Post by Cleric on Mar 7, 2016 14:11:57 GMT
Before we get into the guide, Rustbucket/Protosartorium/Enforcer will be referred to as “rust” in this guide. Max range is 0-60, and stable is 27-33. Event Horizon will be referred to as EH. Auto attack will be referred to as AA, and brawlers and restorers will be referred to as NPCs.
I’ll assume you already know how to get the class (please do) , so let's go over a recap of skills. (Sorry about the profanity, it was 3 AM)
Location: Crash Site
Price: N/A (Reward from the 'Protosartorium Parts' quest)
Sellback: 2,500 Gold
Weapon Damage: 100%, 2.0 speed
Description: Don't let the nickname fool you. It's not the prettiest armor, but it'll help you in battle.
Special Effects: Enforcers ProtoSartorium gain mana from all hits landed in combat, and especially on crits. The amount depends on damage relative to "their own" HP total.
Auto Attack
Rank Needed: 1
Mana Cost: 0 Mana
Cooldown: 2 Seconds
Type: Physical
Description: A basic attack, taught to all adventurers
Jackhammer
Rank Needed: 1
Mana Cost: 30 17 Mana
Cooldown: 4 Seconds
Type: Physical
Description: A rapid assault dealing 225% weapon damage, cannot be avoided but also cannot crit.
Plasma Bolt
Rank Needed: 2
Mana Cost: 25 20 Mana
Cooldown: 8 Seconds
Type: Physical / Magical
Description: An energy-based ranged attack dealing physical and magical damage. Also lowers the enemy's chance to hit by 20%.
Arc Lightning
Rank Needed: 3
Mana Cost: 30 21 Mana
Cooldown: 10 Seconds
Type: Physical / Magical
Description: Emits a burst of electrical energy that will bounce to up to 4 targets, dealing more damage with each bounce.
Quick Like Lightning
Rank Needed: 4
Type: Passive Ability
Description: Your haste is increased by 15%
Ground
Rank Needed: 4
Type: Passive Ability
Description: All damage taken is reduced by 10%
Event Horizon
Rank Needed: 5
Mana Cost: 30 26 Mana
Cooldown: 60 35 Seconds
Type: Physical / Magical
Description: Reduces all incoming damage by an amount based on Attack Power for 20 seconds.
Now that you’ve seen the basic effects of every skill, let's go over the tactics that I think you
should definitely know.
JACKHAMMER:
First off, this is your spammable. This is Rust’s “crosscut.” This is your aggro/spacing skill that is good for racking up damage and also serving as a reliable finisher with the unmissable. It’s only disadvantage is that it’s a close range skill, but with your other long ranges, it compensates. With a 225% noncrit, you’ll be hitting like 500-600 with a stable range, and even 700-900s with a unstable, so it’s a pretty juicy guaranteed hit, AND it has an auto follow up, which we will get into after this, because I like breaking this skill up into two parts.
The first part of jackhammer is the unmissable hit, which I just explained to be good guaranteed damage. This is the bane of dodgy classes like Starlord and accuracy debuff classes like Ninja, because you can still hit through their dodge/debuff with the 1st part of Jackhammer, and consistently maintain a level of DPS on them, unless you get stunned.
Going into the second part of jackhammer, I would like to clarify that Rust has a major flaw. It’s tough to conserve mana, and it’s also a mana eater, and was more of one before they buffed it. Just look at those crossed out numbers on the recap and tell me if that isn’t horrific. So yeah, it’s notorious for losing mana fast and being hard to regain, which is why you have your 2nd part of Jackhammer, the auto attack. This is the reason why I’m not analyzing the auto as an individual skill above this one, as that would be redundant. The auto attack is your 1, it has no mana cost whatsoever, and it gives back a good chunk of mana if you crit with it on anything; This is also a key reason why Jackhammer is your spammable, low cooldown compared to the rest of your skills, and it’s a free AA right after the unmissable part of Jackhammer, and if the auto crits, then you get back a good bit of mana, possibly even more than 17, so you would have had a net gain of mana from the Jackhammer, and you can do…
Since it’s guaranteed damage, you can use this as a finisher, since it’s guaranteed damage nonetheless, so you don’t have to risk a dodge/miss from another skill at your disposal. HOWEVER, don’t just start spamming this yet. There is one more skill you can apply that makes going aggro much easier and enhance effectiveness, and that is Plasma Bolt.
