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Fiery Fury Or Icy Wrath - Saleana And Elestra Pve Guide (Updated To 93 Cap)


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#1 Vaahneon

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Posted 21 July 2012 - 07:36 AM

Freedomplays version:
Saleana : http://www.freedompl...eana-pve-guide/
Elestra: http://www.freedompl...stra-pve-guide/


Disclaimer: All information stated in this guide is based on what I have researched, tested, experienced and compiled with the Elemental Lord classes, any misconceptions or additional information, please do tell me about it.

This guide is not meant to be followed in Toto, but it is to aid players and give them more insights about the Elemental Lords. The template builds below are based more on my own gameplay and preference, whether you follow it or not it is your decision.

Skills are separated according to priority, core skills being the must max or kept at high level skills and optional skills are dependent on preference (either max learned at whatever level or just prereq your call), and finally an explanation on the skills not usually learned or used in PVE. There would usually be excess SP when you follow it exactly, I don't max it all out if I dont have anything left important to learn, so they would be filled to your discretion.


Elemental Lords

Saleana and Elestra

"Ravaging the battlefield with raging flames and icy gusts, leaving no trace of life behind"


Elemental Lord is a sorceress specialization wherein she learns her advanced spells of the fire and ice element, she slows enemies down with freeze and frostbite, then roasts her enemies alive, or bring them all to an icy cold grave.

Elemental Lords have high damaging capability and in general have wide AOE and long range spells, but can also do well in melee combat, with shields to raise their super armor (lowers chances of being interrupted from spellcasting) but minimal skill mobility, and of course the general weakness of sorceress, low base hp pool and manual dodging ability.

The Roles of the Elemental Lord

Elemental Lord holds 2 roles, a Ravager (magic damage dealing), and a Saboteur (debuff applying)

Ravager

Elemental Lord can do damage with either element, Fire still having an advantage over Ice in terms of raw power, but some spells are channeling in nature. Ice favors fast casting and very short CD, and can slow opponents.

Saboteur

Elemental Lords holds 3 debuffs: mainly burn, freeze and frostbite. Burn deals damage over time depending on the skill that inflicted it, which ticks every 2 seconds, Burn also triggers Saleana's passive Burning Hand which inflicts more damage with fire spells on her enemies. Freeze can halt some enemies and make enemies take more of your original damage (explained in more detail later),  and trigger's Elestra's Frost Mastery, which inflicts more damage with ice spells on her enemies. Frostbite slows enemy movement by 30% lasting 5 seconds. Phoenix storm spell harbors an elemental resistance reduction debuff, which lowers target elemental resistances by 20%.

The Introduction to the Sub-specializations of the Elemental Lord


Saleana


" The Fury of Fire, never quenched, burns brightly with pride and power, with it bears ultimate desolation "


Elemental Lord who deepens her mastery of the fire element, burning enemies into a crisp with the fury of flames. She leans more on the fire tree, she gets the burning hand passive which further improves the overall destructive ability of fire magic, and further gets the passive enhancements of the fire skills which boosts their overall destructive potential. She takes the role of Main Ravager in a party, with a partial support role.

Proposed Skill Build

Posted Image


This skill build template focuses on the fire spells making full use of the burning hand passive. The overleveled skills are my preferred skills to have tech accessories (if you plan to use them but they're one of the best accessories to obtain at this point in time)

Sorceress Passives
Usually just all maxed out, but the critical passives there would be the increase max HP passive and the MP recovery passive. The increase max MP passive would be optional.


Core Skills/Passives:

Fireball (With Class Mastery 2 Passive)
One of your main damaging spells, with an almost unlimited range and low CD. The drawback is the almost 3 seconds charging time and aiming at a distance is not actually an easy thing to do. The EX passive gives a lingering effect on the skill, any target can still get hit so long as the explosion animation is still there and gives more damage to the skill, Also enables the 3-way Fireball when you release it with right click, which does slightly more damage than single fireball if you manage to aim all 3 balls at the target and they all get a crit hit, aiming 3-way at a target requires more often than not point-blank range (unless its a huge one). This skill is a priority for weapon costume skill or technique accessory and cash skill plate.

