(Posted by Eliatan - DolyGames Team Member)
Hey you guys, Version 3.40 Part 3 is coming to all servers in a week! Test servers just received it, including the new troops, Demonic Knight and Demonic Angel.
My recommendation is to get the Demonic Angels, for all classes. Though I think most went with Templars before and therefore have more built into their troop PATK stat, in the long run once your academy is completely filled out, the Demonic Angels have more inherent attack power than the Demonic Knights do. In the picture below, the stats in white are the base stats for each troop, and in green shows the player's academy bonus stats (thanks Jenny!).
Since it's also highly recommended that you choose your class-appropriate ATK Troop Enlightenment (MATK for mages, PATK for knights/archers), you'll see bigger gains to your battle rating by using the angels over the knights. Templars were the troop of choice for most players back when troops actually tanked things, but troops are so weak relative to players now, that's not very important for endgame play.
Important to note, if you are an archer or knight, you do get just as much from PATK troop enlightenment from MATK troops like the Demonic Angels as mages do for a MATK troop enlightenment. The description for enlightenments are misleading about this. Everything will be fine if you try to do this. I'll have a video out once this patch reaches my server.
Lastly, I recorded the Daru costs from TheThrell's video of these new troops:
The total cost turned out to actually be a lot less than I thought it would be. This will still be some effort for those that have been going crazy in the Wilds Shop, but not as outrageous as some of the numbers I've heard rumors of previously.
Showing posts with label advice. Show all posts
Showing posts with label advice. Show all posts
Thursday, January 29, 2015
Thursday, January 15, 2015
Bloody Inferno Tips and Impressions
(Posted by Eliatan - DolyGames Team Member)
Hey you guys, Bloody Inferno has been patched into all the servers now! Since Krishna already explained quite a bit of Bloody Inferno on the blog, I just wanted to add a couple efficiency tips and clarify which buffs players receive at each round.
Mobs will all spawn at the same time on four black circles, and after these are defeated, the boss will appear in the middle. For the sake of efficiency, I recommend teams put one person stand at each of the 4 mob spawn spot. This also makes it easier to pick up the chests that drop from each mob, which appear directly below your toon. Also, mages have the fastest, lowest cost, area-of-effect (AoE) damage of the classes, so if your group has mages, use them to defeat the mobs, and have other players use basic attacks or runes to build rage for the boss.
I thought I was going crazy when I saw the buffs change each round, but later I realized my initial observation was actually correct. Though the bosses for each round appear to be randomized, the set of buffs available is an exact set for each round.
The buffs increase in cost at the later rounds, but I don't think it's really going to help much to buy them. Players get 2 of each for every round, and they have long cooldown periods similar to Spire. Probably the only reason it's necessary to buy these buffs is if you fail to defeat a boss, and need to replenish them.
The most important buff, and the only one available for all six rounds is Berserk. I recommend for stronger groups that require less strategy to win to use Berserk at the beginning of each boss fight, in sylph or class mode, to get things done quickly.
It's great that they're putting out a camper-friendly dungeon for once. None of the rewards include EXP, and the prizes include gold, materials for a mount, and shards to make reward chests.
Dislikes
It's another time-consuming PvE (player vs. environment) addition to the game. As someone that really enjoys PvP (player vs. player), I wish there were more (in particular, 1 vs. 1) PvP patches instead of adding daily multiplayer dungeons to grind out. As it is, my daily group had only been doing Dragon Invasion, Group Arena, and Tower of Kings (and has cut out Nirvana and Spire), for quite some time now. It looks Bloody Inferno will get added to the pile as well, until further notice.
Elia
Cosmos
What do you guys think of Bloody Inferno? Any helpful or interesting things you've noticed so far? Share in the comments!
Hey you guys, Bloody Inferno has been patched into all the servers now! Since Krishna already explained quite a bit of Bloody Inferno on the blog, I just wanted to add a couple efficiency tips and clarify which buffs players receive at each round.
Tips and Explanations
Blood Inferno consists of (up to) 6 rounds of enemies, each of which consists of four mobs and one boss.Mobs will all spawn at the same time on four black circles, and after these are defeated, the boss will appear in the middle. For the sake of efficiency, I recommend teams put one person stand at each of the 4 mob spawn spot. This also makes it easier to pick up the chests that drop from each mob, which appear directly below your toon. Also, mages have the fastest, lowest cost, area-of-effect (AoE) damage of the classes, so if your group has mages, use them to defeat the mobs, and have other players use basic attacks or runes to build rage for the boss.
I thought I was going crazy when I saw the buffs change each round, but later I realized my initial observation was actually correct. Though the bosses for each round appear to be randomized, the set of buffs available is an exact set for each round.
The buffs increase in cost at the later rounds, but I don't think it's really going to help much to buy them. Players get 2 of each for every round, and they have long cooldown periods similar to Spire. Probably the only reason it's necessary to buy these buffs is if you fail to defeat a boss, and need to replenish them.
The most important buff, and the only one available for all six rounds is Berserk. I recommend for stronger groups that require less strategy to win to use Berserk at the beginning of each boss fight, in sylph or class mode, to get things done quickly.
Likes and Dislikes
LikesIt's great that they're putting out a camper-friendly dungeon for once. None of the rewards include EXP, and the prizes include gold, materials for a mount, and shards to make reward chests.
Dislikes
It's another time-consuming PvE (player vs. environment) addition to the game. As someone that really enjoys PvP (player vs. player), I wish there were more (in particular, 1 vs. 1) PvP patches instead of adding daily multiplayer dungeons to grind out. As it is, my daily group had only been doing Dragon Invasion, Group Arena, and Tower of Kings (and has cut out Nirvana and Spire), for quite some time now. It looks Bloody Inferno will get added to the pile as well, until further notice.
Video
Here are the videos Cosmos and I did on the first day of this new release :)Elia
Cosmos
What do you guys think of Bloody Inferno? Any helpful or interesting things you've noticed so far? Share in the comments!
Tuesday, January 13, 2015
Mage Talent Advice
(Posted by Eliatan - DolyGames Team Member)
It used to always surprise me that I'd get asked about which talents to choose for mages as much as I did. As I thought about it more, it shouldn't be that much of a shock to me, since many people camp certain levels for very long periods of time, and need to know which talents to prioritize. In the spirit of doing some beginner to intermediate guides, here's what I think on the matter.
It used to always surprise me that I'd get asked about which talents to choose for mages as much as I did. As I thought about it more, it shouldn't be that much of a shock to me, since many people camp certain levels for very long periods of time, and need to know which talents to prioritize. In the spirit of doing some beginner to intermediate guides, here's what I think on the matter.
Primary
These are the talents that I'd try to max out at every opportunity.- Barrier - Decreases damage received
- Survival - Lengthens the cooldown of Restoration in exchange for increased heal potency.
