the Quick Recharge and high Swiftness, so you should never have positioning-related problems with this build.
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Level 12
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FLASH HEAT FANG |
Wardancer throws punches to inflict moderate amounts of damage over 9 separate hits, followed by a powerful finishing blow. This is a solid offensive skill with a very high Crit chance. If you put the Judgement Rune on it, you should use it after you proc Conviction.
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Level 12
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MOON FLASH KICK |
Wardancer charges forward while kicking, inflicting two damaging hits. Then, the skill can be pressed 3 times to deliver 4 additional kicks at a very fast speed to deal additional damage and perform a spinning kick followed by a finishing blow that knocks enemies back. This is one of the most powerful skills in the Wardancer's arsenal. It will enable you to deliver a lot of burst damage without locking you in place.
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Level 12
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SWEEPING KICK |
Wardancer sweeps enemies off their feet, dealing moderate amounts of damage two times. Use the skill one additional time to change Wardancer's direction and make her deliver a spinning kick in the air, inflicting a further three hits for increasing amounts of damage. This is an extremely powerful attack that does not hinder your mobility. Together with Moon Flash Kick, it serves as your main source of burst damage.
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Level 12
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WIND'S WHISPER |
Wardancer gains the blessing of wind for all party members within a 24 meters radius, increasing Move Speed by 11% and Attack Speed by 5.5% for 6 seconds. This is a solid party-wide Move Speed and Attack Speed buff that will also increase your Crit Rate and give you a high Attack Power boost. |
Level 10
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ROAR OF COURAGE |
Wardancer lets out a battle cry, inflicting moderate amounts of damage and pushing surrounding enemies away. On hit, the enemies' Crit Resistance is lowered by 3% for 6 seconds. This gives you another powerful party-wide effect. Mainly, it reduces enemies' Crit Resistance by 10%, making them much more susceptible to being critically hit. |
Level 10
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ENERGY COMBUSTION |
Wardancer erupts the energy stored inside her to push enemies away, dealing moderate amounts of damage. Then, she calls forth a gust that shrouds her body, damaging enemies every 0.5 seconds for 35 seconds. This will deal constant damage for as long as you stay close to the boss. Always have it active before engaging. Also, this skill is great for pricing the Conviction Rune, thanks to the sheer number of hits it delivers over time. |
Level 10
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SKY SHATTERING BLOW |
Wardancer performs a roundhouse kick, dealing moderate amounts of damage. If the skill is used again, Striker kicks upward, sending targets flying and inflicting another damaging hit. Direction can be changed during the additional attacks. This skill offers a nice Attack Power buff for 3 seconds when used, which makes it a great asset to have. Moreover, it works extremely well as a Counter Attack and has a very short Cooldown.
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Level 8
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AWAKENING | |
FIST OF DOMINANCE |
Wardancer uses the power of elements and releases an energy field, pulling enemies close. Then, she flies past the enemies and attacks them up to 6 times while absorbing 6 elemental forces, dealing high amounts of damage. After the last attack, she absorbs the typeless energy field and strikes down to the center of it, dealing another damaging hit and knocking enemies back. Wardancer's Damage Received is reduced by 80% while flying past enemies. This is a very versatile Awakening skill that not only deals devastating amounts of damage but can also prevent you from dying with its 80% Damage Resistance bonus. Use it strategically.
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Skill Usage/Rotation
Your main damage rotation looks as follows:
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Recommended Engravings
This is the core Engraving of the build and it defines its playstyle: It boosts the damage of normal skills by a lot but prevents you from using Esoteric Skills completely (no Elemental Meter = no Esoteric Skills). This build is created around this, so the drawback doesn't really apply. You should try to get this at Level 3. |
This Engraving is great because of two factors. Firstly, you should aim for a high Swiftness build anyway, so this will give you bonus Damage naturally. Secondly, Wind's Whisper gives a solid Movement Speed buff on a relatively short Cooldown, which synergizes with Raid Captain's effect. |
Grudge is one of the most powerful offensive Engravings, but it comes with a severe drawback that may get you killed. If you can live with the downside, it will serve you as an unconditional damage increase. Pick it up if you feel like you can avoid most (or all) avoidable damage during boss encounters. If you're still learning mechanics, you'll be better off skipping it. Also, remember that it's only worth using at Level 3, so never use it at level 2 and especially 1 (unless you want to take 5% more damage for every 1% increase in your own DPS). |
The more Crit Rate you have, the more powerful this Engraving becomes. If you have a ~60% Crit Rate, Keen Blunt Weapon is definitely a solid option. |
This Engraving can boost your offensive power rather significantly, but the tradeoff is painful. Only pick it if you know encounter mechanics very well; If you lack experience, skip it. Also, using this at Levels 1 and 2 is not worth the risks involved (so, use it at Level 3 or don't use it at all). |
If you have A LOT of Attack Speed, you can replace Cursed Doll with this one as its drawback is going to be less painful in such a case. Pick it up if you have 140% Attack Speed or more. |
First Intention Wardancer is a high Swiftness build and Swiftness reduces Skill Cooldowns. This means that stacking and maintaining Adrenaline is easy with it. Having this at level 1 as a 6th Engraving definitely wouldn't hurt. |
A lot of Wardancer's Attacks have the Back Attack modifier, so this Engraving fits into the build quite naturally. If you want to take it, you should get it at Level 3 (which could amount to ~25% increased DPS if you're perfect at performing back attacks). |
Gear Sets, Gems, Cards, etc.
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ENDNOTE This is the initial version of our First Intention Wardancer Raiding Build for Lost Ark, where we tried to include all of the important information on how to set up this character while keeping the guide as compact as possible. If we've missed something of importance, please let us know! If you have any Build requests, please post them in the Comments section below. We will be happy to cover your most requested builds in the future! Also, we hope that you have found this guide useful and informative. Also, we will be happy to receive constructive criticism that will help us improve our future work, so don't hesitate to give us your feedback. |
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