With the Class Mastery II Passive you can instantly cast a fully charged Fireball EX which is triggered by 2 skills, Flame Spark and Phoenix Storm. Phoenix Storm however will reset the CD of the instant, so its best you trigger it first with flame spark before triggering it with phoenix storm. Usually you need to do this point blank, as Phoenix Storm has to hit a target to reset the CD.

Burning Hand
Adds 50% of the fire spell hit that triggered it. It has an activation rate of 20%, but can be raised to 50% if you wear Burning Hand activation rate skill heraldry plate (the damage increase option of this plate doesnt appeal much since you only have 20% activation rate). Shown as a fire attribute damage with a damage duplicator (+) sign. Currently does not affect the awakening skills Flame Burst and Meteor Call.

Rolling Lava
Also one of your main damaging spells but needs positioning especially with smaller mobs or if you want to get the most out of this skill. The best way is usually to cast it midway of your target and not directly in front so it can receive the summoning, rolling and final explosive hit. But still your priority here is to let the target receive the explosion hit, as that does 90% of the board damage or pretty much more than half of the skill's output.

Class Mastery I
Directly adds 50% intellect, this makes intellect options for sorceress give better output than choosing matk options for heraldries or talismans (well critical rate is the priority but if you got spares then int will your next option if not FD)

Phoenix Storm
Your primary debuffing skill which is also best used at point blank range to get all 3 birds to hit your target, also does elemental resist reduction by 20%. Also your trigger for Class Mastery II.

Flame Road
Usually used as a mob clearing spell, but also does a lot of damage if you can manage to get all or most of the hits on your target. You can blink out anytime within the channeling phase if the situation calls it. Its best you encircle your target to the most out of the hits, as you tend to lose some of them if you overlap the burn spots. Your preferred skill to tech in the tech earring roster of skills.

Firewall (with Awakening Passive)
Awakened Firewall is the new fast mob clearing spell for Saleana, turned into an instacast spell but still retaining the forward flames of the EX Passive, one of the most used spells as it also lets you gain fever bubbles. also a good option for a tech ring since this spell is used almost every off cd.

Ignite (with Awakening Passive)
If firewall didnt kill them yet ignite will more or less finish the job of mob clearing, with its hastened casting time, using it even on bosses aint so bad now, also doubled the output. Also a spell to get fever bubbles from. Using a tech accessory is a nice option, since you only have fireball and ignite to choose from and if you are already using a cash weapon with a +1 skill effect more of less ignite will be your only choice in that roster of skills to choose from when making a tech necklace.

Meteor Call (Awakening Active)
Requires you to be at a distance to get this spell to hit, with lava damage after the falling meteor hit. Not very impressive and usually used as a filler unless you have fever bubbles ready. Normal Meteor Call and Fever Meteor Call do not share CD.

Flame Burst (Awakening Active)
(Yes this has the same skill name as the Sorceress skill Flame Burst) AOE of this skill is very small, requires you to be in close contact with the target to hit, also bugged since this spell ends up doing nothing sometimes especially when moving. Also a filler spell unless you have fever bubbles ready. Normal Flame Burst and Fever Flame Burst do not share CD. more often than not this spell isnt used as much unless you can stay in close contact with your target most of the time.

Fever Mastery
Firewall and Ignite are your skills to gather fever bubbles (only 50% chance, which is kinda weird since this is the only bubble system implemented with a chance to get bubbles), maximum of 3. You can activate both Fever Meteor Call and Fever Flame Burst with bubbles gained and consumes 1 bubble, both fever skills casts the spell 3 times in a row for only 5 sec CD. Fever Meteor Call throws 3 meteors in a triangular fashion, so need to aim at the center, anyway large enemies will take almost all of it. while Fever Flame Burst explodes 3 times.

