Guide Version : 1
(Updated January 15, 2015)
(Updated January 15, 2015)
Contact Information:
Facebook Page: https://www.facebook.com/vkquinnlee
YouTube Channel: youtube.com/ventkrewquinn
E-mail Address: ventkrewquinnlee@gmail.com
Facebook Page: https://www.facebook.com/vkquinnlee
YouTube Channel: youtube.com/ventkrewquinn
E-mail Address: ventkrewquinnlee@gmail.com
Summary of Guide Content:
1. PvP
– Skill Build
– In-depth build walkthrough + skill effects & usages
– Skill Plates / Heraldries
– Informative Combo Techniques
– Class Strength & Weakness
1. PvP
– Skill Build
– In-depth build walkthrough + skill effects & usages
– Skill Plates / Heraldries
– Informative Combo Techniques
– Class Strength & Weakness
Skill Build
– Designed to fit in any PVP Modes (Compensation On, 1v1, Group, Ladder, etc).
– Can also be used for PvE Dungeon runs.
Assassin Skill Tree Explained:
Chaser Skill Tree Explained:
Ripper Tree Explained:
PVP Skill Plates / Heraldries:
PVP Key Bindings
#1
#2
Combo Moves:
Barrage of Knives
Pre-requisite Set-up: Target must be in a hittable knocked-down state & near a wall
Combo Sequence:
Open Edge (#2, ‘2’) Rain Drop (#2, ‘1’) Gore Kick (Right-Click) Rain Drop (#2, ‘1’)
Triple Edge (Tumble Backwards + Left Click) Punishment (#2, ‘4’)
Philosophy:
Target should be in a hittable knocked-down state so that it can be affected by Open Edge’s wall bounce effect. This would buy time for the player to at least cast Rain Drop, which has an animation delay (in the form of the Raven flying up before firing the Knives). Additional time is needed for the first Rain Drop to connect, so a Gore Kick is necessary in keeping the target hittable.
The wall bounce from Gore Kick will also extend the time for the second Rain Drop to be casted. This time though, a Gore Kick wouldn’t be necessary because the target would be pinned to the wall by the the first Rain Drop. To further enhance this effect, a Triple Edge after tumbling backwards is recommended so that the first and the second Rain Drop could be linked together. Finally, a finishing blow via Punishment is delivered.
Variations:
Combo can also be done with one Rain Drop. Simply proceed to do Triple Edge after Gore Kick instead of casting the second Rain Drop. Buffs can also be used while target is pinned by Rain Drop. Re-engage with Flame Locust if so.
Video:
Show-stopper
Pre-requisite Set-up: NIL
Combo Sequence:
Shift Blow EX (#1, ‘Q’, Fast Cancel with Right-Click after 5 hits) Gore Kick (Right-Click) Swipe (Right-Click on Knocked-down target) Scimitar Combo (Hold Left-Click) Blade Runner EX (#1, ‘R’) Flame Locust EX (#1, ‘V’) Izuna Drop EX (#1, ‘C’)
Philosophy:
This combo is designed to be an initiation one that allows a Ripper to start his combos reliably. Any of the skills can be changed & adapted according to situations to enable easy re-catching if needed.
Shift Blow EX should be cancelled quickly after the initial 5 punches for maximum SA-B and the stagger effect, as the full animation presents an awkward pause that enables people to simply tumble away from it accordingly. A simple Gore Kick will knock the flinched opponent down so that a Swipe connection may proceed. Afterwards, a full Scimitar combo is used to bait out any Aerial Evasions if applicable before countering it with Blade Runner EX for its instant dash re-catch. A Flame Locust EX will follow to position the character accordingly before ending with a devastating Izuna Drop EX.
Variations:
Any of the skills in the sequence can be swapped to another appropriate skill according to cases. For example, against Mercenaries who retaliates with Crisis Howl after Shift Blow EX and defend with Flying Swing, one can opt to use Shadow Hand Level 6 to break the SA and stagger him, thus allowing the combo to take place.
Video:
Reclamation
Pre-requisite Set-Up: Target must be in a knocked-down position, regardless of whether it’s hittable.
Combo Sequence:
Rake (#2, ‘3’) Swipe (Right-Click on knocked-down target) Scimitar Combo (Hold Left Click)
Philosophy:
This combo is meant to reclaim (as the title implies) an opponent should one breaks a combo for whatever reason. Doing re-catches are important for Chasers, especially in Kill-Or-Fall matches where every hit one receives is significant due to low HP and that the damage transfer between Chasers and other classes is unfair for the former. This simple technique ensures that the intended target stays down instead of trying to roll away and to lift it up again without using any skills which could be better utilized for counter-attacks.
