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  • Perfect World MY English PW MY: Sun, 12 Feb 2012 5:43:03 GMT+8

Basetballjones
Basetballjones

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Basetballjones Skill Combo Guide
Skill Combos and You

Original NiteBlade Guild Training Materials Published at http://Clan-Forge.Com/Niteblade

(Take note- at the time of writing I am a lvl59 EA with Lvl20 everything else almost. So while this guide is based mostly on the EA's skills specifically, all characters have similar skills and effects. Use common sense and good judgment when comparing what I've written here and what you have to work with.
If you find problems or have additions to make to the guide, just post them here.)


It will come to pass that grinding mobs will become a tiresome chore, wearing even the most valiant of hero and heiro down to exhaustion. It is to this extent that I implore the people to take up the building of skill combos so that they may better focus on other things whilst grinding- Like chatting or eating ^^
-Benjamin Franklin Pierce



Skill combos are not only a great way to set up your most efficient or powerful chain of attacks, it can also make everyday tasks even easier!

Let's say you need to grind 30-50 mobs or more... If you are fighting your level, then that can be up to 6-8 Skills used before the mob drops dead. :S
Setting up a grinding combo can make each battle require only one click of the mouse or press of a button. (After lvl50~55 I personally dropped to 3 skills and regular attacks- your weapon will get strong enough to finish mobs up easily at these levels).

Or, say you are out farming mats and all the sudden you get an arrow in your back- Your potential PKer has so much advantage that every little bit helps- So set up a PK/Def combo. This way, instead of trying to turn the camera and find the attacker, while trying to select skills to use, add healing, and AAHH!!
Just set up that PK combo, and when you get hit, just press the appropriate key and you then have time to do other things while your skills manipulate themselves.

Setting up a combo is easy looking, but in reality is very complex. Sure, you can just jam skills into a combo and spam them recklessly. But a true warrior hero will take the time to consider skill costs, effects, durations, casting and cooldown time. It also depends on the usage of that particular combo. Grinding combos should focus on getting the job done quickly without spending tons of mana, losing tons of hp, and giving you time to chat :)
PVP Combos should be all out, balls to the wall, shock and awe skill chains that would leave a stadium of 50,000 NASCAR fans speechless.


So let's consider a few things:

    Usage- Grind, PK, PVP, ???
    There is a different combo for every situation. It may be beneficial to use one chain on one enemy while that chain will be useless on another.

    Mana Cost-
    Don't break a heiro on any mob that's your own level, unless it's in FB, HH, etc. Against other peeps, break heiros all day long, whatever it takes.

    Vigor/Fury Cost-
    Same as above and something to be extra wary of. You can chain skills to build vigor then use a vigor consuming skill at the end.

    Effect- Almost all skills have a side effect
    Use them together to create some really nasty "alt effects" as I like to call them. Poison, Bleed, Sleep, Stun, Burn, etc.. can all be used with each other and other skills to make very painful combos

    Casting Time- don't get caught with your ass hanging out!
    Every skill takes time to manifest. The situation will dictate, so I can't give "general" advice here. The rule of thumb for me- If I die because I spent too much time casting, I am an idiot ><

    Cooldown time Don't get caught with your ass hanging out!
    It also takes time for your skills (potions and heiros, too) to cool down. Same as above, pay close attention to this one, if a skill in your combo is not cooled, your combo will cancel.



Here's a look at the datasheet for a skill. It tells you everything you need to know to choose the proper skills.

Image
Mana Consumption, Delay/Casting, Cooldown time, and Effect are all listed.
Now based on your situation, you can start chaining skills in a combo.

[on the right side on the Combo Skill Interface, you will see a Sword and a "U-turn" symbol. The sword is for regular attack, and the U-turn causes your combo to repeat after the point you place the U-turn. Placing the U-turn at the very beginning of the entire combo, will cause the combo to repeat over and over as necessary]

Image

This is a mob grinding combo for mobs a couple levels above me :yeah:
Here's what this Combo is doing:

    Charged Shot- Low MP consumption, and no worries about the long charge time, I usually see my mobs first and have time to do this.
    U-turn- Just in case the skill doesnt polishe the mob off proper, another round of stun, bleed, and lightning will.
    Outcold Blast- Stuns the enemy after their initial enraged reaction ^^ good fun
    Fanged Arrow- Make em bleed; Damage over time used early on can make or break a fight.
    Bane Arrow- Poison; Same as above, both skills result in a drain of 400-600 hp a second :)
    Repulse Arrow- Knock back; They are probably getting close by now. If you are not an EA, you can use another "tie breaker" skill that may end the fight.
    Lightning Bolt- Lowers Metal/lightning Defense; If my mob survived this long, it's a strong one anyway, I expend some vigor and alot of mana, but it either ends the fight or....
    Thunder Shock- Insane metal damage at any range. If the mob made it this far, it's either so low on HP it cant walk, or is about to kill me anyway. This attack usually does around 5-7K due to the lowered metal defense of the enemy. If it doesn't finish the fight, we might look at fighting weaker mobs.


This is just an example to show you some of the reasoning behind my decisions. You can form your own ideas on how to set them up, just remember the required guidelines I posted above.


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Etheline Hey, good thread you made here!
I wanna share my experience in setting up a combo for mage.

For non-elemental and wood-elemental monsters, usually I cast a combo of spell which consist of (in...... more Hey, good thread you made here!
I wanna share my experience in setting up a combo for mage.

For non-elemental and wood-elemental monsters, usually I cast a combo of spell which consist of (in order):

1st spell ==> Divine Pyro-Heirogram (cast out this spell from your farthest range)
2nd spell ==> Arenaceous Wave
3rd spell ==> Blasting Point (this should be at least lev.9) to make the monster run awar from you. Before the seal status is run out, quickly cast this spell upon them:

4th spell ==> Blizzard Blast (which slow down their speed)
5th spell ==> Arenaceous Wave (to end their life!).

Of course, this will consume a lot of MP but this trick will help you from being hit by monsters. But if their HP is doubled or their magic defense is increased, this trick is no longer work.


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