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[Guide] The Workshop - T4 Pve/pvp Gearmaster Guide

~ Contents ~

  • Introduction ~
  • Skills ~
  • Personal Build
    • Pve
    • Hybrid
    • Duck Master
    • Personal Build
  • Equipments ~
    • Armor Combination
    • Armor Suffix
    • Equipment Potential
    • Accessories
    • Accessory Potential
  • Heraldries Suggestions ~
    • Stat Heraldries
    • Skill Heraldries
    • Personal Heraldries
  • Additives ~

~ Introduction ~

Engineer is the physical branch of the Academic class. They specialize in summoning various towers, ducks and further improving Alfredo's capabilities. Although Engineer is a summoner class, she still has some skills than can help defend herself.

Gearmaster is specialized more in Mecha Ducks and towers. She gains a brand-new tower and harnesses the power of ducks to vanquish her opponents.

Pros:
  • Great offensive capabilities. Engineers are good damagers if your tower setup is proper.
  • Alfredo got brand new skills that could help provoke enemies and help you reduce damage inflicted to you and your party members.
  • Ducks are good source of DPS especially if you have 3 summoned on the field and all are targeting the same enemy.
  • Engineers are remote DPS meaning their summons can still deal DPS while she's far from harm
Cons:
  • Academics are naturally squishy. Only thing that could make your survival high is a good sense of dodging and Transitional Damage.
  • Lacks necessary AoE. The biggest AoE skill Engineers got is Biochemical Missile, aside from that, wandering ducks doesn't make up for that.
  • Tower attacks has delay on them so don't expect that towers will immediately attack opponents the instant they appear.
  • Engineers don't got much dodging skills to give them some range from your targets which is somehow limited to Dodge + Rocket Jump or using Wax.
  • It's hard to admit but Engineers are quite AI/Summon dependent. Without towers and ducks, you lack necessary fire power and it will be more frustrating if your summons are targeting different enemies or wandering around the map.

~ Skills ~

In this section, I will explain Academic > Engineer > Gearmaster skills and explain how we can use it in the field and some effects.

- Academic -
~ Quick Shot - Fire 3 continuous bullets. Low-Med SA break if all 3 bullets hit the target.

~ Air Shot - First part of this skill is an upward swing that could lift opponents, if left-click is pressed, it will trigger a blast also can lift opponents. Upward swing has Low-Med SA break while if both hit connects, has Med-High SA break.

~ Spanner Smash - Right-click to use this skill. Will transform cannon to a big-ass monkey wrench to whack enemies back. Very Low SA break.

~ Magnifier Attack - Right-click on knockdowned opponents to use this skill.

~ Million Weight Hammer - Transform cannon to a big-ass hammer to whack enemies and send them flying. Only works for stunned enemies.

~ Force Out - Use jedi powers within to push enemies away.

~ Air Bomb - While in mid-air, drops a grenade and gives you a VERY short flight time. Can flinch enemies hit with the grenade.

~ Napalm Bomb - Throws a grenade and summon a short stream of fire to damage and push enemies back. Can inflict "Burn" status. Fire Element. Very Low SA break.

~ Stun Grenade - Throws a grenade that explodes on contact. Has stun chance based on the skill level.

~ Wax - Puts down a waxy substance to increase you and your party's running speed for 5secs while enemies have a chance to slip on Wax. Putting more SPs in it increase the reduces the cooldown and increase the enemy slip chance.

~ Dodge - Summons a weird-looking helicopter that helps us cover some grounds. One of the skills that has an iframe. (Why the hell can't this minicopter make us fly or atleast make us glide for more than 2secs )

~ Circle Bomb - Stands up then quickly throw a grenade on the ground to blast away enemies. Has iframe.

~ Bubble Bubble - Shoots out a blue bubble that has different effect on whether an ally or enemy is hit. If an ally is hit, it will serve as a barrier buff that absorbs damage based on the skill level, if an enemy is hit, it will serve as a binder for a short duration. Has a very small AoE than can buff/bind a group.

~ Summon Alfredo - Summons our trusty robot, Alpedo. His HP is based on the Academic's VIT.

~ Recall Alfredo - Immediately teleports Alpedo to our side. A free skill obtainable when getting Summon Alfredo skill.

~ Aerial Evasion, Physical Mastery, Mental Mastery, Mind Conquer - Passives that raise Max HP, max MP or MP regen rate. Aerial Evasion lets us return our grounds while being mid-air. Mid-air only skills can be used after using Aerial Evasion.

~ Auto-Dispenser - Our Lv35 free skill. Summons a mini-dispenser that will give out random type of food.


- Engineer -
~ Ping Pong Shot - Fires a small projectile infront that bounces 8 times when it hits an enemy. It will only bounce if there is three or more enemies present and in range but it will hit twice if there's only one enemy. Projectile will disappear if it hits a wall or any environment element. Low SA break

~ Mine Thrower - Fires a mine grenade up in the sky and will spray several shards. The initial mine will get cancelled if it hits an environment element(ceiling, etc.). Low-Med SA break

~ Biochemical Missile - Fires a nuclear missile. Target Aoe is marked with a big clockwork circle. Inflicts -15% Elemental Resist and -30% Critical Resist. Skill will not hit the prefered area if it hits an environment element(if there's a wall at the center of the aoe area or you are under a bridge). Med-High SA break

~ Rocket Jump - A skill that gives you a bit of a distance. Can be used as a hotkey skill or after using Dodge. Low SA break if only one part hits, Med SA break if both part hits.

~ Confusion Explosion - Drops a grenade on where you originally used Dodge. Can be used after using Dodge. Very Low SA break

~ Gravity Grenade - Throws a grenade that explodes to a mini-blackhole that has a suction effect. Dark Element. Low-Med SA break.

~ Alfredo Stomp - Alfredo Skill. Alfredo stomps a the ground and enemies around will take damage. Has a Provoking effect within 8m aroung Alfredo. Can be toggled on/off.

~ Alfredo Berserker - Alfredo Passive Buff. Alfredo buffs himself that boost his own attack, defense, and movement speed.

~ Transitional Damage - Alfredo Buff. Buffs nearby allies. A portion of the damage from the allies with Transitional Damage buff will go to Alfredo. Percentage of the absorbed damage is based on the skill level.
Side Note: To use this skill, Alfredo must be in battle mode before this skill will work.

