
1) Hellu from guild: Dominion on server: ZAK See More
2) Lutefisk from guild: Legends on server: ISA See More
3) Gudwin from guild: AstralRiders on server: ISA See More
1) Carnage from guild: Monsters Inc on server: ISA See More
2) Fuel from guild: AstralRiders on server: ISA See More
My avatar is Fuel a kanian palaldin level 42. I play ISA shard from the start of Open Beta.
For a quite long time I am a present member and officer of Astral Riders guild and in my humble opinion it is the most successful League side guild on the ISA shard. Being a Paladin member within a big guild gives an opportunity to participate in regular raids. The reality is that to play as a part of the group is not the same as to play solo, so that's why I have choosen Party-oriented build.
I am a PvP player in my heart but I was trying to make a balance between PvP and PvE sides in my own build. The way of making it was really long, means that I was changing and testing my build a lot of times... and after all I've got quite enough expiriense to make that balance also after the new patch.
Find more about Paladin's archetype in Fuel's Paladin FAQ
During the latest update there were a few changes affected on Paladin archetype. Here's what I've found about those changes:
Well, for those who did not use described skills due to their bugs now there is a way to start to use them! Aspecially changes of Challenge and Heavenly Nova are really importaint to my build.
In search of balance between PvP and PvE tanking I targeted my look on the following wishes (playstyle):
Actually, the latest patch did not change any talent/ruby drastically so I decided to not change my build at all.
Any build will not be usefull
without stats balance
You can find your own stats balance
by using Allods
Doll
IMHO despite orientation (PvP or PvE) Paladin has talents and rubies which are required for any tank build. And here they are:
Find more about talents in Fuel's Paladin FAQ
Here is my own talents tree:
As you can see in addition to required talents I have also added the following:
Find more about rubies in Fuel's Paladin FAQ
Here is my own rubies tree:
As you can see in addition to required rubies I have also added the following few:

As I said before I prefer both PvP and PvE content of this game and being a paladin I choose a way to be a tank as it was designed to be.
This playstyle certainly has its advantages, such as:
I see only one disadvatige of such playstyle, if you can call it that way... It requires to earn ingame money (a.k.a. Gold) all the time, because of buying myrrh, phylacteries, potions, etc.
That is all I can say in limitations of this mini-guide :) I hope that beginners and experienced paladins have found something useful for themselves here!
Thank you for your attention and enjoy playing a Paladin!
3) Barut from guild: Monsters Inc on server: ISA See More
1)
Windrage from guild: Vault Demons on server: ZAK See More
I) Introduction:
Hello, my character name is Windrage from Vault Demons guild on ZAK server. League side. Currently I'm level 40. My role in a party is additional support - I can attack mobs, use control abilities on them, support party players with little healing and sometimes even save their lives using Natural Balance. I've choosed druid along with this gameplay from most begining because I love to have different gameplay, wardens got all in one: Magic, Pet, Healing, Melee and of course beer (Aqua Vitae) :) So you'll never get bored of it..
This is my trusty pet, Legendary:
II) Changes & Adaption:
Volume 3 has brought many serious changes for wardens, our class has been completely changed and became more useful in groups and single gameplay, our talent grids became more comfortable than before and we got some nice new skills, for example: Soothing Call (Summons pet from ethereal plane and heals 30% of his maximum HP and restores 30% of his energy) - this is useful new skill. My gameplay was not inturrupted by these changes, in fact, it was improved! I managed to keep my own little unique gameplay in my new build, beauty of the gameplay is one of the most important things to me, so the improvements on tornado, nature's grisp skills allowed me to take them and keep my style after Volume 3 and even improve it. :)
III) My build:
I prefer to be a caster with strong pet, since I love air element I choosed to be Lightning warden from begining and all my build is concentrated on air/lightning skills and pet.
This is my Talent Tree: 
1) Wolf's Blow: This is main melee skill for warden which is pretty strong, especially after the patch, I took rank 3 because it can make some nice extra damage to opponent when he's too near.
2) Lightning Strike: This is main distance skill for warden which inflicts damage and has chance to knock target down. Important skill for all type wardens. Rank 3.
3) Maul: This is main pet attack skill for warden. I choosed rank 3.
4) Great Hunt: This is nice skill that increases pet's damage and threat generation rate, rank 3 no doubts.
5) Renew: Very important skill that heals you and party members, rank 3 is nessesary.
6) Vortex: This skill decreases target speed for 4 seconds and inflicts static charge which causes enemies to receive higher damage from lightning strike, storm, tornado. Rank 1 is enough for now.
7) Aqua Vitae: Oh aquabeer :) How many lives it saved.. This majestic delicious thing. Rank 3 of course :)
8) Bee Swarm: This skill sends bees to target, inflicts damage and disorient target, nice skill for PvP. I don't PvP much so rank 1 is enough for now.
9) Storm: Main aoe skill for wardens and strongest one, better to have rank 3. Also it looks very nice visually.
Lets have a look at Talent Grids:
Wolf's Blow talent grid: 
This grid contains close combat skills. I prefer to be caster, so I decided to skip this grid.
Lightning Strike talent grid:

1) Predatory Urge: Grants your spells 25% chance to increase pet's luck for 5% for 25 seconds. Rank 1.
2) Bestial Synergy: Grants pet spells 25% chance to increase your luck for 5% for 25 seconds. Rank 1.
3) Lightning Master: Increases your lightning damage dealt by 30%. Rank 3.
4) Rampant Static: Causes Static Charge to grant Lightning Strike, Storm and Tornado 25% chance to knock down the target. Rank 3.
5) Medley Mastery: Increases duration of Lethargy Potion for 45% and increase Aqua Vitae effect for 45%. Rank 3.
6) Force of Nature: Increases Intelligence by 9%. Rank 3.
7) Enchanced Reflexes: Increases chance to dodge by 100%. Rank 2.
8) Tornado: Very beautiful skill that inflicts damage and reduces opponents speed for 7 seconds. Nice additional attack skill. Rank 2.
9) Nature's Touch: Decrease cooldown of Natural Balance by 45% and cause renew instantly heal target for 30% of the periodic healing done. Rank 3.
1) Enchanced Reflexes: Increases chance to dodge by 100%. Rank 2.
2) Feral Instincts: Increases your and your pet's endurance by 5%. Rank 1.
3) Call of the Wild: Summons 3 clones of your pet to attack target for 52 seconds.
4) Ethereal Calm: Increases pet's health and energy regeneration rate while he's in ethereal plance, very useful new passive skill. Rank 3.