- Holy Seal - An attack that has a chance to stun your opponent, depending on your relative Holy Seal level
Secondary
I would put leftover points into these if you've maxed out everything in Primary for your level.- Redemption - Shortens the cooldown of Blessed Light
- Focus - Gives Lightning Bolt a chance to proc a buff which decreases your rage consumption
Electives
These are talents you can think about once you're done with the primary and secondary talents.- Momentum - Shortens the cooldown of Meteoric Destroyer and gives a chance of restoring HP
- Misfortune - Shortens the cooldown and increases the damage dealt by Damnation
Useless
These are completely pointless, since none of the mage delphic skills are any good.- Awaken - Gives Rain of Fire a chance to decrease the rage needed for Delphic Thunder Frenzy
- Callousness - Shortens the cooldown of Delphic Hell Thunder and has a chance of forming an absorption shield.
Video
This is the video guide I made, where I discuss each talent in more detail!Saturday, January 3, 2015
Lych's Lair Trick for Getting 6 Bosses Always
(Posted by DZmage of the DolyGames Team)
Hi guys, with the last update, we can now see how many bosses are left in each MPD!
With this new feature, we can check how many bosses currently are in Lych Lair.
Lych's Lair basically has 3 bosses and if you are lucky enough, you can get up to 3 extra bosses which each one gives you 1 Dragon Essence!
The idea is as following:
As we can see on the picture above, when the Fast Invite says: (Rem. BOSS: 3), it means that there is no mini boss because the 3 bosses are the usual ones.
Once the 3 others join the MPD, the one who found the 6 bosses also needs to quit and join back with the Rewards Button checked so he can get the rewards from all 6 bosses.
I hope this will help all the level 70 players to earn more Dragon Essences each day especially for those who are already level 80 and need to max their Dragon Soul so they can Class Advance :)
Instead of wasting our daily free Bullhorns, we can just do the following steps:
Big thanks to Siarra and BadSector for explaining me the trick. Also big thanks to Limbeck for helping me make the screenshot.
Hi guys, with the last update, we can now see how many bosses are left in each MPD!
With this new feature, we can check how many bosses currently are in Lych Lair.
Lych's Lair basically has 3 bosses and if you are lucky enough, you can get up to 3 extra bosses which each one gives you 1 Dragon Essence!
Steps how to catch 6 Mini-Bosses in Lych's Lair
As everyone knows, each MPD allows 4 players to join at the same time and each player has 10 free Bullhorns which makes it a total of 40 free bullhorns per day!The idea is as following:
- Find 3 other players.
- Each player make a Lych's Lair room and must UNCHECK THE REWARD BUTTON!!
- Go inside and check if the first Boss is there.
- If the first Boss is there, then open the party window, send a fast invite and check how many bosses remaining (if it says 4, it means there is 1 mini boss. If it says 5, it means there are 2 mini bosses etc).
- If the first boss is not there, just exit the dungeon and try again. Because when we see the first boss, we are sure to not wast our fast invite on a 0 mini Boss Lych's Lair.

As we can see on the picture above, when the Fast Invite says: (Rem. BOSS: 3), it means that there is no mini boss because the 3 bosses are the usual ones.
Optimize the use of your Bullhorns!
Once you have a full team, my suggestion is that each player start doing the trick and the first to find a higher number of bosses, stops looking and wait until an other one finds a higher number of bosses. We keep doing this until someone finds a 6 bosses one, and then everyone join it with the Rewards Button checked.Once the 3 others join the MPD, the one who found the 6 bosses also needs to quit and join back with the Rewards Button checked so he can get the rewards from all 6 bosses.
I hope this will help all the level 70 players to earn more Dragon Essences each day especially for those who are already level 80 and need to max their Dragon Soul so they can Class Advance :)
Update
There is a better way to check how many bosses are there in any MPD that has mini bosses like Lych's Lair and Void!Instead of wasting our daily free Bullhorns, we can just do the following steps:
- Creat a Lych's Lair room (or any other other MPD that contains mini bosses)
- UNCHECK THE REWARD BUTTON!!
- Ask a friend to help us check how many bosses are there in the MPD.
- Start the MPD alone and invite him.
- If the invite we sent to our friend says (Rem. BOSS: 6), then he/she has to join and re-invite the whole team with Reward Button checked. Please check the picture below as an example.
- If the invite does not say (Rem. BOSS: 6), then we restart from step1.
Big thanks to Siarra and BadSector for explaining me the trick. Also big thanks to Limbeck for helping me make the screenshot.
Labels:
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Tuesday, December 30, 2014
Tips and Vids on Sacred Fire Temple
(Posted by Eliatan of the DolyGames Team)
Hey you guys, one of the more recent additions to Wartune that I've really enjoyed is Sacred Fire Temple. I've done a few gameplay videos on it already, and I thought I'd mention some tips I've picked up since it was released!
Well, that's all I've got. Please share any thoughts or additional advice in the comments!
Hey you guys, one of the more recent additions to Wartune that I've really enjoyed is Sacred Fire Temple. I've done a few gameplay videos on it already, and I thought I'd mention some tips I've picked up since it was released!
- Assess your individual and team chance of success - check out the rankings to see what you're up against. If there are a ton of players on the other team with much higher BR than yours, it may be better to leave and wait the five minutes to enter a new one. If you only care about the team win, and there are a lot of top players on your team, stick around!
- Consider going into the battle late - many top players who aren't as worried about the BRs of other people will go into the battleground minutes before the gates open. If you wait for a few minutes or even as long as until the last 9-10 minutes of the battle period, the field of players tends to be weaker. Even if there are one or two very strong toons, it won't be as tough to avoid them.
- Be prepared to grab the fires - the sacred fires give a reward bonus and are good to try for as long as you don't mind having a big fiery target over your head. There are three fires that spawn approximately 5, 10, and 15 minutes into the battle. Each of them spawns in the same place every time, and the order is labeled below.
- Know when to be a chicken - unless you're thoroughly overpowered, you should know figure out who to avoid and when they're coming toward the tower you're at, run for the hills :P ^^ Even though I don't have a ton of people that can take me out, if I have a fire, I'll think twice about staying at a tower that someone very strong is approaching.
- Have some fun and be social - Wartune is just as much or more of a social game as it is a competitive one. Battleground and Sacred Fire Temple can be a nice time to get a feel for what's going on in your cross server community. Ignore the haters or people just trying to troll around negativity, and you can make some friends :)
Videos
In backwards chronological order:Well, that's all I've got. Please share any thoughts or additional advice in the comments!
Labels:
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Battleground,
Sacred Fire Temple,
tips,
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Thursday, November 20, 2014
Highest Possible BR from Gems for Mages
(Posted by Eliatan of the DolyGames Team)
Hey you guys, with the Hall of Fame event ending in a week, I was chatting with a friend about which set of gems will give the most battle rating for mages. That conversation somehow turned into me taking 50+ screenshots of my BR with various gem and sylph combinations, and here are the results :)
To do this test, I took out all of the gems in my gear and then recorded my battle rating after placing exactly one level 5 gem of each type.