~ Alfredo Hurricane - Alfredo Passive Skill. Enhance Alfredo giving him the ability to attack like a lawn-mower blade.

Note: Alfredo Berserker and Hurricane are summon passives, meaning it will automatically refresh after Alfredo is re-summoned.

~ Demolition - Shooting Star ultimate. Transform cannon to a big-ass magnum-like gun that has 2 main attacks, Normal Spray(left-click) and Charged Shot(right-click).
Side Note: If Charged Shot is used, it will immediately cancel out the stance. If the stance counter expired while you are charging, it will be cancelled.

~ Mecha Duck - Summons our trusty Mecha Duck. Without any skills learned, only deals melee damage. Mecha Duck's HP is based on the 70% of our own HP. Can only summon up to 3 Mecha Ducks. Initial summoning acts as a projectile.

~ Mecha Shock - Mecha Duck Passive Skill. Gives Mecha Ducks the ability to use lightning shocks. Can inflict "Shock" status. Light Element.

~ Mecha Siren - Mecha Duck Passive Skill. Gives Mecha Ducks the ability to use a siren to inflict damage. Can inflict "Silence" status.

Note: Mecha Shock and Siren are summon passives, meaning each ducks don't share cooldown. Each duck got individual set of passive skills with different cooldown.

~ Mecha Bomber - Mecha Duck Active Skill. Turns Mecha Ducks into suicidal ducks, blowing up to the nearest target then can seek. Mecha Ducks don't disappear after blowing up.

~ Gatling Tower - Summons a tower that possess two gun barrels and damaging enemies infront. Bullet shots pierce through target and has a fixed range.

~ Cannon Tower - Summons a tower that possess a cannon. Only limited to 4 shots. Shots explode immediately on contact.

~ Ice Pump Tower - Summon an ice machine. Target is only limited to 3 and shards fired are by sets of 3. Icicles have small AoE and shots will disappear when it hits environment element. Inflict "Slow Freeze" status and "-Ice resist". Ice Element.

~ Sky Line - Gear Master ultimate. Calls a barrage of ducks to attack a specific area.

~ Flash Grenade - When staggered, drops a grenade that emits a flash that could stun enemies nearby.


- Gear Master -
~ Mecha Duck EX - Enhance Mecha Duck. Gives the power to shoot out fireballs. Increase Mecha Duck's overall SA and Movement Speed. Increase shell/impact damage.

~ Chainsaw Tower - Summon a tower with an electric saw and damages enemies infront. Saw projectiles pierce through group of enemies.

~ Big Mecha Bomber - Summons a giant fat duck then explodes when tossed. Has 3 stages.

~ Mecha Shock EX - Enhance Mecha Duck's Shock skill. Increase the damage output and Aoe of the electricity. Just like Alfredo Stomp, Shock EX also now do Provoking effects.

~ Mecha Siren EX - Enhance Mecha Duck's Siren skill. Increase the damage output and Aoe of the soundwave. Gives Mecha Ducks a speed buff for 9s when used.




~ Personal Build ~
These builds are based on my own personal build. Please don't copy my suggestions blindly because they are customized based on my playing style which might not always suit with yours.

Note: Even with the revamped 107 Engineer SP limit, I can hardly make use of it so I didn't change my suggested builds.

Pure PVE Build:
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-This build emphasize on the highest DPS skills and cutting any Pvp-related skills like Flash Grenade and Bubble Bubble.

Hybrid PVE/PVP Build(mostly inclined to PVE)
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-A bit modified build based on the Pure Pve. This gives a bit of Pvp capabilities although this build leans towards more to Pve performance.

Duck Master
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-Gives emphasis on your duck's capabilities. Using this build, you are very duck-reliant and will suffer loss of DPS when you got no ducks on field.

Personal Build
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~ Equipment ~
For the equipment selection, I will only discuss Lv60 sets in armor/weapons.

Armor Combinations
For Lv60 sets, our main choices are Great Ancestor, Dangerous Desire, Honourable Trible and Twisted Obsession. It's not necessary to mix n' match anymore since having full set of Great Ancestor gives the most FD bonus while Dangerous Desire gives the most Physical Attack bonus and so on. Only mix your set with other parts if you're aiming for more HP(2 parts HT) or Critical(2 parts TO) but your main set will be either GA or DD

For Full FD build, suggested set would be:
  • Full Great Ancestor set - gives the most FD bonus
  • 5-part Great Ancestor armors with L-GDN weapons - gives lower FD bonus but you gain relatively higher Patk because of the L-grade weapons
For poor man's FD, suggested set would be:
  • 4-part / 5-part Dangerous Desire armors with Bloody Fighter's weapons - this is good if you want to build a bit of FD but don't have the fund for Great Ancestor. For 4-part DD armors, use an over-enhanced Gebera Tunic so you can build up HP too.
For raw Physical Attack, suggested set would be:
  • Full Dangerous Desire set - gives the most Patk bonus for epic sets
  • 5-part Dangerous Desire armors with L-GDN weapons - gives the most Patk bonus of all.
For HP, suggested set would be:
  • 5-part Dangerous Desire armors with Honourable Tribe weapons
Armor Suffix
Best suffix for Gearmasters are the ff:
  • Wind for Beret, Tunic, Slacks, Shoes - Only used for the massive AGI stats it gives.
  • HP for Cloak - This can be replaced by Will for effect-wise. HP for more HP bonus and it gives more AGI than Will.
    • This suffix combination gives the best damage output though you will lack a bit of HP because you focused more increasing your damage capabilities.
  • Wind for Cannon - Used for the AGI stats it gives and the on-hit effect which provides -% Critical Resist. Can be replaced by Destruction for more raw Physical Attack and Crit.
  • Iron Wall for Loop - This is used for the on-hit effect which is a very good -25% Defense debuff.
    • This suffix combination focuses more on supporting your party and your own DPS capabilities.
OR
  • Wind for Cannon - Used for the AGI stats it gives and the on-hit effect which provides -% Critical Resist.
  • Destruction for Loop - Gives more raw Physical Attack and Crit but the on-hit effect sucks.
    • 2nd suffix combination that gives the most raw Physical Attack (first would be double Destruction but it's not a very good choice because it has no supportive way that could further enhance your own DPS).
Equipment Potential
I will list down the best armor potentials you can aim for.
  • For all armors, best potential combination would be: AGI / VIT / HP
    • Although some say STR / AGI / HP is better because they give you more damage, I'm willing to sacrifice that damage increase for more HP/survivability.
  • For weapons and loop, best potential would be: Physical Attack / AGI / Crit / MP Recovery
If you can get Physical Attack / AGI / STR, that's fine too, as long as you got Physical Attack and AGI in the same combination

Accessories
Note: For non-set & non-skill accessories(e.g. Red Rose/Lyrica), only get 2-stat accessories for earrings and necklaces because they give the most stats unlike the 3-statted ones. For rings, always look at the stat given, always get the ones with AGI whether Destruction or Fatal rings.