5) Nature's Grip: Surrounds you with brambles for 20 seconds that reduces all target speed by 80% that enters the area. Rank 2.
6) Dirty Paws: Increases pet's damage dealt and rage by 15%. Rank 3.
7) Innate Rage: Increases your pet critical strike damage by 20%. ank 1.
8) Thrill of the Hunt: Increases duration of Great Hunt by 30%. Rank 1.
IV) Conclusion:
Now with my new builds I feel my character is more stronger than before, my single play became much easier now and my pet is more powerful too. Also I feel more useful in groups now. All these positive changes helped my character to improve, I can do all the same as before patch and even more. Disadvantages? Hmm, well for now everything is just fine :)
That's all folks, see ya.
Sincerely,
Your Windrage and Legendary.
2) Melbesta from guild: Drunken Flame on server: ZAK See More
Just a brief
introduction
Character: Melbesta (level 41)
Guild: Drunken Flame
Server: ZAK (League side)
Role in a group: support
I like PvE, but I'm not good geared, don't have runes at all, so
i'm not very useful in heroics nor good at PvP. I'm lucky to have
very helpful people around, who can give me a hand so I can
complete harder quests and heroics. I like warden class for a wide
range of possibilities it gives me. I can try different strategies
using several skill combinations. I will explain it more later. I
decided to make this guide for the people who are not at 42 level
with full set of legendary gear (as they already know how to spec
their characters much better than me).
Changes in
Volume 3
The last patch has changed my class a lot, so I've spent many hours
trying different builds (thanks to the possibility of free
respecs).
Changes in the game I
like the most are:
- bigger role of pet (higher damage, more threat, more useful ruby
skills),
- different way of dealing damage (dps'ing is not only about
spamming Vortex + Lightning Strike now),
- more useful and better accessible CC skills,
- stackable potions (up to five in one slot).
Changes I dislike
are:
- much lower damage of Lightning Strike, Vortex and Storm
skill,
- removed racial ability Roar,
- highly reduced duration of Bee Swarm,
- removed ruby skills increasing armor by 10/20/30%.
I decided to make PvE pet/caster build. I've changed my build
completely due to many new skills in the latest patch. That build
works well for a regular mobs and some bosses. It's much safer to
be in distance from the target, as I have higher chance to CC or
kite him, when the pet will lose aggro. It's also better to stay
away from enemy AoE skills and let the pet take all the damage.
My build
Talent tree:
Lightning Strike Grid:
Maul Grid:
Pet:
I wanted to make my pet a good tank (high threat generation,
high survivablity, good damage), so I took:
- Great Hunt (rank 3) - increases pet's damage dealt and threat
generation rate by 70% for 25 seconds (higher aggro, more
damage),
- Intense Training (x3) - increases pet's stamina by 9% and
increases pet's threat generation rate by 90% (higher aggro, better
survivability),
- Feral Instincts (x2) - increases pet's endurance by 10%
(basically lower damage taken),
- Call of the Wild (x2) - summons 3 clones of my pet to attack the
target for 52 seconds (higher damage dealt),
- Ethereal Calm (x2) - increases pet's health and energy
regeneration rates by 100% while in the ethereal plane (sometimes
pet dies realy fast, the shorter I need to wait for him to return
and retake aggro, the higher my chance to survive is).
Damage
dealing:
I decided to be a caster warden so I took lightning strike
related skills:
- Lightning Strike (rank 3) - inflicts damage and has a 33% chance
to knock the target down (that chance is higher with Rampant Static
I've also taken - see below),
- Vortex (rank 3) - inflicts damage over 4 seconds, reduces the
target's movement speed by 45% for 4 seconds, inflicts the Static
Charge effect which causes the target to take more damage from next
Lightning Strike, Tornado, or Storm and can stack up to 6 times
(the Static Charge effect is the most important here as it raises
the damage dealt by other skills),
- Storm (rank 3) - inflicts damage over time to all enemies in a
certain area of effect (useful for dealing some more damage),
- Tornado (x2) - reduces the target's movement speed for 7 seconds
and inflicts damage over 4 seconds (the most important damage
dealing skill in my build),
- Lightning Master (x3) - increases lightning damage dealt by
30%,
- Channeled Lightning (x3) - reduces the cooldown duration of
Lightning Strike, Tornado, and Storm by 45% when using a staff or a
spear (that means I can use that skills more often, so deal more
damage overall),
- Rampant Static (x3) - causes the Static Charge effect to grant
Lightning Strike, Tornado, and Storm a 25% chance to knock the
target down, decreases the increased mana cost of Lightning Strike,
Tornado, and Storm caused by the Static Charge effect by 60% (if I
let Static Charge effect stack up to 6, the mana cost of damage
dealing skills will increase dramatically and I will run out of
mana quickly, so taking this skill is a must).
Crowd control:
Tanking and dealing damage is not enough in general. To survive
while fighting tougher mobs and bosses I need some CC skills:
- Lethargy Potion (rank 3) - potion puts the target to sleep for 60
seconds (it's 45% longer with Medley Mastery skills), making them
unable to move or use abilities, the main disadventage is it can
only be used if the target's health is higher than 60% (useful when
pet goes to ethereal world and cannot tank for me),
- Nature's Grip (x2) - summons a wall of brambles at the chosen
location for 20 seconds that reduces the movement speed of all
enemies that enter the area by 70% (gives me 20 seconds to easily
kite the opponent without taking damage),
- Bee Swarm (rank 1) - summons a swarm of bees that inflict damage
and cause the target to flee in terror (some help to keep opponent
far from me).
Healing:
Taking damage is sometimes unavoidable so that's where healing
skills comes to help and gives me more chance to survive:
- Renew (rank 3) - party healing over time (heals my pet
also),
- Aqua Vitae (rank 3) - potion restores 30% of maximum health and
20% of maximum mana (it's 45% higher with 3 Medley Mastery skills -
see below),
- Medley Mastery (x3) - increases the duration of the Lethargy
Potion and Refreshing Potion effects by 45% and the healing done
and mana restored by the Aqua Vitae effect by 45%.
Stats:
I have also taken some useful skills to raise my stats:
- Bestial Synergy (x2) - grants pet's spells a 50% chance to
increase my Luck by 5% for 20 seconds, effect can stack up to 3
times (luck is a very important stat and I can get this buff pretty
quick during the battle),
- Force of Nature (x3) - increases Intelligence by 9% (passive
skill related to very important stat).
