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Thread: Question for Trascenders

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    Default Question for Trascenders

    I'm just Master at the moment, and i never raised up a skill beyond lv9. My question is: when you reach maximum skill rank, which are attack skills worth to be raised to lv20? For example, it would be a right choice to raise my Hailstorm skill up to that level? Thanks in advance.

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    Quote Originally Posted by Valerio80 View Post
    I'm just Master at the moment, and i never raised up a skill beyond lv9. My question is: when you reach maximum skill rank, which are attack skills worth to be raised to lv20? For example, it would be a right choice to raise my Hailstorm skill up to that level? Thanks in advance.
    As much as i've read on the forums, no Wizard skill is needed of level 20 (a exception for Lightning Cannon and buffs/debuffs) rest of the skills are needed lv 9 or so.

    P.S. But hey, thats only oppinions of ther ppl, every1 has his/her style of play and as time goes by get to know whats better for him/her, just play along, test the skills and use them as you see fit.
    Last edited by Lawful; 01-10-2007 at 17:49.

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    Skills worth maxing would be...

    Stone cannon - 20
    Fire cannon - 20
    Buffs - force increase and hardness - 20
    Blink - 9
    Weaken - 20

    The rest is up to you, how you set your combo; but these 2 cannons worth maxing because they have very good dps.

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    Quote Originally Posted by blackened View Post
    Skills worth maxing would be...

    Stone cannon - 20
    Fire cannon - 20
    Buffs - force increase and hardness - 20
    Blink - 9
    Weaken - 20

    The rest is up to you, how you set your combo; but these 2 cannons worth maxing because they have very good dps.
    not seeing lightning cannon there makes me sad

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    Quote Originally Posted by poopeedoo View Post
    not seeing lightning cannon there makes me sad
    I didn't include it because I consider it having too high cast time (2.3) and too high cool time at lvl 20. If you're looking for a replacer, stone lance is better.

    ... but then again, this is my (personal) opinion only.

  6. #6

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    Wow thanks to all for answers!

    So some lv20 cannons too are useful at higher levels? Good!

    And higher skills (hailstorm, artic field and so on) are better at lv9?

    Thanks again!

  7. #7

    Lawful's Avatar
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    Quote Originally Posted by blackened View Post
    Skills worth maxing would be...

    Stone cannon - 20
    Fire cannon - 20
    Buffs - force increase and hardness - 20
    Blink - 9
    Weaken - 20

    The rest is up to you, how you set your combo; but these 2 cannons worth maxing because they have very good dps.
    You do have a point there, but more-o-less the DPS has some advantages and disatvantages, picking Fire/Stone would be a little in-apropriate cause of they'r Range limits, Fire - 1~8, Stone - 1~7 , so if you put Fire to combo first you'll lose alot of time thus making the DPS lower than Lightning's (that'll be much more than losing with Lithtning Cannon's 0.2 cast dif) by stepping once foward to cast it when crosing the Stone one or any other spell that has a range limit to 1~7, so if you want to cover for it then you gotta put Stone first to compesate but that leaves you more oppen to the opponent and you lose the range advantage from Fire.
    The second is the DPS itself , as we know the Combo reaching 11 is at its limit and hard to press on thus inerruping combos and taking alot of time to restart one (Altough that applyes to the majority of average players like 98%). So DPS'ing would mean you do faster damage in low bursts but more hits are needed to finish up the target, that makes one more dissadvantage both for Bossing and PvP'ing hard targets (that'll be alot of in the new Update on the War Server).
    On the other hand you could use a Lightning/Stone combo , the range is appropriate : Lightning 1~7, Stone 1~7, thuns you don't lose time when changing from cannon to cannon (or any other spells) and do less hits to kill a target, thus taking a while longer than DPS ones, but meaning less hits = less combo used , so you gain the advantage to not start a second or third one and lose time for starting a new one.

    P.S. Personally i'd preffer a Damage oriented combo to build up hits in big bursts thus using less efforts and doing less unnecesary actions.
    I don't really know if this applies to Cabal or not , haven't tested yet, but DPS'ing also has a very unpleasent side-effect, thus you doing more damage by Time passing applies to only Mid-Low Defenced targets. The high defed ones are better off killed with DPH combos since they can nuliffy the damage quite badly (for the DPS'er) thus leaving you with Minimal Hits, while DPH'ing usually pierces trough the def causing to by-passing the minimal-limitter to do higher damage.

    Examples: Ragnarok's Assasins , LineAge2's Tyrants, Flyffs's Bladers and so on...

    Anyways like i said i'm not sure if the def theory applies to cabal.
    But anyways its up to the player to chose his style.
    Last edited by Lawful; 01-10-2007 at 19:36.

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    You have your point and it's in one way right.

    But just like I said in my previous post, this is simply my point of view. It doesn't mean it's 100% accurate or 100% right, this is just what I found right for my char to use.

    I calculated the overall dps of my combo (all skills included, cannons + gm) and I found it faster to leave out light cannon and have stone cannon in. True, if you think that your char makes 1 step forward you might take it as a loss of time. But you make the step only once, then all the other combos go normally.

    PvP-wise, it is recommended that you get to your second GM as fast as possible. Most of your targets die at the second gm anyway, wether the second gm does 1 dmg or 500 dmg. So I aimed for a faster combo, that would get me the second GM sooner, and thus making the most of it.

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    Hm well you do have your points, i'mm still be thinking maybe i'll change the view on that point.

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    Stone > Fire and the stepping is nullified. Not really a problem imo.