Flame Mastery
Adds a buff of 20% fire elemental attack with every hit of the fire spells. duration of 5 sec, duration doesnt matter much but more often than not better use a filler before using any of the big skills to get this passive to pump the damage.

Optional Skills:

Elemental Shield
Used mostly for added SA and damage reduction, there is a duration of only 20 sec and a CD of 30 sec, there is a 10 sec period of you not having this active. If you do well in dodging you would usually forget about this casting this skill. The SA increase compared to the previous shields has been lowered but its still better than none.

Flame Spark
One of the triggers for Class Mastery II. Maximum level is not needed, but since this skill is used often, max level is also a consideration.

Inferno
With high levels (optional, 1 is enough for debuff purposes) can be used to kill mobs out. Downside of the spell is the lengthy channeling phase but the range, damage and aoe makes up for it. Usually the explosion part is triggered early during boss battles as you will use this as a combo starter to debuff the target before using your main damaging spells.

Frost Wind
For slow debuff if the target is vulnerable. You may opt to remove this and add points elsewhere.

Fiery Vortex
Powerful but with a downside of a very long cd and a long channeling phase, this spell is usually used for risky situations or when you need to tank some damage, as this spell will reduce incoming damage while channeling.

Wheeling Staff and Shockwave
When you need to push things. As Saleana's skill base does not have much pushing effects.

Flame Burst
This is under the sorceress tree spells, your basic fire spell, best filler choice to get the 45 sp requirements since you'd be concentrating on fire anyway.

Other skills are just fillers to achieve the sp requirements. The Main Ice tree is not learned for reasons that Ice in general has little damage compared to fire. The Frostbite debuff will be provided by frost wind most of the time. Although if you want to maximize the sp left, Frozen Spikes would be the best filler for Saleana, with its pretty high output.

Skill Plate Choices:

Burning Hand - +30% activation chance (a priority plate since this affects all fire skills)
Flame Road - 20% damage
Rolling Lava - 20% damage
Fireball - 20% damage
Ignite - 20% damage if you tend to use this often
Inferno - 20% damage if you tend to use this often
Firewall - 20% damage if you like to plate this skill

Burning Hand Analysis

The current burning hand deals damage based on the hit that activated it, it is at a constant 50% damage and 20% activation rate. The cd is 0, which means only the activation rate dictates the frequency of the skill triggering with every hit. Test results show that the activation rate plate of 30% for burning hand is an additive increase, which brings it to a 50% chance with every hit dealt. However Burning hand will not show like the usual crit hits (but will show with a plus sign) nor will it be counted under your hit counts ( ex, inferno EX deals 16 hits total, it will still show 16 hit counts even if burning hand activated as much as 5 times)

Inferno EX testing, normal hit count 16 done on Cerberus, i used 0 durability weapons so i can see which is the burning hand damage (80% only of the normal hit) and which is the normal hits.
(needs to be viewed in slow motion for easier counting of actual hits. sorry don't know how to edit it to skip dodging parts) The video was taken before the update of adding a plus sign to burning hand hits.

Inferno EX with burning hand 20% activation = 19-22 hits


Inferno EX with burning hand 50% activation = 27-30 hits (oo)


Mechanism of Burning Hand

Burning Hand is considered as Damage Duplicator. As indicated by the name, it "duplicates" the hit in accordance to how it triggers and the % of damage it will take. Burning Hand needs the target to be burned, however Burning Hand as dictated by the skill is only 20% activation (50% with plate), damage a constant 50%. These Damage Duplicator skill hits are represented with a (+) sign along with the hit, Burning Hand is shown as red.

These Damage Duplicator skills cannot be boosted by any other means. In others words Burning Hand will always do 50%. Any damage boosting mechanic will not affect the percentages in any way. However they get an indirect boost, when the original damage is boosted by x2 or x3, Burning Hand will still get 50% of the boosted original hit.