Strategy:
Now to put it all together, I would like to explain how do I use
those skills (my strategy in a few steps):
- send my pet to target using Maul skill,
- trigger Great Hunt skill for faster threat generation and
increased damage of my pet,
- on harder mobs and bosses - use Call of the Wild for more damage
and longer survivablity of pet (as pet clones can take aggro and
damage as well),
- spam vortex causing Static Charge effect stack up to 6 times (or
less on weaker opponents),
- use Tornado (the most powerful damage dealing skill for a caster
warden) - it deals lots of damage in a short time (4 seconds) if
the Static Charge is active (the regular mobs usualy dies
here),
- there is a high probability that the pet will lose aggro at this
moment due to high damage of Tornado, to let him regain aggro, i'm
using Nature's Grip to slow the oponnent down and kite him without
dealing any damage (it shouldn't take longer than a few
seconds),
- if the pet dies, I use the lethargy potion on mob (if his health
is over 60%) and wait for my pet to regenerate health (it won't
take long due to Ethereal Calm skill),
- if I can't use lethargy potion, I try other CC skills (Nature's
Grip, Bee Swarm) and kite (run around the mob), racial skill
Soothing Call may also come to help, bringing my pet back
immediately to life with 30% more health,
- if the opponent is low on health it's sometimes enough to use
Storm and Nature's Grip in the same place to kill him (no need to
wait for a pet),
- when my pet comes back from Ethereal World I let him regain the
aggro and repeat the whole process (Great Hunt, Vortex up to 6
times and so on).
Play
style
I'm rather a casual gamer, I usualy do not spend whole day playing
Allods. I like PvE, but it's fun to taste some other activities
like PvP and heroics sometimes. The main advantage is I still have
some time to do other things than playing Allods. The main
disadventage is that I'm not a very good player, but it might
change with time.
Final
thoughts
I have some tips (not only for Wardens):
- meet people, talk to them and have fun playing together,
- playing Allods is not only about leveling your character like
crazy, getting the best gear and aiming for highest stats possible,
mind that right strategy is as important as your stats,
- don't forget about lowbies (try to be helpful and share your
knowledge with less experienced people).
3) Guta from guild: Toxic on server: ISA See More
Greetings Sarnautians!
I play a level 42 orc shaman on the ISA server in ToXiC guild under the name Guta. My build is pvp oriented but also good in pve. With the new type of warden I have seen increased pet damage, and melee damage and decreased lightning damage, so my decision was to make a hybrid build with that I can use all the main advantages of these changes, while I am using different spells according to the current situation. I managed to make such a build, that combines the strong and useful pvp and aoe melee attacks of the shaman with the biggest pet damage, and also allows me to deal big lightning damage too.
This build is a pvp oriented build, so that’s why it doesn’t have Storm. Though my build lacks the aoe attack of the Storm I can use the Bear’s Blow, the stongest aoe attack of the warden instead. The build could be more pvp oriented too with a ruby talented third ranked Wolf’s Blow, but I wanted to make a compromise, so I thought I’ll use Bear’s Blow instead to make good aoe damage in pve. I’ll have Rip or Hawk’s Strike at third rank after I reach level 45 with the next Volume of Allods Online. The red crosses show the ruby talents that I’ll take after I have finished all world mistery quests and have reached level 45 with the next Volume, and only then will my build be finished. Most of the ruby skills that I have decided to get later will raise my survivability and support but not my damage, so that’s why I’ve decided to get those ruby skills later.
The Talent Tree
In my build Lightning Strike and Maul
are on third rank from the first row. From the second row I took
Great Hunt and Renew on third rank. From the third row Vortex and
Aqua Vitae are on third rank, and Rip is on second. In the fourth
row I took Hawk’s Strike on second rank. From the fifth row I use
Bear’s Blow on third rank. My last talent is Aqua Morte on first
rank.
For hybrid wardens Lightning Strike and Maul attacks are linked together, so it is needed to have both talents at the third rank for a good chance for Open Wound and for the biggest damage with your pet’s Maul attack. With the new pet combo of Maul your pet will make 200% more damage and certainly cause Open Wound to your knocked down enemy. So with a third rank Maul your pet will cause great damage on the knocked down target. This pet combo attack makes the second biggest critical strike of your pet, but you could use it more times then the strongest pet combo. With my second ranked Rip the biggest pet damage under the Searing Pain effect I could make, was like the 140% of the biggest critical hits with Maul. With the third rank of this spell it could be like 150% of the Maul critical hits, and will be almost as powerful as the same pet combo with Shred. With my build it was not easy to make the Searing Pain effect, though it happened once that I could make it two times after each other in Laguna Boil. The biggest difficulty is that the casting time of the Vortex seemed to be more than 3 seconds, and not 2 as it is mentioned in the description of the spell. If the cast time of Vortex were 2 seconds, you should be able to cast it three times on your opponent during the 7 seconds of the Open Wound effect, but it couldn’t be done even twice. So it was difficult to cause Searing Pain effect, and I hope that the cast time will be reduced to the time amount that is mentioned in the description of the spell. I really like the new pet combos and I would like to see Searing Pain more in action, and then I would take Rip at third rank for sure. The third rank of Vortex is needed to be able to reach the biggest damage of your Lightning Strike or Tornado with the help of your 6 times stacked Static Charge ability. Aqua Vitae is more useful with Volume 3 because I can store 5 piece of it in my bag. Aqua Vitae heals for 30% of your total health and 20% of your total mana or energy on third rank, so it is a very supportive spell. I use third ranked Bear's Blow because this melee aoe attack of the warden is more powerful then it was before, so I can have good use of it in pve. Aqua Morte is only on first rank, but i think it is enough, because the Open Wound effect last also for 7 seconds, just like Aqua Morte on this rank. The most important thing with the Aqua Morte is to use it just in the right time while you are in battle.
Wolf’s Blow Ruby Talent Grid
In this ruby grid I have taken Enhanced
Reflexes just like in the two other grids, so it means the good old
additional 150% dodge rate, just like before, which is needed since
I take part in melee combats too. I have picked all three ranks of
Born Fighter, which increase the damage dealt by my Bear’s Blow and
Hawk’s Strike attacks with 15%, and also increases the amount of
mana that is drained by the Hawk’s Strike attack. Both ranks of
Natural Brutality are needed to increase your critical strike
damage with 30%. With my second ranked Hawk’s Strike I am able to
drain 1700 mana from my opponent, according to my tests in the
arena, so it is very useful in pvp. During one Open Wound effect
you can use Hawk’s Strike two times.