For those people with really no budget. When you have no gold to spend on Lyrica accessories or High Grade Diamond codes, you can use this as an alternative to farm gold. This is only good for a while but you really need to replace them.
  • Fatal Kara rings x2
  • Wind Kara necklace & earrings
For those with decent budget. Using non-skill accessories is the 2nd preferable option if you don't have the cash to create skill accessories.
  • Destruction Lyrica rings x2 - AGI stat
  • Wind Lyrica necklace & earrings - AGI & VIT stats
For those with good budget and decided to stack up raw Physical attack. Only good as a set.
  • Dangerous Desire Accessories.
For those with massive budget and going FD. Although Apocalypse Accessory Combination gives a fair amount of FD, gives you so little stats that it’s not worth the FD. Only good as a set.
  • Great Ancestor Accessories
If you're planning to get skill accessories,
For the necklace & earrings. aim for the stat bonus with the highest AGI
For the rings, aim for the highest Physical Attack bonus.
These are the skills worthy to make skill accessories:
  • Auto-Dispenser
  • Transitional Damage
  • Ping Pong Bomb
  • Mecha Bomber
  • Chainsaw Tower
  • Wax
  • Big Mecha Bomber
Accessory Suffix
I will list down the best accessory potentials you can aim for.
  • For necklaces & earrings, best combination would be: AGI / VIT / HP
  • For rings, best potential would be: Physical Attack / AGI / Crit / MP Recovery
    • If you can get Physical Attack / AGI / STR, that's fine too, as long as you got Physical Attack and AGI in the same combination.

~ Heraldry Suggestions ~
Stat Heraldries
These are the basic plates you'll be using
  • Wind
  • Fatal
  • Destruction
  • Life
  • Vitality
  • Ultimate (if you can afford)
The other 4 plates will be up to you. I'll list some of my suggestions for Pve:
  • Energy - for MP regen, because T4, Engineers now burn quite the MP unlike T3.
  • Shining
  • Tent
  • Bear
Skill Heraldries
These are the important skill plates you must have.
  • Ping Pong Bomb Damage
  • Chainsaw CD
For DPS/damage-oriented players, suggested plates would be:
  • Ice Pump CD
  • Mine Thrower Damage
  • Stun Grenade Damage
  • Big Mecha Bomber Damage/CD - either of the two is fine.
  • Mecha Bomber CD
  • Sky Line Damage
  • Mecha Duck CD
  • Cannon CD
For support-oriented players, suggested plates would be:
  • Transitional Damage CD
  • Wax CD
  • Mecha Bomber CD
  • Biochemical Missile Debuff Duration
Note: You must always have 2 Tower CD plates in use, so one is Chainsaw CD plate while the other one could either be Ice Pump or Cannon CD plate

Personal Plates:
Pve plates are:
  • Ping Pong Bomb damage
  • Ice Pump Tower CD
  • Chainsaw Tower CD
  • Mecha Duck CD
Additional 3 heraldry slots will be:
  • Big Mecha Bomber Damage
  • Transitional Damage CD
  • Mecha Bomber CD 
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Dragon Nest Dark Summoner Pvp Guide

It may be true that DS does not have much skills that deal huge damage. Unlike Praetor, Elegant Storm etc that easily deal 15k above, trust me a DS can barely deal 10k with any skill under no crit.
However, despite being the lowest dmg dealing kali among 4, DS is nowhere inferior in PVP. In fact, with good control DS can be any opponent's worst nightmare. Let's see the PVP pros and cons about DS first then.

Pros:
- High number of lifting skills with decent AOE and SA break.
- Most skills can change direction while casting and can be canceled halfway.
- Low CD skills which make combo easy.

Cons:
- Has low SA while casting skills, easily flinched.

- Lack of high dmg skills.


With those stated, here is my build of my DS and my game results of main DS(lv60) and sub DS(lv47). I'm a common player of both Ladder and Rounds, mostly 1v1. However, it is only my own opinion that this build suit me, there is no need to follow if you find it not your style.


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Kali Page

Soul Wind
Works like a harassing skill with short cd, for me I don't bother though because I have other skills to use.

Despair Needles
A wonderful skill to use on a fallen opponent to keep them from getting up immediately. However, take note that opponent can somehow "flinch up" to a standing position after 2 sec or so, you need to chain it with other skills fast.

Sting Breeze

A combo-chainer, with short cd and additional lifting effect on second hit. It has mini SA while casting too, pretty useful to counter EL dual blink and for trolling purpose .

Fancy Turn
Due to its small aoe, it is really not recommended for PVP.

Negative Ghost
Useful on summon objects like towers and relics, also has good SA break upon casting. However its damage is not very appealing and cd quite long.

Spirit Blow
It's SA break is VERY HIGH, can break most skills except ultimate. Its dmg at high level is good too, easily hit 6~8k on low pdef classes like sorc or acad.

Ghost Kick
This is usually used to rush or escape, for it allows you to jump a good distance upon casting. Not very useful on hitting though.

Phantom Guard
A buff to reduce your dmg taken and increase SA. However, imo in middle of fight esp in 1v1, you may not really have the luxury to spam buffs. Still, some may find it useful.

Genie
This skill has little effect in Comp ON fights, however it may work wonders in Ladder.

Mp+Mind Conq
If you purely play 1v1 Comp ON, you may not need to add it at all, your mp is quite enough to kill a player(unless your skills miss too much or the opponent heal up too frequent) and you can spend the SP on other skills. In group PVP or Ladder, you might want to max them both. As stated, DS does not have very high dmg, so for high dmg to be dealt you need to use a good amount of skills and therefore mp become an issue.


