Post by Azu on Jul 6, 2015 2:43:51 GMT
Preface
Since there apparently is a demand for a ‘build guide,’ I threw this together. Unfortunately, due to the nature of the game, there is no ‘best build’ for any specific ‘class.’ Instead, this post is to help you figure out what expertise does what, so you may better choose what to train to fit your own play style.
Skill Expertise
Attack With weapon in hand, smack things until they turn into a bloody pulp
Pros:
Very easy to use
Absolutely no cd or incant
Fairly easy to grind
Access to armor break
Cons:
Have to be point blank to attack
Weak to counter/spin
Just average attack power
Need a different weapon for each element
Skills
C0: Basic attack
You start out with this. Can hit 3 times in quick succession before knocking back an enemy.
C5: Combo Attack
Slightly more powerful than a basic attack, and can hit an enemy 4 times before they get knocked back.
C7: Armor Break
Arguably the most useful dmg skill for a melee. Applies a stacking debuff that reduces resistance to melee affinities every hit. Also has a slight hp cost per hit.
C8: Heavy Attack
Usually a melee’s main DPS skill for single targets. Quite a bit stronger than a normal attack, but also has a slight hp cost per hit, and knockbacks after 2 hits in quick succession.
C9: Gatling Strike
Just a tiiiiiiiiiny bit weaker than c7 attack in power, but can hit an enemy 5-7 times before knocking back.
Builds Into:
Retaliation
Rampage
Additional Notes:
Loki ss on weapons give the skill bloody attack. For a small amount of mp and mags, absorb 25% the dmg dealt as hp. Slightly weaker modifier than a c0 attack.
Armor break works on king frost quite well, allowing you to deal more than 1 dmg to it with successive stacks.
When a mob rushes you, using attack skills will interrupt them mid rush, negating dmg to yourself.
Spin Baby, you spin me 'round
Pros:
Circular AoE centered on the player
Doesn't require a target to be locked, just need to be in range
Very quick incant times
Can't be countered
Cons:
Uses a moderate % of your max hp per spin
Has a slight cooldown time between spins
Needs a different weapon for each element
Low damage modifiers
Can't move while skill is loaded
Skills
C0: Dragon Sweep
You start with this. Slightly weaker than a normal attack, but is an AoE type. Range is about equal to your character height.
C1: Crescent Slash
A force affinity spin with a slightly longer range (about half a character). Also roughly twice as powerful as dragon sweep. It only hits enemies in a 90 degree arc in front of you though.
Requires a lock-on to aim, but will auto-target the closest enemy.
C1: Tail of the Dragon
A minor upgrade compared to dragon sweep. Has a minor increase in range and damage, but also a minor increase in hp cost.
C3: Shadowy Spiral Weave
Actually a smidgen weaker than tail of the dragon in power, but has increased range and sometimes applies a force based stun effect to enemies.
C5: Giant Swing
Not much more powerful than a basic attack, but has the same range as crescent slash. Its redeeming feature is that it can be used twice in a row, and doesnt knockback on the first hit.
C7: Trinity Raider
You look a bit silly using this, but its actually quite a good DPS skill owing to the fact that it can be used 3 times in a row, and has a low knockback modifier. Hits around twice as hard as dragon sweep and has longer range, but its frontal arc only. Requires a lock-on to aim, but will auto-target the closest enemy.
C7: Maelstrom
Another minor upgrade to dragon sweep. Improved range and power, but also twice the hp cost. Has a 3o% chance of inflicting either spell, bullet or slash hex on hit.
Builds into:
Rampage
Additional Notes:
Raising spin will increase the dmg dealt with spin based equipment skills (powered impact, corona rise, raikou, etc), but with their intrinsically high modifiers, you usually dont need to.
The high knockback modifier will move things out of range of teammates if you dont 1-shot, which can be a boon or a blessing depending on the party/situation.
Rush CHARGEEEEeeeeeeeeeeee....
Pros:
High damage modifiers
No cooldown
Can move while incanting
Can hit targets before they can use a spin
Cons:
Moderate HP cost per use
Weak to counter/basic attacks
Moderate incant times
Needs a different weapon for each element
Skills:
C0: Vulcan Hit
You start out with this. Minor hp cost per use, but almost twice as strong as your basic attack.