These rubies are needed to deal the biggest damage possible with my Bear’s Blow attack. So I can kill mobs in melee combat, while my pet is killing another mob, and I can cause an Open Wound effect on that farther mob with the help of my Lightning Strike and using my pet’s Maul attack. While using Lightning Strike to knock down a target let’s me to use my Bear’s Blow all the time, while using Boar’s Blow would put my other melee attacks in cooldown phase. So that is one advantage of the hybrid build versus the melee.
Lightning Strike Ruby Talent Grid
From this grid I have taken
Enhanced Reflexes. I have taken two ranks of Force of Nature while
picking up two ranks from Tornado and first rank of Power
Explosion. I took all three ranks of Nature’s Touch, one rank of
Will to Live, all three ranks of Chaneled Lightning and Lightning
Master and one rank of Bestial Synergy.
Force of Nature at second rank increases my intelligence with 6 percent, and this additional damage will appear in my lightning, melee and pet damage also. Chaneled Lightning with the 45% lowered cooldowns and Lightning Master with the additional 30% lightning damage help me to raise my damage per second with my lightning attacks. If I cast Lightning Strikes almost in every two seconds, I will have no problem with knocking down my target and cause Open Wound to my opponent with my pet’s Maul attack. Third rank of Chaneled Lightning also decreases the cooldown duration of my Tornado to 33 seconds if I use a two handed staff or a spear. With the Static Charges Tornado spell makes very good damage while casting it. The first rank of Bestial Synergy is needed to raise my luck with 10%.
Maul Ruby Talent Grid
From this grid I took the third
rank of Enhanced Reflexes, first rank of Feral Instincts, and
Heightened Senses, both ranks of Call of the Wild, Innate Rage, and
Thrill of the Hunt, and two ranks from Dirty Paws. Call of the Wild
becomes more powerful with Volume 3, since it has only three
minutes cooldown but lasts for 52 seconds on second rank. But if I
subtract the duration of the Call of the Wild effect from it’s
cooldown, it means that I need to wait only 2 minutes and 8 seconds
after the clones have disappeared to be able to call them again. It
is a very useful pet spell in pvp and my team could have good
use of it during the bossfights in the heroic dungeons as well.
Second rank of Innate Rage raises my pet’s critical strike damage
with 40% and with Thrill of the Hunt my pet is only 5 seconds
without Great Hunt effect in every 45 seconds, so it will be able
to deal the biggest possible critical damage 90% of the time. The
longering of the Great Hunt effect is very suggested for keeping
your damage per second done with your pet high. The two ranks of
Dirty Paws increases my pet’s damage and Rage with an additional
10%.
My hybrid warden build focuses on the strongest attacks of the warden and combine them so, that I am able to have good use of my warden in any situation. I can make good damage per second all the time, mostly with the help of my melee and pet spells, but I can use the strongest lightning spells of the warden almost as strong as the caster wardens. Though the warden can make the biggest critical lightning damage with the help of the Power Surge effect I haven’t taken that because it’s leathal in pvp, since it cancels all healing effects for the duration of the spell. The biggest lack of my build is that it doesn’t use Storm. I have made the hard decision, not to take Strom in the favour of the bigger survivability and support with a third ranked Aqua Vitae, a higher pet combo damage and better silencing spell with the second ranked Rip, and the most underhand pvp potion of the warden the Aqua Morte. If I take Storm I should take all the three ranks of Rampant Static as well, and even with the help of these ruby talents Storm would be my spell with the highest mana cost. So I have decided to use Tornado instead wich could be used in pvp too. I can use the duration of my Rip pet spell’s silencing effect to cast a Tornado on my opponent. Though my build could be more pvp oriented, I wanted to take only the best pvp talents. Though with the help of three the Solid Swings ruby talents Wolf’s Blow could make 18% higher damage than Bear’s Blow I’ve made the decision to have the strongest aoe attack of the warden instead and spent the four rubies I would spent on Wolf’s Blow on my pet.
I hope you’ve found my build useful.
I wish all Sarnautians a great time!
1)
Alyn from guild: AstralRiders on server: ISA See More
2) Pizgator from guild: Monsters Inc on server: ISA See More
Hey. Many of current Allods players know me from ingame challenges but for those who dont Im going to introduce myself. My nickname is Pizgator. Im in the best guild on the ISA server - Monster Inc. Im casual player who takes a lot of fun from pvping thats why my builds are made especially to have a chance in battles for glory ;) I am a dps class so on raids I do as much as I can to not make my guildmates angry because of my weak dps :D I decided about 6 months ago to start play Allods and chose a mage as a main character. I love it till now and thats why Im going to share my thoughts with you I received during that time.
2. Changes
The new patch Fury of War doesnt change a lot in mages skills but those changes occur better mages dps on raids. As you know Wall of Flame and Conflargate didnt do any dmg on bosses (mobs immune for control ability ). This patch change it so mages will be more helpfull in a raids. This is change that I think most of mages were waiting for.
Another thing that new patch add to a game is the last boss in GT - Sarn. There is only the one way to kill him - have a mage in raid with 3rd rank of Dispell. This is another great news cause its a first thing that mages can only do and no one else. But we will talk about it later.
No more changes for mages in this patch so we can start talk about build and mages playstyle.
3. Build
As far as we know new patch add a pvp areas so making a build u have to take a look on it. We can not forget about raids in Demon City so my build will be a some kind of hybrid build.
Fire Arrow - Skill thats is
like must have for this build. Fast cast speed and with big chance
on crit you get really often instant Fireball. After you gather 5
stacks of fire energy you need to remove it by using Lava
Spill.
.
Fireball - The best mages aoe
skill. It has huge dmg and whats more great range. It has really
long cast time (5s) thats why we need Endless Flames rubies that
can occur instant cast. Mages can do huge aoe dps with that skill
in pve and also in pvp.
Wall of Flame - Great pvp
skill. This patch let mages using it on bosses too. It doesnt fear
bosses but make a dmg on him. It higly increases our dps. In pvp
its the most annoying skill for opponents. But who cares ? :D We
need it on rank 3 because of big cooldown on lower ranks.
Conflargate - Another great
pvp skill. With combo conflargate+ Wall of flame + fireball it
makes mages really good in pvp. New patch let us do dmg with this
skill on bosses too. We need it on rank first cause this skill is
not to do dmg but to control our targets to get some time for using
our best skills.
Iceflow - Skill that is not to
do dmg but to slow our targets down. Its highly needed as well in
GT to tank ogres on Strina the Fierce boss. Yes, mages can tank as
well :)
.
