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KnightoftheRose

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  1. All Magic Seraphim (level 74 HC) A magic Seraphim starts off a bit fragile, but she can become one of the most power characters in the game! These are recommendations to get a Magic seraphim up and running Your primary concern is to boost your magic power, and limit your regen times, This can be hard, becuase every time that you raise the level of a Spell Art, the regen time goes up So the trick is to maintain a ballance between balance and regen time. This is how we can do that: Skills: Ignore weapon lore forever. Level 1: Magic lore (increases spell damage) -- keep this maxed, until it gets to 100 Level 3: Heavenly Magic (decreases casting time and regen time) -- keep this maxed until it gets to 40 Level 6: Constitution (increases health) -- Add one point per level until you get to level 12. Then only on the odd levels. Level 12: Parry (increases defense) -- Add one point on the even levels until it gets to 40 Level 20: Meditation (decreases regen time) -- Add points when Heavenly Magic gets to 40 Level 30: Armour (increases movement speed and resistances) -- Add points when Parry gets to 40 Level 50: This is your freebie Go with Trading or Riding. Or if you are missing melee, take Long Handled Weapon Lore. 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 Mental Regeneration. Forever. This is step one of lowering your spell regen time. Magic: There is so much fun here I do not know what to tell you But I will try One word of warning -- be very careful before you click on a spell 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) Rotating Blades of Light (RBoL) -- This will be your major weapon. You will basically be keeping it going 24/7 as long as there are monsters around. Do your best to keep the duration time close to equal with the regeneration time. 2) Celestial Light (CL) -- This is your secondary weapon. It is great against low level mobs, high level monsters, and monsters that cannot reach you. Again -- keep duration and regen as close as possible to each other at low levels. At higher levels, you may want to use this as a rapid fire weapon, and keep the regen under 5.0 seconds. 3) Lightning Strike (LS) -- This is your weapon of choice agianst runners and flyers. Keep the regen time under 1.0 seconds. 4) Light (L) -- This is your weapon of choice against undead, or a great tool at night and underground to see better. Keep the regen time close to the duration time. 5) Strength of Faith (SoF) -- This is going to be a consideration only if you decide to melee a bit. You can pump this quite a bit so that regen is twice as long as duration. Comabat: You wil not be using this hardly at all -- basically keep these at low level (like level 1) and use the rest of the runes for trades. 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 Magic Damage (MD) -- magic Seras are very lucky because the *seraphim runes* that they use for their own spells also provide a boost to magic damage when socketed. What that means is that if you want to boost your CL or RBoL up one or 2 levels, you can socket those runes instead of clicking them. Socketing them means that you get a lower regen time, and extra magic damage, and a way to bring your Spell level (and regen time) back down if you need too, by unsocketing those runes. 3) Reduce Regen Spell (RS) -- probably not used too often, but *BM runes* can lower you spell regeneration when socketed. 4) Increase Attack/Defense (AD) -- some *WE runes*, *DE runes*, and *vamp runes* can increase for Attack and Defense rating. You will be primarily concerned with Defense, so look for runes, rings and ammulets that can boost your Defense if you are getting hit too ofetn. 5) Increase Resistances (RES) -- these are for down the road when you have everything else under control. If you find that fire or poison monstrs (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. In the later stages of the game you will be perposely over-pumping your BLUE RBoL for extra damge, so this will be a must as your backup during recharge of the CA. 2) 1x CL -- Same as for RBoL; this is a handy backup/double up. 3) 1x Light -- If you are tangling with undead, it is nice to cast a normal RBoL, and then a 1x light combo (lets you cast both without having to wait for the blue timer to regen). Combining these two spels at the same time gives you a big edge when dealing with them -- especialy the magic resistant ones. 4) 4x CL -- The is the mob/boss slayer. 4 CLs will wipe out most monsters, and return plenty of leech back to you! But be warned; the combo takes a LONG time to regenerate. So keep 1 or 2 yellow pots around for emergencies -- yellow pots will instantly regen a combo timer. 