Utilizes normal skills with no gauge system within the buff window.
With the T4 changes, First Intention interacts with the identity again and gains a fixed amount of meter every normal skill usage.

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Her identity consists of 3 Esoteric Bubbles (up to 4). Hitting enemies with certain skills (normal skills) fill a portion of these orbs, allowing her to use another set of skills called Esoteric Skills, which consume a number of orbs on cast instead of mana. For that reason, Esoteric Skills are commonly known as Spenders.
Utilizes normal skills with no gauge system within the buff window.
With the T4 changes, First Intention interacts with the identity again and gains a fixed amount of meter every normal skill usage.
Utilizes Esoteric skills and the gauge system within the buff window.
Skill slot budget for a mobility skill
Freed on Conviction/Judgment and Dominion shackles
Little to no management on identity
Spammy
Non-directional
Expands on the orb management identity and the spender skills.
Higher burst capability
Non-directional
Need to maintain high uptime to optimize damage.
Can be tricky to optimize damage, especially in regards to proper Energy Combustion management.
Strict skill rotations
Very punishing if rotation is messed up
Utilizes normal skills with no gauge system within the buff window.
With the T4 changes, First Intention interacts with the identity again and gains a fixed amount of meter every normal skill usage.
Skill slot budget for a mobility skill
Freed on Conviction/Judgment and Dominion shackles
Little to no management on identity
Spammy
Non-directional
Need to maintain high uptime to optimize damage.
Can be tricky to optimize damage, especially in regards to proper Energy Combustion management.
Utilizes Esoteric skills and the gauge system within the buff window.
Expands on the orb management identity and the spender skills.
Higher burst capability
Non-directional
Strict skill rotations
Very punishing if rotation is messed up
You can swap Release Potential for Transcendent Power depending on the content.
Mass Increase is the recommended choice for
Supersonic builds.
Cursed Doll is an alternative if you have it on Relic level.
MP Efficiency is an alternative if you have it on Relic level. Otherwise, don’t bother.
Passive Damage Reduction, Second/Third Highest Damage Skill
Combustible Armor - pretty much negates Grudge negative.
Intense Battle - you must stay near the boss for this tripod to upkeep the stacks, this is the main damage increase for this skill.
Last Whisper - the damage of this tripod highly depends on how good you are managing Intense Battle.
Recasting this skill to force
Last Whisper will give you Adrenaline and Master stack. Letting it expire will not give you a stack.
However, recasting
Last Whisper will not give Esoteric Meter for
Esoteric Origin.
Poison rune will have full uptime, regardless of rarity, since it applies on every tick.
Highest Damage Skill
Second highest priority to use the
Esoteric Origin buff on.
Weak Point Detection - General damage increase for the skill.
Intense Shock - massive Crit Damage increase on the skill that comes with a DoT. Better choice because of the major increase of Crit Rate we got. Does more damage than
Light of Justice, yes really.
Pure Excellence - this simplifies Sweeping Kick from a Combo Skill to be a Normal one-hit big skill.
Second/Third Highest Damage Skill
Can be affected by
Esoteric Origin buff, lowest priority to use it on.
Wide Hit - general recommendation for most cases. You can freely swap on the other 2 tripods on this row, depending on what you need (either higher stagger, or more destruction)
Dragon Style - general damage increase. Retains Back Attack modifier.
Red Dragon - general damage increase.
Fourth Highest Damage Skill
Magick Control - general recommendation for most cases for mana management. You can opt into
Concussion if you need more stagger.
Master Hit - base cooldown increased by 7 seconds, making it sync with your main dps skills. It’s a ramping damage tripod, and you can freely move while casting the skill.
Final Strike - makes the last hit of FHF very strong. Backloaded in nature. DON’T WHIFF THE LAST HIT.
Taijutsu’s Ultimate Skill - an alternative if you don’t like the backloaded nature of Final Strike, and want more frontloaded damage instead.
Vision Rune is recommended as a stagger increase, but Galewind is a valid alternative if you prefer the increased casting speed.
Powerful crit rate buff, synergy skill
Gives a 20% Crit Rate self-buff on cast for 8 seconds.
Weakness Exposure - this is our Crit synergy tripod. Decreases 10% Crit Resistance (which equates to 10% Crit Rate for your party members) on enemies affected by it for 16 seconds. DON’T WHIFF THIS.
Quick Prep - this tripod decreases the base cooldown by 9 seconds on max rank, removing the need for us to invest a Cooldown Gem for this skill.