Reflections - This is one of
the deffensive skills that let mages live longer that it seems to.
Each illusion absorbs all dmg you have taken. I feel like this
patch change a lill bit it. Now it has CHANCE to absorb FULL dmg.
The big minus of this skill is that every aoe skill removes all
ilussions.
Shocking Grasp - Mages instant
skill. Its great in pvp and in pve also. You can easily gather
light stacks need to heal ourselfes by using Elemental Harmony.
Whats more it has 100% bigger dmg when the targets hp will drop
down below 25 %. Mage do the best dps below 25 % ! (on one
target)
Stone Barriers - The next
deffensive skill that absorbs much of melee dmg mages receive. Its
like must have for us. Amount of dmg it absorbs depends on our
intelligence so with we can really be on many times
untouchable.
.
Elemental Shield - Next mages
deffensive skill. Its the same what Stone Barriers but absorbs
Magical dmg. Its higly needed in pvp especially for fights with
healers and mages.
Prism Lighting - AOE skill
that we will use when we dont receive instant fireball. It has nice
dmg and lower cast time than Fireball but it hits only 3 targets.
We will use it especially in pve fights.
As you can see I got 2 additional rubies - from Demon city and from Ruby quest. Even one ruby make a big difference so u should concentrate on this aspect. Im going to have two another rubies from Last boss Sarn and from Judge rank. Decission where will u put them leave to you. Lets say something about those skills
Fire arrow (14)
Endless flames - 2nd rank of
it. It occurs ur instant fire spells (its especially for instant
Fireball)
.
Fire trap - Usefull in pve,
hard to use it in pvp. Its a skill that do the best dmg of all
mages skills but need to be precasted before a fight.
Maximize - Usefull in pvp/pve to buff melee classes. It decreases theirs Agility by 10 % and increases theirs strength for 50 % of lost Agility.
Concrete Mind - Great ruby
that increase your Stone barriers absorb for 20%. I Decided to put
only 1st rank into it. Current pvp playstyle is based on magic
skills which Stone barriers dont absorb. It might be helpfull in
Demon City but mages have weak deffence so critical strike there
and ure death :)
Propitious magic - Rubies like must have for mages. Its on 3rd rank and increases mages luck for 15%
.
Lava spill - great skill that
puts a dot on ur target which makes a dmg for 2 secs per stack.
Usefull in pvp and in pve.
Burning desire - ruby that let
your critical fire strike regenerate ur mana. Its higly recomended
to have it on 2nd rank. Our build is based on fire spells so we
need to regenerate as much mana as we can using that skills.
.
Calefaction - increases your
fire dmg on 3rd rank by 10%. Highly recomended!
.
Cunning Thoughts - Increases
your perception by 5%. Must have for mages.
.
Sage`s Inteligence - Increases
your intelligence by 5%. Must have for mages.
.
Ice flow (11)
Ice Orb - Great skill that
makes aoe dmg. Its higly recommended for pvp build. Youre getting
stacks with this skill to have a instan ice grave (Hyphotermia) or
to heal yourself.
Stoic Soul - Increases your
conviction by 5%. As more conviction as more mages control ability
skills (Wall of flame, Conflargate etc) will do dmg on the target.
Might be helpfull.
Crystal mirror - increase your
resistance for ice and shadow dmg. It has a low chance to make a
dmg on attacker. To be honest I dont feel any difference having it
on me or not :)
Intense cold - Increase your
ice dmg for 3%.
.
Propitious magic - Increases
your luck by 5%. Must have for mages!
.
Hyphotermia - Must have this
skill in pvp. Its a instant ice grave that interupt your target
casting, freeze them while they are runnig away. Very helpfull. If
u have a good timing using it you can be a pvp beast ;)
Frost auspices - Decreases dmg
youre taken by 1% per stack. It might be helpfull in some
situations. Dont see a difference having it or not .
Frosty Advantage - increases
your ice dmg by 1 % per stack.
.
Elemental Harmony - Great
skill that let Your mage heal hisself. You need to gather ice and
ligh stacks to use it. I can heal myself for 150k but you need good
gear.
Sage`s Inteligence - Increases
your intelligence by 5%. Must have for mages.
.
Shocking Grasp (14)
Sage`s Inteligence - Increases
your intelligence by 5%. Must have for mages.
.
Cunning Thoughts - Increases
your perception by 5%. Must have for mages.
.
Stoic Soul - Increases your
conviction by 5%. As more conviction as more mages control ability
skills (Wall of flame, Conflargate etc) will do dmg on the target.
Might be helpfull.
Tempest - Great skill that
detonate your lighting stacks causes aoe dmg. Its really nice on
pvp but especially for pve.
Unstable energy - Increases
your lighting dmg by 10% on 3rd rank. Higly recomended.
.
Lighting Jolt - Grants a 56%
chance to reset your lighting skill cooldown when receive a
critical strike from lighting spell. Never happened to me but
someone can be more lucky ;d
Blink - In my opinion the best
skill ingame :D It lets you moving as fast as on mount, let you run
away and its helpfull in getting lighting stacks too. Must have for
mage !
Positive Feedback - Grants a
20 % chance on 2nd rank to regenerate 25% of your mana. Even if our
build is based on fire, it might helps while we dont get instan
fireball on group of mobs and start to spam prism lighting.
.
Thundering Advantage - same as
with Ice Advantage. It increases your lighting dmg by 1% per
stack.
.
Arctic Shock - great skill on
pvp. It keeps targets frozen while u can do dmg on them. It
decreases also cast time of spells of ur target.
Tactics
PVE Tactic:
1. Everytime you must have precasted Fireball !
2. When you see a mob/group of mobs wait till Tank will aggro it. Remember to let him time for it cause mages do really big dps and on the beginning can easile over aggro tank.
3. If u receive instant fire skill then use fireball again.
4. If u didnt receive instant skill then use Prism Lighting on group of mobs or Fire Arrow on one target. Use Fire Arrow till u get next instan fire skill or hp of mob will drop till 25%.
5. Using prism lightin on group of mobs u gather lighting stacks. When u get 5 of them remember to run iside the group of mobs and use Tempest.
6. When the hp of target drop bellow 25 % then use shocking grasp and after 5 stacks of lighting use Tempest till ure target die.
PVP Tactic:
I would like to say that every person has his own playstyle. I preffer pvp in this game so during many fights I received some experience that let me make some ppl crazy but thats how this game goes. You have to get know you own play style. I can just write here some tips.