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) will not really be used for much since you are melee. But there are some tricks that you can do. 1) This is for the shield and/or weapon that is giving you your primary boosts; be it defense, magic damage, leech, etc. 2) This is for the shield and/or weapon that will entagle flyers. 3) 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*. 4) This is for the shield and/or weapon that can increase your chances to find special items. 5) Toys, like whips and light sabers The right hand slots (6-0) are your bread and butter. You can organizer 8, 9, and 0 in any order that you wish. 6) Blue RBoL 7) Blue CL 8) Orange combo of your choice; depends upon you situation 9) Blue Lightning 0) Green Combat Jump; or green Whirling Hit. This is your escape pod for when you get stuck or pinned in. Spell Regeneration Time: If your regen is too long, then you will be left standing silly while your spell runs out and you are waiting for regen to complete. If your regen is too short, then you spells will be under powered and you will be recasting more often than you should. Regen time goes up every time that a spell 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 spell*". For example, the lighting spear boosts the level of the lightning spell while equipted. But as soon as it is no longer you 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 spell level goes down (see above for the opposite correlarry). Regen times also go down when: 1) Heavenly Magic, Meditation, and/or Mental Regeneration goes UP. 2) Whenever you equip or socket an item that says "increases spell regeneration +x". A trick to get around a high regen time is to alternate a spell with a 1x combo, since that work on different timers (blue and orange respectively). So if you cast a spell like RBoL, and the spell runs out but it is still regenerating (meaning that you cannot recast), then you can cast a RBoL with a 1x combo. That way you have a spell going 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 spell regen times back down again; using one of the methods above.
  2. The BFG Seraphim (I have taken this to level 140 HC) 1. Attributes: 100% Phys regen 2. Skills: a. Level 1: Magic Lore -- ignore it. b. Level 1: Weapon Lore -- Max it. c. Level 3: Concentration -- Max it. d. Level 6: Constitution -- about 1/3 level. e. Level 12: Parry -- about 1/3 level. f. Level 20: Armour -- about 1/3 level. g. Level 30: LHW Lore -- enough to keep your BFG or back-up weapon at 220 AS. h Level 50: Agility -- mostly to pump defense when Parry hit a diminished ROI. (note -- you do not need skill points alone to maintain your levels. Look for gear that can boost them as well.) 3. Green (Melee) combat arts: a. BFG: keep the duration time as close as possible to regen time. You will be pumping a lot of runes into this. b. Attack: this is your main backup for BFG. Keep it pumped so that your regen time is under 3.0 seconds. Keep it under 2.5 seconds when your AS gets over 180. Keep it under 2.0 seconds when your AS maxes at 220. Look for replaceable gear (as opposed to learning runes) to maintain this level until you reach Gold. After that it is safer to learn runes as you specialize your gear to maximize BFG. c. Combat Jump: learn one rune initially. This is mostly for exploration, and as an escape from nasty mobs and entangling. If you decide to pump it, keep the regen time under 1.0 second. d. Whirling Hit: learn one rune initially. This is nice when mobbed, and you need some breathing room. e. Hard Hit: Keep the CA regen under 0.5 seconds. (but see "combos" for more details.) 4. Blue (Magic) combat arts: a. Celestial light -- Really one rune will do. This is mainly for use between levels 1-20. The damage is small, but it is a powerful leeching tool when dealing with mobs. The leech is cumulative against all enemies inside of the Area of Effect. Also early on, it can be used as a ranged weapon against enemies that cannot reach you, like on the other side of a fence, door, or river. b. Lightning -- again one rune will do. This is an over-finesse, but lightning can be used to pick out enemies from a distant mob and get them to rush you one at a time. c. Ignore the rest. 5. Weapon slots (1-5): a. Slot one: Backup weapon. BFG has dead time (about 5-6 seconds) so it is not possible to run it 24/7. There will be times when a recast of BFG is not practical, so you need a backup weapon for those instances. Choose a 2-handed LHW, or a 1-handed LHW and Shield. b. Slot two: BFG booster. This is a 1-handed weapon+shield with the maximum number of sockets, or with the highest bonus to BFG. The sockets, of course, get filled with more gear that has BFG bonuses. This will be important when rune harvesting dries up -- or much later when you hit your BFG cap for learned runes. c. Slot three: Magic Find. For when you are opening chests or looking for magic hiding places. d. Slot four: Speed items. Items that increase your movement speed when you are traveling from point A to B. e. Slot five: Toys. For that mondo sized axe, kinky whip, or the kill animals weapon. 