C1: Asura Charge
Exactly twice as strong as a basic attack. It also has a slight AoE effect.
C1: Heaven's Gate
Single target, and slightly weaker than asura charge, but very low hp cost per use. Useful for grinding.
C3: Self-Explosion
ALLAHU AKBAR! In all honesty though, it's usually a pretty daft idea to use this...
C5: Tyrannical Jaw
Approximately 5o% stronger than asura charge. Can be used twice in a row.
C7: Blade of the Beast King
Same dmg modifier as asura charge, but has 1/1oth the incant, and can be used 6 times in a row. Also applies slash hex at a 1oo% rate
C7: Dai-Setsudan (lit. Large cut...)
Very powerful modifier, but has a 5s incant time.
Builds Into:
Rampage
Demolition Dash
Additional Notes:
Rush is a double edged sword. High burst dmg, but easily interrupted.
Stacking gear that increase all or weapon based skills can really increase the dps potential.
Pay attention to mob activity. Mobs will face you and stand still while in either counter or dodge stance.
Shot Just what the doctor ordered
Pros:
Ranged attack
No cooldown
Can move with a shot skill loaded
Cons:
Requires bullets
Slight incant time
Weak to dodge
Weak modifiers compared to melee
Cannot move while incanting
Needs a different weapon for each element
Skills:
C0: Ranged Shot
You start with this. Pretty easy to use, and being able to keep at range usually keeps you safe. Range is about 4 character heights.
C5: Long-Range Shot
Extremely long range shot. little less than double the range on a normal shot. Does a little more damage, has a slightly longer incant, and has a very high knockback modifier. Post shot delay is quite long however.
C7: Spiral Shot
Stronger than a basic shot by about 5o%. Also hits in a large box shaped area in front of you. Approximately 1.5 character lengths in width and 3 characters in length.
C9: Double Berette Shot
Just a smidgen stronger than spiral shot, and half a character length longer range than a basic shot. Each load lets you shoot twice in succession.
Builds Into:
Magic Bullet
Sharpshooter
Additional Notes:
Rather than using the actual shot skills, building into magic bullet is more common due to its utility and better dmg.
Long range shot is very useful for pulling mobs with its range, or giving you room to escape with its knockback.
Super armor will remove that long delay after an enemy dodges your shot.
Rapid Pew pew
Pros:
Very high single target dps
Low incant times
Access to viper scope
Cons:
Cannot move while using rapid skills
Requires bullets and mp
Slight cooldown on skills
Near point-blank range
Needs a different weapon for each element
Skills:
C0: Trigger Happy
You start with this. While each individual shot is weaker than a basic shot by a bit, it has 3 stacks per load. Range is a little shorter than 2 character lengths.
C1: Seven Samurai
A magnificant grinding tool for rapid, gk, and pursuit. Does fixed damage, but has an extremely low knockback modifier. Can almost literally shoot forever on the same target.
C1: Eraser
A minor upgrade to trigger happy, with a tad better dmg modifier and 6 stacks. Would recommend getting this only after fully grinding with seven samurai
C3: Viper Scope
The gunner's version of a melee's armor break. Each hit applies a stacking debuff that decreases the target's resistance to gun affinities. Fairly powerful by itself.
C5: Bullet-Ridden Pit
An early DPS skill. Same power as eraser, with slightly lower delay between shots. 1o stacks/load, but slightly shorter range
C7: Heavy Sonic Trigger
Arguably the best non-gear based dps skill. Middling dmg modifier and high knockback rate, but VERY short delay between shots and slightly longer range. 14 stacks/load but twice the cooldown of the other rapid skills
C7: Qi-Burst
Uses mags instead of bullets. Why you would use this over sonic trigger is beyond me.
C8: Blast Trigger
Slightly more powerful mod than sonic trigger with a range of around 2.5 character lengths. While it doesn't have the short shot delay like sonic trigger, it has a very low knockback rate. Imagine it like a seven samurai that does damage.
Builds Into:
Support Bullet
Additional Notes:
Heavy sonic trigger has a very high knockback rate. Most enemies will only take a single shot before being flung back. Counteract this with either damage hex from C4.5 curse of the wretched, or by getting shock ailment gear.