In all cases, I benefit most from MATK, MDEF, and HP gems the most, and for the 4th best it varies depending on the sylph:
Hope this proves helpful for anyone that needs an extra push for Hall of Fame! Good luck :)
Hey you guys, with the Hall of Fame event ending in a week, I was chatting with a friend about which set of gems will give the most battle rating for mages. That conversation somehow turned into me taking 50+ screenshots of my BR with various gem and sylph combinations, and here are the results :)
To do this test, I took out all of the gems in my gear and then recorded my battle rating after placing exactly one level 5 gem of each type.
In all cases, I benefit most from MATK, MDEF, and HP gems the most, and for the 4th best it varies depending on the sylph:
- Electro: PATK
- Fire: PATK
- Wind: PATK/PDEF
- Water: PDEF
- Dark: PDEF
- Light: PATK/PDEF
Since I my BR is at its highest when I call Hercules, I plan to convert my Crit gems into MDEF (only x4 at the moment) and PATK in a few days.
Sources of Percentage Stat Bonuses
Here I'll list off my sources of percentage-based stat increases. If your bonuses differ drastically from mine, then you should really do the test yourself to confirm which gems give you the most.Passive Skills
The passives from the skill builds are very big and drive a huge part of which gems end up being the most important. For mages that are not level 80 with class advancement opened, you won't have Sturdy yet, and will definitely get more out of PDEF and MDEF gems than HP ones like I do.Sylph Passive Bonuses
The next biggest possible source of variation probably comes from which sylph is your main one. Regardless of the passives, you should call the sylph that gives you the most BR, and then adjust your gems for that sylph's passives.- Electro: +5% MATK, +5% PATK
- Fire: +5% PATK, +5% PATK
- Wind: +5% HP
- Water: +3% MDEF, +3% PDEF
- Dark: +5% PDEF
- Light: +5% MDEF
Dragon Soul
The Dragon Soul System added new percentage bonuses. So far I can't get any more until they release more ways to use Dragon essences. These ones aren't huge though and will not vary the results as much as the hero/sylph passive skills.Wings
Wings are another source of percentage increases, but like the Dragon Soul bonuses, are quite small compared to the hero/sylph passives.Hope this proves helpful for anyone that needs an extra push for Hall of Fame! Good luck :)
Labels:
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Thursday, November 13, 2014
Card Bonus Stacking in Group Arena
(Posted by Eliatan of the DolyGames Team)
Hey you guys, I think most people (rightfully) forget the card system exists unless there is a hot event for it. It's not exactly the most exciting thing ever patched into the game, but I think it's worth going over how card bonuses are shared in group situations.
I use Group Arena as an example here, but I'm pretty sure this applies to Spire and Multi-player dungeons as well.
It's generally understood that cards give stat boosts, and as you level up your cards, they will give more bonuses. If you're lucky enough to draw purple cards, you'll open a bonus for having 4 cards (including white, green, and blue which are easier to get) of the same deck. The 4 card bonus for the Multi-player (Group) Arena cards gives +3 Insignias for every fight (win or lose).
What I think goes less noticed about the card bonuses is that they can stack if more than one person on a team has it. And since Wartune could never be so straight-forward, there is a very specific way that the stacked bonuses are counted.
Should we be playing a simple, logical, not-buggy game, if there are 3 people in a group arena team that have the card bonus, then everybody on the team should get 3 x 3 = 9 extra insignias per fight. However, that's just not how it goes.
Assuming that from left to right is the order everyone joined a room, the number of bonus insignias you receive is the number of bonuses before you + your own bonus.
For example, in the picture below, Ballwin, Eliatan, and Avarice have the card bonus, and artemes does not. That means Ballwin gets +3 (only the bonus from his own cards); I get +6 (Ballwin + my bonus); Avarice gets +9 (Ballwin + Elia + his own bonus); and artemes also gets +9, since the three before him have the bonus, but he does not.
Hey you guys, I think most people (rightfully) forget the card system exists unless there is a hot event for it. It's not exactly the most exciting thing ever patched into the game, but I think it's worth going over how card bonuses are shared in group situations.
I use Group Arena as an example here, but I'm pretty sure this applies to Spire and Multi-player dungeons as well.
It's generally understood that cards give stat boosts, and as you level up your cards, they will give more bonuses. If you're lucky enough to draw purple cards, you'll open a bonus for having 4 cards (including white, green, and blue which are easier to get) of the same deck. The 4 card bonus for the Multi-player (Group) Arena cards gives +3 Insignias for every fight (win or lose).
What I think goes less noticed about the card bonuses is that they can stack if more than one person on a team has it. And since Wartune could never be so straight-forward, there is a very specific way that the stacked bonuses are counted.
Should we be playing a simple, logical, not-buggy game, if there are 3 people in a group arena team that have the card bonus, then everybody on the team should get 3 x 3 = 9 extra insignias per fight. However, that's just not how it goes.
Assuming that from left to right is the order everyone joined a room, the number of bonus insignias you receive is the number of bonuses before you + your own bonus.
For example, in the picture below, Ballwin, Eliatan, and Avarice have the card bonus, and artemes does not. That means Ballwin gets +3 (only the bonus from his own cards); I get +6 (Ballwin + my bonus); Avarice gets +9 (Ballwin + Elia + his own bonus); and artemes also gets +9, since the three before him have the bonus, but he does not.
Here I include a table of some example situations. What you want to make sure of is, if only one person has the card bonus, then that person makes the room and invites everyone else, so at least everyone gets a little something extra! :)
I hope this helps you guys out if you didn't know about stacking the bonuses, or if you've noticed that they do and didn't know exactly the counting method. I don't really pay attention to the stacked card bonuses in the other activities, so if you have proof of them in Spire and MPs, tell us in the comments! Please share and let people know about this little tidbit ^^
Saturday, November 8, 2014
Shortcut URLs for DolyGames
Hey guys, just to let you know I have created a bunch of shortcut URLs for the different sites we have to make it easy for you to remember and share, so here they are:
youtube.dolygames.com --> DolyGames YouTube
(this is same as the longer URL with the old name: https://www.youtube.com/user/LavashGames)
1200 game videos
600+ Wartune videos
wartune.dolygames.com --> DolyGames massive Wartune Blog
600+ Articles Wartune Blog
(This is the same as this blog - http://cosmos-wartune.blogspot.com)
fb.dolygames.com --> DolyGames Facebook
(this is same as the longer URL with the old name: https://www.facebook.com/LAVASHGAMES)
gplus.dolygames.com --> DolyGames Google+
(this is same as the longer URL: https://plus.google.com/115267298926248979054/posts)
youtube.dolygames.com --> DolyGames YouTube
(this is same as the longer URL with the old name: https://www.youtube.com/user/LavashGames)
1200 game videos
600+ Wartune videos
wartune.dolygames.com --> DolyGames massive Wartune Blog
600+ Articles Wartune Blog
(This is the same as this blog - http://cosmos-wartune.blogspot.com)
fb.dolygames.com --> DolyGames Facebook
(this is same as the longer URL with the old name: https://www.facebook.com/LAVASHGAMES)
gplus.dolygames.com --> DolyGames Google+
(this is same as the longer URL: https://plus.google.com/115267298926248979054/posts)
Or just bookmark the main site:
dolygames.comFriday, October 24, 2014
Getting Maximum Rewards with Patience
Hey guys, remember that you always have the choice between immediate benefit and a bigger reward down the road. In many experiments done on people it was proven that people prefer to have a smaller reward today than a much bigger reward some time in the future. Knowing this weakness we all have as humans (or maybe it's not a weakness in some cases) we can think twice about what we do in Wartune.
