Post by determinor on Jun 10, 2015 11:19:58 GMT
Hello everyone! I'm here to share all the small tips that I've learned while playing wartune. Big or small, they help, and I wanna share them
Do keep in mind that most of these tips will work for archers and/or related to archers vs other classes. I will also type my general skill sets for various situations and whatnot.
So this tips/guide post will include 4 parts.
1) Skill selections
2) Rune selection and functionality
3) Other (troops, eudaemon, sylph)
4) Battling tips
See, I've thought about writing only the tips, but that doesn't really work because you don't really understand it without the whole picture of my playstyle. So I'm just gonna make a fullish guide.
Before that, a small introduction to myself is in order...
I pride myself with 2 things: Being a non-casher (although I reeeeeallly want that vip so I can do astrals easier. Props to Furetto for having that much patience) and being somewhat unorthodox in skill selection and general strategy. If against someone with similar br, I generally have no difficulty killing that person.
As of writing this, I am a level 74 archer with a 3 purple star hades and a level 6 mage eudaemon. My br without sylph and eud is about 165k br with maxed academy blessing. I also have a terrible fashion sense, so don't judge my clothes
I'm generally talkative in guild chat (or any chat), asking at inappropriate times for someone to revive my farm, TYPE IN CAPS WHEN I GET SOMETHING RARE, and complain alot of -insert topic here-
Now with the guide
IMPORTANT : Many of the situations in this guide (especcially about sylphs) assumes that you have about the equal br with your opponent unless specified. I also assume that you have pve set (honestly, who uses pvp set anymore?).
1) Skill selection
The skill selections I use for wartune are for either world boss(now denoted wb), battleground(now denoted bg)/any pvp, arena, wilds/any pve, catatombs/necropolis/purgatory maze(now denoted crypt), sky trail/gods descent,
a) wb skills are arrow strike, multi-shot, deep freeze, armor piercer, delphic. Delphic takes a long time, so you should use it just before activating a rune; using it after a rune makes me lose one round.
b) pvp skills are arrow strike, scatter shot, delphic sniper, bloodthirsty strike, lunatic fire. Scatter shot is really important against knights and mages; not really useful against archers though. I also plan to change delphic to armor piercer.
c) arena skills are the same as pvp skills, except substituting delphic death star instead of delphic sniper.
d) wilds/general pve skills are arrow strike, multi-shot, delphic sniper, bloodthirsty strike, lunatic fire. Pretty standard.
e) crypt skills are the same as wilds/general pve, except substituting deep freeze instead of multi shot (for single target bosses that is). If there is a boss and some other troops, then substitute deep freeze instead of bloodthisty strike.
f) Sky trail is the same as wilds, except substitute any single target damage skill instead of lunatic fire. Probably armor piercer or something.
2) Rune selection
*For pvp, I exclusively use guardian/healing rune combination. Now that my guardian rune is maxed out like my heal rune, I can't think of any reason not to use it on pvp. Te only exception comes wen I'm plundering, since they are always so weak that substituting a brutality rune may do the job quicker.
*For pve where I'm trying to deal as much as damage possible in a short time, I go for amnesia/chaos rune combination, which does 100% damage on level 2 of rune. If I have an option (like in wb) of a sylph/non sylph round, I use rage rune to let me use skills with high rage costs wit high damage spells, like armor piercer.
Now here are the tips about rune using and which rune gets cast first compared to the others:
It's very important to keep using runes continously, as it gives a massive edge on the battle. Since nearly everyone uses healing rune, I'll drop this tip here: Be sure to time any skill that grants you healing only when you are lower than what your healing rune provides you. Otherwise, you lose that skill's effective healing. DON'T WASTE HEALING!
3) Other things
Troops
The most important thing I can think of is troop location. As an archer, my probability of winning drastically increases if someone puts their troops on front rather than themselves to front. As my bloodthirsty strike hits some random target from the front row, and since in the front row, there is either an eud or 2 troops, I will probably lifesteal 4x times than if the opponent was in front row. Timing things with the runes, I will generally save my bts (bloodthirsty strike is now denoted bts) just moments before awakening, using a healing rune after they hit me with their heavy hitter skills. In sylph round, I will most likely use my guardian rune.