PLASMA BOLT:
You know how Ninja’s Shadowblade skill works right? Once it’s landed on your opponent they’re helpless because the SB completely screws up their accuracy. Plasma Bolt has a similar effect, as when it lands, it reduces the opponent’s hit chance by 20%. (*I honestly think this works better against casters*) With an Event Horizon up (which you should start with), you can throw out a bolt and if it hits, that’s a good sign to go full aggro on your opponent with Jackhammer/auto spam, because they’ll have a hard time hitting you, and if they do, there’s a damage reduction from the EH, so they won’t hit much either. In my opinion, this is the most effective DPS method for rust, as once that Plasma Bolt fades, you can just reapply it and continue going aggro. This also can reduce your chance of getting stunfucked.
Alongside its accuracy debuff, this is your long range, so you can snipe with it and space yourself until you get the debuff, and possibly even a good chunk of damage (It can do more than 1000 with a max range, but I usually get 700s-800s), and then you can chase when it hits, so hopefully you don’t get RNG screwed and it misses.
ARC LIGHTNING (THE MOST UNDERRATED SKILL EVER/ THE SMARTEST SKILL EVER)
If you’re using Rust and not using Arc Lightning, then you’re wasting over half of what Rust is fully capable of. SO LISTEN UP.
Arc Lightning is a pretty simple skill, it’s a Starlord like effect where it rebounds off of enemies in the room, a max of 4 enemies, and deals more damage per bounce. What people don’t realize is that this is the most creative move you can integrate into how you play your Rust. READ THIS NEXT PART CAREFULLY.
FREE DAMAGE TRICK (Only works on Melees.): If you reach mid before your opponent does, and they still haven’t reached B1, you can go into their B1 and go to the upper left corner above the door, and when they come into b1, wait a second and then use Arc Lightning, and it will rebound off the brawler, hitting them from far away. If it hits, good, you just got a free bit of damage, so run back into mid. If it doesn’t, no worries, just focus on landing the Plasma Bolt when they get into mid. (There’s also an anti-cmap involved in this that would completely make this a free attempted hit on players, but I’m not teaching glitches, am I?)
NPC TRICK: When you’re in an NPC room, and there are also opposing players, you can throw out an Arc Lightning and it will rebound off the NPCs and then hit the players, dealing quite a lot of AoE damage. If someone is camping in their NPC room, just use this. Restorer rooms work best.
CHASING TRICK: When you are chasing an opponent that is safezoning, you can use Arc Lightning, and the rebound off the brawler will hit the opposing opponent, hopefully finishing whatever low hp they have. If it doesn’t, It grants an automatic target on them.
Also, it’s a good idea to throw this out in 4v4s/3v3s, as the rebound will probably crit really good if you rebound it off that many, and that’s a good way to get mana back.
EVENT HORIZON:
Your final skill, Event Horizon, is what you should always start with! It’s not necessary to have this on in order to win with Rust, but it’s amazingly helpful, and if you can spare the mana for it, it’s great to have it on.
DAMAGE REDUCTION/NULLIFIER: When you have this applied, you can reduce an opponent's’ damage greatly, sometime even nullifying it into zero, which makes you a complete tank.
DoT (DAMAGE OVER TIME) NULLIFIER: If you’re being threatened by a DoT, as long as you have EH applied, the DoT is nullified to zero. If they apply it to you when you don’t have EH on, you can still apply and the DoT turns to zero.
Now that we’ve finished skills, you want builds right? Well I’m not handing everything to you on a silver platter and I’m feel like shit since I haven’t slept yet, so fuck that.
JK.
I will not actually list builds because I want you to experiment, but I’ll tell you that Fighter and Luck are good for Rust.
Fighter will help Rust be more tanky, and increase the first hit of Jackhammer, so you’ll get a higher unmissable damage.