In Wartune we always have the choice to save up items and wait for an event which will give us more rewards for consuming those items or to use them right away and get a little bit stronger.
There are people on both sides of this discussion and it is not really easy to say if one side is right or the other.
Something I am saving up and waiting for mount refining event are the Hoofs:
Then you have resistance and will crystals:
Then good luck charms and fashion cores for clothing sysnthesis:
And many other items like:
- mahras
- sepulcrums
- possibly vulcan stones
- bounty scrolls certainly
- soul crystals
- mount training whps
- maybe roses but low chance on this
- small runestones (if you don't have all runes yet)
- fate stones as already mentioned
- crypt keys (for rare "enter necro" events)
There are also a lot of people who don't understand basic mathematics and say if you don't participate in an event you lose the rewards. No, because you still have the items so you can use them now or later to get the rewards, it makes no difference. Actually you even win by holding out because future rewards are always greater than current since they have to increase rewards all the time to keep players from quitting.
In Wartune we always have the choice to save up items and wait for an event which will give us more rewards for consuming those items or to use them right away and get a little bit stronger.
There are people on both sides of this discussion and it is not really easy to say if one side is right or the other.
Collectors with with the Fate Stone Event
Myself, I am in the camp of people who save up items and today was my pay-day when the Fate Stone event launched with lots of rewards, which you could only take if you saved up a lot of fate stones (with the exception of cashers who can buy whatever they want).Other items in Wartune to consider collecting
Well, of course, gems:Something I am saving up and waiting for mount refining event are the Hoofs:
Then you have resistance and will crystals:
Then good luck charms and fashion cores for clothing sysnthesis:
And many other items like:
- mahras
- sepulcrums
- possibly vulcan stones
- bounty scrolls certainly
- soul crystals
- mount training whps
- maybe roses but low chance on this
- small runestones (if you don't have all runes yet)
- fate stones as already mentioned
- crypt keys (for rare "enter necro" events)
Making choices in Wartune
What I find helps me to make a choice if I should save up or not is the following question:"If I use this item will it make a significant change to my day to day runs in Wartune?"If not, then no problem in being patient.
There are also a lot of people who don't understand basic mathematics and say if you don't participate in an event you lose the rewards. No, because you still have the items so you can use them now or later to get the rewards, it makes no difference. Actually you even win by holding out because future rewards are always greater than current since they have to increase rewards all the time to keep players from quitting.
My Video on Getting Maximum Rewards with Patience
Saturday, October 11, 2014
Mage Advanced Skills Review (Revised Opinions)
(Posted by Eliatan of the DolyGames Team)
Hey you guys, I previously did a video reviewing the advanced skills, but the great thing about sharing how I think of certain game content is that I get a lot of feedback. It's impossible to always be spot on about everything, so I'm glad I've picked up some pointers and good observations from fans and friends. Here I'm going to give my somewhat revised perspective on the six advanced skills for mages, though some there isn't a big difference from the video :)
The new delphic, Flame Tornado, was the one I was really excited about when I saw previews of the advanced skills, but turns out it's not that interesting. The moment you have more than one enemy, this does less damage to your opponents than Delphic Hell Thunder, which is already fantastically useless. So sorry, mages! Still no worthwhile delphic for us. We'll just have to fake it 'til we make it with Thunderer.
Icebolt is the semi-decent of the two options, and I would max it out before putting points into Flame Tornado. I don't really see any PvP (Player vs. Player) use for it, but it's a VERY fast skill (on par with an archer's Armor Pierce), so it's not bad for things like World Boss, Necropolis, etc.
Anthem had the potential to be a really interesting heal, but since it's capped out at restoring a maximum of 90k health, I haven't found a very good purpose for it. I mentioned this in the video as well, but I think it would be more interesting as a basic skill, but by the time people hit advanced class, a 90k heal is really not much. Using restore or blessed light will do more than that, especially if they crit.
I have yet to find a PvE or group PvP purpose for Mana Shield, since 12-16% reduction doesn't do much against world boss, and a knight's apollo/mars or an archer's incendiary are so much better. However, in Class Wars I've had at least some mixed opinions about it, both positive and negative.
With high dark resistances and the vast majority of mages using dark sylphs in Class Wars, many of the fights come down to whose dealt the most damage at the end of the fight. This makes damage reduction skills pretty attractive, especially if you can have them on when your opponent is using their sylph attacks.
The best advanced skill, but everyone else gets it too :\
In my video I wrote this off as a nonsense skill, and I sort of still think it is. However, seeing as there's at least one active skill in each branch which isn't even really worth getting, this passive has started to look more appealing to me. I've worked it up to full points in my heal set, and have 1 point into it on my damage set.
Well I hope this shines a light on some of the mage advanced skills and the post and comments can be used as a reference when you and your friends start thinking about allocating your extra points. Big thanks again to everyone who gives me input, it really keeps me honest, so keep it coming!
Hey you guys, I previously did a video reviewing the advanced skills, but the great thing about sharing how I think of certain game content is that I get a lot of feedback. It's impossible to always be spot on about everything, so I'm glad I've picked up some pointers and good observations from fans and friends. Here I'm going to give my somewhat revised perspective on the six advanced skills for mages, though some there isn't a big difference from the video :)
The Original Review
The New Review
Active DPS (Damage Per Second)/Damage Skills
The active advanced skills on the damage branch for mages are largely underwhelming. I wouldn't recommend prioritizing either of them if you have just become class advanced and have a limited number of points to work with.The new delphic, Flame Tornado, was the one I was really excited about when I saw previews of the advanced skills, but turns out it's not that interesting. The moment you have more than one enemy, this does less damage to your opponents than Delphic Hell Thunder, which is already fantastically useless. So sorry, mages! Still no worthwhile delphic for us. We'll just have to fake it 'til we make it with Thunderer.
Icebolt is the semi-decent of the two options, and I would max it out before putting points into Flame Tornado. I don't really see any PvP (Player vs. Player) use for it, but it's a VERY fast skill (on par with an archer's Armor Pierce), so it's not bad for things like World Boss, Necropolis, etc.
Active Healing Skills
The active healing skills are a bit of a snore as well, but I think many mages have at least found a purpose for Mana Shield in single PvP play. When you have a limited number of points, I would at most put points into mana shield on your healing set, but neither is critical to staying competitive.
Anthem had the potential to be a really interesting heal, but since it's capped out at restoring a maximum of 90k health, I haven't found a very good purpose for it. I mentioned this in the video as well, but I think it would be more interesting as a basic skill, but by the time people hit advanced class, a 90k heal is really not much. Using restore or blessed light will do more than that, especially if they crit.