Rapid skills will consume bullets very quickly, so carry a few stacks with you when dungeon delving.
Taking damage will cancel any remaining stacks of your rapid skill, and place it into cooldown. This can be negated with certain gear or skills.
With super armor, you can usually shoot faster than the enemy can get back into dodge stance.
Hit esc to cancel rapid stance so you can move again.
Guard Woah man, take it easy
Pros:
Mitigates dmg from spins or attacks
Blocks certain attack gimmicks from certain bosses
Blocked enemies get forced into a cooldown mode where you're free to attack
Cons:
Weak to rush/ranged attacks
Usually seen as useless in endgame
Takes fraction of a second to get into stance
Can't block more than 1 attack at a time
Skills:
C0: Basic Guard
You start with this. Takes a half second to get into guard stance, and blocked attacks will freeze enemies for a little under 2 seconds. This is all you need for blocking dmg from earthquakes in diaspora.
C1: Smite Guard
A little more than 3 times more effective as basic guard, and freezes a blocked enemy for a bit longer.
C1: Stun Guard
Twice as effective at blocking damage than basic guard, and also applies a force based stun effect to blocked enemies.
C1.5: Fast Guard Position
This is a toggle skill that cuts guard incant by 5o%, but you lose 2o crit when it's active.
C3: Power Guard
A little more than twice as strong as smite guard, and adds an extra second of freeze to blocked enemies. Will also cause a knockback effect. 3s cooldown and a fraction of a second longer incant though.
C5: Wither Guard
Blocks a little less damage than power guard, and has the same freeze frames as basic guard, but blocked enemies will have their melee affinity resistances dropped by 5o%.
C7: Resolution Guard
Blocks a little more damage than power guard, but doesnt freeze enemies as long. However, a single block will freeze and knockback enemies in a small radius around you. Takes about 1 second to incant and has a 4.5s cooldown though.
C9: Blocking
Massive damage mitigation, almost 19 times more effective than basic guard. Only stuns enemies for a fraction of a second, but it knocks them back. Supposedly it has no incant or cooldown.
Builds Into:
Nothing
Additional Notes:
Wither guard is easier to get than armor break, but requires that something attack you to apply it.
While in guard stance, you can move around, but at a reduced speed.
Counter I'm rubber, you're glue...
Pros:
Cancels dmg from rushes and basic attacks and hits enemies with your own
Almighty affinity
Cons:
Slight incant time
Requires an enemy attack to hit you
Weak to spins/ranged attacks
Skills:
C0: Tetra Counter
C0.5: Sword Slap
C1:
C1:
C2:
C3:
C5:
C7:
C7.5:
C9:
Builds Into:
Nothing
Additional Notes:
Dodge Remember: Dodge, Duck, Dip, Dive, and Dodge
Pros:
Cons:
Skills:
Builds Into:
Additional Notes:
Curative The power of Christ compels you!
Pros:
Cons:
Skills:
Builds Into:
Additional Notes:
Destruction Magic Every chuuni's dream
Pros:
Cons:
Skills:
Builds Into:
Additional Notes:
Support Magic Legal roids
Pros:
Cons:
Skills:
Builds Into:
Additional Notes:
Curse Magic Voodoo dolls optional, but not required
Pros:
Cons:
Skills:
Builds Into:
Additional Notes:
Talk 'Sup guys
Pros:
Cons:
Skills:
Builds Into:
Additional Notes:
Threaten Are YOU talkin' to ME?
Pros:
Cons:
Skills:
Builds Into:
Additional Notes:
Taunt Come at meh brah!
Pros:
Cons:
Skills:
Builds Into:
Additional Notes:
Summon I ask of thee, art thou my master?
Pros:
Cons:
Skills:
Builds Into:
Additional Notes:
Knowledge Expertise
Occultism
Fusion
Demonology
Weapon Knowledge
Survival Techniques
Psychology
Medical Sciences
Crushing Technique
Mineralogy
Biology
Blades
Sketching
Creation
Crafts
Gun Knowledge
Pursuit
Magic Control
Bless
Chains
WIP
Note:
this is still a WIP, but feel free to leave comments/suggestion below
[/font]
Since there apparently is a demand for a ‘build guide,’ I threw this together. Unfortunately, due to the nature of the game, there is no ‘best build’ for any specific ‘class.’ Instead, this post is to help you figure out what expertise does what, so you may better choose what to train to fit your own play style.