6. CA slots (6-10): a. SLot 6: Attack b. SLot 7: CL up to around level 20. Then replace with JC or WH c. Slot 8: BFG d. Slot 9: JC or WH e. Slot 10: Combo of your choice (1x CL, 1x BFG, 4x HH, JC-WH-BFG) 7. Gear: a. Body armour: look for item that primarily boost RSM, concentration, phys regen, and BFG. Secondary boosts are Def and resistance. b. Slot one: This spot should be your backup LHW. Look for moderate damage, decent defense, and maybe special mods like entangling. Again, this is simply your standby in between BFG casts. 8. Socketing strategy a. Early game: look for Leech vamp runes, Gladiator RSM runes (especially attack), and runes with +15 to attack and defense b. Mid game: replace the runes with rings and amulets that boost your Regen rate, and increase your defense and physical damage. c. Late game: begin transitioning to high DEF and High RES, whiule maintaining your BFG duration and regen rate. There are a million ways to tweak and finesse this, but it is a basic guide to get you off and running. You may find that you don;t really use the BFG much until level 20, but that is the nature of most seraphim builds. From 1-20 she survives with basic Magic and Melee until her special modes become more effective. Hopefully This Guide will generate a lot of discussion and spin-offs for special BFG builds!
  3. The Seraphim Mounted Archer Guide First off, this is not the strongest brute force build for a Seraphim. She is somewhat fragile and requires a lot of patience. However, I have to say that this is the funnest seraphim build that I have ever done, and could end up being the most powerful. Offensively, it is based upon heavy Fire Elemental damage at a distance. Defensively, it is based on not allowing the enemy to engage you, or allowing limited melee engagements against mobs with one (or at the most 2) bosses. Basic justification: The Seraphim and horse were made for each other. Her basic attacks (spell, bow, and melee) are greatly speeded up while mounted. And with the Mystdale warsteed, she is the fastest thing in the game (except for a cavefish in charge mode, but even then she often kills it before it can finally catch up to her). She has access to all spells (except EB) while mounted, and access to the HH CA (though it is still a bit bugged). And this build can be modified for the first 10 levels to work for ALL new Seraphim (more on that at the end, so check it out even if you have a different build). The Seraphim by nature is a hybrid, and this build tries to bring the best of all of them together Strategy: The main build is all about the Dexterity Attribute. This is the highest starting attribute that the seraphim has, and she gains 5 more points every 2 levels (2-3-2-3 progression),the most of any attribute. Dex is sweet because it boosts Attack Rating (AR), Defense, and Ranged Damage (directly, and also indirectly through many common mods). It is also about elemental fire damage. The most dangerous monsters (undead, dark/ice elves, spiders, dragons) are weak against fire (and strong against Physical and magic damage). And normally this is where the Seraphim falls short. She has no spells that are fire based, so she can normally have a hard time against these creatures. Monsters that are strong against fire (the lava realm monsters, orcs, and goblins) she can deal with easily with spells. So a fire based ranged attack will supplement her magic. Gear: The Seraphim already has fantastic Set Gear for this build: Abdiel’s Revenge. Individual stats hone in on dex, Weapon lore, speed and excellent fire damage. Set bonuses give boosts for AR and AS – and Critical Hit when melee is forced. Kara’s gloves are the ultimate compliment for this set, granting Crit hit and 3 extra sockets. You will mainly be socketing Attack and “Fire Damage” rings and amulets. You may want some leech (3-6%) and some Defense items to socket, but it is not necessary on your body armour. They can be socketed into your sword and Shield, however, for when they are needed. Until you get your Abdiels gear, look for similar pieces (plusses to dex, fire damage, AR, AS) Weapons: Your primary weapon will be a bow that deals fire damage. If you cannot find one, then find a bow with 3 sockets and socket it with fire rings. Your secondary weapon is a sword/shield (Abdiels, or similar if you do not have them yet). Tertiary weapon is a