I have yet to find a PvE or group PvP purpose for Mana Shield, since 12-16% reduction doesn't do much against world boss, and a knight's apollo/mars or an archer's incendiary are so much better. However, in Class Wars I've had at least some mixed opinions about it, both positive and negative.
With high dark resistances and the vast majority of mages using dark sylphs in Class Wars, many of the fights come down to whose dealt the most damage at the end of the fight. This makes damage reduction skills pretty attractive, especially if you can have them on when your opponent is using their sylph attacks.
Passives
The passives are probably the most important point-investment, but that's mostly just because the active skills are less than interesting. The first thing I'd do once you get advanced points is to put them into the HP passive. After that I'd fill out the regular skills you've been wanting to have in each spec, and lastly think about Rage Master and some of the active skills. For all the classes, the HP passive is probably the most important; the only class that should really push for an active skill are knights (Mars Will)The best advanced skill, but everyone else gets it too :\
In my video I wrote this off as a nonsense skill, and I sort of still think it is. However, seeing as there's at least one active skill in each branch which isn't even really worth getting, this passive has started to look more appealing to me. I've worked it up to full points in my heal set, and have 1 point into it on my damage set.
Well I hope this shines a light on some of the mage advanced skills and the post and comments can be used as a reference when you and your friends start thinking about allocating your extra points. Big thanks again to everyone who gives me input, it really keeps me honest, so keep it coming!
Tuesday, August 19, 2014
God's Descent - Optimizing Attempts
(Posted by Eliatan of the DolyGames Team)
Disclaimer: I have no knowledge yet of when God's Descent will be held. We've only had it twice so far: once before and once after Class Wars; once on a weekend and once on weekdays. Do not take the blog post as some hint that God's Descent is coming tomorrow or anything of the sort. The only educated guess I'm taking is that it will be somewhere between the published date of this post and August 31, 2014.
Hey you guys, we're at the latter half of the month, so before the next God's Descent starts, I thought it would be helpful to talk about how to optimize the number of free attempts you get per boss.
First, the basic mechanics of God's Descent Boss consist of the following:
You can check out some of my God's Descent action from last month in the following vids :)
The Early Bosses
I was super groggy and didn't do commentary here, that's why it's on my personal channel
A Couple of the Later Bosses
Here I show beating some of the levels where it got really tough for me and I had to use well over 5 free attempts.
Have fun, test your toon's PvE progress, and play smart!
Disclaimer: I have no knowledge yet of when God's Descent will be held. We've only had it twice so far: once before and once after Class Wars; once on a weekend and once on weekdays. Do not take the blog post as some hint that God's Descent is coming tomorrow or anything of the sort. The only educated guess I'm taking is that it will be somewhere between the published date of this post and August 31, 2014.
Hey you guys, we're at the latter half of the month, so before the next God's Descent starts, I thought it would be helpful to talk about how to optimize the number of free attempts you get per boss.
First, the basic mechanics of God's Descent Boss consist of the following:
- You begin attacking the Boss, and a 30 minute timer will start.
- You must complete defeating the Boss within the timer, or purchase more using bound or regular balens.
- You are given one free attempt every 10 minutes right at about ##:#1 server time.
- You can save up to 5 free attempts.
- Additional attempts can be purchased with bound or regular balens.
My recommendation for when the bosses start getting very difficult for you is to do the following:
- Collect a full 5 attempts.
- Start attacking the Boss between 00:07-8 (or any ##:#7-8) -- this means your non-balening time with the Boss will end at 00:37-8.
- Freely use your attempts to bring down the Boss's HP.
- You will receive additional attempts at 00:11, 00:21, and 00:31.
- This ensures that you'll not only get 3 additional free attempts, but that you'll also have time to use the last one.
I hope this helps! God's Descent is a "pre-cashing" event, where people who cash more and have higher BR don't have to spend as much to do well in the event. I recommend going as far as you can using this technique, or at least not spending more than a few dollars. The rewards for individual Boss kills are not worth dropping big money on, and even the rank rewards for the end of the events are not good enough to justify spending a lot at this event.
You can check out some of my God's Descent action from last month in the following vids :)
The Early Bosses
I was super groggy and didn't do commentary here, that's why it's on my personal channel
A Couple of the Later Bosses
Here I show beating some of the levels where it got really tough for me and I had to use well over 5 free attempts.
Have fun, test your toon's PvE progress, and play smart!
Monday, August 18, 2014
Achievements from Patch 3.1 Part 1: Title Bonuses Opened!
(Posted by Eliatan of the DolyGames Team)
Hey you guys, there's still a lot going on with the new patch. Troubles with the Battlegrounds not opening have stalled many of my friends from doing Advanced Class stuff, but many have opened up Title bonuses at this point, which is a huge battle rating upgrade!
To get title bonuses, you have to complete a main quest series called Imperial Glory.
Once the quests are finished, you can look in your title info or the buff icon at the top of your window to see the huge BR boosts!
I wasn't too into "badge-hunting" or in this case title-hunting before (I'm way far away from Grim Reaper), but now at least there's a BR incentive to do so. Some easy HP can come from the "Master Landscaper" title, where you just weed and kill pests 100 times each. Another relatively manageable one for level 70+ players is the "Hero for Life" title, which requires you to beat all of the multi-player dungeons on Nightmare mode.
Have a title you're particularly proud of or find funny? Please share in the comments! I don't carry a title around, so I guess that says something about my personality, but I'm not sure what lol xD
Hey you guys, there's still a lot going on with the new patch. Troubles with the Battlegrounds not opening have stalled many of my friends from doing Advanced Class stuff, but many have opened up Title bonuses at this point, which is a huge battle rating upgrade!
To get title bonuses, you have to complete a main quest series called Imperial Glory.
![]() |
This is the grizzly dude you have to talk to. |
- Talk to General William
- Complete Badlands on Nightmare Mode
- Pass Level 60 of Catacombs
- Pay 200 Shadow Crystals
- Participate in 2 Tank Trials (win or lose)
- Talk to General William
This series is quite a bit easier than the Advanced Class one, just make sure to save up the 200 shadow crystals. (Tip: if you're short on shadow crystals, the flowers at wedding drop a lot of them)
Once the quests are finished, you can look in your title info or the buff icon at the top of your window to see the huge BR boosts!
![]() |
I often drop my BR at night, but when I don't, I get these awesome bonuses from Balenor's Top Warrior and such! |
Have a title you're particularly proud of or find funny? Please share in the comments! I don't carry a title around, so I guess that says something about my personality, but I'm not sure what lol xD
Labels:
Advanced Runes,
advice,
Guide,
Imperial Glory,
tips,
Title Bonuses,
Wartune
Friday, August 8, 2014
Sky Trail Tips and Video
(Posted by Eliatan of the DolyGames Team)
Hey you guys, success in Sky Trail is a key part of collecting (free) materials for sylph refinement. Here I'll layout a few things to think about before and during your efforts to complete as many levels as you can.