Screamer Page

Phantom Claw
With EX the 3rd and 4th hit can lift opponents. The first 2 hits has lower SA break, however they are useful to recatch AE opponents. Dmg wise the growth is very horrible, dealing roughly 2k at lv6 and 6k at lv16. For me I usually use this skill as a skill for recatching, as its range is the longest.

Spirit Twinge
This skills allow you to close up on a flying opponent when you are too far, it let the opponent stay in air a little longer for you to cast other skills such as spirit paper, which cannot hit opponents lying on ground. Its own SA break on a standing opponent is quite low, best not to use as counter.

Stigma of Curse
This skill has a good SA break and has staggering effect, easily stopping a dashing warrior or incoming acro. At level 6, you can hit 2 times on left click, and lv11(10+1) allows 3 hits. Personally I think it as a good dps, dealing 5-6k with heraldry at lv10 with 10 sec cd. I wouldn't make it 11 though, because it will push the opponent too far if all 3 hits @~@

Spirit Paper
Its own damage is low, but it gives a debuff that make opponent lose hp whenever they cast skill, high levels increase debuff duration. For DS though i think it may not be neccessary since most of the times our opponents are flying due to our skills, they may not get debuff dmg easily. Using this skill on an opponent in air can hit them down and keep them floating, but take note that spirit paper CANNOT hit opponents lying on ground.

Chain Claw
The fastest skill of DS, especially with EX. Higher level decrease its cd, and at lv15+1, the cd is only 10.5 sec. Right clicking can trigger another hit, also hitting spacebar in air allows you to perform chain claw in the air. If you want to counter after getting lifted by opponent, simply AE - normal attack - spacebar, there you go - opponent flying again~

Phantom Rage
This aerial skill can be performed after Blitz Claw, ae or on its own. Whenever you are in the air and do not drop down immediately, the opponent become confused. Using this skill you can also escape some deadly skills like Cyclone Axe, Freezing Field and Spiral Edge when you are out of tumble(yups, jump + phantom rage correctly will do~)

Summon Puppet
1 of the deadiest skill in PVP, softbanned usually. First you use Stigma of Curse to deal a hit, make sure the opponent has a red debuff. Careful not to get hit in any way, cast this skill to  make a puppet and whack the puppet as hard as you can, all dmg you dealt to it will be transferred to the opponent who got debuffed. This skill work wonders as it bypass DA, element shield and all opponent buffs, dealing damage on "naked" opponent, with additional bonus dmg the skill provides. This skill can also be avoided if the opponent uses iframe the instant it is casted.

Cling Snake
It slows the opponent when hit, but the aoe and cast speed is too slow without EX, not suitable for DS imo. However, lvling it high gives good dmg when full hit.

Revenge Hand
A skill with high SA, able to tank skills like Tracking Arrow, Shield Charge and Stalker. Its cd decrease as level increase, a good skill to be used both offensively and defensively.

Blitz Claw
The only skill with iframe that screamer has beside passives. It deals great damage on opponents, and has cd decrease as level increase as well. It serves as a good counter when opponent tries to hit you, flying above them and dealing damage too. However, careful of where you land after casting Blitz Claw, you are vunerable once you reach the highest and start to fall. This skill has the 2nd highest dmg in screamer tree, hitting a good 10k+ when maxed with heraldry.

Ghost Scream
It can be used by clicking right click after a tumble, or set as hotkey and use on its own. This instant cast surrounding skill can be useful to slow opponents, especially at high level. I did not add it due to SP issue and also because this skill has very low SA break. My advise for this skill is - either max it or leave it.

Soul Gate
The summon skill of sceamer tree can be used to harass and as an obstacle for opponent, Especially when you meet acro with Spirit Boost, fu with Beyond Time and merc with Iron skin, summon this and circle it, it decrease your chance of gettin caught.

Rampage Claw
Our lv32 skill has short cd of 30 sec, with good AOE and SA break. The only down side is that its damage is fairly low (10+1 w heraldry deal 8k~9k), nevertheless it is useful in combo and catching. Take note that on 3rd slap, the short distance directly in front of the cast direction has NO hitframe. To be safe, tilt the camera a little while dealing the 3rd slap to avoid the seemingly bugged area.

Resent Area
For pvp... a skill with long cd and no SA break is close to useless. However if you like it you can cast it while opponent is helpless to get a little bonus damage. Also, casting it when opponent is on "IMBA MODE" might make them reluctant to rush you, allowing a little breather.

Grudge Formation
Another skill used defensively. Casting this and stepping into it can make the opponent reluctant to rush at you for a while even though the damage is very low. For clerics with Shield Block, casting this on him grind off his block in no time. Also, this skill give a minor dmg boost, you can cast your puppet on it for best result. This is a good skill to max in PVE, but in PVP lv1 or none, for its cd is long.

Beast Spirit
The highest damage skill under screamer page, however for it to hit full may be tricky. The cast time is slow, so never use it on its own. It is better to use a lifting skill such as Spirit Blow before casting, then use another skill such as Spirit Paper or Dispair Needle to pin the opponent down to avoid him from rolling away as the wolf slowly land. For me I didn't add because I prefer to have lesser skills at higher level.

Increase Soul
Lesser hp for more dmg? My ans is no, how about you? My suggestion is that even if you want to add it, lv1 will do for the mini dmg boost and minimum hp reduction, because as lvl increase the hp reduction rate is way higher than dmg inc...

Dragon Soul
The SE Ultimate suck the opponent in and deal huge damage at once, for classes without passive dodge it is impossible to escape. This skill which deal instant damage are more preferred by some, but for me i rather not use another 3 SP.

Phantom Avenger
The DS Ultimate is harder to hit due to the slow casting time, but what happens after casting is more crucial - a DA+SB combination. Use the few seconds of time to bait opponents evade skills, and he is all yours. Take care though, this skill has low SA compare to other Ultimates, and can be broken by skills like Smite, Detonate, Ignite/Shatter etc, plus you are totaly vunerable for that 6 seconds of casting time.


Dark Summoner Page

Sadism Pleasure
What should I say... this buff isn't even in my key slots. The heal amount is as low as single to double digits, totaly worthless for PVP. Still, you can buff it for the dmg boost, though leveling it up high might be a bad choice.

