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Sacred Guide: Pure Melee Seraphim


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Pure melee Seraphim

 

A melee Seraphim starts off a bit slow, but she can become one of the most power characters in the game! These are recommendations to get a Melee seraphim up and running

 

Your primary concern is to boost your melee damage, and limit your regen times. This can be hard, becuase every time that you raise the level of a Combat Art (CA), the regen time goes up So the trick is to maintain a balance between damage and regen time. This is how we can do that:

 

 

Skills:

Ignore magic lore forever.

 

Level 1: Weapon Lore (increases melee damage) -- keep this maxed, until it gets to 100

 

Level 3: Concentration (comabat regen time) -- keep this maxed until it gets to 100

 

Level 6: Constitution (increases health) -- Add one point per level until you get to level 12. Then only on odd levels until level 20. After that, put in any surplus points.

 

Level 12: Parry (increases defense) -- Add one point on the even levels until level 30

 

Level 20: Armour (increases movement speed and resistances) -- Add points on odd levels.

 

Level 30: Agility (increases movement speed and resistances) -- Add points on even levels.

 

Level 50: This is your freebie Go with Sword Lore or Long Handled Weapon Lore. Trading and riding are also options.

 

Once you hit level 50, you will pretty much spread your skill points or pump them as the situation changes. The only thing to note is that you never need to go above 9 points in riding should you choose to take that skill.

 

 

Attributes:

Every point goes into Physical Regeneration. Forever. This is for lowering your melee regen time and boosting your health. It also keeps your combo regen in check.

 

 

Comabat:

There are three main skill here; but one word of warning -- be very careful before you click on a comabt rune that you already have learned. Because once you do, you can never undo it. Clicking on too many runes can mess up your regen time, so there are safer ways of doing it. But eventually (at upper levels) you will be clicking on them

 

1) Attack -- This will be your major weapon. Try to keep the regen time below 3.0. Try to keep it under 2.0 when your Attack Speed is greater than 200.

 

2) Hard Hit (HH) -- This is your secondary weapon, and a good one against runners. Try to keep the regen time under 1.0.

 

3) Combat Jump (CJ) -- This is also a nice secondary weapon and exploring tool. Use it to jump rivers and get free of entaglements. Try to keep this regen under 1.0.

 

 

Magic:

This is more for fun than anything else. Don't really worry about your regen times to much -- just click and learn the spell runes as you find them, since you will not be using magic much anyway.

 

1) Rotating Blades of Light (RBoL) -- This gives you extra damage as you run around.

 

2) Celestial Light (CL) -- This gives you extra damage against low level mobs, high level monsters, and monsters that cannot reach you. And it is really nice to help you leech.

 

3) Lightning Strike (LS) -- Fun to nail runners and flyers.

 

4) Light (L) -- Fun against Undead, or to light your way underground.

 

5) Strength of Faith (SoF) -- Can be handy if you are dealing with a boss -- it boosts your Attack Rating.

 

 

Sockets:

You have a lot of options here, and you may be swapping out sockets a lot. So experimet, and see how you do and what you like best

 

1) Leech Life (LL) -- You are going to want to get to 25% LL ASAP. Initially, this can be done with the *vamp runes*, socketed into equipment. Eventually the equipment will provide it's own leech modifiers, and you can phase out using these runes.

 

2) Increase Attack/Defense (AD) -- some *WE runes*, *DE runes*, and *vamp runes* can increase your Attack and Defense rating. Also, look for rings and ammulets that can boost your Attack and Defense seperately.

 

3) Reduce Regen Special Move (RSM) -- probably not used too often, but *Glad runes* can lower your RSM when socketed. However, if you find a ring or amulet that does +10 RSM or more, then SAVE IT for sure -- you will use it later!

 

4) Increase Weapon Damage (WD) -- These are rings, and sometimes amulets that deal damage. Look at the numbers below the "main" number; specifically Fire and Poison damage. These will be socketed into your two main weapons.

 

5) Increase Resistances (RES) -- these are for down the road when you have everything else under control. If you find that fire or poison monsters (attacks) are giving you grief, then socket a few rings or ammies that boost that particular resistance type. Physical resistance is a good standard one to have as well.

 

6) Trap Flyers (Eng) -- make sure that you have a slotted weapon that has a least one of these runes socketed (if it already doesn't have this as a natural modifier). Some *WE runes*, *DE runes*, and *seraphim runes* have this.

 

 

Combos:

You can have up to 4 combos at a time. I suggest;

 

1) 1x RBoL -- This comes in handy if your regen time for the normal blue button ever goes to far above the duration. basically this combo is a backup (or a double up).

 

2) 1x CL -- Same as for RBoL; this is a handy backup/double up.

 

3) 4x HH -- This is the boss and runner slayer. 4 Hard Hits will put a big dent in a boss and will take out most runners.

 

4) Optional -- use this as a 1x combo for Attack or HH if your regen times ever get too high. Alternate between the two, when that happens, but still keep on working to get that regen time down.

 

 

Slots:

You start with slots (buttons) #1 (left hand) and #6 (right hand). You gain additional slots on boths sides at levels 2, 8, 16, and 30.

 

The left hand slots (1-5) should be used as follows:

 

1) This is for the shield and/or weapon that has the highest POISON damage.

 

2) This is for the shield and/or weapon that has the highest FIRE damage.

 

3) This is for the shield and/or weapon that will entagle flyers.

 

4) This is for the shield and/or weapon that boosts your experience points. You make these items by socketing them with 5% experience *BM runes*. Use this slot when dealing the final "death" blow to creatures like spiders and dragons.

 

5) This is for the shield and/or weapon that can increase your chances to find special items (chests, barrels, magic spots).

 

 

The right hand slots (6-0) are your bread and butter. You can organize 8, 9, and 0 in any order that you wish.

 

6) Attack

 

7) Hard Hit

 

8) Combat Jump

 

9) Blue Spell of your choice

 

0) Combo of you choice, usuall 4x HH.

 

 

Combat Special Move Regeneration Time:

 

If your regen is too long, then you will be left standing silly when your comabt move is done and you are waiting for regen to complete.

 

If your regen is too short, then you combat moves will be under powered and you will be doing less damage than you should, and missing more often.

 

Regen time goes up every time that a Combat level goes up. This happens if you click on a rune, socket a rune, or put on a piece of gear that says "+x to *some combat*". For example, Astrala's Cutter sword boosts the level of the Attack Art while equipted. But as soon as it is no longer your selected weapon, then you lose the bonus. If is is on a piece of armour (natural or socketed), than it remains as long as you wear it. If you click on a rune, then the level is boosted forever; there is no way to undo a learned.

 

Regen times goes down every time that a combat level goes down (see above for the opposite correlarry).

 

Regen times also go down when:

1) Concentration, and/or Physical Regeneration goes UP.

2) Whenever you equip or socket an item that says "increases regeneration of special move +x".

 

A trick to get around a high regen time is to alternate a Combat Art (CA) with a 1x combo, since they work on different timers (green and orange respectively). So if you use the Attack CA, and the finishes but it is still regenerating (meaning that you cannot use it yet), then you can use the Attack CA again with a 1x combo. That way you can Attack again from a second soruce while your first source is still recharging. This is a good emergency trick that you can use until you get your special move regen times back down again; using one of the methods above.

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