Luck will help Rust crit more, so it’ll help conserve/gain more mana from crits, and do more damage on those crits, helping your DPS, since you’ll have much more mana to work from.
Thanks for reading my guide!
I’ll assume you already know how to get the class (please do) , so let's go over a recap of skills. (Sorry about the profanity, it was 3 AM)
Location: Crash Site
Price: N/A (Reward from the 'Protosartorium Parts' quest)
Sellback: 2,500 Gold
Weapon Damage: 100%, 2.0 speed
Description: Don't let the nickname fool you. It's not the prettiest armor, but it'll help you in battle.
Special Effects: Enforcers ProtoSartorium gain mana from all hits landed in combat, and especially on crits. The amount depends on damage relative to "their own" HP total.
Auto Attack
Rank Needed: 1
Mana Cost: 0 Mana
Cooldown: 2 Seconds
Type: Physical
Description: A basic attack, taught to all adventurers
Jackhammer
Rank Needed: 1
Mana Cost: 30 17 Mana
Cooldown: 4 Seconds
Type: Physical
Description: A rapid assault dealing 225% weapon damage, cannot be avoided but also cannot crit.
Plasma Bolt
Rank Needed: 2
Mana Cost: 25 20 Mana
Cooldown: 8 Seconds
Type: Physical / Magical
Description: An energy-based ranged attack dealing physical and magical damage. Also lowers the enemy's chance to hit by 20%.
Arc Lightning
Rank Needed: 3
Mana Cost: 30 21 Mana
Cooldown: 10 Seconds
Type: Physical / Magical
Description: Emits a burst of electrical energy that will bounce to up to 4 targets, dealing more damage with each bounce.
Quick Like Lightning
Rank Needed: 4
Type: Passive Ability
Description: Your haste is increased by 15%
Ground
Rank Needed: 4
Type: Passive Ability
Description: All damage taken is reduced by 10%
Event Horizon
Rank Needed: 5
Mana Cost: 30 26 Mana
Cooldown: 60 35 Seconds
Type: Physical / Magical
Description: Reduces all incoming damage by an amount based on Attack Power for 20 seconds.
Now that you’ve seen the basic effects of every skill, let's go over the tactics that I think you
should definitely know.
JACKHAMMER:
First off, this is your spammable. This is Rust’s “crosscut.” This is your aggro/spacing skill that is good for racking up damage and also serving as a reliable finisher with the unmissable. It’s only disadvantage is that it’s a close range skill, but with your other long ranges, it compensates. With a 225% noncrit, you’ll be hitting like 500-600 with a stable range, and even 700-900s with a unstable, so it’s a pretty juicy guaranteed hit, AND it has an auto follow up, which we will get into after this, because I like breaking this skill up into two parts.
The first part of jackhammer is the unmissable hit, which I just explained to be good guaranteed damage. This is the bane of dodgy classes like Starlord and accuracy debuff classes like Ninja, because you can still hit through their dodge/debuff with the 1st part of Jackhammer, and consistently maintain a level of DPS on them, unless you get stunned.
Going into the second part of jackhammer, I would like to clarify that Rust has a major flaw. It’s tough to conserve mana, and it’s also a mana eater, and was more of one before they buffed it. Just look at those crossed out numbers on the recap and tell me if that isn’t horrific. So yeah, it’s notorious for losing mana fast and being hard to regain, which is why you have your 2nd part of Jackhammer, the auto attack. This is the reason why I’m not analyzing the auto as an individual skill above this one, as that would be redundant. The auto attack is your 1, it has no mana cost whatsoever, and it gives back a good chunk of mana if you crit with it on anything; This is also a key reason why Jackhammer is your spammable, low cooldown compared to the rest of your skills, and it’s a free AA right after the unmissable part of Jackhammer, and if the auto crits, then you get back a good bit of mana, possibly even more than 17, so you would have had a net gain of mana from the Jackhammer, and you can do…
Since it’s guaranteed damage, you can use this as a finisher, since it’s guaranteed damage nonetheless, so you don’t have to risk a dodge/miss from another skill at your disposal. HOWEVER, don’t just start spamming this yet. There is one more skill you can apply that makes going aggro much easier and enhance effectiveness, and that is Plasma Bolt.