Skill Expertise
Attack With weapon in hand, smack things until they turn into a bloody pulp
Pros:
Very easy to use
Absolutely no cd or incant
Fairly easy to grind
Access to armor break
Cons:
Have to be point blank to attack
Weak to counter/spin
Just average attack power
Need a different weapon for each element
Skills
C0: Basic attack
You start out with this. Can hit 3 times in quick succession before knocking back an enemy.
C5: Combo Attack
Slightly more powerful than a basic attack, and can hit an enemy 4 times before they get knocked back.
C7: Armor Break
Arguably the most useful dmg skill for a melee. Applies a stacking debuff that reduces resistance to melee affinities every hit. Also has a slight hp cost per hit.
C8: Heavy Attack
Usually a melee’s main DPS skill for single targets. Quite a bit stronger than a normal attack, but also has a slight hp cost per hit, and knockbacks after 2 hits in quick succession.
C9: Gatling Strike
Just a tiiiiiiiiiny bit weaker than c7 attack in power, but can hit an enemy 5-7 times before knocking back.
Builds Into:
Retaliation
Rampage
Additional Notes:
Loki ss on weapons give the skill bloody attack. For a small amount of mp and mags, absorb 25% the dmg dealt as hp. Slightly weaker modifier than a c0 attack.
Armor break works on king frost quite well, allowing you to deal more than 1 dmg to it with successive stacks.
When a mob rushes you, using attack skills will interrupt them mid rush, negating dmg to yourself.
Spin Baby, you spin me 'round
Pros:
Circular AoE centered on the player
Doesn't require a target to be locked, just need to be in range
Very quick incant times
Can't be countered
Cons:
Uses a moderate % of your max hp per spin
Has a slight cooldown time between spins
Needs a different weapon for each element
Low damage modifiers
Can't move while skill is loaded
Skills
C0: Dragon Sweep
You start with this. Slightly weaker than a normal attack, but is an AoE type. Range is about equal to your character height.
C1: Crescent Slash
A force affinity spin with a slightly longer range (about half a character). Also roughly twice as powerful as dragon sweep. It only hits enemies in a 90 degree arc in front of you though.
Requires a lock-on to aim, but will auto-target the closest enemy.
C1: Tail of the Dragon
A minor upgrade compared to dragon sweep. Has a minor increase in range and damage, but also a minor increase in hp cost.
C3: Shadowy Spiral Weave
Actually a smidgen weaker than tail of the dragon in power, but has increased range and sometimes applies a force based stun effect to enemies.
C5: Giant Swing
Not much more powerful than a basic attack, but has the same range as crescent slash. Its redeeming feature is that it can be used twice in a row, and doesnt knockback on the first hit.
C7: Trinity Raider
You look a bit silly using this, but its actually quite a good DPS skill owing to the fact that it can be used 3 times in a row, and has a low knockback modifier. Hits around twice as hard as dragon sweep and has longer range, but its frontal arc only. Requires a lock-on to aim, but will auto-target the closest enemy.
C7: Maelstrom
Another minor upgrade to dragon sweep. Improved range and power, but also twice the hp cost. Has a 3o% chance of inflicting either spell, bullet or slash hex on hit.
Builds into:
Rampage
Additional Notes:
Raising spin will increase the dmg dealt with spin based equipment skills (powered impact, corona rise, raikou, etc), but with their intrinsically high modifiers, you usually dont need to.
The high knockback modifier will move things out of range of teammates if you dont 1-shot, which can be a boon or a blessing depending on the party/situation.
Rush CHARGEEEEeeeeeeeeeeee....
Pros:
High damage modifiers
No cooldown
Can move while incanting
Can hit targets before they can use a spin
Cons:
Moderate HP cost per use
Weak to counter/basic attacks
Moderate incant times
Needs a different weapon for each element
Skills:
C0: Vulcan Hit
You start out with this. Minor hp cost per use, but almost twice as strong as your basic attack.