1. Use eveytime combo Conflargate+Wall of Flame+Fireball
2. Remember to gather ice stacks using Ice Orb even if ure out of combat !
3. Do not be afraid to attack whole group of opponents. Mages has many deffensive skills and Blink that let them easy escape when its needed.
4. Be everytime focused on battlefield. One second of delay may cause you death or gives you second live :)
5. Be ready to change your Stone Barriers for Elemental Shield and vice versa.
6. Have a good music in a background that gives you sometimes like +100 % more power ;)
Some words at the end:
My idea was to make a clear guid for all ppl. I didnt want to write a book about mages playstyle cause everyone who will play this character will get experience by his/her own. Thats why I havent recorded any movies. I hope you liked this guide and If you have some questions feel free to ask here or ingame. Ahhhhhh and I hope that my english let you clearly understood this guide :)
3) Voinmag from guild: AstralRiders on server: ISA See More

I play a magician about a year. And during this time I developed tactics which are comfortable with me. I will not recommend my build to everybody, because everyone has its own way and it will be hard to use someone else build. Although you may get use to it in time.
I've compiled builds for few people, following their playing style and tactic they would want. (PvE, PvP, max AoE, control). The second important thing is computer characteristics. Magician's DPS could go down because of low computer characteristics, and playing process could become not comfortable.
The third important thing is a person's reaction. For example crit-electro and crit-fire: fire mage demand that a player would have good reaction (and don't like computer pending), which is opposite for electro mage.
My nickname is Voinmag, I'm a member of the guild Astral Riders, my main role:
Main changes are that now Wall of Flame and Comflargate hits targets resistant to control. It not changes play style, except mage's DPS grow faster.
About my character – my mage is a hybrid: PvP/PvE and electro-crit/control
The second change is of course last boss in GT – Sarn. That's why it wouldn't be bad for a mage to have Dispell 3rd range
The third is confrontations in astral and PvP foghts for good things.
Many people think that if I
have the «best» build, then I will play «as god», but it is not
really true. The build (talents and rubies distribution) is not an
only earnest of success. Attacking and defensing stats distribution
is very important too.
These are my stats without elixirs and potions. I'm using: Elixir (luck +87), and a potion(Inteligence +60)
Attacking stats should be distibuted this way:
For raids in GT:
For Hc and usual locations:
For PvP:
Of course it depends on your enemies, but here is a basis:
Defensing stats distribution is vitally inportant for a mage, because it will be no use of him if he will die very early. That's why I want to draw your attention to it.
I will describe main talents which I use:
Line 1:
Iceflow: The skill does not make high damage, its main task to slow down targets, and low down target's physical damage level. As everybody know, I use it to kill the boss in GT «Strina». I use it to slow down Ogres.
Shocking Grasp: using to finish off targets <25% HP, together with tempest. Such combination is the bigest DPS to hit a single target.
Line 2:
Fireball: the strongest mage's AoE skill. Long cast is its only defect. Every mage (if have such skill) have to have it ready before battle.
Ice Grave: PvE Skill, because of small effect on players and long cast (1,5s).
Stone Barrier: the only mage's defense against physical damage. 3 level is needed.
Line 3:
Reflections: Saves mage's life (PvE and PvP skill). Totally ignores damges with some % of probability.
Dispel: Remove any magician effects from friendly or enemy targets. Very usefull in PvP, and in some PvE (Sarn).
Line 4:
Wall of Flame: the main change in this patch is about this skill. Thats why 3 level is needed. This is +DPS against bosses in GT, and good help in PvE and PvP.
Line 5:
Elemental Shield: Additional defence against not physical damage. Usefull in PvP and PvE. The only defect that it replaces Stone Barrier. I have 3 level of this skill.
Line 6:
Conflagrate: the main task of the spell is a 4+ sec control. In PvP usefull with Wall of Flame, then any attacking spell, Fireball will be the best.
Prismatic Ligtning: The main attacking spell in my build. I try to use it point-blank when possible (not in PvP) together with tempest after gaining 5 enthropia.
Fire:
Ice:
Electro:
Common rubies:
Just so:
1) Shire from guild: Legends on server: ISA See More
2) Mikuru from guild: Valhall on server: ISA See More
Table of Contents
1..................... Introduction
2..................... Terminology
3............................. Builds
4.......................... Changes
5........................... Talents
6............................ Rubies
7..............................Stats
8........... Useful Combinations
9............................ Notes
***You can click on any skill/ruby icon to learn the specifics about a skill***
_______________________________________________________________________________________________________
My name is Mikuru! I also participated
in the last PMB event, with a different build! So I hope this time
you guys will find my new build more interesting.
First I will start with a
little introduction to my character and my guild. Mikuru
is a level 42 full healer, alchemist, and also guild leader of
Valhall. The name doesn't really suit being a guild leader, as the
inspiration comes
from an anime supporting character.
(shown on the right) I have always been a big part of the guild,
being a senior officer since it's creation. Valhall started as a
guild just to make friends and have fun in, founded by 5 friends
who started playing allods together in June/July. Now it has become
a little bit more elite, having handfuls of level 40+ characters
and a community that knows each other quite well which are loyal to
each other.
My role in any party or raid is always supporting the other players and keeping them alive, either by supplying potions to the others or healing them with my skills. The main reason why I prefer this style is because i prefer being the backbone of a party instead of the weapon. In other MMO's I tried DPS classes, but never enjoyed them. I preferred to stand back and help others succeed. The second reason is that I prefer a levelling challenge in games, if a game is easy I lose interest fast.
One thing I want to note in this introduction before you continue to read is that, although one character may be good, it doesn't mean that it is due to their build. There are many factors that make a person good with their class, and those factors most definitely change in different circumstances. One person may just have the skill, but lack the equipment or levels. Another may have full legendary but a build frowned upon by others of the class. They all in their own right can be good at what they do, the same goes for myself, so read up yourself on your class and personalize your build as you go along. In the end, this will be the most rewarding thing you can achieve in the game.
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People will often use terms that might
be unheard of for some new players, so I'll quickly go over
that:
- Loot usually refers to treasure or wealth that is found or stolen.
- A mob (short for mobile) is a generic term for any non-player entity whose primary purpose is to be killed for experience, quest objective, or loot.
- Camp is when you remain in one strategic place and repeatedly kill people or mobs.
- Gank - To be ganked is to have your character killed by unfairly overwhelming odds.
- Grind - Performing mindlessly repetitive tasks in order to progress in the game.
- Lag is the time delay between sending a command to the game and your character actually performing the action.