Do note however Damage duplicators are also affected by critical rate and critical damage.

General Gameplay Overview

Saleana is mostly a melee magic user, as to get the most of of her spells she will stay close to her target. The best combo of Saleana is to start by using inferno to reduce critical resistance, then use flame spark, fireball instant, phoenix storm to reset fireball (note phoenix has to hit the target to get the reset), then fireball instant again, then your choice of rolling lava then use the normal fireball or Flame Road or use the firewall ignite combo then if you have fever bubbles use fever mode meteor call or flame burst. Other spells usually are fillers while you are unable to use the combo.

Gear Suggestions

Stat Enhancement Plates
  • Intellect, Wind, Magician, Health, Life Vitality, Fatal as main options
  • Ultimate if you have a bit of FD, Limitation for Crit Damage
  • 3rd stat will depend on how you build your char, Crit 3rd stat for added crit rate or Int 3rd stat will provide more offense. FD if you have lots of money.
Talisman Options
  • Intellect and Magician is best for the 200% slot (or Ultimate if you want), then your choice with Fatal, Wind, Health, Life Vitality, Iron Wall, Limitation and/or Tent with where you want to place them.
Gear Jade Choices:
  • Armor, Earring and Necklace Stat Jade Choices:
    • we only use Intellect jades with the jade unification system. the secondary stat either vit and hp for more survivability or critical and critical damage for more output.
  • Weapon and Ring Jade Choice:
    • Fire Jade is the only jade being used by Saleana, being fire elemental, she will concentrate on raising fire attack stat apart from base magic attack.

Edited by Vaahneon, 11 April 2017 - 05:10 PM.


#2 Vaahneon

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Posted 21 July 2012 - 07:37 AM

Elestra


" The wrath of Ice, its cold nature seeps into the very essence of its targets, ultimately giving them their final breath in their icy prison"


Elemental Lord who deepens her mastery with the ice element, making the party deal better damage with the aid of freeze, slowing enemies down with frostbite, she gets freezing spells with Ice sphere and Ice barrier. She is still both a Damager and a Debuffer.

Freeze and Frostbite

First we will discuss in more detail about Elestra's debuffs. Freeze is a debuff that induces more damage to targets. A layer adds 20%, and only 1 can take effect at a time.

Frostbite is a debuff that induces slow status which lowers movement and attack speed by 30%, usually lasting for 5 seconds, all Ice-Elemental spells of Elestra that do not freeze can induce frostbite.

General Information of the Freeze and Frostbite status
  • Freeze from the same skill does not add a layer, only refreshes the duration, hence you hearing the breaking of ice.
  • Only 1 layer can add the damage boost at a time.
  • The skills with elemental resistance reduction will prolong the duration by a bit. every -10% ice resist induced adds 1 sec more duration if I'm not mistaken.
  • Freeze duration has no cap with this video by Orayza, but is still affected by resistances, it will be longer or shorter depending on the target
  • Freeze also increases the target's SA. This will prevent you also from breaking super armors of bosses.
  • Freeze status also has some form of durability (exact durability is unknown), so when dealt with multiple hits from the whole party, it also reduces the duration.
Proposed Skill Build:





Posted Image


Elestra is considered as a Ravager, she will now focus on improving her output using the Ice element, dealing damage after applying her debuffs (which is only 2 now).  All Ice spells are maxed as preference (except glacial wave).

Sorceress Passives
Usually just all maxed out, but the critical passives there would be the increase max HP passive and the MP recovery passive. The increase max MP passive would be optional.

Core Skills:

Freezing Field (with Class Mastery II Passive)
A must max since this would be the most spammed skill with Class Mastery II learned. The damage however is not that all great, anyway wide AOE plus frostbite on all mobs. Tech accessory for this skill is a good choice.