Resistances
The two important resistance to have on your toon when facing a very tough Boss are the resistance of the Boss's element, but more importantly is the resistance of YOUR sylph. It doesn't make much sense to me either, but if you're using Gaia/Hercules, you'll take less damage if you have very high electro resistance, than if you just stack dark resistance for the 1-5/2-5/3-5 Bosses.
Astrals
I'd recommend finding a way to put Regeneration and Illusion into your astrals if you have them. For knight and archers, Enhanced Guardian Angel (EGA) is also a decent option to help your survivability, but I would not suggest it to mages, because it will greatly decrease the chances of crit healing yourself.
Build
Like all other single target PvE instances, Crit builds are going to flourish in Sky Trail more so than Will Destroyer ones. I'm hoping to get another post out soon about building an ideal toon for PvE combat (not at all what I have for my own toon at the moment).
Runes
I would have recommended Heal and Mire (or Heal and Rage to archers), but with the introduction of Patch 3.1, we will no longer be able to slow Sky Trail bosses. Now I'd go with Heal and Brutality/Rage, for the bosses where survival is questionable.
Skills
For your class-based skills, I would aim for ones that will help keep you alive and deal decent single target damage. But ones for survival are more important -- the vast majority of your damage will be dealt while in sylph mode.
Sylph
I think if you have Electro/Dark or Fire/Dark, you can deal with most any Boss, given the right stats. Though I do have a friend who managed to beat one of the electro bosses with his blue Pan, which is much much weaker than his main sylph. Discretion is advised.
Technique
There are two basic skills that you should practice and get down pat to have more success in all PvE endeavors, including Sky Trail.
Elia versus Sky Trail
Finally, here's some footage of me taking on a few levels of Sky Trail that were new to me at the time!
Wartune Gameplay and Guide - Sky Trail LIII-5 to LIV-1
(Going to have to settle for a link right now, something wrong going on when I try to embed this vid. Hopefully fixed soon)
Please ask questions and share your own advice for beating Sky Trail Bosses (in general, or specific ones) in the comments section!
Hey you guys, success in Sky Trail is a key part of collecting (free) materials for sylph refinement. Here I'll layout a few things to think about before and during your efforts to complete as many levels as you can.
Resistances
The two important resistance to have on your toon when facing a very tough Boss are the resistance of the Boss's element, but more importantly is the resistance of YOUR sylph. It doesn't make much sense to me either, but if you're using Gaia/Hercules, you'll take less damage if you have very high electro resistance, than if you just stack dark resistance for the 1-5/2-5/3-5 Bosses.
Astrals
I'd recommend finding a way to put Regeneration and Illusion into your astrals if you have them. For knight and archers, Enhanced Guardian Angel (EGA) is also a decent option to help your survivability, but I would not suggest it to mages, because it will greatly decrease the chances of crit healing yourself.
Build
Like all other single target PvE instances, Crit builds are going to flourish in Sky Trail more so than Will Destroyer ones. I'm hoping to get another post out soon about building an ideal toon for PvE combat (not at all what I have for my own toon at the moment).
Runes
I would have recommended Heal and Mire (or Heal and Rage to archers), but with the introduction of Patch 3.1, we will no longer be able to slow Sky Trail bosses. Now I'd go with Heal and Brutality/Rage, for the bosses where survival is questionable.
Skills
For your class-based skills, I would aim for ones that will help keep you alive and deal decent single target damage. But ones for survival are more important -- the vast majority of your damage will be dealt while in sylph mode.
Sylph
I think if you have Electro/Dark or Fire/Dark, you can deal with most any Boss, given the right stats. Though I do have a friend who managed to beat one of the electro bosses with his blue Pan, which is much much weaker than his main sylph. Discretion is advised.
Technique
There are two basic skills that you should practice and get down pat to have more success in all PvE endeavors, including Sky Trail.
- Using a Rune after going into Sylph Mode. I helped Cosmos with some full-proof explanation of how to do this, and he explains it in the video below.
- Double hitting without slows, which I layout how to do in the blog post Double Hits in World Boss (you can use the same process to get them in Sky Trail) and the video below.
Finally, here's some footage of me taking on a few levels of Sky Trail that were new to me at the time!
Wartune Gameplay and Guide - Sky Trail LIII-5 to LIV-1
(Going to have to settle for a link right now, something wrong going on when I try to embed this vid. Hopefully fixed soon)
Please ask questions and share your own advice for beating Sky Trail Bosses (in general, or specific ones) in the comments section!
Tuesday, July 29, 2014
Soul Crystal Exchange!
(Posted by Eliatan of the DolyGames Team)
We got another Soul Engraving Bonus and Soul Crystal Exchange very soon, so I decided against doing another auto-clicker-fest video this time.
This time I had a bit over 70,000 soul crystals and exchanged all of them for whips. Though I think it's tempting to level up runes with this exchange, I'd recommend focusing on mount stats before dabbling in non-BR-increasing items until your mount is really capped out on whips. Also, as of now, there's no event for runestone use, but we get an unlimited mount training event almost every month, which returns gems and more soul crystals!
How'd you guys make out this event? I think most haven't collected nearly as much as last time :\
We got another Soul Engraving Bonus and Soul Crystal Exchange very soon, so I decided against doing another auto-clicker-fest video this time.
This time I had a bit over 70,000 soul crystals and exchanged all of them for whips. Though I think it's tempting to level up runes with this exchange, I'd recommend focusing on mount stats before dabbling in non-BR-increasing items until your mount is really capped out on whips. Also, as of now, there's no event for runestone use, but we get an unlimited mount training event almost every month, which returns gems and more soul crystals!
How'd you guys make out this event? I think most haven't collected nearly as much as last time :\
Labels:
advice,
Event,
Soul Crystal Exchange,
Soul Engraving bonus,
Wartune
Friday, July 18, 2014
Big Income from World Boss
Hey guys, I want to re-highlight again the big incomes possible if you do World Boss correctly. Just check out this extract picture below I prepared from Elia's video - that is some huge income of gold and daru. Naturally, not everyone can make numbers as big as these (because Elia is one of the top players with around 200k BR), but if you take the lessons that Elia is explaining using the AFK button and runes to your advantage you can hopefully manage to increase your earnings.
Remember World Boss income is why I am also always pushing and advising everyone to focus on offense first before anything else, because the more you can earn from this event the more you can invest in yourself and get stronger faster.
So check out the picture below and if you want to re-visit again the video on DolyGames channel here is the link to it: https://www.youtube.com/watch?v=A8HUE8yg4JI
Remember World Boss income is why I am also always pushing and advising everyone to focus on offense first before anything else, because the more you can earn from this event the more you can invest in yourself and get stronger faster.
