Posts by Coalabjj16

    Some changes I would Consider for Cranes:


    Crane Cyclone / Mystical Crane Thypoon: Change bleeds to Poison. Keep the damage the same.


    Reason - New strong possibilities besides Bleeding and Burn).


    Searing Crane: Change Behind x1.5 Bonus to Critical Damage bonus.


    Reason - Good Tool for farming


    Tri-beam Cannon: Add Critical Damage bonus. (Same ideia as Figther's Big bang atk) / Increase area to 10x10


    Reason - Good Tool for farming / better dmg for prelims


    Fan Out / M. Fan Out: Add Behind x1.5 Atk bonus for both or just one.


    Reason: Better damge on Budokai prelims


    Resist it: Add some Dodge rate.


    Reason - Assit on resistance


    Agile Amor: Like the idea of increase defense by % (Maybe 7% and 14%) / Increase RP regenation by X.


    Reason: It would be a real "Defense increase" / helps charging RP on PVP.


    Spirit wave / Heat wave / S. Sensation / S. Tongs: Remove Status request to use them / Rework on Duration and Cooldown!


    Heat wave: Replaces Confusion for Fear ( AoE Fear ) - 6~8 secs I think is enough.


    Spirit wave / S. Sensation / S. Tongs: Debuff and area ok for me.


    Reason: Most of anti-bleeding jewels has anti-para with them. Anti-para rings has Anti-fear too.

    Maybe a good rework on % Jewels could be the point to balance some status.


    Thats all for now. :)

    Cool ??????

    Hi guys! I read the topic and decide to share some personal thougths as a Crane. I believe this could give good points for discuss.


    - Changing DoTs for % Dmg:


    Sounds interesting. Maybe im wrong, but considering the fact that Cranes are “the master of dots” and Human race are supposed to deal a high damage with a poor defense, we would just specify the way that they do damage(DoTs). So we nerf the base damage from their skills and crane should have to deal only with high DoTs as they should Work. In this point I would still make Tri-beam cannon the only skill with a good base damage, and make it works at the same way as Bold strike ( Good damage and good Bleed.). Looks OP? Maybe yes, but we need to consider the large cast time, the long Cooldown and still is a bleed, what makes this skill 100% countered with acessories. Sounds funny for the class once its the special move from Tien in anime.


    Obs1: Damage calculation should be tested!


    Obs2: For a High % dmg you will depend some Upgrade in your weapons.


    - DoT change.


    Agree. The class should have a lack of DoT options (Real) in their tree ( Burn, poison and main as bleed, dealing the Highest dmg. ) Althougth this need to be studied to still have a good counter with def and acessories.

    For these ones, I would put poison for typhon and cyclone skills (Fan) and Adding bleed for Tri beam as I mentioned before. As a burn DoT doesn’t have a reduction acessory, I would keep searing Crane and Fiery Shout working as they are, only including KD for Searing Crane to make it usefull for a pvp combo. Barrage and double gut keep the same without change.


    Obs: Consider the possibility to create a versatile class. Hybrid DoTs, Bleeds specialist, Burn specialists...


    - Instant Stun.


    Considering my changes, I think its enough.

    But changing the 4 debuffs ( Spirit Wave, tongs, sensations and Heat ) able to use without a DoT activation will bring another way to see a Crane. You gonna have your instant stun for solo pvp and still could be a real Debuffer king helping in party pvp, dojo, and pve with AoE Stuns. Still talking About this point, we can consider the fact that you will not be able to use all of your skills only with 69 sps!


    - Agile armor


    If its useless, Should be changed for all races not only crane. I don’t know what is possible to replace this skill.


    - Rp ball in Put Out flames


    If DoT % dmg is an option, no change on this move.


    If not, max 2 rp balls is good for me.


    This is just some options! But im still agree that Crane is able to be played the way they are now. It’s gonna take most of your time and investments, but it’s possible!

    I like the 0.7-0.7 idea. Maybe if some mobs ( lvl65+, UDs/BIDs in general and ccbd ) suffer a Reworking in their dmg and resisting, we could find a balance between PvP and PvE. Obviusly looking for don't broke pve, making the game so easy that everybody could endgame fast. Just a suggestion guys!