Chaos Formation
Oh yes our lv50 skill, like dancers hav 30s cd and flashy all the same. However do you know it only hit 8k~10k even with heraldries? This is also the reason why I stated DS has no dmg compare to other kalis. Putting that aside, this skill is actualy better used when you run out of skills to combo - the cast time of 5s pinning the opponent gain you time to cd other skills so that you can combo again after that. You can also use that as an AE catcher, it piss them off real good.



Now, after all that, rather than giving longwinded lectures let's just jump straight to DS vs other classes~


VS Merc
Merc only have 1 AE, once it is gone combo will be easy and escape will be hard. Never attempt to SA tank their skills, you will always lose. Do save your tumbles to dodge because like you, any skill from a merc can knock you over and lift you sky high. Watch closely to their movement and throw skill when they finish casting/not casting skill, there - AE baited.

VS SM
SM is quite a pain due to their fast casting speed and 2 AE, it makes catching and combo-ing them harder, while any of their skill can flinch you. Try stay a reasonable distance from SM, near enough for you to hit, far enough for you to see them if they are coming and react. Stigma is a good skill to throw at them, for SM actualy has lower SA than merc, they topple easier. Do watch out for Counter Exile, a nasty skill to get hit with in middle of combo.

VS Acro
They are very tricky classes, almost impossible to combo and full of iframes. The trick is to hit them immediately after they tumble or miss casting skill - that is the best time to attack. Ofcourse, you need to avoid getting hit too, jump lots and use Ghost Kick helps very much. While dealing Acro saving your passive dodge and AE is very important, any wrong passive wasted will be deadly.
Against Acro in general you need to be quick, flexible and decisive, do not consider too long on how you execute your next move, but focus more on reacting on the spot.

VS BM
Like all classes, you need to get near the BM to deal dmg. Avoid major skills such as Charged EX and Rapid EX, hit her within first 24 sec to avoid getting hit by Tracking Arrow. Ghost Kick helps to rush close when you need to. Do not be afraid to confront a BM directly, most of her SA and casting speed is lower than yours, you can break her skills before she break yours if you are quick.

VS FU
There is a crucial skill you need to avoid: Void Wave. None of your skills beside Revenge Hand can SA tank that skill, jump dodge it when she comes close. Also, never try to SA tank a Linear Ray EX and Gravity Ball EX, dodge by circling the FU or Phantom Rage/Blitz Claw. Watch out when your Rampage Claw and Chaos Formation has completed cd - Time Stop cd is done too. You can Rampage Claw when she come close by then, careful not to get frozen by time dodge.

VS EL
You can SA tank Frost Wind by any skill except Chain Claw, but you cannot SA tank Flame Burst. Do not get too close to the EL, if she comes close use higher SA skills like Revenge Claw or Spirit Blow to hit her. Do not waste passive dodge on skills such as Inferno or Frozen Spike, use when she attempt to cast bigger skills then dodge to her back and lift her with any skills.

VS Paladin
There is also 1 crucial skill you need to dodge - Shinbreaker, also avoid getting hit by Armor Break or Shield Charge. Against Paladins it is better to keep a distance, especially with Guardians having Justice Crash. When the Paladin's AE is gone, listen for Aerial Block, and quickly use Phantom Claw or Chain Claw to recatch. So long you avoid Smite and Justice Crash, he will be of a lesser danger to you.

VS Priest
1 word - Combo. He will not get up, he will not cast skills, he will be moaning til he die. So long you have good combo, he is not a problem. No matter how pro a priest is, he is very vunerable once his AE gone. Priest skills are impossible to dodge as long as you are within the range, since you do not have iframe long enough to do so, best way is to hit him before he hits you.

VS Alche
Make the first move and strike first, if she dodge, hit again with a lifting skill. Do not give her the time to cd nor get up. Killing Alche is more or less like Priest, except they die faster, and also more painful should you fail to catch. Also, save AE with alche, for her lifting ability is no weaker than DS. Against adept the crucial thing is to avoid Magma Punch EX, and Physician Love Virus, game becomes easier without getting hit by them.

VS Engr
If she summons, try hit the summons and her together, you don't want to get hit by the summons do you? While chasing her, keep an eye on her summon units to avoid unnecessary trouble. Throw a Revenge Hand or Chaos Formation towards her summon units to get rid of them all at once while baiting the kid out.

VS all Kalis
This will be a battle of whoever get the AE first. Once her AE is used, she is a goner, and so are you if yours is used. Stalker can be SA tanked by Revenge Hand and Beast Spirit, and Spirit Blow can stop all kalis' lv50 and 32 skills. If you get yourself lifted, try not to AE immediately. Wait and see if she cast any more lifting skills and only AE when she attempts to cast anythin painful. The trick is to dodge the most painful skills, since it is quite hard to dodge all Kalis's skills, either you get hit or SA tank.
Same with Acro, against Kali classes you need to be quick, flexible and decisive, do not consider too long on how you execute your next move, but focus more on reacting on the spot.
A tip against Blade Dancers: try not to stack with her, most of BD skills are surrounding and can hit you so long you are close enough, even if you are behind her.



Combos? Nah... its quite pointless to list the so called "combos" of DS cuz you can easily find them in other forums, plus it all depends on people, different people hav different combo style. For DS you really can combo and chain any skills in any way you like, but the trick to infinite combo is that you should know how to "waste time" - you don't want to find yourself out of skills suddenly after all the spammage. Normal and special attack can kick in if you want the opponent to stay in the air for longer duration, they will be flinched and drop a little slower, also they will get extremely annoyed~

As for heraldries... those I use are Stigma of Curse(dmg), Revenge Claw(dmg), Blitz Claw(dmg) and Rampage Claw(dmg).


However, some other good options imo are Spirit Blow(dmg), Chaos Formation(dmg), Chain Claw(dmg/reset) and Beast Spirit(dmg).
If you ladder, Phantom Avenger(cd) and Summon Puppet(cd/duration) are good choices too.
If you are new to DS, you can try having Revenge Claw(cd), Blitz Claw(cd) and Chain Claw(reset) to help you getting familiar with combos.
If you prefer the debuff style(hybrid semi SE), spirit paper(duration), ghost scream(duration) and Summon Puppet(duration) are also good.