C1: Asura Charge
Exactly twice as strong as a basic attack. It also has a slight AoE effect.
C1: Heaven's Gate
Single target, and slightly weaker than asura charge, but very low hp cost per use. Useful for grinding.
C3: Self-Explosion
ALLAHU AKBAR! In all honesty though, it's usually a pretty daft idea to use this...
C5: Tyrannical Jaw
Approximately 5o% stronger than asura charge. Can be used twice in a row.
C7: Blade of the Beast King
Same dmg modifier as asura charge, but has 1/1oth the incant, and can be used 6 times in a row. Also applies slash hex at a 1oo% rate
C7: Dai-Setsudan (lit. Large cut...)
Very powerful modifier, but has a 5s incant time.
Builds Into:
Rampage
Demolition Dash
Additional Notes:
Rush is a double edged sword. High burst dmg, but easily interrupted.
Stacking gear that increase all or weapon based skills can really increase the dps potential.
Pay attention to mob activity. Mobs will face you and stand still while in either counter or dodge stance.
Shot Just what the doctor ordered
Pros:
Ranged attack
No cooldown
Can move with a shot skill loaded
Cons:
Requires bullets
Slight incant time
Weak to dodge
Weak modifiers compared to melee
Cannot move while incanting
Needs a different weapon for each element
Skills:
C0: Ranged Shot
You start with this. Pretty easy to use, and being able to keep at range usually keeps you safe. Range is about 4 character heights.
C5: Long-Range Shot
Extremely long range shot. little less than double the range on a normal shot. Does a little more damage, has a slightly longer incant, and has a very high knockback modifier. Post shot delay is quite long however.
C7: Spiral Shot
Stronger than a basic shot by about 5o%. Also hits in a large box shaped area in front of you. Approximately 1.5 character lengths in width and 3 characters in length.
C9: Double Berette Shot
Just a smidgen stronger than spiral shot, and half a character length longer range than a basic shot. Each load lets you shoot twice in succession.
Builds Into:
Magic Bullet
Sharpshooter
Additional Notes:
Rather than using the actual shot skills, building into magic bullet is more common due to its utility and better dmg.
Long range shot is very useful for pulling mobs with its range, or giving you room to escape with its knockback.
Super armor will remove that long delay after an enemy dodges your shot.
Rapid Pew pew
Pros:
Very high single target dps
Low incant times
Access to viper scope
Cons:
Cannot move while using rapid skills
Requires bullets and mp
Slight cooldown on skills
Near point-blank range
Needs a different weapon for each element
Skills:
C0: Trigger Happy
You start with this. While each individual shot is weaker than a basic shot by a bit, it has 3 stacks per load. Range is a little shorter than 2 character lengths.
C1: Seven Samurai
A magnificant grinding tool for rapid, gk, and pursuit. Does fixed damage, but has an extremely low knockback modifier. Can almost literally shoot forever on the same target.
C1: Eraser
A minor upgrade to trigger happy, with a tad better dmg modifier and 6 stacks. Would recommend getting this only after fully grinding with seven samurai
C3: Viper Scope
The gunner's version of a melee's armor break. Each hit applies a stacking debuff that decreases the target's resistance to gun affinities. Fairly powerful by itself.
C5: Bullet-Ridden Pit
An early DPS skill. Same power as eraser, with slightly lower delay between shots. 1o stacks/load, but slightly shorter range
C7: Heavy Sonic Trigger
Arguably the best non-gear based dps skill. Middling dmg modifier and high knockback rate, but VERY short delay between shots and slightly longer range. 14 stacks/load but twice the cooldown of the other rapid skills
C7: Qi-Burst
Uses mags instead of bullets. Why you would use this over sonic trigger is beyond me.
C8: Blast Trigger
Slightly more powerful mod than sonic trigger with a range of around 2.5 character lengths. While it doesn't have the short shot delay like sonic trigger, it has a very low knockback rate. Imagine it like a seven samurai that does damage.
Builds Into:
Support Bullet
Additional Notes:
Heavy sonic trigger has a very high knockback rate. Most enemies will only take a single shot before being flung back. Counteract this with either damage hex from C4.5 curse of the wretched, or by getting shock ailment gear.