If you place your troops in front to prevent damage, yea it works against knights specifically since their damage is focused on the front row, but it also allows me to lifesteal a ton of hp from them easily, and I can decide not to use aoe but armor piercer, which hits only the back row.
My opinion is that you best leave your troops behind, not suspectible to archer's bts.
Sylphs
Sylphs. SYLPHS ARE FREAKING OVERPOWERED TO THE POINT IF YOU DON'T PROTECT AGAINST ELECTRO AT ALL, YOUR OPPONENT WILL ONE SHOT YOU WITH THEIR DELPHIC AT 50% DAMAGE INCREASE, EVEN IF YOU HAVE SIMILAR BR. Phew, I think I made my point now . Yeah seriously they are that overpowered. You can (and I did) take out an opponent who would one shot you in sylph mode with any skill if they disrespect you and decide not to sylph in bg as to save their sylphs for another more powerful opponent. You can win unwinnable fights with just your sylph.
Also for some unknown reason to me, the more powerful your sylph is, the more hp it gives you. However, your other stats are unchanged. I have no idea why this is like this, but it is. Check it out by resting your sylph and calling it again.
In later levels, when you have more resist slots open, you will see that the natural resists of normal sylphs will become irrevelant, as we can easily get lvl 8 resistances now, and lvl 9 events are on the horizon (possibly). So, a predictable pattern emerges: people overprotect against at least 2 types of sylphs. One of them will definitely be electro, as this game rewards damage alot and electro does the most damage. The other will probably be dark, light, or fire. So, going to the sylphs that people don't bother to protect are your best options.
Therefore, the best pvp sylphs are:
1) Water. It is absolutely disgusting to battle against a good water sylph user. Furetto fills this role, as I've seen him go to 200% damage increase vs a mage way back when I was lvl 59. IT. WAS. AWESOME. A water sylph absolutely defines when the sylph round starts and ends in my opinion. If your opponent sylphs first, they have to kill you in 2 hits or else you just erase all the damage they deal to you (if your br are similar and that s/he cannot one shot you with sylph delphic). When I'm against a water sylph using my hades, I will stall my sylphing as late as possible, while chaining runes so I can survive. If my opponent sylphs, they will likely go for healing skills since I'm an archer and I deal some good damage. Your best bet is to awaken a round before they will delphic, and use your guardian rune. Then proceed to dish out your OP sylph damage to kill them before his 15s cd heal come back up. This is about 3 sylph rounds i bet. However, you are in 50% damage increase since you waited till he healed to full. This way your sylph damage is NOT healed as you waited for the heals, and your sylph round lasts atleast 2 rounds longer since you sylphed second. It may also be a good idea to delay sylphing to get rid of the most powerful shield in the entire game. 30% max hp shield, are you kidding me... Luckily, you can get rid of it with scatter shot or purge rune! Actually, you MUST get rid of its too overpowered.
You can prevent one round of their heals with a well timed chaos rune, but with the eud passive skill and the fact that their heal may come before your chaos rune activation, the opponent can switch into full out aggressive for the remainder of the chaos, or use a rune to get rid of a round of chaos immediately. It's not really reliable anymore, but still a good option.
Also did I mention NO ONE puts water resists? Yeah, you were having worries about water sylph not dealing enough damage? Resistances before base skill damage is how wartune works now buddy.
2) Wind. The aoe sylph(steal) with a ridicolous 280% aoe damage awakening stealing skill. WHAT. THE. ****... Seriously if people think this is just a support sylph, they are gullible idiots. This sylph puts out an insane amount of damage, and if your eud survived till the sylph round, you can be sure its dead now. In 1 hit. Total arena wrecker. Also if you manage to not sylph immediately after they sylph, you can be sure you won't be able to awaken 2 rounds later than your opponent. Steal is a powerful tool which delays your awakening, increases their own and deals an insane damage. They also have nifty support skills like damage reduction/increase that are useful. Beware the wind!
As always people don't really have wind resistances, which makes this sylph deal the most damage of all sylphs in pvp (most likely) after factoring which resists people typically have.