small bow that has high speed/high AR (and usually a lower damage rating) for tough bosses. The remaining slots can be for whatever – MF, spell regen, magic damage/poison damage bows, etc (see below). Magic: You will be using many CAs here, so make sure that you have plenty of runes General note – you want to over-pump your magic CAs, so that the regen time is about 1.5x times the duration. Yes, you are exchanging dead time for extra power, and this is because magic is mostly done in melee situations (see below). Individual melee skirmishes while mounted should not be taking that long. And afoot, 1x combos will be used in conjunction with CAs. *SoF: (ranged) used mostly for bosses and champions. It actually gets used a lot in this build. *CL: (melee, ranged) gives you more bang for you buck than RBoL and it is ranged. *RBoL: (melee) is portable, and is a very popular mod on seraphim gear. *Light: (melee) when over-pumped (regen 1.5x times greater than duration) this spell is a wicked undead slayer superior to CL and RBoL. *Lightning: (ranged) used to pick out individuals from a mob to lure to you. Pretty much put any and all excess runes here. *Combos: 1x CL, 1x RBoL, 1x Light Tactics -- Ranged: You are a long range damage specialist – death from a distance. You should not be in melee contact with the enemy unless it is by your choosing. The advantage of mounted bow is this – you can shoot and move AT THE SAME TIME. You cannot do this afoot. How you do this is to target the enemy, and wait until the arrow is mid-flight (after release and before it hits the target), and then CLICK AND HOLD the left mouse button. The horse will begin to move to where the pointer is, and you will continue to fire at the target regardless of where you are moving. If one-on-one, then you can move slowly back away from the enemy as it runs straight at you and your volley of arrows. If it is a mob, then you literally ride circles around the mob, and pick new targets as the old ones die If you want to get tricky, then cast a CL, and then herd the mob in to the light and circle them there Mobs with immobilizers (entangle, petrify): focus on the boss/shaman first. If possible, lightning strike it from a distance to try to pull it out of the mob and deal with it one on one. If you can not, then target it with your bow and try to kill it first. If you get entangled a few times it is usually ok – it lasts for only a few seconds and then you are on the move again. If they are really strong, or if there is more than one entangler, then you can just decide to ride away, or melee (see below). Some mobs have nothing BUT entanglers (groups of priests). In this case it is no real big deal. They all are entangling you, but with no damage. So you just stay pat and pick them off one by one Tactics – Melee Mounted: It is something you must do from time to time, especially if you are getting hammered by multiple entanglers. Your sword shield should have decent leech and defensive capabilities (or if you have leech on your body gear then socket CL/RBoL runes instead of defense and leech). You will also be looking at serious magic backup with Light (undead), CL, or RBoL (see magic above). Basically STAY MOUNTED, fire off your Light/CL/RBoL, and hammer away with your sword. If you have been pumping HH, then this is a good time to use it. Red pot when you or you horse need healing. When you have regained control of the situation, then get moving again and resume Ranged Combat. Tactics – Melee afoot: This is when you are at your most vulnerable. Make sure that this is a planned excursion, and that you have plenty of red pots and a few yellow pots. If it is a short run (like a small quest cave with undead) then you can fire off a 1x RBoL, a Light CA, and with this double whammy you can charge in. If it is a long run, then fire off a 1x RBOL (or Light) and keep the CA for reserve for when the combo runs out or for an emergency CL if you are really getting hammered. Use your slot 1 bow until the enemy closes, the switch to slot 2 sword/shield. Use a combat CA of your choice (Attack, WH and MH are popular) and use regular melee strikes in the dead time (your Combat regen times will suck, but oh well ). Basically if the guys are green or below, then you’ll have no issues. If they are yellow or orange, then do what you need to do and get back out. If they are red, then plan on a lot of running or potting Horses: This is a major topic in and of itself -- but we will keep it simple. Level 1, grab the horse at Bellevue. Between level 4-8, get Adelina’s mount from Silver Creek. Between level 12-17, get the Khorad Nur’him Warsteed (and NOT the Orcish Warsteed) from Khorad Nur (2 points in riding). Between level 20-30, get the Mystdale Heavy Warhorse