Rapid skills will consume bullets very quickly, so carry a few stacks with you when dungeon delving.
Taking damage will cancel any remaining stacks of your rapid skill, and place it into cooldown. This can be negated with certain gear or skills.
With super armor, you can usually shoot faster than the enemy can get back into dodge stance.
Hit esc to cancel rapid stance so you can move again.
Guard Woah man, take it easy
Pros:
Mitigates dmg from spins or attacks
Blocks certain attack gimmicks from certain bosses
Blocked enemies get forced into a cooldown mode where you're free to attack
Cons:
Weak to rush/ranged attacks
Usually seen as useless in endgame
Takes fraction of a second to get into stance
Can't block more than 1 attack at a time
Skills:
C0: Basic Guard
You start with this. Takes a half second to get into guard stance, and blocked attacks will freeze enemies for a little under 2 seconds. This is all you need for blocking dmg from earthquakes in diaspora.
C1: Smite Guard
A little more than 3 times more effective as basic guard, and freezes a blocked enemy for a bit longer.
C1: Stun Guard
Twice as effective at blocking damage than basic guard, and also applies a force based stun effect to blocked enemies.
C1.5: Fast Guard Position
This is a toggle skill that cuts guard incant by 5o%, but you lose 2o crit when it's active.
C3: Power Guard
A little more than twice as strong as smite guard, and adds an extra second of freeze to blocked enemies. Will also cause a knockback effect. 3s cooldown and a fraction of a second longer incant though.
C5: Wither Guard
Blocks a little less damage than power guard, and has the same freeze frames as basic guard, but blocked enemies will have their melee affinity resistances dropped by 5o%.
C7: Resolution Guard
Blocks a little more damage than power guard, but doesnt freeze enemies as long. However, a single block will freeze and knockback enemies in a small radius around you. Takes about 1 second to incant and has a 4.5s cooldown though.
C9: Blocking
Massive damage mitigation, almost 19 times more effective than basic guard. Only stuns enemies for a fraction of a second, but it knocks them back. Supposedly it has no incant or cooldown.
Builds Into:
Nothing
Additional Notes:
Wither guard is easier to get than armor break, but requires that something attack you to apply it.
While in guard stance, you can move around, but at a reduced speed.
Counter I'm rubber, you're glue...
Pros:
Cancels dmg from rushes and basic attacks and hits enemies with your own
Almighty affinity
Cons:
Slight incant time
Requires an enemy attack to hit you
Weak to spins/ranged attacks
Skills:
C0: Tetra Counter
C0.5: Sword Slap
C1:
C1:
C2:
C3:
C5:
C7:
C7.5:
C9:
Builds Into:
Nothing
Additional Notes:
Dodge Remember: Dodge, Duck, Dip, Dive, and Dodge
Pros:
Cons:
Skills:
Builds Into:
Additional Notes:
Curative The power of Christ compels you!
Pros:
Cons:
Skills:
Builds Into:
Additional Notes:
Destruction Magic Every chuuni's dream
Pros:
Cons:
Skills:
Builds Into:
Additional Notes:
Support Magic Legal roids
Pros:
Cons:
Skills:
Builds Into:
Additional Notes:
Curse Magic Voodoo dolls optional, but not required
Pros:
Cons:
Skills:
Builds Into:
Additional Notes:
Talk 'Sup guys
Pros:
Cons:
Skills:
Builds Into:
Additional Notes:
Threaten Are YOU talkin' to ME?
Pros:
Cons:
Skills:
Builds Into:
Additional Notes:
Taunt Come at meh brah!
Pros:
Cons:
Skills:
Builds Into:
Additional Notes:
Summon I ask of thee, art thou my master?
Pros:
Cons:
Skills:
Builds Into:
Additional Notes:
Knowledge Expertise
Occultism
Fusion
Demonology
Weapon Knowledge
Survival Techniques
Psychology
Medical Sciences
Crushing Technique
Mineralogy
Biology
Blades
Sketching
Creation
Crafts
Gun Knowledge
Pursuit
Magic Control
Bless
Chains
WIP
Note:
this is still a WIP, but feel free to leave comments/suggestion below
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