3) Fire. A good single/multi target sylph that is underrated but is becoming more and more popular. It's passive is a good damage increase like electro; its a nice sylph. People should use it more. Best reason to use it will be that people don't really put in fire resists. Really good for pvp since most of its skills are either 1-2 targets or single target.
There is no need of a special strategy against fire, as it doesn't have game changing skills like water or dark.
Now that sylphs are over, onto eudeamons.
Eudaemons
They actually do a very respectable amount of damage, and their power is relative to your character. But mostly they are not up to par with your own character (by game's design, its supposed to be like that). Therefore, they are mostly used for their utility skills. Now what does that mean? It means just about everyone except some mages and a few other ppl from other classes, will take the mage eud. I did too, for the heals, damage increase debuffs on them or the damage increase buff for myself. Honestly, I like it for the healing and the good damage you get. However, its damage isn't counted towards world boss, and often I remove it for reducing the lag at wb.
Now, the eud may be powerful, but if you put it into the front row, like the troops, it'll be a rich bts target for me to renew my hp at a critical moment. Bonus points if said eud survives to sylph round against my hades and is in the front row. This equals another lifesteal in a critical moment (in sylph round too!).
Basically:
Now the tips, which will be a TL;DR of the above:
4) Battling tips
The core of everything of course is the pvp. This section focuses strictly on this, while combining the rest of the tips.
First of all, all classes have a specific, non damaging, unique effect skill, and all classes have a stun somewhere in their skill sets, although the stun of archers is not really that good on single pvp since its an aoe stun with very high rage cost. These skills are the ones that give you the edge on pvp.
I'm pretty sure I've forgotten some of the tips that I've wanted to write, as it's been a really long guide so far . If I remember some, I'll edit them in to here.
Extra additions:
Update:
After the patch 5.0, its time to update this. I've also reached lvl 80, finished class advancement, which gave me new skill points and new skills to choose from.
I will update this more when I have time.
And with that, this guide is over!
Thanks for reading.
Determinor out.
Do keep in mind that most of these tips will work for archers and/or related to archers vs other classes. I will also type my general skill sets for various situations and whatnot.
So this tips/guide post will include 4 parts.
1) Skill selections
2) Rune selection and functionality
3) Other (troops, eudaemon, sylph)
4) Battling tips
See, I've thought about writing only the tips, but that doesn't really work because you don't really understand it without the whole picture of my playstyle. So I'm just gonna make a fullish guide.
Before that, a small introduction to myself is in order...
I pride myself with 2 things: Being a non-casher (although I reeeeeallly want that vip so I can do astrals easier. Props to Furetto for having that much patience) and being somewhat unorthodox in skill selection and general strategy. If against someone with similar br, I generally have no difficulty killing that person.
As of writing this, I am a level 74 archer with a 3 purple star hades and a level 6 mage eudaemon. My br without sylph and eud is about 165k br with maxed academy blessing. I also have a terrible fashion sense, so don't judge my clothes
I'm generally talkative in guild chat (or any chat), asking at inappropriate times for someone to revive my farm, TYPE IN CAPS WHEN I GET SOMETHING RARE, and complain alot of -insert topic here-
Now with the guide
IMPORTANT : Many of the situations in this guide (especcially about sylphs) assumes that you have about the equal br with your opponent unless specified. I also assume that you have pve set (honestly, who uses pvp set anymore?).
1) Skill selection
The skill selections I use for wartune are for either world boss(now denoted wb), battleground(now denoted bg)/any pvp, arena, wilds/any pve, catatombs/necropolis/purgatory maze(now denoted crypt), sky trail/gods descent,
a) wb skills are arrow strike, multi-shot, deep freeze, armor piercer, delphic. Delphic takes a long time, so you should use it just before activating a rune; using it after a rune makes me lose one round.
b) pvp skills are arrow strike, scatter shot, delphic sniper, bloodthirsty strike, lunatic fire. Scatter shot is really important against knights and mages; not really useful against archers though. I also plan to change delphic to armor piercer.
c) arena skills are the same as pvp skills, except substituting delphic death star instead of delphic sniper.
d) wilds/general pve skills are arrow strike, multi-shot, delphic sniper, bloodthirsty strike, lunatic fire. Pretty standard.
e) crypt skills are the same as wilds/general pve, except substituting deep freeze instead of multi shot (for single target bosses that is). If there is a boss and some other troops, then substitute deep freeze instead of bloodthisty strike.
f) Sky trail is the same as wilds, except substitute any single target damage skill instead of lunatic fire. Probably armor piercer or something.