Class Mastery II is activated by Frost Wind which can be used every time Frost wind is off CD so long as you hit a target with frost wind, with a wide caster centered AOE.

Ice Sphere (With Awakening Passive)
Main freezing spell, but the damage is pretty subpar, max is still needed as freeze duration increases every half second per level of this spell. Can charge CD up to 3 times but can only be active inside Glacial Field.

Glacial Field (Awakening Active)
With quite a channeling phase though the spell will continue even if you are thrown off. Used for more intense fights  since other spells are better used for mob killing. Must be inside the field to activate Ice sphere's awakening passive.

Ice Cyclone (Awakening Active)
Has a homing effect so long as it has not hit anything yet, then it will be stationary afterwards. more or less a filler spell as it takes a while to deal full hits and its not even that high. Activated when you have enough bubbles generated from all ice spells except ice sphere, ice cyclone, glacial field and shatter, 1 bubble per spell hit and can store to a maximum of 10. The spell consumes 10 bubbles per cast.


Icy Shards (With Awakening Passive)
Main filler spell, with decent damage, only 3 second CD with buffs applied, and can store CD up to 3 times. Weapon skill +1 effect would definitely have this skill on (not like there are better choices)

Frozen Spikes
Doesn't deal much against small targets but does great against bigger targets who can eat 2-3 of the walls. High damage and fast casting skill with low CD, one of your most used spells. You main option for a tech accessory, a skill +1 heraldry plate is your call for this spell if you dont like chilling mist.

Ice Barrier
Primarily for increasing your own ice attack , the shield will not have that high of hp to eat damage anyway. This will also grant 30% CD reduction to Icy Shards, Frozen Spikes, Chilling Mist, Blizzard, Freezing Field and Ice Sphere, both the 30% ice atk and the CD reduction is 60 seconds, it is separate from the barrier itself so once it breaks no worries the buff is still there (unless your target knows how to dispel buffs)

Class Mastery I
Directly adds 50% intellect, this makes intellect options for sorceress give better output than choosing matk options for heraldries or talismans (well critical rate is the priority but if you got spares then int will your next option if not FD). Also grants a reduction of 1 sec CD off Ice Barrier with ever ice elemental skill hit once the update is in. You need 60 or more hits to get Ice Barrier's CD down before the buff duration (60 seconds) is over (Ice Barrier's CD with the update is 120 sec)

Chilling Mist
One of the highest damage dealing spells, a bit the longer cd, although more often than not its easier to do full hits from this spell than frozen spikes. This is one of the best spells for both a tech accessory and a skill heraldry plate.

Frost Mastery
Elestra's damage duplicator passive, activated when the target is frozen and does 25% more damage to all ice spells. (this is apart from what frozen debuff does in general)

Optional Skills:

Glacial Wave and Glacial Spike
Quite useless since these do not freeze anymore, and low damage, may opt to not learn, since its down to  filler skills although they can still function to reduce ice barrier's CD, so just have it for that reason. May shift points to Void Blast if you wish.

Frost Wind
Much needed as it is the trigger for Class Mastery II, but not a necessity to max, I maxed it out anyway since I'm using it often and I'm not learning any fire skills.

Elemental Shield
Used mostly for added SA and damage reduction, there is a duration of only 20 sec and a CD of 30 sec, there is a 10 sec period of you not having this active. If you do well in dodging you would usually forget about this casting this skill. The SA increase compared to the previous shields has been lowered but its still better than none.

Shatter (With Awakening Passive)
Filler spell, which can freeze now, damage improvement can used for mob clearing most of the time.

Blizzard (With Awakening Passive)
Does quite decent damage, although you will channel this skill for quite a few seconds making you vulnerable to damage. Actually this has the highest board among the ice spells but the terribly long cd is still the issue (down to 105 sec once the update is out and you have Ice Barrier buff on ). Awakening adds 2 more hits to the spell and can increase with speed buffs.

