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Seraphim Whirling Hit?


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people can fly -> it's a bird... it's a plane...

 

Delta!

 

Ok most people that play this game know of course that a build is usually centered around one or two offensive skills and maybe a couple support skills, I was just wondering if it was possible or if has been done to build a seraphim with whirling hit as a main offensive skill. The regen time seems ridiculously long, but the animation takes a few seconds as well. However my thing is the effect of whirling hit is similar to gust of wind or the dark elfs multi hit in that when the target is hit it is pushed back and stunned, so how to make this skill hit multiple times to get full effect of whirling? Or make it so strong its literally a 1 hit kill for most trash mobs so only minis are left? If so how to keep regen times low so its usuable multiple times? The regen is literally astronomical, but say make a build with hard hit or attack as boss killer and whirling hit for crowd killing, would it be possible? Or is this another one of those cool looking but ultimately useless skills:)

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Interesting challenge James. I don't ever remember seeing players use whirling hit. Just doesn't have as much pizzaz as Attack I guess. :D It should speed up with levels though. Speed up the regen with physical regen sockets and you should be on your way.

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Yea I know how to make the regen shorter but I'm wanting to know if there's anyway to make it hit a single target multiple times like for example does the knockback stun get shorter as lvls get higher to allow the mob to come back to you to get hit again, or are some mobs not thrown back by it? Or is it possible to make it powerful enough to one hit kill trash mobs regardless of level difficulty (ie bronze-niobium) thus making it be comparable in power to say celestial light, for example my cl seraphim runs around the map gatherin as many enemies that will keep up and drop my light on top of me while leeching life back. And if it is possible to do that is whirling hit affected by atk speed or is the animation set, possibly causing more difficulty keeping regen under animation while still dealing considerable damage. I know the seraphim was designed mainly as a magic user/hybrid but u can't deny the power of playing her melee in the upper lvls, (I've seen seras do 17k damage perhit of an atk combo) I've never really played with the skill other than trying it at CA level 5 (that's usually when most CAs start to get better) on the goblin lawn in silver creek and I remember thinkin this skill sucks, thought the same bout the GOW BM and its now my fav toon. Any input on regen times at X- lvls and damage ratio would be helpful, I kno gogo likes seras so I was hopin to hear from him if he had ever tried this potentially amusing kind of build, (kinda like a dual wield dark elf multi hittin stuff, pure amusement).

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Just a quick example of what I was thinking of doin, points all into phys regen, skills weapon lore, magic lore (defaults), concentration, long handled weapons, armor, agility, heaven magic, trading. Main CAs used, attack, whirling hit, strength of faith, light shield, (put those two in a combo with same duration, cuz I'm lazy to recast two buffs) with one slot left for say a 4x whirling hit combo, I don't like using more than 5 skills in a build, cuz I'm not good with F hotkeys (F1 F2 etc) was thinking of taking BFG as backup against dragons or hard hitting stuff etc, but I know as I progress I would play more BFG because of its power vs going with the original idea of the build, equipment would be Orlas or Golden netting or rares/uniques similar to that, want to be pure melee without magical atk power as support (RBoL) but that's what I was thinking so far

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Well starting lvls will be a pain, and slow but once she hits 50 and can take trading things will start to pick up, I am gonna on purposely skim on points here and there as I level to be able to max trading within a couple lvls of getting it, with items powered by trading, ie; massive amounts of RSM, WIDD, + to all skills (my fav mod have a level 45 GOW BM with 90 trading), and items with % damage of a certain type, % dex to atk, def, damage she will quickly become a powerhouse and allow more freedom to invest CAs to really pump damage up. I feel with SOF and LS permanently on (easier to tell when LS runs out vs SOF) that will increase my atk and def vs ranged enough to not get hurt too much along wit bonuses from agility being super high thanks to the + to all skills. I am going to aim for 40% life leech for more security

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Ah, I remember this CA...a bit. I'm shamed to see how little of this marvelous game I mastered in it's years, as I was so busy just being thrilled with those early HC years. Didn't soemone make a Whirling Hit build with disarm? He's just spin into a mob and all their items would fly up into the air to be collected!

hahha, only Ascaron

 

:4rofl:

 

gogo

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  • 4 weeks later...