2) Rune selection
*For pvp, I exclusively use guardian/healing rune combination. Now that my guardian rune is maxed out like my heal rune, I can't think of any reason not to use it on pvp. Te only exception comes wen I'm plundering, since they are always so weak that substituting a brutality rune may do the job quicker.
*For pve where I'm trying to deal as much as damage possible in a short time, I go for amnesia/chaos rune combination, which does 100% damage on level 2 of rune. If I have an option (like in wb) of a sylph/non sylph round, I use rage rune to let me use skills with high rage costs wit high damage spells, like armor piercer.
Now here are the tips about rune using and which rune gets cast first compared to the others:
- Chaos rune is slower than heal rune, but is faster than guardian, purification and brutality runes. It's also faster than ANY skill. This means that chaos rune can't really be get rid of with purification without suffering a round with chaos. I have no idea how fast it is compared to amnesia rune though, sorry.
- Healing rune is the fastest rune, meaning you can use it at round 1 immediately without fearing dying. It's one of the rare cases where you are faster than the opponents(or your) eudaemon.
- Guardian rune straigt up counters brutality rune. If you see your opponent using it, its safe to use guardian rune. Not many people have the brains to use it to get your guardian rune into 40s cooldown so that they can delphic you after your 2 rounds are over. This might actually be a good strategy hmm...
- Healing, guardian, purification, rage runes are self usage only, meaning they cannot be effected by chaos. They also reduce the duration of chaos/amnesia by using up a round. They also activate any dot (bleed rune) too though.
- At max level, runes have 45 second cooldowns. Using a rune takes about 2 seconds too. When you use a rune, the other rune gets a 20 second cooldown. Combine these information and you get a pattern. Using runes every 20-25 seconds is the most optimal time, as this is the quickest you can spam runes continously. Example: If I start out with brulality rune, it gives my healing rune a 20s cooldown, while giving brutality rune a 45s cooldown. After 25 seconds, I use the healing rune, making the healing rune cd 45s, and adding a minimum 20s cooldown to brutality. BUT, brutality was already at-lets say-18s. This cooldown resets to 20s and you only lose 2s in this scenario.
- Runes are near instantly cast in the 2nd turn and (I'm not sure about this) in even turns. It's not really a good idea to open up with a rune in the first round, like brutality or chaos is generally used. Save it for just after 2nd round? Also using a rune immediately after sylphing is most of the time instantaneous aswell.
- Using a guardian rune and sylphing immediately afterwards is a BAD IDEA, as awakening is incredibly fast and thus you waste a round of guardian rune for nothing most the time.
- Using any other rune than guardian rune just before sylphing is a good idea, as you get the rage increase from using a rune. You don't gain rage ever in sylph mode, not even with a rage rune.
It's very important to keep using runes continously, as it gives a massive edge on the battle. Since nearly everyone uses healing rune, I'll drop this tip here: Be sure to time any skill that grants you healing only when you are lower than what your healing rune provides you. Otherwise, you lose that skill's effective healing. DON'T WASTE HEALING!
3) Other things
Troops
The most important thing I can think of is troop location. As an archer, my probability of winning drastically increases if someone puts their troops on front rather than themselves to front. As my bloodthirsty strike hits some random target from the front row, and since in the front row, there is either an eud or 2 troops, I will probably lifesteal 4x times than if the opponent was in front row. Timing things with the runes, I will generally save my bts (bloodthirsty strike is now denoted bts) just moments before awakening, using a healing rune after they hit me with their heavy hitter skills. In sylph round, I will most likely use my guardian rune.
If you place your troops in front to prevent damage, yea it works against knights specifically since their damage is focused on the front row, but it also allows me to lifesteal a ton of hp from them easily, and I can decide not to use aoe but armor piercer, which hits only the back row.
My opinion is that you best leave your troops behind, not suspectible to archer's bts.