from Mystdale Castle (9 points in riding). If you are in SP, or are in MP and can get portals, then you may be able to step through the sequence sooner. The actual build: *Atributes: 100% dex *Skills Level 1: Magic lore: 25% - 50% of level Level 1: Weapon lore: max to 100 Level 3: Heavenly magic: 10% - 25% of level Level 6: Riding – 9 points total Level 12: Constitution: 25% - 50% of level Level 20: Ranged Combat: add as needed to maintain AS=220, or for access to special bows. Max to 50 when Agility hits 50; max to 100 when Agility hits 100. Level 30: Agility: max to 50; max to 100 when Ranged combat hits 50. Level 50: Armour: excess points Explanations: Ranged vs. Magic: This could very easily turn into a mounted magic / ranged combat hybrid, or a mounted magic build with ranged backup. It all depends on how much you decide to invest in magic. If you want agility maxed right away, then you need to have 29 points in queue (unused) when Agility becomes available at level 30. If you want the bow to be your primary mode of attack, then this is what you will do. If you want to rely more on magic, then you will invest those points in Magic Lore and Heavenly Magic instead of keeping then queued. Heavenly Magic vs. Meditation: HM speeds up spell casting animation, and operates independently of Regen Spell mod. Agility vs. Parry: Seems insane, but it makes perfect sense for this build. AR is at a premium here, because you are not using a Combat CA for an automatic AR boost. Agility gives you the AR boost that Parry lacks. And defense is not that important because you are not in melee very often; and when you are, then you will use red pots. The defense boosts from dex and agility will suffice, as will the speed of your mount. Bottom line is that creatures should not be touching you, and you need to be landing arrows as often as possible. If you skip agility here, then the build will be broken and you will be very disappointed. Final socketing strategies. You will need to socket often, and look for good rings. If you are really suffering on health or defense, then slip in a defense ring and a few leech runes. But the main thing is to balance AR and damage. AR is needd to land the blow, so you need enough land 80- 90% of the arrows. But too much AR is overkill – there is no real benefit in 99% to hit vs 100% (except that 1%), and none at all for 100% vs. 150%. So the idea is to keep AR pretty high, but to use the rest of the sockets for fire damage modifiers and critical hit mods (and use SoF for champions/bosses). The two easiest places to change things are the ring/amulet portion of the gear, and swapping the slot 1 (high damage) and slot 3 (high AR) bows . But AR rings are harder to find that Fire damage rings, so when you have to sacrifice rings at the blacksmith, save the Attack rings and let the damage rings go. Overall you will find that most of your sockets are getting filled with Attack mods, and only a few will get the Damage rings. Final thoughts overall. I have a level 100 seraphim and a Level 64 seraphim with this build, so it works at least to platinum. I tested my level 100 seraphim against level 127 monsters and she did just fine, So I have no doubts she will go deep into plat and make it to 140 and niobium. My typical base damage is about 60 points per level: My plat seraphim is dealing out 220 AS arrows at just over 6K base each (15% Critical) and my level 64 seraphim is doing about 3.5K base (6% Critical). And the key is that the damage is at a distance – threats to me are extremely small, lag is no longer a real worry, spiders and dragons are completely helpless, and my overland speed means that I nearly ALWAYS choose my own battles. So this makes that build even more attractive at lower levels. Give a level 1 seraphim a horse and bow, and she can deal with most level 4 monsters with total ease. Get her to level 5, and she can handle Silver creek (level 7-9 baddies) without a worry. Get her to level 10 and she can handle anything west to Mascarell and south to Urkenburg. I will go one step further. Given ANY seraphim build; give her a horse, melee weapon and bow, one CL and one RBoL rune, and she can go from 1 to 20 without ever dying. And I know that it can be done because I have done it with NO runes, and have gone to level 20 without allocating any Skill or Attribute points along the way (my ironman entries ) So this is a unique build that relies on a lot of finesse and subtleties, but it is one that can totally rock. And I can guarantee that once you get the hang of it, you will have a lot of fun with it.
  4. 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.
  5. Yeh its Omega! maybe we can round up all of the old SiF'rs
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