Phoenix Storm
Must learn for the debuff of 20% elemental resistance reduction, no need to max since the output would be really low.

Wheeling Staff and Shockwave
When you need to push stuff.

Void Blast
May shift points to this skill as it does high damage for fast casting and low cd so its a good filler, or if not wheeling staff has higher overall board but the casting time of that spell is longer.

Other skills are just fillers to achieve the sp requirements.


Mechanism of Frost Mastery

Elestra now has her own damage duplicator which is Frost Mastery. As indicated by the name, it "duplicates" the hit in accordance to how it triggers and the % of damage it will take. Frost Mastery in this case needs the target to be Frozen, then will ice spells deal 25% more output so long as your target is still frozen. These Damage Duplicator skill hits are represented with a (+) sign along with the hit, Frost Mastery is shown as white.

These Damage Duplicator skills cannot be boosted by any other means. In others words Frost Mastery will always do 25%. Any damage boosting mechanic will not affect the percentages in any way. However they get an indirect boost, when the original damage is boosted by x2 or x3, Frost Mastery will still get 25% of the boosted original hit.

Do note however Damage duplicators are also affected by critical rate and critical damage.

General Gameplay Overview

Elestra places herself usually in mid range or still close to her target. To get the most out of her damage, usually you would squeeze your main damaging spells within the debuff duration of both Phoenix Storm and Ice Sphere's freeze while having Ice Barrier buff on of course. Best combo so far after debuffing is Frozen Spikes, Icy Shards then Chilling Mist, then proceeding to other filler ice spells (usually its Freezing Field and Class Mastery II triggers). Like stated above once the update is in your aim is to get more than 60 hits before the Ice Barrier buff expires to refresh, so the CD reduction and the ice atk increase would be more often than not permanent.

Elestra is also the easiest to interrupt, as ice spells have very low SA. Freezing Shield is usually the ticket to keep from getting interrupted.

Gear Suggestions:

Skill Plate Choices:

Freezing Field - 20% damage
Icy Shards - 20% damage
Frozen Spikes - 20% damage
Ice Sphere - 20% damage
Shatter - 20% damage
Chilling Mist - 20% Damage
Blizzard - 20% Damage


Stat Enhancement Plates
  • Intellect, Wind, Magician, Health, Life Vitality, Fatal as main options
  • Ultimate if you have a bit of FD, Limitation for critical damage
  • 3rd stat will depend on how you build your char, Crit 3rd stat is the priority plate to achieve decent crit rate then 3rd stat Int would usually give the most of the damage output. FD if you have lots of money.
Talisman Options
  • Intellect and Magician is best for the 200% slot (or Ultimate if you want), then your choice with Fatal, Wind, Health, Life Vitality, Ironwall/Tent/Limitation with where you want to place them.
Gear Jade Choices:
  • Armor, Earring and Necklace Stat Jade Choices:
    • we only use Intellect jades with the jade unification system. the secondary stat either vit and hp for more survivability or critical and critical damage for more output.
  • Weapon and Ring Jade Choice:
    • Lake Jade for more ice attack

Edited by Vaahneon, 11 April 2017 - 05:07 PM.


#3 Vaahneon

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Posted 21 July 2012 - 07:37 AM

reserved

Edited by Vaahneon, 20 January 2014 - 10:51 PM.


#4 Vaahneon

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Posted 21 July 2012 - 07:37 AM

Useful Links

Sorceress Skill Data: Board Damage and Coefficients

http://forum.cherryc...amp-and-update/

Sorceress Skill Analysis, Ranking and Comparison

http://forum.cherryc...kr-skill-boost/

Sorceress PVE Gear Guide

http://forum.cherryc...kill-jade-list/


Credits

Freedom Forums, definitely a big help with the information, especially Kentasan and Chaose5, who have enlightened me with the Sorceress Class

My nesting buddy and our guild leader TimeFox, for his aid in testing out the Sorceress skills

My guild PulseL'cie, where we make a difference

My fellow sisters of the convent who have aided me with information and testing as well

All those who also have made criticisms about what I made, I think we learned a thing or two from each other

Edited by Vaahneon, 20 January 2014 - 11:13 PM.


