0% found this document useful (0 votes)
157 views8 pages

Elysium End-Game Guide: Scoundrel

This document provides an end-game guide for playing a Scoundrel class in the VRMMORPG OrbusVR. It outlines the optimal talent build, card rotation, equipment setup, and boss strategies for high damage output in level 15 dungeons. The guide emphasizes maintaining a rotation of charged shots followed by quick shots to maximize DPS. It recommends referencing an additional in-depth Scoundrel guide by another player that pioneered high DPS Scoundrel techniques.

Uploaded by

tai
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
157 views8 pages

Elysium End-Game Guide: Scoundrel

This document provides an end-game guide for playing a Scoundrel class in the VRMMORPG OrbusVR. It outlines the optimal talent build, card rotation, equipment setup, and boss strategies for high damage output in level 15 dungeons. The guide emphasizes maintaining a rotation of charged shots followed by quick shots to maximize DPS. It recommends referencing an additional in-depth Scoundrel guide by another player that pioneered high DPS Scoundrel techniques.

Uploaded by

tai
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 8

Elysium End-Game Guide

Scoundrel

Written by MewMasterBro
Edited and Formatted by Mishka

Note:
The Scoundrel is a tricky class to get the hang of. While the class seems intuitive, there are very specific things
you need to learn in order to get maximum DPS. A huge shoutout goes to Scott for cracking the riddle that was
Scoundrel DPS. Pretty much every end-game Scoundrel uses rotations based on Scott’s findings. There’s a link at
the end of this PDF to Scott’s Advanced Scoundrel Guide. We highly recommend watching this video.
Introduction

Elysium is an End-Game oriented Fellowship in the VRMMORPG


OrbusVR. As of the writing of these guides (May of 2020), Elysium is the
#1 ranked guild for PvE. Although we’re strict about who we let in and we
focus on being the best of the best, we want to help the rest of the commu-
nity grow and improve at the game as well. These guides were written by
our elite members for the purpose of helping any and all other players who
want to play at the highest level of the game. We’ve done the testing, run
the numbers, and tried many tactics to arrive at the rotations and strategies
we currently use. While we encourage you to experiment with different
strategies and rotations, these are the ones that we use when running level
15 Shard Dungeons. They work for us, but we’ve also been running dun-
geons as a tight-knit group for a long time. If something we suggest isn’t
working, communicate with the rest of your team and see what you can
modify.
Scoundrel Cards
Vines: This applies a poison debuff on a single target you shoot.

Ice: This applies a debuff that slows your target.

Flame: This Increases the damage of your next shot significantly. Make sure
you get a full charged shot to get maximum effect out of this card.

Light: This Heals you for the amount of damage that it does to the enemy.
Your best bet is to store this card on your belt and charge shot with it when
needed.

Flint: This applies a debuff to your enemy allowing you and others to out-
put more damage per shot on them. Commonly used before your “flame
card charged” and saved on your belt.

Ash: This card will increase the Crit Chance of your next shot. With the
ridiculously high Crit Chance you already get, you’re better off burning this
card.

Burning Cards
Burning a card will apply an effect to the next card you use.

Flame/Light: Makes the next card spread its debuff to nearby enemies. For
trash mobs, burn Flame/Light cards to spread a Poison.

Vine/Ice: Increases the potency of damage cards. Use this for your Flame
and Vine cards. Pretty much always burn Ice.

Ash/Flint: Will add a copy of your card you’re Empowering into the deck.
Talents
Level 5
Definitely take Slow Burn. You shouldn’t ever have a fully loaded gun
except for at the start of fights. Additionally, the two extra seconds of
Debuffs/Poison will bump your DPS up.
Level 10
Quick Draw is the choice to go with here. The other choice will actually
decrease your DPS.

Level 15
On The Line is the clear choice here as you should ALWAYS be focused
on higher ranks for more damage output. This will improve your DPS by a
landslide. You shouldn’t be hitting below a Rank IV, and should really strive
to keep Rank V up 100% of the time.

Level 20
Break Shot takes the cake here. 5% increase on ALL DPS as long as you get
a full charged shot. You’ll see shortly that charged shots make up a large
portion of our shot rotation, so this will be a huge boon.