Ok, so I've tinkered around with this idea alil bit and have come to the conclusion that this is a support skill only. Damn near impossible to be a main attack skill. Hard to get it to hit a single target multiple times, unless you're standing by the wall you throw the mob into. So I decided to go a different route, using the pure melee/bfg seraphim idea. (Only using right side CAs). So far, this has worked for my seraphim. Granted she's only level 60 currently and about to go to gold. In the begining it was a bit of a pain mainly resulting in auto attacking a lot with my spear. She has her default skills, magic lore, weapon lore. But the remaining skills I chose in this order, concentration, long handled weapons, armor, agility, constitution, and trading. Having leveled wisely, I skimped on skill points here and there so that I could max trading as soon as I got it at level 50 saw a dramatic increase in my ability to take a hit and dish out damage. She only needs two CAs, BFG and whirling hit. Although I did put a few into multi hit (which sux btw on a seraphim wit a spear) and also put a few points into hunter seeker (didn't like it, too much of a pain to make it useful) and of course one into combat jump to move around. I keep BFG pumped up to be under regen time and the remaining CAs go into whirling hit. The idea is not so much regen time but power. I made one 1x whirling hit combo and a 4x whirling hit combo. The idea is simple run around with the boomstick shooting everything. Once you start to get swarmed or overwhelmed use whirling hit to drive them back or kill them outright. I'm not at my laptop so I can't give actual numbers but a pumped up whirling hit can kill a lot of trash mobs with one hit. Some enemies I've noticed don't mve when hit with it so far I've yet to throw back a dragon or the sakkara demons, may be different for other people but hasn't happened for me yet. That's where the 4x combo comes in. I can't tell you how many dcay runs I've done but I was lucky enough to get the full orlas and almost the full dream netting set from doing it. Keep in mind I play single player only so set hunting is a bit of a chore, no friends to help and no mules. After reaching level 40 I was finally able to stand toe to toe with dcay and I must say whirling hit is a faster killer than bfg for me when it comes to her. I run up to her not even bothering with the undead now days, use whirling hit, then use the 4x combo normally by the second or third rotation she is dead. Doing this negates RBOL as a much needed staple in the seraphim builds mainly cuz if u start to get overwhelmed simply whirl to knock them away and shoot em with BFG. Been havin a lot of fun with it so far, and now that I have trading I can't wait for the next armor/weapon stat level increase (from what I understand is pretty much 5, 15, 25, 35, 45, 55, 65, and so on) so I can build a super set with trading. Right now tho she is a tank, almost unhittable if that's even a word. I use all of my slots currently for blacksmith runes that give x% defense, whirling hit seems to not depend on atk rating cuz mine is roughly 150ish whereas my defense is over 2k. I have some life leech roughly about 15% (need more I know) but I built her for the sole purpose of perpetually spinning around before being forced the bfg route after havin no success with whirling hit as a main attack. Seems to work fine so far. The only hiccups I had along the way was gettin to level 10, spendin a lot time auto atkin wit a spear....zzzzz boring... after 12 tho its been smooth sailing ever since. I will keep you guys posted

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I have never played a Seraphim before, but I believe Whirling Hit is Multi Hit?
If so, then Seraphim is similar to Dark Elf in which both thei Multi Hit knocback and stun the targets it hits.

Yes gogoblender, Multi Hit with Disarming is very good. I once had a Dark Elf with and weapons were flying around. The problem was the disarmed weapon is very weak (mostly white, got blue once).

If you would like to reduce the cooldown, why not you try to socket Gladiator's Multi Hit Rune? Since it gives +10% regeneration time.

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No, the seraphim has a seperate skill called whirling hit, it does however act like the dark elfs multi hit with the knockback stun effect, but the animation for whirling hit is much longer, almost 4 seconds of spinning at the spot that u activate it at. She does have a multi hit skill too, but in comparison to a glad with a two hander, or the dark elf multi hit, the seraphim multi hit is rather underpowered the range and radius sucks. Hell the wood elf multi hit with sword and board or two handed sword is better than the seraphim's hit. From what I've seen each class has a skill they are "known" for, the seraphim - attack, glads are a bit different since it depends on the weapon they use but, his attack (when dual wielding), multihit, stomping jump, and fist of the gods are all good moves, dark elf has multi hit and mongoose, the dwarf is better known for his vehemence skill which is pretty much the same as fist of the gods, wood elf has eye for an eye (attack) and multi hit that are pretty good melee, I never really played vamp much so I can't comment on that one. But for the most part all of the classes have a skill or skills that they are particularly good using. Its figuring out how to use the weaker less commonly used skills that is the real challenge

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No, the seraphim has a seperate skill called whirling hit, it does however act like the dark elfs multi hit with the knockback stun effect, but the animation for whirling hit is much longer, almost 4 seconds of spinning at the spot that u activate it at. She does have a multi hit skill too, but in comparison to a glad with a two hander, or the dark elf multi hit, the seraphim multi hit is rather underpowered the range and radius sucks. Hell the wood elf multi hit with sword and board or two handed sword is better than the seraphim's hit. From what I've seen each class has a skill they are "known" for, the seraphim - attack, glads are a bit different since it depends on the weapon they use but, his attack (when dual wielding), multihit, stomping jump, and fist of the gods are all good moves, dark elf has multi hit and mongoose, the dwarf is better known for his vehemence skill which is pretty much the same as fist of the gods, wood elf has eye for an eye (attack) and multi hit that are pretty good melee, I never really played vamp much so I can't comment on that one. But for the most part all of the classes have a skill or skills that they are particularly good using. Its figuring out how to use the weaker less commonly used skills that is the real challenge

The Vampiress was known for her Attack (Torn Claw) combat art.

The reason for this acknwoledgement is because her Attack has a much lower cooldown time in vampire form thanks to her Vampirism skill.

Find full suits which give +Attack, put 4 Attack in a combo, wait until night time, and see Dragon (any Dragon) fall like twig.

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