- LFG/LFM - Looking for Group, Looking for more. When people are looking to form a party or complete it this is the abbreviation.
- WTB/WTS, want to buy want to sell, an abbreviation used by players who want to buy or sell an item.
- Spawn is the act of a character or monster popping into existence in the game world.
- a Tank is a character who can take a lot of damage, the front line defence.
_______________________________________________________________________________________________________
There are essentially 4
different types of builds a healer can have: two full healer builds
and two melee healer builds, one for levelling up and one for end
game play.
My old build is here, it's a build that is good for levelling up and still being able to heal. I won't go into detail about it, but for those levelling up you might want to take a look. :)
Currently I am using a full healer end game-play build. Previously (even at end-game) I was using a levelling up full healer build. The reason for change is simply that this update brought some changes to the healer class that made some skills and rubies used for levelling up nearly useless in end-game, which leaves little desire to keep them and more motivation to take the opportunity to try new builds. It will allow me to heal a lot without turning my character into a complete gimp.
This build I have chosen to use is similar to a build made for me by some long-time Russian players 3 updates ago, which i modified to fit the incense update and have until now used. Just a neat little note, on how the cycles of updates seem to go. ;)
_______________________________________________________________________________________________________
Most changes don't affect the Full
Healers at all, I'll highlight which do and don't:
- The duration of Binding Light has been decreased. Depending on the rank, it now lasts for 9, 12, or 15 seconds.
- Talents which increase the chance to critical strike (such as Ascension) will now affect Heavenly Smite and Cleansing Flame correctly. (only slightly affects)
- When Holy Flame is cast on a target under the Cleansing Flame effect, the damage inflected by the Holy Blast spell is increased.
- Sacred Word now inflicts damage to targets immune to knockdown; its cooldown time is 1 minute. (only slightly affects)
- The Ascension ability can no longer be used if the caster is silenced.
- Valiant Guardian will now properly increase the damage done to demons by Holy Blast, Cleansing Flame, Heavenly Smite, Verdict, and Holy Rage.
- Devoted Plea no longer puts a character in combat.
- Purification can now be cast even when you are facing away from the target.
- Heavenly Smite knocks down a target every 40, 30 or 20 seconds, depending on the rank.
Ascension is a
skill better used for melee healers, thus it is only slightly
useful for full healers when we need to solo or in places such as
heroic tenses temple, where we take aggro often. It doesn't always
work, but sometimes it has been a life saver, among the many
devices we have to protect ourselves.
Sacred word is
a universal skill attained from a world-mystery chain in castle
blight. It's damage is decent in solo-combat, and can now be used
even in instances, except it does not hold the mob in-place if they
are any type of elite. Although this change doesn't give healer's
any new advantage, it's a step in the right direction.
Devoted plea
is a skill i use sometimes when the other character's don't need a
lot of healing. This isn't exactly a positive or negative change,
but it is a change for us.
The change on Purification is
my favourite thing about the update for healers, this makes
dispelling debuffs on people in your party much much easier, not
having to worry about positions, being too far behind or ahead, and
was one of the things that annoyed me the most pre-update. Purify
with ease!
Heavenly
smite's change was a negative one, and the
main reason I respecced my character this update. Instead of
knocking down mobs every 3-4 seconds, it is now every 20 seconds.
My main reason for keeping this skill before was in parties when we
would face numerous monsters, it always came in handy and actually
made it so that I didn't have to heal often during the fight. Now
it's use to a full healer in that way has gone, and it is much
faster killing solo with verdict & holy blast.
A few generally negative changes I noticed was the healers threat gain (I definitely gain more threat than before) and the bugs with some of our skills that allowed us to resurrect in combat in some places. Take this into consideration when heading out for raiding. ;)
_______________________________________________________________________________________________________
This is one of the many builds I tested
in heroics and astral and have decided that it is the best fit for
my game-play after the update. I have used only two of the three
ruby-grids; Holy blast and Cleansing Flame. I will roughly go over
all skills, and only go into detail for the important ones.
Important Talents for Full
Healer
The truly important skills for this type of healer are: Spiritual
Focus, Holy Shield, Perceptual Healing, Divine Prayer, and Holy
Rejuvenation. All of these are important to have if you want to
heal after update.
Spiritual
Focus is important due to the fact that it is a
support skill, for support skills. It helps maximize the healing of
all the other holy spells.
Holy Shield
is a skill I use at least once each party, be it to ensure my
casting of Circle of Healing is not cancelled, or to stop myself
from being killed, I could not heal as well or even live without
it.
The rest of the skills listed are
important for the simple fact that they are heals, and this is a
healing build. Without them I couldn't really do my job.
Perceptual
Healing is the most used. Holy
Rejuvenation has the most healing power.
Divine
Prayer is good for close calls, and at times when
you don't have another heal prepared but need to heal.
Secondary
Skills
The reason I call them secondary is simple, they aren't exactly
necessary to be a healer, but they are important to have in some
cases. These skill's include: Devoted Plea, Resurrection,
Purification.
Devoted plea
is good because it is a heal, but it's power versus cast time isn't
worth calling it important. The only time I find this skill useful
is in situations where i don't need a powerful heal and don't feel
like wasting mana.
Resurrection
is a good skill, however healers do receive another resurrection
from Tenses Temple two, which is just as good. Essentially you
could use this skill point elsewhere. However, I take it due to the
range on the other resurrections, and in that case is it only worth
the skill point.
Purification
is useful only in some places, and even then you don't always need
to use it where you can. Before the past update this skill was a
lot more useful. However, part of being a full healer is being
prepared to maximize the effectiveness of the party, so I suggest
to take it for those rare occurrences where it is very
important.
Optional
These are skills I just took for my own benefit, this includes all
the other skills not listed. The reason I believe them optional is
that you can do the job described in introduction without them, and
i believe you can easily change them with personal preference to
soloing/partying without losing any effectiveness.
Blinding
Light is a decent CC, if you want to have a full
support build you could take it for that.
Ascension is
a good still to have if you take aggro often. I use it for heroic
TT in the beginning as to not pull any mobs, and it works well. It
also gives a little bit of an edge in pvp and soloing, but not a
lot.
Heavenly
Smite was recently changed, so it is not as useful
as it was before. I still use it, even one knockdown can be useful
in certain places. One place I like it is Lab 13 heroic, for when
the firewall disappears or when the tank charges into a group of
mobs.
Blind Faith is a skill
that can save your life also, though the duration is too short to
be very useful. I found it more effective in solo combat and
PvP.