So check out the picture below and if you want to re-visit again the video on DolyGames channel here is the link to it: https://www.youtube.com/watch?v=A8HUE8yg4JI
Thursday, July 17, 2014
Dante’s Team Smashes Spire
Hey guys, here a short post Dante asked me to share how his team (his team is called Team 7) smashed Spire and you see in the comments they didn't even have a hard time doing it. I asked him to share some info / tips together with his victory picture and he did, so here is what Dante advises about Spire:
All i can say about spire bosses is give some advice:
All i can say about spire bosses is give some advice:
- One tank seems to work better than 2 tanks,
- The only hard bit is boss 21 with the stupid dot spell, after that bosses are easier,
the difficulty of those bosses are:
- 21 amazon queen (by far the hardest),
- 24 pan (back attack might kill mage/archer + aoe on 5th move)
- 22 iris (aoe and needs alot of rage if solo mage)
- 23 gaia by far the easiest one since we all got hercules and we are high on electric resistances plus it has only single target spells
Hope you guys found those tips useful and here is the screenshot (you can click to enlarge - it's big).
Thursday, July 10, 2014
Double Hits in World Boss (With Video)
(Posted by Eliatan of the DolyGames Team)
Hey you guys, I get asked about how to do double hits in World Boss a lot, so I thought I'd try to lay it out here in the blog. I have some video of me doing them as well.
This can be done with your class-based skills or in sylph mode, and using this trick can get you double hits every other turn:
Hey you guys, I get asked about how to do double hits in World Boss a lot, so I thought I'd try to lay it out here in the blog. I have some video of me doing them as well.
This can be done with your class-based skills or in sylph mode, and using this trick can get you double hits every other turn:
- Pick a skill
- Click AFK
- Let AFK mode choose your next attack
- As the AFK-selected skill is casting, choose your next attack or rune. Now your skills should be blinking.
- Continue to choose your next skill or rune, one or two turns ahead of what your toon is casting at the moment.
- If your skills stop blinking and you cannot queue future skill choices, start back at (1)
On the turns that you successfully double hit, usually you'll see that you attack immediately after the World Boss hits you, not your troops. So it will look something like:
- World Boss attacks you
- You attack World Boss
- Your troops attack World Boss
- You attack World Boss
So these are the basic ideas on how to do this, but there's definitely a learning curve to figuring out the timing (I think I was on the slow end of that curve...), so practice practice practice!
Big thanks to my buddy and guildy, arty, for putting up with me while I was learning how to do this.
Labels:
advice,
Double hits,
Guide,
tricks,
Wartune,
world boss
Tuesday, July 8, 2014
Special Tailor Event Video -- Don't Rush Your Clothing Synthesis!
(Posted by Eliatan of the DolyGames Team)
Hey you guys, did a video on clothing synthesis. Though it's admittedly not very useful for zero-to-low cash players, I think it's important to caution even those willing to drop bigger money on the game, to not "over-synthesize" during events like Special Tailor (or the limited versions of the gem synthesis events).
The key thing to remember for the Special Tailor events is that for whatever level you synthesize, you also get the prizes for the levels before it. So if you synthesize a pair of level 5 wings, you get the rewards for levels 3 and 4 as well. Though it takes much longer than directly cashing a pair of level 5 wings in one month, you'll get more prizes for the same amount of cashing if you do something like the following:
This is under the assumption that there's a Special Tailor event each month, which I can't remember the last time there wasn't.
Here's the vid on this topic, and you can see how I went about it for this month ^^
Hey you guys, did a video on clothing synthesis. Though it's admittedly not very useful for zero-to-low cash players, I think it's important to caution even those willing to drop bigger money on the game, to not "over-synthesize" during events like Special Tailor (or the limited versions of the gem synthesis events).
The key thing to remember for the Special Tailor events is that for whatever level you synthesize, you also get the prizes for the levels before it. So if you synthesize a pair of level 5 wings, you get the rewards for levels 3 and 4 as well. Though it takes much longer than directly cashing a pair of level 5 wings in one month, you'll get more prizes for the same amount of cashing if you do something like the following:
- Month 1: Synthesize level 3 wings
- Month 2: Synthesize level 3 wings
- Month 3: Synthesize level 4 wings
- Month 4: Synthesize level 3 wings
- Month 5: Synthesize level 3 wings
- Month 6: Synthesize level 4 wings
- Month 7: Synthesize level 5 wings
This is under the assumption that there's a Special Tailor event each month, which I can't remember the last time there wasn't.
Here's the vid on this topic, and you can see how I went about it for this month ^^
Labels:
advice,
Clothing,
Clothing synthesis,
Special Tailor,
tips,
Wartune
Thursday, June 26, 2014
Sylph Series Part 2a: Gaia
(Posted by Eliatan of the DolyGames Team)
Edit (Oct. 2014): When this was originally written, what is now called Eve was then called Gaia.
Hey you guys, in the second enrollment of my sylph series, we're talking about the ever-popular Gaia! Just an FYI about your man Cosmos, Gaia is his absolute favorite sylph, because she's so pretty and pink and flowery -- like a corsage and he's Ken at the prom. Hehe :P
Before we get started
I'll specify in advance that this is a guide for Gaia, and not her refined form, Hercules. I'll definitely try to do posts on the refined sylphs, but that may take a bit, as I'll need to at least see each in action before I go saying anything about them :\
Who should have one?
Gaia is a valid option for players of all classes. Whether just a secondary sylph for World Boss and other single target play, or as a main PvP sylph (the sylph you put the most resources into), there are reasonable justifications for anybody to build up a Gaia.
Which are the best skills to get for her? (In order of priority)
What are the cons to building an Gaia?
There are very few drawbacks to choosing Gaia as your main sylph, but I'd say if anything, her popularity is the biggest issue. Since it's well-known that Gaias are all over the place, most people will stack up a lot of electro resistances to counter her -- you won't have that issue if your best buddy is a Pan. Another notable downside to Gaia is her fragility -- she's very "Kill or be killed" So, if that mentality suits your personality and playing style, that's great. If not, you may want to consider a creative alternative.
For Mages picking Gaia
Also, if you're a mage choosing Gaia as your primary sylph, and plan to use her in Class Wars as well, you really have to commit your resources -- don't get caught up putting sepulcrum into other sylphs until she's in really good shape. Enchanting her a lot will help your HP and refining into Hercules is an urgent project. While Gaia is great against knights and archers, cracking mage MDEF is another story. I'm sure there are lots of tales about how much people can crit mages for, but it's simply very high risk to bring this sylph to mage Class Wars. Since he has a skill to reduce MDEF, Hercules is a much more viable option, to even out things out against the PATK pet users.
Gaia naming contest!
Here's my Gaia, Hoegaarden (Who-gah-den), what a cute Belgian white beer (witbier)! Comment with the best name for a Gaia (doesn't have to be the name of your Gaia), and I'll name my mine after YOU for a week :P
Iris naming winner!
Winner for the Iris naming contest is Michael Aldrete (tell your parents they're awful for not keeping your name under 12 characters) for suggesting Katara! Avatar's an awesome anime and it's Iris-appropriate :)
Next up, Amazon Queen!
Check out the other Sylph series post!
