This is Thepowerlevel.
This is a 2Moon general guide to playing a segnale. You will have to be a little choosey when selecting your skill and character stats. I figured I would write one up for those that are having trouble figuring out what to do. Hope you can learn some skills from this guide.
STATS
You get exactly 5 points to allocate in any stat that you wish every time that you level. There is no stat cap as of the date that this guide was written either.
There are a few ways that you can go here. You should know by now that the weapons have stat requirements, and ours are Dex / Spr. You will now have a choice as to where you want the remaining points to go. I can not tell you "the best" way to go because there is a lot of room for flexibility in that area.
However, myself and a lot of players decide that with those remaining points that are left over (after we allocate the points we need into our weapon req.'s) should go to health.
The reasons for this are listed below.
#1 Having a high health stat will ensure that you don't get interrupted nearly as often.
#2 Health increases that green bar as well as your health bar, so in PVP (and PvE) it will help you survive MUCH longer.
SKILL POINTS
There are a lot of opinions on how to spec your character skillwise, and like the stat point system this can be modified widely to fit your personal taste. At the endgame you have enough points to get just about every single skill maxxed out. However, untill then you are forced to choose wisely as I pointed out before. It isn't untill your very high level that you start getting more points than you know what to do with.
The popular build ideas are listed below
Heal / Blood Build
This build gives the player the damage of the blood, yet the support role as a healer/buffer. The buffs that Segnale get are the best in game. This is a pretty safe build because it allows you to do some damage, yet allowing you the option to play a role in groups.
Curse/ Blood Build
There are a few variations, but the idea is to spec heavily (if not all) into these 2 trees. The main concept underlying this build is to pvp and deal damage. Leaving the healing and buffing completely behind, and simply focusing on dealing as much damage as possible. However the curse line spells as of now have extremely long casting timers which limits this builds functionality.
Healing/ Curse Build
This is mainly a party healer build. It is not reccommended to spec this route if you primarily solo kill. The Curse line gives some great skills, they are centered around debuffing mobs so others can kill it quicker. Therefore, players that wish to do this also put points into the blood line spells that have "curse" effects. This route is for PURE party play. Again however, the curse line spells as of now have extremely long casting timers which limits this builds functionality. Although speccing heavily into the Healing tree makes you a very popular, effective, and flexible healer.
SKILLS
Ok, this section is here to help you decide what skills are necessary. I am going to try NOT to put my personal beliefs into this section, but outline popular biases that other experieced segnales have had. This is the area of the game that allows you the player to put your personal "flare" on your specific Segnale.
Healing
Healing Mastery- This skill increases your passive mana regen, and most players decide to max this early on for that reason.
Self healing - This is a good skill to use while grinding solo mobs or in pvp. Its the most mana effective one to self heal with. The players that do decide to get this, usually put only one point into it (untill later levels), so they can self heal without switching targets.
Wound healing- This is a good skill to use early on if your grouping or duoing. It is the most mana efficient single target heal we get. It is a good heal to use if you don't want to waste mana overhealing your tank, or if you simply need a fast heal.
Hyper heal- This is a truely magnificent heal. This is our area of effect heal. Anyone within the casting radius get the heal. However if a player wanders out of the radius before its cast is done they won't get the effect. Likewise, if a player is outside the radius, and at the last minuite runs into the radius they will get the effect.
Recover- This is your resurrect spell. Most players only put one point into this, more points reduce the resurrection sickness and its duration.
Fast healing- This healing is your healing over time spell. This spell is amazing.
Dark Circle This skill decreases your mana over time and adds curse to your attacks. This skill is a good buff because it makes ALL your attacks curse based, and so the curse mastery skill will stack with it. Your build will determine whether or not to invest heavily into this buff.
Rising guard } I will cover all of these at once. The single target heals are generally more powerfull at later
Majic Shield } levels, but require you to cast them one by one. They are not needed to obtain the AOE
Increase attack } ones.
Great Guard } The AOE buffs are usefull in parties because it makes buffing real fast, however they are
Divine Shield } more mana costly, and generally weaker at higher levels. Most players prefer these.
Amazing attack }
Curse
Curse Mastery- This spell increases the attack power of all your curse spells. This means that all your curse based attacks in the blood line will do more damage as you put points into this. It also increases the potency of curse gems when using curse based skills. For more info on this see the section below on Gems.
Decrease Attack- Reduces the enemies attack. Long recast
Diminish- Reduces the enemies defence. Long recast
Anti Majic- Reduces the enemies Majic attack. Long recast
Paralyze- Causes the enemy to be "rooted" to the ground. You need at least one point in the other curse spells to get this one, and its very popular at the higher levels due to its reletivly long duration (or short duration depending on who you talk to).
Blood
Blood Mastry- This increases your HP regen rate. Its reccommended umong players to max this out, but save the points early on for more important skills. The reason for this is because you can heal yourself already, so its not as important as other skills at lower levels.
Ruins skull- Your fist skill what a joy! Its utter crap (lol), and most players don't even put another point into this skill ever.
Death Side- Your first physical "root" type skill. Its effect is only long enough to get distance quick, get off a quick heal, or use another skill in succession to gain distance. This skill does decent damage, but later on you'll get dread nail which has the same effect but more damage. Most players put only one point here and wait for dread nail.
Backdraft- This is your first curse based attack. It also happens to be the shortest recasting skill you'll ever get. Its also one of the only skills you can use at a good distance to "pull" an enemy toward you. If you like this skill putting more points into it is fine. Some players put only one, and some keep a few points into it. Its up to you.
Blood Hit- This is one of your biggest physical hitting skills. As you get more points invested into it, it hits for more times and more damage. One thing a young player needs to realize though is that if one of the hits are blocked the rest of the combo is stopped. Nonetheless, no one will argue that this skill is a deadly one at all levels. Again, if you like this skill putting more points into it is fine
Vampire- This is a physical attack that Hits the enemy once for good damage, and heals you over time for a good amount. This is another fine skill that is up to your discretion as to how many points to allocate toward it. Because Blood hit and others are soo popular though, players may want to wait till higher levels to start investing.
Dread Nail- This is a curse based attack that also "roots" the target to the ground. It hits for 3 times. Its one of the highest single target curse based damage spells we have, so keep that in mind when deciding if you want to put one or more points into it. Its also a very fast casting spell, and does not get interrupted as often.
Evil Spear- THis is part curse attack and part physical attack. It has the potential to hit multiple enemies if you position it right. Its recasst is just above that of backdraft which means its a very fast casting spell, and its also part curse based which means curse mastery stacks with it. Oh joy!
Curse Field- This is our Curse based Area of Effect. This is argueably one of the best AOE's in the entire game. It contaminates the area with curse for 10 seconds. This is one of the best skills we get. Puting points into this is a wise investment.
Evil Crow- This is also one of our high damage attacks. The First and last hits are curse based and the rest are physical attacks. This skill hits for six times, and does real good damage. Puting points into this is a wise investment.
A skill calculator is located here to help you decide what skills you can get at what levels and how to allocate them
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