Sylphs
Sylphs. SYLPHS ARE FREAKING OVERPOWERED TO THE POINT IF YOU DON'T PROTECT AGAINST ELECTRO AT ALL, YOUR OPPONENT WILL ONE SHOT YOU WITH THEIR DELPHIC AT 50% DAMAGE INCREASE, EVEN IF YOU HAVE SIMILAR BR. Phew, I think I made my point now . Yeah seriously they are that overpowered. You can (and I did) take out an opponent who would one shot you in sylph mode with any skill if they disrespect you and decide not to sylph in bg as to save their sylphs for another more powerful opponent. You can win unwinnable fights with just your sylph.
Also for some unknown reason to me, the more powerful your sylph is, the more hp it gives you. However, your other stats are unchanged. I have no idea why this is like this, but it is. Check it out by resting your sylph and calling it again.
In later levels, when you have more resist slots open, you will see that the natural resists of normal sylphs will become irrevelant, as we can easily get lvl 8 resistances now, and lvl 9 events are on the horizon (possibly). So, a predictable pattern emerges: people overprotect against at least 2 types of sylphs. One of them will definitely be electro, as this game rewards damage alot and electro does the most damage. The other will probably be dark, light, or fire. So, going to the sylphs that people don't bother to protect are your best options.
Therefore, the best pvp sylphs are:
1) Water. It is absolutely disgusting to battle against a good water sylph user. Furetto fills this role, as I've seen him go to 200% damage increase vs a mage way back when I was lvl 59. IT. WAS. AWESOME. A water sylph absolutely defines when the sylph round starts and ends in my opinion. If your opponent sylphs first, they have to kill you in 2 hits or else you just erase all the damage they deal to you (if your br are similar and that s/he cannot one shot you with sylph delphic). When I'm against a water sylph using my hades, I will stall my sylphing as late as possible, while chaining runes so I can survive. If my opponent sylphs, they will likely go for healing skills since I'm an archer and I deal some good damage. Your best bet is to awaken a round before they will delphic, and use your guardian rune. Then proceed to dish out your OP sylph damage to kill them before his 15s cd heal come back up. This is about 3 sylph rounds i bet. However, you are in 50% damage increase since you waited till he healed to full. This way your sylph damage is NOT healed as you waited for the heals, and your sylph round lasts atleast 2 rounds longer since you sylphed second. It may also be a good idea to delay sylphing to get rid of the most powerful shield in the entire game. 30% max hp shield, are you kidding me... Luckily, you can get rid of it with scatter shot or purge rune! Actually, you MUST get rid of its too overpowered.
You can prevent one round of their heals with a well timed chaos rune, but with the eud passive skill and the fact that their heal may come before your chaos rune activation, the opponent can switch into full out aggressive for the remainder of the chaos, or use a rune to get rid of a round of chaos immediately. It's not really reliable anymore, but still a good option.
Also did I mention NO ONE puts water resists? Yeah, you were having worries about water sylph not dealing enough damage? Resistances before base skill damage is how wartune works now buddy.
2) Wind. The aoe sylph(steal) with a ridicolous 280% aoe damage awakening stealing skill. WHAT. THE. ****... Seriously if people think this is just a support sylph, they are gullible idiots. This sylph puts out an insane amount of damage, and if your eud survived till the sylph round, you can be sure its dead now. In 1 hit. Total arena wrecker. Also if you manage to not sylph immediately after they sylph, you can be sure you won't be able to awaken 2 rounds later than your opponent. Steal is a powerful tool which delays your awakening, increases their own and deals an insane damage. They also have nifty support skills like damage reduction/increase that are useful. Beware the wind!
As always people don't really have wind resistances, which makes this sylph deal the most damage of all sylphs in pvp (most likely) after factoring which resists people typically have.
3) Fire. A good single/multi target sylph that is underrated but is becoming more and more popular. It's passive is a good damage increase like electro; its a nice sylph. People should use it more. Best reason to use it will be that people don't really put in fire resists. Really good for pvp since most of its skills are either 1-2 targets or single target.
There is no need of a special strategy against fire, as it doesn't have game changing skills like water or dark.
Now that sylphs are over, onto eudeamons.