Here are some videos of pvp, try not to tease 



PWI : Genie builds and skills


lets start with the guide. I'll only post the 3 genie builds I know of and tell which classes more adaptable to them.

These are builds for PK, I will try to make a pve guide for genie later but pve skills are quite simple, a quick example would be full Magic/Vit genie with (Expel, Absolute Domain, Tree of Protection, Tangling Mire, etc)

Lets go back to the topic.

PROPER BUILDS

First you need a good genie with at least +110 Lucky Points. You also gotta pick a specific genie for each build, why? Let me give you an example.

If you're looking for skill effectiveness then you need a dex genie, the skills are going to be dex based obviously and the proper genie for this job is "Discipline or Longevity (Discipline will work better though)"  Why? because of the initial stats, since you are aiming to dex genie, these ones are perfect because they have the initial dex stat raised over the other stats, "and why is this good?" You may ask. Because after 40 points added, every build point added will take 2 of your level/lucky points gained, HERES an example.

"Looking for Dex genie build"

Lets say you have 80 points free and you want to add them to Dexterity on your genie.


Zeal = Initial 5 str, 3 Dex, 5 vit, 15 magic = +80 build points into dex the stats would end at 5 str, 63 Dex, 5 Vit and 15 magic.

While adding these points to a Longevity is another story...

Longevity = Initial 5 str, 15 dex, 5 vit, 3 magic = +80 build points into dex the stats would end at 5str, 75 Dex, 5 Vit, 3 Magic.

NOTE:Why ZEAL has 63 Dex?? Because once you've added 40 points to any stat, to add another build point you will need 2 level/Lucky points.

Also I wouldn't recommend you to craft normal genie gear (the one that is not made from Warsong Medals aka Warsong emblems) why? 'cause they only add +6 points to an specific stats while the one from warsong medals add +8 points divides by 2 stats.

How to craft Genie's gear.

First go to the NPC "Watcher of the earth" there is one at every main city (Archosaur has 2 though)

You will also need Warsong Medals
You need exactly 12 of them (since every genie gear is 3 Medals) and pick the gear that more suits to your genie build.

The medals can be bought from Boutique @ 30 silver each or farmed @ Warsong City, players sell them as well too (check the current prices).

Now that you have the idea of how to make a proper build to your genie, we can move on to the skills along with the build. :tiger-15:

SKILLS

Well, I'm not going to post all the genie skills, only the ones that are useful IMO.

Str Genie build = Damage
I recommend to add up to 110 str number, the rest into vit/magic.


You can use either Infliction or Zeal

Which skills do I add?
First, keep in mind that this genie is str based, so a str genie skill suits perfectly to it. I will share what kind of skills I do add to this kind of genie. These are the basic skills a STR based genie should have. (I'll add alternative skills at the end of the topic)

Relentless Courage
Energy 50 (+10 per skill level)
Stamina 180
Instant
Cooldown 30  seconds
Requisite Class All

A courageous song that
improves your battle prowess.
Increases your attack speed by 5%,
your movement speed by 5%,
and your channeling speed by 5%.
Lasts for 3.5 seconds. (+0.5 Seconds per skill level)

Strength: Every 4 Genie Strength points increase the attack speed by 1% more.
Strength: Every 4 Genie Strength points increase the movement speed by 1% more.
Dexterity: Every 15 Genie Dexterity points increase channeling speed by 1% more.

NOTE:This shit is dangerous, you can take your genies str to 160 (I've tested it) and this skill will bring you from 2.0 to 4.0 attack speed (I use it to pop out of stealth with full r8 and you zerk/crit around 15k per hit + 4.0 attack speed + double spark = Target is dead in 4 seconds). Also, I only recommend to level it to LEVEL 2/4 only, it only last 4 seconds but this skill is OP, why only lvl2? because Max lvl sucks too much energy = 140 energy, and it would leave you with no chance to use any other genie skill. ONLY FOR MELEE

Tangling Mire
Range 20 meters
Energy 30 (+2 per skill level)
Stamina 220
Instant
Cooldown 30  seconds
Requisite Class All

Creates a mire under the target and all enemies within 15 meters, reducing their movement speed by 6% (+1% per skill level) and physical defense by 17% (+2% per skill level)
Lasts for 10 seconds.

Strength: Every 10 Genie Strength points reduces speed by an additional 1%.
Strength: Every 5 Genie Strength points reduces physical defense by an additional 1%.

NOTE: This is a powerful debuff, can be used to pop out of stealth Archers or Sins while they are on the meter range.ONLY FOR MELEE.

Occult Ice
Range 10 meters
Energy 80
Stamina 500
Instant
Cooldown 15  seconds
Requisite Class All

A frigid blast of cold air.
Has a 30% chance to freeze the target for 3.3 seconds. (+0.3 seconds per skill level)

Strength: Every 2 Genie Strength points increases the success rate by 1%.

Solid Shield
Energy 35 (+1 per skill level)
Stamina 300
Instant
Cooldown 60  seconds
Requisite Class Barbarian

Increases spiritual and bodily strength.
Forms a shield around the target to reduce all damage by 8% (+3% per skill level), but also reduces movement speed by 50%. Lasts 10 seconds.

Strength: Every 4 Genie Strength points increases the absorbing effect by 1%.
Strength: Every 25 Genie Strength points increases the duration time by 1 second.

NOTE: Only usable by Barbs.

Tree of Protection
Energy 70 (+5 per skill level)
Stamina 700
Instant
Cooldown 60  seconds
Requisite Class All

Summons a Tree of Protection.
Increases max HP by 12% (+2% per skill level) for 5 seconds.
Restores 2% (+2% per skill level) of your max HP every 3 seconds for 6 seconds.

Strength: Every 2 Genie Strength points increases the max HP more by 1%.
Every 60 STR increases the duration time by 1 second.
Dexterity: Every 8 Genie Dexterity points increases the Health recovery effect by 1%.

Faith (aka Belief)
Energy 160
Stamina 500
Instant
Cooldown 60  second
Requisite Class All

Has a 10% (+10% per skill level = 100% at lvl 10) chance per skill level to become immune to all
negative status effects for 5 seconds.
(Available when you have more than 160 Energy.)

