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Sunday, October 3, 2010

Class Description ( Force Blader)

Duel combos:

Basics:
Dont go easy on anyone, dont asume that you can win easy even if he is in aramid and your in teragrace.

Start your combo as fast as possible. How to do this is not to try and get a red hit on your first skill.

Combo bar:
Yellow = poor hit
Orange = Good hit
Red = excellent hit

Usually people think its better to go for Red since it will dish more dmg and will increase the chance to crit. sure this might be true but, trust me you need to start as fast as possible.

Ok So you want to duel and you want to win right!
Say that you have a friend that you compete with you are same lvl, gear and so on.
Or maybe you are higher and have better gear and ranks. But you still loose.
Make a party so you can check your HP bars after each duel this helps, if he constantly survives with 20-100hp and DoT brings him to 0hp after you allready have lost then add a flashdraw or a higher dmg skill and skip some of the dot.

What you need to realise first is that if one combo dont work, say that you dish out to little dmg then look at what can help you out to do more dmg.
like in item change, maybe you dont crit at all and still its close then just replace your rings of luck +2 with Rings of fighter to gain some more attack power and defense

Check your combo say that you do 6 or 7 skills and you cant get your finisher off before your dead.

First thing I do is to get my skills off when they are in the Yellow all of them maybe some in the Orange area but never a Red one.
Did i get to my finished in this case the A.master. Yes? good, still lost? ok now worries.

Go for orange skills instead, did you get your A.master off? no? Ok now worries.

Go again, all yellow except your GM lets go for a Red skill here.
Got your A.master off? yes? excellent you won.

say that I still cant beat him even after trying different combo ranges(yellow,orange,red).

second thing I do is to take off all my items and duel him naked a couple of times to see if its still 6-7 skills i can manage to cast before he finishes me off. Then you know that the last skill he uses is just like yours a finisher/GM skill that makes sure I loose.

So then I know I cant just add HP/Def to actually win I need to get my finisher move off earlier. If I go for more Hp/Def I might survive his finisher and can actually get my own finisher off with the same length of combo I had in mind first, but if you cant increase your hp with 300hp or so its likely that wont happen.

So you know your defense wont make much of a difference put on all the amp/critdmg and rate gear you can muster even if its silk with amp if you still dont kill him then your combo is to long.

If you couldnt get the same amount of skills off during the naked duel but only got 4-5 skills off instead then take this as a guide line go for a 5-6 combo instead with your gear on again.

example.
assault lv20 = 1.3sec cast time
force slash lv20 = 1.3sec cast time
Infernal Impact(G.master) lv9-20 = 4.1sec cast time
Abyssal crystal lv20 = 2.2sec cast time
Dance of ruin lv20 = 2.7sec cast time
Force Impact(a.master) lv20 = 5.0sec cast time.

say these are the skills at any lvl that you are currently using and your combo is:

assault/slash/GM/assault/slash/crystal/DoR/A.master

And with this combo you always loose and he remains standing with 50-300hp or so. just shorten your combo your A.master will 100% do more then 300hp dmg on him.

So to shorten our combo we take away some of the longer cast time skills
like DoR thats 2.7 seconds you saved in. now lets try

Assault/slash/GM/assault/slash/crystal/A.master

YES!!! you got your a.master off die XXXXX huh? he still beat me what the...

So we shortend our combo but he still stands there with some hp left nothing to do then.
Or so most people think, now is where we go shopping in the novice skill department and buy impact stab.

Impact stab lv1-20 = 1.5sec cast time.

Ok this skill wont do alot of dmg and suck why would you want this skill?
well most of you know and the ones that havent figured it out yet..shame on you.

SO we replace Dance Of Ruin with Impact stab lv20
our new combo:

Assault/slash/GM/assault/slash/Crystal/Impact stab/A.master

Woo we got our A.master off and we won jippie!
Why did we win tough?

we still use same amount off skills as we tried earlier, but the "cast time" is different so we actually had time to get our finisher off.

Now this is true for all classes ofcourse but for an FB its even more important.

Here is some comboes to guide you in the right way or even to a victory straight off the bat.

Warrior combo:
(The DoT way)

Assault, slash, GM, assault, slash, crystal, A.master

If you didnt Crit your GM then you will probably need more dmg so then we add skills right.

assault, slash, GM, assault, slash, impact stab, crystal, a.master

If you didnt have time to throw your a.master now then go for yellow hits instead of going for red or orange. Go for RED on you GM but try get yellow hits on the rest, especially your a.master.

Force Archers:

Now Force archer have an "fadestep" in their GM but dont worrie it wont brake your combo
BUT it will make you walk towards him/her during the duel and so you loose alot of precious time walking forward a few steps instead.

So try and avoid skills that will make you walk forward use your ranged skills.
No not magic skills :P

here is a combo that will stick you like clue to the FA.

Assault, slash, illusion stab, crystal, assault, slash, GM, A.master
.

Assault = dashes you up to the opponent

Illusion stab(defense debuff) = ranged will still go off when the FA is far away(if you use Dance of Ruin your character will start to walk forward)

Crystal = ranged (DUH)

Impact stab = same range as Illusion stab.

So what you need to do is to check where you walk forward, to time you skills.

say that you use the combo above and you start to walk when you want to get your GM off.
This is because GM isnt ranged you need to be close.

SO to avoid to walk before you cast your gm, simply remove slash and go for GM directly OR replace slash with impact stab. Or even twist it around and instead of

assault, slash, GM

Go for

impact stab, slash, assault, GM.

a really safe way to make sure that you wont waste time walking forward when you throw your finishers is to use assault first.

Example:

Assault, GM, Assault, A.master.

So remember to minimize the time "walking forward" because its a HUGE waste of time against a strong ranged class like the FA


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