Level 30
True Gambler is going to increase your DPS tremendously. Up to 50% in-
creased Crit Chance is ridiculous. The 50% increased incoming damage
shouldn’t be an issue as long as you deal with mechanics properly. The only
times this will hurt is on Gorgon (Bouncing Bolts) and Mist Keeper, but
your Healer should be able to keep you alive.
Rotation
The rotation as a Scoundrel is simple, but takes some practice.

Step 1: Apply a Charged Rank 5.


Step 2: Full 3 Charge shot.
Step 3: Two shots in quick succession.
Step 4: Full 3 Charge shot.
Step 5: Two shots in quick succession.

Essentially, just keep following the rotation, adding extra shots now and
then to keep your ammo bar about at the halfway point. You should be us-
ing your cards as soon as they come up. This should allow you to maintain
high DPS (40-50k) while not running out of ammo.

During fights with bosses that have downtime, you can let your gun fully
load and then burst shots when they take damage again.

With trash mobs, spread your Poison debuff among the group and focus on
casters first. Always kill mobs that can cast Poison first.
Dungeon Bosses:
Crypt
Dungeon Troll - While Mages and Shamans should be up close and personal to keep circles hitting the Troll, feel
free to stay back. Time your shots so that your Rank 5 hits right before the circles explode. During the downtime,
try and get an Empowered Poison or Flint ready for maximum DPS.

Lich King - Stay back and in line with the Lich’s shoulders. Keep rotation up and avoid dying to mechanics.

Sewer
Mutated Rat - This is probably the easiest boss to deal with. Just keep your rotation up and don’t miss your shots.

Sewer Slime - This is one of the few times where you may not want to burn the Ice card. It can come in handy
in tight spots to give somebody much needed space to avoid getting one shot. Stay with the group, using your
Charged Shots to interrupt the Slime Bolt.
Airship
Chaos Purity - Stay at range to keep your Rank V up. Catch orbs on your head to avoid having to deal with AOE
circles. Keep your rotation up and enjoy killing.

Chaos Hunter - Same old same old. Shoot, get DPS, and when you see the Impending Doom debuff, cleanse
yourself in the circle, then get back to range.

Broken Halls
Minotaur - Another easy boss. Stand behind the tank. Shamans, Musketeers, Bards, and Paladins can all take
care of the interrupt. You just worry about murdering.

Gorgon - Yet another easy boss. Stay in line, and make sure you’re far enough back to get your Rank V. You may
have to get closer in between Curved Shots to get healing. Kill the Minion boxes before they spawn Minions, and
keep rotation up.

Abandoned Mines
Dovregubben - Unless you have a Musketeer (and you really shouldn’t), shooting the spikes is going to fall on
you. As Tank leads the boss to each spike, get your cards in order, shoot the spike, then continue your rotation.

Scav Shaman - Rotation as normal, but watch out for Puzzling Predicament. You have to move FAST because of
the increased damage you take. During Magic Missile, always jump as soon as he starts casting. If you wait to see
if it hits you, you’re already dead.

Ancient Temple
Ancient Guardian - Always, ALWAYS stay near one of the pillars. I tend to pick a pillar and stay there. Keep your
Rank V up and use the downtime when he’s shielded to get your cards in order.

Mist Keeper - Follow the mechanics and keep DPS up. Let the mages deal with the orbs; you just focus on killing
the boss. If Mages can’t hit all the orbs, your Poison card will do the trick.
Equipment

Armor
Your affixes on your armor should Projectile Damage and Crit
Damage. You’re going to have ridiculous Crit Chance already; any more is
redundant. Your focus here is purely damage.

Weapon
Your weapon Affixes should be Bleed and Iceheart. This is pretty standard
among DPS. Prioritize Bleed if you don’t have a legendary.

Rings
As with all other DPS classes, you should have the World Boss rings
infused into each other, and the affixes are Empowered and Elite Hunter.
This gives you maximum damage, which is what we’re after.
Becoming the Ultimate Scoundrel

Scott from Fireflies is the reason Scoundrel is achieving high DPS. Be-
fore his testing, Scoundrel was seen as a rather low DPS class with level
30 players hitting 20k and being proud of it. The idea of hitting a Charged
shot followed quick shots to hit max numbers comes from him. We
highly, HIGHLY recommend watching his Advanced Scoundrel Guide
video, linked here:

https://www.youtube.com/watch?v=UEBJ5LZgGuU

You might also like