Variations:
If target is far away, a Triple Edge while tumbling forward can help. Normal Jump Shuriken Attacks helps too.
Video:
Displacement
Pre-requisite Set-Up: Target must be in a hittable knocked-down state & near a wall.
Combo Sequence:
Gore Kick (Right-Click) Burning Coal (#1, ‘5’) Triple Edge (Tumble Forward + Left Click) Gore Kick (Right-Click) Mortal Blow (#1, ‘X’)
Philosophy:
This combo is a special variation where you use your evasive skill, Burning Coal, to re-position yourself while still maintaining your combo.
If you find yourself too close to the wall after bouncing your target against the wall, you can utilize Burning Coal in order to keep it afloat and move backwards in order to face the target in front again. Tumbling in front for a Triple Edge will situate you in another opportunity for a Gore Kick wall bounce.
Now with Burning Coal in Cool-down, one can also make use of Mortal Blow’s short movement displacement to achieve the same effect as the aforementioned. This can be achieved by turning back and landing the elbow strike for Mortal Blow, then quickly facing the front when the character starts to move back & spin vertically to deliver the bulk of the damage.
Variations:
This combo can be misused when Burning Coal is already on Cool-Down. If so, one can shorten the combo by not doing the combination of Burning Coal + Triple Edge and going ahead with the Mortal Blow Displacement technique.
Video:
Class Strengths
Extremely Agile
Assassins in general are fast compared to other characters, even more so when you switch to a Chaser. When you specialize into a Ripper / Reaper, you’re also unlocking the potential it has to achieve breakneck speed in PvP. Player techniques do count in this case, but nevertheless Rippers / Reapers are one of the (if not, THE) fastest specialization to exist in the game. For one, most of your skills are almost instantaneous. The EX version of ”Shift Blow / Barrage” enables you to end the skill pre-maturely (with Right-Click). In conjunction with that, Rippers / Reapers are given an unusual amount of Action Speed plate choices, making them all the more of Speed Demons.
Versatility
Opponents creating distance in an instant? No Problem! “Illusion Step” & “Excess /Access Chain” solves the issue!
Alternatively, you have the non-EX versions of the Raven skills which aren’t so shabby either, and they still provide significant range benefits for us Rippers / Reapers! Coincidently, much of our burst damage also comes from the Raven skill tree outside of “Izuna / Shinobi Drop” & ”Artful Chaser / Pursuer”, encouraging the idea of a Hybrid build for PvP.
In addition to that, we have a similar number of escapes / evades to an Acrobat!
Enemies trying to escape from your grasp? No biggie! We have a variety of skills to snatch them back!
Invincibility frames? Allow me to list down all that we have:
– Shift Blow / Barrage EX Right-Click
– Mortal Blow Elbow Strike
– Izuna / Shinobi Drop
– Illusion Step
– Burning Coal / Call
– Sprint / Double Jump
Damage? Rippers / Reapers have sufficient burst damage coming from the following:
– Applause
– Rain Drop / Rain of Death
– Punishment
– Mortal Blow
– Izuna / Shinobi Drop
– Artful Chaser / Pursuer
– Fan of Edge / Edged Fan (YES! THIS SKILL CAN DEAL SIGNIFICANT DAMAGE! Crap Damage growth though)
Class Weaknesses
Lowest HP in PvP
In spite of all of the marvelous advantages us Rippers / Reapers enjoy, we are the weakest link when it comes to survivability talk here. Even when considering the fact that we have “Feint” that provides 5% HP Recovery and 3-seconds invulnerability upon death, we still get punished quite heavily for taking especially the high burst damage skills from our opponents. If you’re a newbie in this class, prepare to die a lot as you learn the ropes.
“Dedicate Shadow” alleviates this aspect slightly when dealing with any Magical-based enemies (By reducing the incoming Magical Damage and recovering HP based on our MAX HP), the catch being that it lasts for only 3 seconds and that it has a fairly long cool-down.
Low AVERAGED damage
Our damage output in PvP may vary from time to time depending on how long you maintain your combos in a lock. Often times you may find yourself not dealing enough damage to kill your opponents before the vice-versa happens. More frequently, you can land in a situation where you inflict more hits on your opponents, but still get burst down in seconds.
This weakness of ours can be aggravated by classes with defense / damage mitigation rotations, mainly Paladins & Mercenaries. It doesn’t help that the former’s auto ground / aerial blocks can also break out of a combo lock if done properly too, further reducing our damage capability.
Unfair? Maybe, but I’d say that’s the price we have to pay for being potentially demoralizing to fight against.
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I especially love the video with the text explanations on the combos! The insights were especially helpful!
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