#5 Esquevella

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Posted 21 July 2012 - 07:39 AM

(clap) (hat) (cake)

Way ahead before the actual T4 coming, sticky this please. :D

Edited by Esquevella, 21 July 2012 - 07:40 AM.


#6 Libertatem

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Posted 21 July 2012 - 08:46 AM

i demand moar!!

#7 Carinioso

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Posted 22 July 2012 - 06:24 AM

no lvl 40 cap skill build? u can add one cause even if skills are buffed at 50 cap, it might be nerfed at 40 cap and we'll be having t4 before lvl 50 so it might change you're proposed skill build at lvl 40, although the build at 50 cap can still be the same since we'll get reset anyway.

for example, fireball. it's actually nerfed at 40 cap since u can only max it at lvl 9 which deals 477% +xxxx damage. however in t3, just lvl1 fireball will deal 501% +xxx damage, so its actually a nerf at 40 cap eventhough it's buffed at 50 cap. don't take it wrong though, it's still good to have this skill, it's just nerfed at 40 cap.

not all skill are nerfed in 40 cap, but i believe there are other skills that are nerfed at 40 cap also, like fu's gravity ball, in 50 cap, it's damage is almost the same, but what would u think of it's damage at 40 cap where u can max it at a lower level? meaning it's a nerf  in lvl 40.

well, it's just something that i noticed when making my fu's skill build.

reference: http://dn.duowan.com/t4/

#8 Purplicious

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Posted 22 July 2012 - 01:09 PM

View PostCarinioso, on 22 July 2012 - 06:24 AM, said:

we'll be having t4 before lvl 50

When making a definite statement such as this, it's always good to include the source of information to back yourself up.

#9 Vaahneon

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Posted 22 July 2012 - 02:41 PM

the general reason is there... all skills are lame at low levels, and this is the action applied in T4 so as to make hybrid builds less effective... I wont bother with 40 cap anymore, you can see the difference, once T4 is applied, so what's there to talk about?... you can actually stick to the same build you have now for 40 cap... and trying my poorly geared EL in 32-40 cap, she can actually kill monsters fast... I never had a hard time actually...

its not an actual nerf if it gets powerful at higher levels... since they adjust all damage growths to a better scale, (which I actually agree with this method), unlike now wherein leveling the skill doesnt really have much improvement in damage except for some skills... so definitely people will find skill in 40 cap to dish lower damages than previous, except for the skills who got huge boosts by T4 and definite nerfs to those skills reduced in power... all the untouched ones definitely will feel like a nerf once we get it before 50 cap but will eventually return to their T3 power (or higher) once you level it more...

Edited by Vaahneon, 22 July 2012 - 03:21 PM.


#10 Carinioso

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Posted 22 July 2012 - 09:20 PM

ok then, it's just some might feel weaker as they can only max it at a lower lvl in 40 cap

edit:

View PostPurplicious, on 22 July 2012 - 01:09 PM, said:

When making a definite statement such as this, it's always good to include the source of information to back yourself up.

here:http://www.dneternit...12/06/03/sgmps/. as for the lvl 50 cap release, im sure there was another mps held at another country around the same month, try to search it in the GD section.

Edited by Carinioso, 22 July 2012 - 09:21 PM.


#11 Purplicious

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Posted 22 July 2012 - 10:09 PM

View PostCarinioso, on 22 July 2012 - 09:20 PM, said:

ok then, it's just some might feel weaker as they can only max it at a lower lvl in 40 cap

edit:


here:http://www.dneternit...12/06/03/sgmps/. as for the lvl 50 cap release, im sure there was another mps held at another country around the same month, try to search it in the GD section.