Supreme Ruler Afterimage - increases the base duration of the 20% Crit Rate self-buff by an additional 4 seconds, which adds up to 12 seconds.
Focus rune is strongly recommended for mana management, since this skill is used often and has a fairly high mana cost.
Primary Attack Power buff, high mana cost
Blessing of the Wind - this tripod will give us an additional 12.8% Attack Speed at max level on top of Wind’s Whisper base 8%, which totals to 20.8% Attack Speed for ourselves on cast. Important for builds that use Mass Increase to offset the negative, and Sonic Breakthrough for the overcap AS/MS conversion..
Quick Prep - decreases the base cooldown by 9 seconds on max rank.
Ready Attack - gives us 44.4% Attack Power for seconds at max rank. YOU SHOULD UNLOAD ALL YOUR SKILLS WITHIN THIS WINDOW, WITH SOME EXCEPTIONS.
Can use Quick Recharge if Purify and Focus are not needed.
Secondary Attack Power buff, Counter
Our main counter. It has 2 hits and both hits can counter.
Excellent Mobility - increases the distance of the first hit by 1 meter, which is good QoL by making it a pseudo-mobility skill (can cancel with spacebar after the dash if purely using for movement).
Weakness Exposure - this is an alternative to upkeep your Crit Synergy uptime, but it is redundant as Roar of Courage covers it fully, with massive leniency to spare.
Ready Attack - gives us a 32.8% Attack Power for 3 seconds. Used to salvage 1-2 skills to be at least buffed by Ready Attack (mainly Flash Heat Fang and Lightning Kick). This does not stack with Wind’s Whisper Ready Attack.
Flexible rune slot, can use Purify/Quick Recharge but Bleed is preferred.
Movement Skill, Minor Damage Skill
Our main mobility skill, and it does quite a decent damage by itself.
Ruthless - massively increases the damage on Staggered Foes. Countered enemies are also considered Staggered.
Quick Prep - this tripod decreases the base cooldown by 3 seconds and increases the damage by 20% at max rank. The cooldown reduction makes you cast more often, giving you more overall Esoteric Meter and higher chance to proc Quick Recharge.
Flash Lightning is necessary to run this skill for movement.
This is the T skill for First Intention since we can't use the other one.
This can be affected by the Esoteric Origin buff, and should be your top priority to consume the buff on every T cast off cooldown.
Flash Rage Blow will theoretically deal more damage than Fist of Dominance, but you need to hold it for the full duration.
Great Raging Demon Kick deals roughly 10% more damage than Eight Trigrams Chaotic Strike.
Fist of Dominance is a Normal Skill that grants 80% Damage Reduction while you're flying in the air, its a perfectly good alternative if you want to run it.
Eight Trigrams Chaotic Strike looks cool.
This is the recommended setup, and the easier version to play.
This setup makes your
Sweeping Kick TRIPLE DIPS into 3 buffs since you are consuming your
Esoteric Origin beforehand making it your highest skill in your damage distribution, even outdamaging Deadly Dive. (90% on Rank 3 Esoteric Origin * 15% from 14P Sun Core * 16% from 17P Sun Core)
Either Heaven Splitter and Dragon Style Enhancement can be used as they increase your
Sweeping Kick damage, but the former is the stronger option once you can reach 17P. Remember to switch your
Sweeping Kick tripod to
Light of Justice if you're running Dragon Style Enhancement.
The main issue about this setup is you cannot do Double Z cycles anymore, but the tradeoff is worth it for the ease of play.
Energy Combustion is a skill that deals damage periodically around you. Since it is a normal skill, the First Intention Enlightenment Tree buffs the damage on this, making it a key part of our damage done in raids. Thus, it is important to understand how it works, and how to improve your rotation around it.
Intense Battle gives a stacking buff that increases the damage of Energy Combustion.
Last Whisper gives an explosion by recasting it or at the end of Energy Combustion buff duration. In other words, Energy Combustion damage calculation (Last Whisper) is only affected by the amount of Intense Battle stacks it has, at the time of explosion.
Both of these tripods feed into each other, making it important to optimize damage based on how it changes Energy Combustion.
This means that before the explosion, you want 5 seconds to build up 10 stacks of Intense Battle on your Energy Combustion. The damage of the explosion is not built up over the duration of Energy Combustion.
This does NOT imply that Energy Combustion is not boosted by the Wind’s Whisper Ready Attack, but rather that it increases the explosion damage after it has been calculated.