    Bom vamos lá:


    Sobre o Kaioken:


    - Em pve geralmente você estará acompanhado de um buffer e um Healer. Com isso, ambos EP e LP são recuperados com buffs e magias. Ele auxilia muito nos criticos e nos ataques. Dependendo do tipo de PVP ( Budokai, Arena, Dojo, etc..) Você nem vai ter tempo para usar essa skill.


    - Para farming eu aconselharia SSJ Buffado, justamente por esse motivo. Com a drenagem e sem bons equips você pode morrer rápido.


    Sobre a jogabilidade:


    - Na minha opinião, apenas os debuffs Speed restrain, Hypinosis, , Weaken defense, Sudden Stun e Atk speed Shackle são uteis. O resto eu nunca usei, nem em pve e nem em pvp, mas fazendo uma breve analise, algumas dessas skills não citadas (debuff) não servem pra muita coisa.


    - Na build que eu passei no post anterior, eu tinha deixado dois pontos no Kamehameha e um no Spirit Ball. Por que? Kame para Knock Down e Spirit Ball porque combado com speed restrain, faz um efeito parecido com um stun ( O inimigo fica impossibilitado de se mover. Como ambas skills reduzem a velocidade, é como se você tivesse tirado a habilidade dele de andar.)


    - O combo de imobilização pode muito bem ser substituído pelo Turtle Rod strike+Speed restrain. Quando eu montei minha build, eu optei pelo Spirit Ball pela velocidade do ataque. O dano é bacaninha até pro lvl 1.


    - Para melhorar seu desempenho com ataques, lembre-se de focar em danos magicos. De prioridade para as luvas uma vez que a mesma é utilizada em quase todos os ataques de Turtle. Busque eng%crit!


    Recapitulando, na minha opinião, são essas as skills essenciais. Siga a partir disso:


    http://tools.dboglobal.to/?too…3030010251011333104432000


    Distribua o resto da forma que lhe convêm. Se eu não me engano, a minha no TW era assim:


    http://tools.dboglobal.to/?too…3030012253011333104432000

    Se você for se focar apenas em fazer quests e tal, focando em pegar lvl 42 super rapido, eu recomendo que não ultilize nenhum debuff, afinal maximando o rapid shot e o primeiro kamehameha você vai matar tudo com 1 hit se usar o RP de aumentar o dano.

    http://tools.dboglobal.to/?too…3010010100000000000000000


    Claro que essa é uma build temporária e você resetaria ela assim que pegasse as skills de turtle hermit

    Como ele disse, você pode usar essa build até pegar as melhores skills de Turtle.


    Siga mais ou menos assim:

    http://tools.dboglobal.to/?too…3030010251011333103432000


    Notas:


    Uso dos pontos restantes:


    Rapid Shot: Embora tenha um dano razoável, seu Cooldown ( Caso não saiba, tempo de resfriamento da skill.) é pequeno. Alguns optam por gastar esses pontos restantes na Scatter shot pelo "dano", que se levar em conta o cast time, você conseguiria usar o rapid shot duas vezes, ou seja da na mesma. Talvez até melhor. Depende de como você prefira jogar.


    Turtle Rod Impale e Hurl: Lembre-se que o Turtle se baseia em ataques mágicos. Gastar sps com ataques físicos não é mto interessante. Se quiser coloque dois pontos apenas na primeira skill para ter um Knock Down a mais. Isso pode fazer diferença na sua jogabilidade.


    Atk speed Shackle: É um bom debuff. Maximizado reduz a velocidade de atk em 70%. Porém ele é Single target.


    Acho que deve clarear um pouco as coisas.


    Abraço.

    Hi guys!


    UPing This topic, I still have some doubts about Grand Chefs.

    First of all, I'm playing as a SK at the moment. I've made This choice looking to be a Tank for Pve And still a Nice class for Pvp. However, there are to many Sks in game and probably still have in Open Beta. So I'd like to have a diferent class. I'm wishing to know more about buffers since they are well looked for both pvp and pve. Once GC have nice AoEs, a nice def and good buffs, maybe This could be my playstyle, like Cosmo said: "more ofensive", since I still can Tank, atk and will be usefull with support (Healing, buffs, Candy, KDs, etc...).


    This is my build.

    http://tools.dboglobal.to/dbo_…0000014157110053001133302


    I see that some guys prefer hyper bomb than donkey slash. But, why? Donkey slash has a smaller Cd than HP and still can KD, without saying About Damage.


    What about spiritual resistence? Is it good having two points on This?