Eudaemons
They actually do a very respectable amount of damage, and their power is relative to your character. But mostly they are not up to par with your own character (by game's design, its supposed to be like that). Therefore, they are mostly used for their utility skills. Now what does that mean? It means just about everyone except some mages and a few other ppl from other classes, will take the mage eud. I did too, for the heals, damage increase debuffs on them or the damage increase buff for myself. Honestly, I like it for the healing and the good damage you get. However, its damage isn't counted towards world boss, and often I remove it for reducing the lag at wb.
Now, the eud may be powerful, but if you put it into the front row, like the troops, it'll be a rich bts target for me to renew my hp at a critical moment. Bonus points if said eud survives to sylph round against my hades and is in the front row. This equals another lifesteal in a critical moment (in sylph round too!).
Basically:
- Mage eud is for healing and damage boost. Lowest damage (I think?) between all euds.
- Archer eud is for debuffing the enemy and for the best damage between the euds.
- Knight eud is for self protection and survival, and some rage-steal. Medium damage for euds.
Now the tips, which will be a TL;DR of the above:
- Place your troops and eud in back unless you know you are against a knight. It will stall him from getting damage on you for some time. If you do place them in front, I as an archer win (equal br assumption), whatever class you are.
- The killing blow will be dealt in the sylph round, not before. It is absolutely important to prepare JUST for sylph round. Try to be full hp and reserve your runes for sylph mode. At least have one on the go for it.
- Waiting one round after your awakening points are full by choosing not to sylph immediately rewards you with another attack from your sylph that happens every 2 rounds(unsure). This attack happens after your 2nd attack, and does deal a good amount of damage either in aoe or in single target. If you wait 1 round before sylphing (doing delphic attack is a good idea for example, as its a slow attack), you will sylph immediately after getting an extra hit from your sylph to your opponent.
- Water sylphs determine when you or your opponent sylphs: the one with water sylph has the control in the battle. They have 2 heals and maybe the shield. Scatter the shield, wait for the mega heals before applying sylph damage.
- Resistances are more important than the base skills' damage.
- Euds are fast. They are really fast in casting skills. You can only beat their first round speed with a rune or the basic rage building skill.
- You don't really have to put every point into strength or intelligence, my hades has a point distribution of 7 str, 2 armor and 1 endurance of 10 points. It's really tanky this way.
- If you rush awakening and trying to use sylph delphic too quickly, you will miss the 50% damage increase most of the time. While your opponent will not.
The core of everything of course is the pvp. This section focuses strictly on this, while combining the rest of the tips.
First of all, all classes have a specific, non damaging, unique effect skill, and all classes have a stun somewhere in their skill sets, although the stun of archers is not really that good on single pvp since its an aoe stun with very high rage cost. These skills are the ones that give you the edge on pvp.
- For archers, its Scatter shot. Erasing at most 3 debuffs every 15 seconds is a really nice deal, since you got no defensive skill like the knights or the healing of the mages. Absolutely necesarry to trump the other classes by removing their class-specific bonuses.
- For knights, its the shields and the intercept. The 50 rage steal that will come with this skill will seriously hurt your opponent, leaving them with basic rage building skills for atleast 2 turns. They also get purge rune instead of guardian rune, which does what scatter shot does. Buffing yourself with the shields just before sylph mode helps quite alot.
- For mages, its the heals, purification and the damage increase debuff. Purification erases all debuffs you have on yourself, such as chaos, amnesia, damage increase debuff, blood rune, etc...It's a really useful defensive skill. While the damage increase may not be much, you have so many heals that it's a viable option to use rage rune in combat to keep the deplhic heal on the go at any time. One of my in game friends actually did this.
This results with a 'not really a triangle like rock-paper-scissors' situation. Archer shuts down knights hard, and somewhat shuts down the heals with disabling suntoria. Mages have no means of bypassing the shields of knights, while the knights have no means of bypassing the healings of mages other than using a chaos rune (which is really popular with knights for this reason I assume) or purge rune to get rid of the per turn heal like archers. Knights can shut down each other by bringing a purge rune, or straight up trying to kill the other with an aggressive rune like blood rune, as knights don't really have a healing method. Archers vs archers really do nothing special. Mage vs mage lasts forever due to how much heals one can bring as a mage.