Strength: Every 5 Genie Strength points reduces the energy cost by 1.
_______________________________________________________________________

Dex genie build = Effectiveness (I would set the Dex up to 120 points (no more no less) so anti stun skills and most of the dex skills will work better at these build. add the rest to vit/magic)

Genies = Longevity --- Discipline

Wind Shield
Energy 35 (+3 per skill level)
Stamina 150
Instant
Cooldown 1  second
Requisite Class All

Uses wind power to protect yourself. Reduces damage received by 6% (+1% per skill level).
Increases attack speed and Evasion by 10%.
Lasts 8 seconds.

Dexterity: Every 8 Genie Dexterity points increases the damage reduction effect by 1%.
Dexterity: Every 50 Genie Dexterity points increases the duration by 1 second.

Only usable in the air or on the ground.

NOTE: Leave this skill at level 1 if you're a melee class and you want to spam it. Max it if you are Arcane and you're looking for damage reduction.

Extreme Poison
Range 25 meters
Energy 50
Stamina 150
Instant
Cooldown 1  second
Requisite Class All

Injects the target with a weakening poison.
For 1.5 seconds (+0.5 Seconds per skill level), damage received by the target will be increased by 20% .

Dexterity: Every 10 Genie Dexterity points increases the duration by 1 second.

NOTE: with 120 dex genie, this skill will last for 18 seconds (quite long debuffed)

Badge of Courage
Energy 75
Stamina 500
Instant
Cooldown 30  seconds
Requisite Class All

Conducts the power of the Metal element.
22% (+2% per skill level) chance to remove a stun effect from yourself.

Dexterity: Every 2 Genie Dexterity points increases the success rate by 1%.

NOTE: On 120 dex genie this skill will have 100% to success.

Remove Paralysis (aka remove immobilize)
Energy 70
Stamina 500
Instant
Cooldown 30  seconds
Requisite Class All


42% (+2% per skill level) chance to remove a paralysis effect from yourself.

Strength: Every 4 Genie Strength points increases the hit chance by 1%.
Dexterity: Every 4 Genie Dexterity points increases the success rate by 1%

NOTE: Essential when you get stuck in the air because a Sin immobilize you. 

Wind Prison
Range 5 meters
Energy 55 (+2 per skill level)
Stamina 360
Instant
Cooldown 60  seconds

16% (+1% per skill level)chance to silence a melee target.
Lasts for 4 seconds.

Dexterity: Every 4 Genie Dexterity points increases the success rate by 1%.

NOTE: As in my logic concerns this skill will AoE seal every melee class in a 5 meter range (I havent tested it though)
EarthBlaze (Like genie spark but aoe)
Range 10.2 meters (+0.2 meters per skill level)
Energy 70
Stamina 146
Instant
Cooldown 10  seconds
Requisite Class All

Throws a firenova, dealing 88.8 Fire damage and reducing
the Fire resistance of surrounding targets by 10% for 15 seconds.

Dexterity: Every Genie Dexterity point increases the damage by 3.7.
Dexterity: Every 10 Genie Dexterity points increases the fire resistance reduction by 1%.

NOTE: Recommended to be only used by Wizard

Spark (genie skill)
Range 20 meters
Energy 35
Stamina 53
Instant
Cooldown 40  seconds
Requisite Class All

Burn the target with a smoldering flame. Causes 46.9 Fire damage and
lowers the target's Fire resistance by 3% (+3% per skill level)for 6 seconds.

Dexterity: Every Genie Dexterity points increases the damage by 6.7.
Dexterity: Every Genie Dexterity points increases the Fire Resistance reduction by 0.7%.

NOTE: Is OP on wizards but can also be used with melee classes (as a melee class) along with Fire pill on. Can be used to insta rape BMs with Physical marrow on. (I've tested it) Example : Extreme poison + Genie spark / along with fire pill on = Meet floor.

Elemental Weakness
Range 20 meters
Energy 85
Stamina 73
Instant
Cooldown 1  seconds
Requisite Class All

Disrupts the target's elemental resistances.
Increases the target's physical defense by 2% of gear value
and reduces the target's elemental resistances by 2% of gear value.
Also reduces the target's movement speed by 30%.
Lasts for 8 secs.

NOTE: Recommended to be used by arcanes only for obvious reasons.

I will post more alternative skills at the end of the topic.

______________________________________________________________________

Magic/Vit Build = Survivalability/spam skills

Wind Shield
Energy 35 (+3 per skill level)
Stamina 150
Instant
Cooldown 1  second
Requisite Class All

Uses wind power to protect yourself. Reduces damage received by 6% (+1% per skill level).
Increases attack speed and Evasion by 10%.
Lasts 8 seconds.

Dexterity: Every 8 Genie Dexterity points increases the damage reduction effect by 1%.
Dexterity: Every 50 Genie Dexterity points increases the duration by 1 second.

Only usable in the air or on the ground.

NOTE: Leave this skill at level 1 if you're a melee class and you want to spam it. Max it if you are Arcane and you're looking for damage reduction.

Extreme Poison
Range 25 meters
Energy 50
Stamina 150
Instant
Cooldown 1  second
Requisite Class All

Injects the target with a weakening poison.
For 1.5 seconds (+0.5 Seconds per skill level), damage received by the target will be increased by 20% .

Dexterity: Every 10 Genie Dexterity points increases the duration by 1 second.

Tangling Mire
Range 20 meters
Energy 30 (+2 per skill level)
Stamina 220
Instant
Cooldown 30  seconds
Requisite Class All

Creates a mire under the target and all enemies within 15 meters, reducing their movement speed by 6% (+1% per skill level) and physical defense by 17% (+2% per skill level)
Lasts for 10 seconds.

Strength: Every 10 Genie Strength points reduces speed by an additional 1%.
Strength: Every 5 Genie Strength points reduces physical defense by an additional 1%.

NOTE: Can be used to pop out stalkers.

Faith (aka Belief)
Energy 160
Stamina 500
Instant
Cooldown 60  second
Requisite Class All

Has a 10% (+10% per skill level = 100% at lvl 10) chance per skill level to become immune to all
negative status effects for 5 seconds.
(Available when you have more than 160 Energy.)

Strength: Every 5 Genie Strength points reduces the energy cost by 1.

WhirlWind

Range 18 meters
Energy 45
Stamina 74
Instant
Cooldown 15  seconds
Requisite Class All

Conjures a whirlwind that hits all enemies in an 18-meter cone in front of you.
Slow them by 11% for 10 seconds.
Deals 30.1 Metal damage.