    Blackened, do you use a 4 or a 5 hit combo at PvP?
    3 cannons/lances at 18'ish
    OR
    4 cannons/lances at 20
    Both after the GM which is obvious.
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  11. #11

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    I would leave Gmaster to lvl 9.
    A.Master to lvl 9.
    Lightning Cannon to lvl 18.
    Fire Cannon and Stone Cannon lvl 20.
    Fire and Stone Lance lvl 20.
    Thats mine tho.
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    Quote Originally Posted by takolin View Post
    Stone > Fire and the stepping is nullified. Not really a problem imo.

    Blackened, do you use a 4 or a 5 hit combo at PvP?
    3 cannons/lances at 18'ish
    OR
    4 cannons/lances at 20
    Both after the GM which is obvious.
    Well, there is a combo that would match perfectly the GM cooltime, with gm+3 cannon/lances. But the problem is that if you rush a bit the combo (meaning that even if 1 skill is casted on yellow instead of orange/red) then the combo breaks because gm is still cooling.

    I prefer 4 cannons/lances after gm, still making it as fast/short as possible for the second gm though.

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    Lighcannon has the right cast time for some gaps, part from that for its casting time its dps sucks at high level.

    This occurs because the lower skills dps increases dramatically as you get stronger, its the same for all classes, the more you can stick through that amp for the casting time the dps goes up expanentially.

    As for the skill levels, this is where it counts.

    The amp characteristic has increased on lvls 10,11,12,13,14,15,16,17,18,19,20 only

    And the highest increases are on lvls 19 and 20, so therefore thats where you get the largest jump in power.

    Here below is an example of the damage per second increase (dps) of skills as they go up in rank.

    lvl -|- dps
    1) 271.6135385
    2) 272.0289231
    3) 272.4443077
    4) 272.8596923
    5) 273.2750769
    6) 273.6904615
    7) 274.1058462
    8) 274.5212308
    9) 274.9366154
    10) 282.5303077
    11) 282.9456923
    12) 283.3610769
    13) 290.9547692
    14) 291.3701538
    15) 291.7855385
    16) 299.3792308
    17) 299.7946154
    18) 300.21
    19) 307.8036923
    20) 315.3973846
    Last edited by SiliconShadow; 03-10-2007 at 09:05.


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    The amp changes only at 10, 13, 16, 19, 20. It's the add attack that goes up every level and that what makes the dps go up regardless if amp changes or not.

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    Quote Originally Posted by blackened View Post
    Well, there is a combo that would match perfectly the GM cooltime, with gm+3 cannon/lances. But the problem is that if you rush a bit the combo (meaning that even if 1 skill is casted on yellow instead of orange/red) then the combo breaks because gm is still cooling.

    I prefer 4 cannons/lances after gm, still making it as fast/short as possible for the second gm though.

    maybe an ****** question but what u mean with GM?


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    The gm skill... or extreme dual cannon.

  17. #17

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    Is it true that every skill gets +0,25 amp from lvl 9 to lvl 20 in total...i mean +0,05 at lvl10, +0,05 at lvl13, +0,05 at lvl 16, +0,05 at lvl 19 and +0,05 at lvl 20?

    Or that "+0,05" amp can change?
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    light cannon level 20 would mess the stun combo which requires lvl 18 lightning cannon..stone and fire lvl 20 would mess the pvp combo and will require one more skill to keep the combo on..so no cannons at lvl 20 only fire and stone lance and of course the buffs

    unfortunately as a wizard the only way to be able to survive at higher maps is stun..i would love to be able to make my gm or my cannons lvl 20 but if i do so i wont be able to kill at lakeside or dungeons
    Last edited by suprem3; 02-10-2007 at 12:04.

  19. #19

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    I've read somewhere that someone made a tab of all spells dps... where can i find it?

    Thanks to all again for answers

  20. #20

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    Quote Originally Posted by suprem3 View Post
    light cannon level 20 would mess the stun combo which requires lvl 18 lightning cannon..stone and fire lvl 20 would mess the pvp combo and will require one more skill to keep the combo on..so no cannons at lvl 20 only fire and stone lance and of course the buffs

    unfortunately as a wizard the only way to be able to survive at higher maps is stun..i would love to be able to make my gm or my cannons lvl 20 but if i do so i wont be able to kill at lakeside or dungeons
    Depends what you want.

    Lightning at 18.
    But stone/fire at 20.
    You'll need 2 lances but those can be at lvl 20 too.
    GM will be cast slightly slower, but it's compensated by nice DPS if your magic is high enough or if you have a nice amp set.


    DPS page
    Last edited by takolin; 02-10-2007 at 13:17. Reason: added a link
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    Quote Originally Posted by Havefun View Post
    Is it true that every skill gets +0,25 amp from lvl 9 to lvl 20 in total...i mean +0,05 at lvl10, +0,05 at lvl13, +0,05 at lvl 16, +0,05 at lvl 19 and +0,05 at lvl 20?

    Or that "+0,05" amp can change?
    The first part is correct. The amp of each skill changes with 0.05 at 10, 13, 16, 19, 20.

    So if GM skill has 1.7 amp at lvl 1-9 it will have:
    - 1.75 at 10 - 12
    - 1.8 at 13 - 15
    - 1.85 at 16 - 18
    - 1.9 at 19
    - 1.95 at 20.

  22. #22

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    I think I just wrote it conusingly black was kinda tired lol.

    I meant that u only have extra amp on those lvls and by 19/20 where you get an increase at each its where the skill is the most powerfull.


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