Sylph Series Part 1: Iris
Edit (Oct. 2014): When this was originally written, what is now called Eve was then called Gaia.
Hey you guys, in the second enrollment of my sylph series, we're talking about the ever-popular Gaia! Just an FYI about your man Cosmos, Gaia is his absolute favorite sylph, because she's so pretty and pink and flowery -- like a corsage and he's Ken at the prom. Hehe :P
![]() |
Squeesquee! Ohhhhhhh, COSMOS! ♥.♥ |
I'll specify in advance that this is a guide for Gaia, and not her refined form, Hercules. I'll definitely try to do posts on the refined sylphs, but that may take a bit, as I'll need to at least see each in action before I go saying anything about them :\
Who should have one?
Gaia is a valid option for players of all classes. Whether just a secondary sylph for World Boss and other single target play, or as a main PvP sylph (the sylph you put the most resources into), there are reasonable justifications for anybody to build up a Gaia.
Which are the best skills to get for her? (In order of priority)
- Jupiter's Wrath - Step one to single target DPS glory.
- Description: 225% + 225 damage to a single back row target. 80% chance to make a random skill unavailable for 2 rounds.
- Powerful and with only an 8 second cooldown, this is an awesome skill. It prioritizes players, which means even if troops are still in play, this should be your lead PvP move with Gaia, to take a chance at removing one of your opponent's important skills.
- Unstable Voltage (Passive) - Single target DPS glory.
- Description: Increases attack by 5% everytime damage is taken. Stacks up to 50%, lasts 2 rounds.
- This is an extremely powerful passive. Put yourself in front of your troops for World Boss to take full advantage. During group battles it can stack up to the full 50% quite quickly for huge delphic power!
- Flash Storm - Extra single target DPS glory.
- Description: 240% +265 damage to random single target (prioritizes players) and deals 20k damage to troops.
- Powerful, but with a 45 second cooldown, can only be used once per awakening, which is why Jupiter's Wrath is more appealing.
- Roll of Thunder - Just don't bother.
- Description: Deals 150% + 100 damage to a random target. Floating damage +20% for 2 rounds.
- I think this is supposed to be a potential replacement for Thundering Strike, Gaia's most basic attack, but it's not at all worth the balens. I'm always a bit iffy about the benefits of floating damage.
- Jupiter's Blessing - High cost for questionable return.
- Description: Crit rate and crit damage increased by 10% for 3 rounds.
- There aren't many of the 500 Awakening cost blessings that I like, and this is no exception. The skill comes at a really high awakening point cost for what it is.
- Master of Thunder (Passive) - A nice passive, but not an imperative purchase.
- Description: After taking damage, chance to increase crit rate by 15% next round.
- While I like this passive, especially when it procs as I'm about to delphic, it's chance-based and probably triggers at best once per awakening. Also, for obvious reasons, this is only for players with a crit build.
- Single Target PvE - World Boss, Sky Trail, Necropolis, Spire -- any time you want to hit one monster, Gaia's your girl.
- 1 vs. 1 PvP - Gaia is a great single PvP sylph, particularly for players that set themselves up well before awakening. Unlike Iris, Hades, or Apollo, Gaia has no defensive or healing abilities, so it's better to go into sylph form healthy or at least shielded.
There are very few drawbacks to choosing Gaia as your main sylph, but I'd say if anything, her popularity is the biggest issue. Since it's well-known that Gaias are all over the place, most people will stack up a lot of electro resistances to counter her -- you won't have that issue if your best buddy is a Pan. Another notable downside to Gaia is her fragility -- she's very "Kill or be killed" So, if that mentality suits your personality and playing style, that's great. If not, you may want to consider a creative alternative.
For Mages picking Gaia
Also, if you're a mage choosing Gaia as your primary sylph, and plan to use her in Class Wars as well, you really have to commit your resources -- don't get caught up putting sepulcrum into other sylphs until she's in really good shape. Enchanting her a lot will help your HP and refining into Hercules is an urgent project. While Gaia is great against knights and archers, cracking mage MDEF is another story. I'm sure there are lots of tales about how much people can crit mages for, but it's simply very high risk to bring this sylph to mage Class Wars. Since he has a skill to reduce MDEF, Hercules is a much more viable option, to even out things out against the PATK pet users.
Gaia naming contest!
Here's my Gaia, Hoegaarden (Who-gah-den), what a cute Belgian white beer (witbier)! Comment with the best name for a Gaia (doesn't have to be the name of your Gaia), and I'll name my mine after YOU for a week :P
Iris naming winner!
Winner for the Iris naming contest is Michael Aldrete (tell your parents they're awful for not keeping your name under 12 characters) for suggesting Katara! Avatar's an awesome anime and it's Iris-appropriate :)
Next up, Amazon Queen!
Check out the other Sylph series post!
Sylph Series Part 1: Iris
Saturday, June 21, 2014
Magic Pot Temptation!
(Posted by Eliatan of the DolyGames Team)
Hey you guys, Magic Pot is out again! If they do it right, Magic Pot tends to be one of those events where cashers "magically" find themselves taking a crack at losing all sorts of money.
I was able to resist the last time this event was around, but I need someone to ban me from my own PayPal account to not at least try this one. I'm not super into glittery stuff (wings), but the x100 Fashion Cores O___O dayum, that's a lot of clothing refinement.
My guess is that if you do this event, you'll end up with a bunch of gold, daru, gem packs, and EXP scrolls. I'm also going to assume that knowing my luck, I would get that x200 fate stones that I don't need at all. May be worth mentioning that I've seen the system chat announcement for the x200 lvl. 2 refinement crystals several times now -- WOOHOO You've received 1/9th of a level 80 refinement!
My soon-to-probably-be-hypocritical advice is to avoid this event like the plague, because 65 balens per activation is quite steep. Put a sticky-note where the icon is on your screen or something >.<
For those of you that did go for it, what big prizes (if any) did you get, and how many activations did you use? I have a guildie that got his first pair of wings for free when they gave hammers that let you try without using balens. He's the same guy that drew a blue Iris on the first day of sylphs. If you have that kind of devil's luck, maybe you should consider it -__-
Hey you guys, Magic Pot is out again! If they do it right, Magic Pot tends to be one of those events where cashers "magically" find themselves taking a crack at losing all sorts of money.
I was able to resist the last time this event was around, but I need someone to ban me from my own PayPal account to not at least try this one. I'm not super into glittery stuff (wings), but the x100 Fashion Cores O___O dayum, that's a lot of clothing refinement.
My guess is that if you do this event, you'll end up with a bunch of gold, daru, gem packs, and EXP scrolls. I'm also going to assume that knowing my luck, I would get that x200 fate stones that I don't need at all. May be worth mentioning that I've seen the system chat announcement for the x200 lvl. 2 refinement crystals several times now -- WOOHOO You've received 1/9th of a level 80 refinement!
My soon-to-probably-be-hypocritical advice is to avoid this event like the plague, because 65 balens per activation is quite steep. Put a sticky-note where the icon is on your screen or something >.<
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