Strength: Every Genie Strength point increases the damage by 4.3.
Strength: Every 5 Genie Strength points increase the slow effect by 2%.
Strength: Every 30 Genie Strength points increases the slow time 1 sec.

NOTE: Leave this skill at level 1 since this skill has no other purpose other than immobilize your target for a second and be able to stun/immobilize again. 100% recommended when target's panic and holy path to safe zone. Can be also added to other genie builds (Only usable by professional people)

Fortify
Energy 55
Stamina 600
Instant
Cooldown 30  seconds
Requisite Class All

Become immune to stuns for 3 seconds.
95% chance to reduce your magic resistances.

Dexterity: Every 30 Genie Dexterity points increases the duration by 1 second.

NOTE: This skill will NOT remove stun, only make you immune to it for 3 seconds. Leave the skill at level 1. Can be used on other genie builds. If used on 120 DEX genie build, the immunity will last 7 seconds. If you're a SEEKER you can transfer the debuff that adds this skill and do mighty nuke. (Only usable by professionals and mind readers)

_________________________________________________________

ALTERNATIVE SKILLS (can be added to any genie build)

Nulify Poison
Energy 80
Stamina 500
Instant
Cooldown 30  seconds
Requisite Class All

Increases your natural affinity with the Wood Element.
Become immune to Wood damage and anti-Wood effects for 5.2 seconds (+0.2 seconds per skill level).
Requires at least 80 energy to use.

Strength: Every 5 Genie Strength points reduces the energy cost by 1.
Dexterity: Every 5 Genie Dexterity points reduces the energy cost by 1.

NOTE: This skill is to make you immune to wood damage (Aka some venomancer attacks/ and most of the mystic attacks) so is like another Absolute Domain but for those specific classes.

Heart of Steel
Energy 80
Stamina 500
Instant
Cooldown 30  seconds
Requisite Class All

Increases your strength in the Metal Element.
Become immune to Metal damage and anti-Metal effects for 5.2 seconds. (+0.2 seconds per skill level)
Requires at least 80 energy to use.

Strength: Every 5 Genie points reduces the energy cost by 1.
Dexterity: Every 5 Genie Dexterity points reduces the energy cost by 1.

NOTE: This skill is to make you immune to METAL attacks (aka most of the cleric attacks/ ARCHER magical attacks and the scary METAL combo from SEEKERS), then again, it works like Absolute Domain against the magical attack from the already mentioned classes.

Soul of Fire
Energy 80
Stamina 500
Instant
Cooldown 30  seconds
Requisite Class All

Become immune to fire damage for 5.2 seconds. (+0.2 seconds per skill level)
Requires at least 80 energy to use.

Strength: Every 5 Genie Strength points reduces the energy cost by 1.
Dexterity: Every 5 Genie Dexterity points reduces the energy cost by 1

NOTE: Skill will make you immune to fire damage, can be used against Wizards when they cast their original combo as soon as they use genie spark. Works like Absolute domain but to fire damage.

Oxygen Bubble
Energy 80
Stamina 500
Instant
Cooldown 30  seconds
Requisite Class All

A protective bubble formed from the element of Water.
Makes you immune to Water damage and anti-Water effects for 5.2 seconds. (+0.2 seconds per skill level)
Requires at least 80 Energy to use.

Strength: Each 5 Genie Strength points reduces the Energy cost by 1.
Dexterity: Every 5 Genie Dexterity points reduces the Energy cost by 1.

NOTE: Totally recommended for PSYCHICS while fighting sins. Use it right after you use Psychics Will, a good sin will try to go through your physical immunity with Condensed Thorn (Sin water based skill) so with Oxygen bubble he wont be able to do anything.

Will Surge
Energy 80
Stamina 500
Instant
Cooldown 30  seconds
Requisite Class All

Protects you with the power of Wood.
Makes you immune to silence effects for 5.2 seconds. (+0.2 seconds per skill level)
(Available when you have more than 80 Energy.)

NOTE: Essential for melee classes while fighting Psychics, and good to time other classes seal.

Frenzy (aka Enrage)
Range 20.4
Energy 75
Stamina 520
Instant
Cooldown 8  seconds
Requisite Class All

Go into a raging frenzy,
Lowers your Defense and Spell Resistance and increases your Attack Level.
The more Defense and Resistance are reduced, the more Attack level will be increased.
Level 1:
Reduces Defense and Resistance by 55%(+5% oer skill level) gear value.
Increases Attack level by 11. (+1 attack lvl per skill level)
Lasts for 8 secs.
(Available when you have more than 75 energy.)

Strength: Every 10 Genie Strength points decreases energy cost by 1.

NOTE: this skill is strongly not recommended unless you have the control of the fight, cause is suicidal, meaning that will increase your attack lvl +20 but IT WILL ALSO DECREASE your defense level and resistance BY A LOT.

Cloud Eruption
Range self
Energy 130
Stamina 500
Instant
Cooldown 1  second
Requisite Class All

Emits a cloud of invigorating energy,
granting 1 Chi to yourself plus an additional 3 Chi.

Strength: Every 2 Genie Strength points increase the Chi gained by 1.

NOTE: this skill while give you 1 spark so I recommend to leave the skill at level 1, unless you are learning it on the STR build genie. Chi Siphon is a similar skill but I wouldn't recommend to use it.

___________________________________________________

ESSENTIAL SKILLS (can be used on any genie build)

Absolute Domain
Range 5 meters
Energy 135
Stamina 999
Instant
Cooldown 180  seconds
Requisite Class All

Makes you immune to all damage for 5.0 seconds
and immune to immobilization for 2 seconds afterwards.

Expel
Range 20 meters
Energy 125
Stamina 275
Instant
Cooldown 1  second
Requisite Class All

Expels the target from the physical world.
This causes the target to be silenced, but
it also grants them immunity to physical
damage for 9.0 seconds.

Dexterity: Every 40 Genie Dexterity points increases the duration by 1 second.

NOTE: TIP: if you get sealed by any other class, you could time the seal along with expel and use it before the seal ends, this will leave the physical immunity only without the seal, so you will be able to cast skills or attack. Will look like psychics will. (Only recommended to be used on Magic/vit build due to the big amount of energy drained but it can be used on other builds)

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