With these special skills explained, I can start with the actual tips.
Keep in mind since I only play 1 account and its an archer, it will mostly be about how to pvp as an archer.
With these special skills explained, I can start with the actual tips.
Keep in mind since I only play 1 account and its an archer, it will mostly be about how to pvp as an archer.
- As an archer, unless you have a distinct br advantage or a disadvantage (which means you'll die if you wait for your opponent's special skills), you should wait out until your opponent uses per turn heal or their shields (damage absorbing shield takes priority, don't do scatter when there is only the damage reduction shield). Most knights tend to use the damage reduction shield before the damage absorbing shield. Wait for the second shield and presto! You got rid of their entire previous 2 rounds.
- Scatter shot is an extremely fast move. If you see the skill you want to disable (shield, suntoria) flash in your opponents head, use your arrow strike unless you have chosen a long casting skill like delphic. It's absolutely terrible to miss the timing of scatter shot and cast it just before the shield comes up. Lost quite a lot of winneable battles like that.
- Awakening speed>Runes>basic rage building skills>eud skills=>scatter shot>other non-mentioned skills>aoe skills>delphic skills. This is the speed of the skills as I've determined so far.
- Healing&Guardian rune> Purification rune>chaos&amnesia>purification>basic skills
- Who uses mire rune anyway? Also rage rune in combat(maybe some mages hehe)
- You can start double hitting on sylph mode in any situation when you queue a normal skill (any skill) WHEN you have awakening ready to go. Then, just like normal afk double hitting, press space to activate awakening when the skill casting animation is going on. Then press the skill you want to use, and you get double hits.
- After achieving sylph double hitting, your skills will be queued up faster, and may cause your opponent to not see which skills you are using. You shouldn't really go for the delphic asap, since double hitting will allow you to use 2 skills really fast before you use delphic, so you don't really miss out on damage. You can even use delphic before your opponent, if he sylphs second and tries to rush for the 2nd sylph hit delphic. You can also fit a rune to use either at the start or after the end of your 2nd hit in sylph mode, and it will be insta-cast.
- You really should use guardian rune(unless you're a knight, or are in a level lower than 60) in pvp. It's a freaking game changer.
- When you cast suntoria, you instantly get one turn of the 6% heal immediately. At minimum, its a 6% heal. At maximum, its a %48 heal, counting the casting round heal. It's an unbelievable amount of heal in total.
- It's viable to exit sylph mode to go back to normal to heal/shield/whatever yourself to survive an extra couple of rounds. After casting the big sylph skills of course.
- Bleed rune increases with the % damage increase that comes with every minute of the battle. As an archer, I've never really seen the 100% damage increase in a solo pvp before, but 12k damage tick with every move (including runes) is really painful.
- Heal rune works before the damage over time (dot) effects. However, it doesn't work (unsure) when a mage casts it.
I'm pretty sure I've forgotten some of the tips that I've wanted to write, as it's been a really long guide so far . If I remember some, I'll edit them in to here.
Extra additions:
- Mage aoe>Archer aoe>Knight aoe skills in speed. This is the normal aoe's, don't know about the delphic aoe skills.
- Your eud can cast their delphic skills by themselves, don't forget this. Manual controlling is generally a good idea. HOWEVER, manual selecting of eud delphic switches you out from afk mode!
- AFK mode no longer selects skills on random (you probably have noticed it by now); it selects the skill that has the most damage without the qte. If you have brutality, guardian, chaos, amnesia, mire and bleed (untested, so unsure about those 2) rune, it will select it on the second round, and whenever that rune becomes avaiable to use. AND it will not insta cast the runes like you normally would, and is therefore a waste in AFK mode most the time. There is a catch though: AFK mode will cast healing rune when your hp is lower than what the rune heals you for. Therefore, its a good idea to have healing rune in your afk mode runs.
- Heal rune>Chaos Rune>Guardian Rune=>Other runes
Update:
After the patch 5.0, its time to update this. I've also reached lvl 80, finished class advancement, which gave me new skill points and new skills to choose from.
I will update this more when I have time.
And with that, this guide is over!
Thanks for reading.
Determinor out.