I saw the word "might" be coming this October.

No one knows when 50 cap will be released. It will definitely release by December, that much is said by Addison Kang. The only thing we do not know is will the release date be pushed forward? No one has clarified on this matter so far. So until we know all this solid facts, there's no use for Vaahneon to waste his time making a skill build specially for T3.

#12 Carinioso

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Posted 23 July 2012 - 12:07 AM

lol, okay then :)

#13 Vaahneon

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Posted 23 July 2012 - 06:17 AM

View PostCarinioso, on 22 July 2012 - 09:20 PM, said:

ok then, it's just some might feel weaker as they can only max it at a lower lvl in 40 cap

edit:


here:http://www.dneternit...12/06/03/sgmps/. as for the lvl 50 cap release, im sure there was another mps held at another country around the same month, try to search it in the GD section.


forgot about something... its crit damage that makes things more leveled with T3... since its a constant x2 damage, crit at lower levels is both easy to achieve and considered as the best damage booster, (plus monsters dont have that high of def and mdef)... at higher levels though since the crit cap goes way up the scale, well it makes some classes sacrifice a bit of raw damage to get the crit cap levels, and some monsters have very high defenses making both normal and crit damage a bit lower, this gives some def/mdef reducing skills or the def/mdef ignoring skills a nice buff/skill to use...

Edited by Vaahneon, 23 July 2012 - 06:20 AM.


#14 Itacco

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Posted 23 July 2012 - 08:48 AM

Alas it has been official! Nice guide. Already brainstorming for my fire EL. Give us more!

#15 HanakiGuriko

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Posted 23 July 2012 - 11:39 AM

hmm.. will this t4 update remove the seleana being the "2nd best DPS" class? coz i heard that the gearmaster along with its "buzzsaw tower" being the first on the list..

#16 Vaahneon

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Posted 24 July 2012 - 07:34 AM

View PostHanakiGuriko, on 23 July 2012 - 11:39 AM, said:

hmm.. will this t4 update remove the seleana being the "2nd best DPS" class? coz i heard that the gearmaster along with its "buzzsaw tower" being the first on the list..

Gearmaster has always been the 1st when it comes to raw DPS... well I dunno the ranking now... but pretty much i think GM still stays on top... Saleana most likely lower but she's still pretty powerful, even with my crappy gear I manage to do fast kills and she still makes 60 dungeons look easy... as her skills dish high damage...

#17 aAew__

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Posted 24 July 2012 - 01:11 PM

hey vahn, have u tested the inferno vs frozen spikes DPS comparison?  they stated that even at level 1, frozen spikes outdamages inferno at 6..

#18 Vaahneon

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Posted 24 July 2012 - 08:41 PM

View PostaAew__, on 24 July 2012 - 01:11 PM, said:

hey vahn, have u tested the inferno vs frozen spikes DPS comparison?  they stated that even at level 1, frozen spikes outdamages inferno at 6..

yep... it is, frozen spikes dishes better damage than inferno even if it doesnt crit as much as I can really say its the best dps skill in the ice tree... but inferno may be better for a small reason... It's the next in line skill to receive the ex passive if my hunch on the 60 skills are right...

but if not... inferno will only become more powerful than its T3 version if you max the skill level (but its only evident at 60 cap)... but frozen spikes does better damage in any scenario... it will boil down to player pref though... I still choose inferno since its long ranged... I still have frozen anyway but just lvl 1...

frozen will be good for those who can stack both fire and ice pots... inferno will still have an advantage when you only have fire pots...

#19 Cuzko012

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Posted 27 July 2012 - 11:22 AM

where can i find t4 skill simulator?

#20 HanakiGuriko

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Posted 27 July 2012 - 06:52 PM

this nerf on fire makes me want to go elestra and go freezing sword ex on people's butt..