PLASMA BOLT:
You know how Ninja’s Shadowblade skill works right? Once it’s landed on your opponent they’re helpless because the SB completely screws up their accuracy. Plasma Bolt has a similar effect, as when it lands, it reduces the opponent’s hit chance by 20%. (*I honestly think this works better against casters*) With an Event Horizon up (which you should start with), you can throw out a bolt and if it hits, that’s a good sign to go full aggro on your opponent with Jackhammer/auto spam, because they’ll have a hard time hitting you, and if they do, there’s a damage reduction from the EH, so they won’t hit much either. In my opinion, this is the most effective DPS method for rust, as once that Plasma Bolt fades, you can just reapply it and continue going aggro. This also can reduce your chance of getting stunfucked.
Alongside its accuracy debuff, this is your long range, so you can snipe with it and space yourself until you get the debuff, and possibly even a good chunk of damage (It can do more than 1000 with a max range, but I usually get 700s-800s), and then you can chase when it hits, so hopefully you don’t get RNG screwed and it misses.
ARC LIGHTNING (THE MOST UNDERRATED SKILL EVER/ THE SMARTEST SKILL EVER)
If you’re using Rust and not using Arc Lightning, then you’re wasting over half of what Rust is fully capable of. SO LISTEN UP.
Arc Lightning is a pretty simple skill, it’s a Starlord like effect where it rebounds off of enemies in the room, a max of 4 enemies, and deals more damage per bounce. What people don’t realize is that this is the most creative move you can integrate into how you play your Rust. READ THIS NEXT PART CAREFULLY.
FREE DAMAGE TRICK (Only works on Melees.): If you reach mid before your opponent does, and they still haven’t reached B1, you can go into their B1 and go to the upper left corner above the door, and when they come into b1, wait a second and then use Arc Lightning, and it will rebound off the brawler, hitting them from far away. If it hits, good, you just got a free bit of damage, so run back into mid. If it doesn’t, no worries, just focus on landing the Plasma Bolt when they get into mid. (There’s also an anti-cmap involved in this that would completely make this a free attempted hit on players, but I’m not teaching glitches, am I?)
NPC TRICK: When you’re in an NPC room, and there are also opposing players, you can throw out an Arc Lightning and it will rebound off the NPCs and then hit the players, dealing quite a lot of AoE damage. If someone is camping in their NPC room, just use this. Restorer rooms work best.
CHASING TRICK: When you are chasing an opponent that is safezoning, you can use Arc Lightning, and the rebound off the brawler will hit the opposing opponent, hopefully finishing whatever low hp they have. If it doesn’t, It grants an automatic target on them.
Also, it’s a good idea to throw this out in 4v4s/3v3s, as the rebound will probably crit really good if you rebound it off that many, and that’s a good way to get mana back.
EVENT HORIZON:
Your final skill, Event Horizon, is what you should always start with! It’s not necessary to have this on in order to win with Rust, but it’s amazingly helpful, and if you can spare the mana for it, it’s great to have it on.
DAMAGE REDUCTION/NULLIFIER: When you have this applied, you can reduce an opponent's’ damage greatly, sometime even nullifying it into zero, which makes you a complete tank.
DoT (DAMAGE OVER TIME) NULLIFIER: If you’re being threatened by a DoT, as long as you have EH applied, the DoT is nullified to zero. If they apply it to you when you don’t have EH on, you can still apply and the DoT turns to zero.
Now that we’ve finished skills, you want builds right? Well I’m not handing everything to you on a silver platter and I’m feel like shit since I haven’t slept yet, so fuck that.
JK.
I will not actually list builds because I want you to experiment, but I’ll tell you that Fighter and Luck are good for Rust.
Fighter will help Rust be more tanky, and increase the first hit of Jackhammer, so you’ll get a higher unmissable damage.
Luck will help Rust crit more, so it’ll help conserve/gain more mana from crits, and do more damage on those crits, helping your DPS, since you’ll have much more mana to work from.
Thanks for reading my guide!