Holy Rage is another
attack skill, which I actually haven't tested as an optional skill.
I suppose if you just want to head on fight melee style this might
be a good choice for you.
_______________________________________________________________________________________________________
These are rubies that I recommend, due
to them all benefiting the healer. Notes are written on the ones
that I find the best.
Skills
There are three skills attained from this build's rubies, Circle of Healing, Entreaty, and Divine Foresight.
Circle of
Healing is a very useful skill, as it is the only
AOE skill that healers can get, and it is very effective.
Entreaty
isn't as useful as it was two updates ago despite the fact that it
wasn't nerfed in any way. However, due to changes around the skill
it has become less effective. It's still a must have for any healer
who likes to live during this new update.
Divine
Foresight is one of the best ruby skills, as in a
pinch it can save anybody and buy you time to heal up other people
should it be necessary, without generating much threat.
Holy
Blast:
Power of the
pure, increases damage and healing.
Unshakable
Faith, increases faith and perception.
Righteous Fervor, increases critical strike chance of all the important skills. (Very very useful)
Cleansing
Flame:
Unshakable
Faith, increases faith and perception.
True Faith,
reduces cool down and cast time of Divine Prayer and Holy
Rejuvenation. (Must have!)
Surge of Faith,
increases damage dealt and healing done by Perceptual Healing and
Cleansing Flame. (Although nerfed previously, still useful)
Illuminated
Mind, Increases wisdom by a percentage of your
perception.
Enlightenment,
increases your intelligence.
Divine
infusion, Increases critical strike healing and
damage of Perceptual Healing and Cleansing flame. (Great since last
update.)
Other Rubies
Some rubies I am disappointed in, because they could be good if
they actually worked proper or had a greater percentage. Others,
just because you need to take them to get to good rubies. Nobody
likes putting a ruby on a blank spot! However, there is only one
ruby that really dissapoint's me, that I had maxed because I had no
idea it didn't work when I was creating my build (and didn't want
to respec :P) and that skill would be Deep Concentration. This
skill would be of great use to all types of healers, unfortunately
I've never seen it actually work. It is a very unfortunate
occurrence, and I hope it gets fixed in the future.
_______________________________________________________________________________________________________
There are 5 truly important stats for a
full healer: Luck, Intelligence, Wisdom, Perception, Faith. All of
them should be somewhat balanced, but you can let wisdom and luck
linger behind just a little bit.
Luck is a skill that healers should not rely on for healing critical strikes, we need it to avoid the glancing blows. The worst thing that can happen is when you're really needed and you cannot seem to heal at a decent rate. Thus, it is important to keep this skill balanced with the others, and never have it too low.
Intelligence maximizes our healing power, so naturally it is important for a healer. This is one of the skills (especially those just levelling up) that I try to have above the others, to ensure that my healing i
s strong enough to support my party members.
Wisdom basically just reigns over your mana regeneration and amount.
It's not that important levelling up, but end-game wisdom can be death to a party should you have it too low. At level 40 or so when just starting out heroics this will be the biggest problem, but later on it will get easier. I suggest keeping it balanced the same as luck.
Perception is actually my highest stat, as I don't enjoy my heals missing. As spoken in luck, avoiding this at all costs is the goal of a healer, and perception in the same way is very useful. You should try your best to keep perception around or bellow 20%.
Faith is only important in the rare case that you are fighting a mob that wounds other characters. If you don't have a decent amount of faith, your heals effectiveness will be severely lowered. I suggest at least having lower than 20% also, any more than that (at least at end-game) and you will be crippled by wounds.
_______________________________________________________________________________________________________
I'm going to take
the chance to note down some useful combinations of skills I use
with this build:
- Spiritual Focus
+ Any Healing Spell (50% bonus!) Used everywhere in
regular healing, to give boost to the healing power of the spell
chosen. Can also be used in some cases where a mob is attacking
you, and you need to cast a heal without being interrupted.
- Cleansing Flame + Holy blast
+ Verdict > repeat 2 and 3 (decent damage,
little mana cost) Used when trying to solo mobs, this is a good
starting combo to break down a lot of their health before they can
hit you.
- Holy Shield + Circle of Healing (Don't waste mana recasting this because of interruptions) Mostly used when many people in your party are being hurt, run between them cast shield and heal them all up without having the skill cancelled and stealing aggro.
- When I need a lot of healing in a short amount of time: Spiritual Focus + Perceptual Healing + Divine Prayer + Holy Rejuvenation (In that order, usually thats overkill though) Used in the rare extreme cases where a tank or another character loses a lot of life, this combination will get them to full and then some given that you have all the skills on stand-by.
_______________________________________________________________________________________________________
Some people decide to
use their rubies to lower mana costs or something similar. Just a
note, my character almost never runs out of mana, so I don't bother
with those rubies. If you do, you might want to consider
substituting a little bit of the non-important rubies to balance
your character out.
I've also never had a problem sustaining my own life and keeping
alive, the only times I die is when I'm overwhelmed by mobs in
which even the tank would die. If dieing is a problem for you, look
into getting some more defence/stamina, and re-evaluate your
rubies.
If you need any advice or help, you're welcome to add me to your friend-list and/or send a whisper my way. I'll try my best to help. :)
Lastly, I tried really hard to make this short. I'm an avid writer so I tend to over-write things often. I apologize is it is too long, but I really tried my best to write little and still get all the information in. It's really great to see a bigger turn-out this time, and see all the different builds.
_______________________________________________________________________________________________________
~ Mik
3) Heroicer from guild: Toxic on server: ISA See More
1. Introduction
I 'm Arisen healer (also known as Heretic) who is in-game known as Heroicer. I'm a member of Empire guild named ToXiC.
I have played Allods Online since Closed Beta until Revelations of Gipat and since Rise of Gorluxor I'm back to experience that significant gameplay in PvE and with this patch I also will get familiar with PvP battles.
In partys and raids I'm playing healer role. I have played with healer since CB and always my desire was to become full-healer and mostly my talents prove that with minore exeptions.
2. Changes
As i mentioned before I'm a healer so i can more tell you about the thing that changed my way of healing/playing. You can look my built form below.
This spell will be now more useful than ever before. Firstly its cooldown has reduced from 3 minute to 1 minute so you can use it more often. Secondly the bug that canceled the casting due that demon was immune to knockdown and the result was less mana and nothing happened to creature.
I haven't
noticed this bug before but if that got fixed it is good to know.
Anyway why should you use it under silence if you can not get any
benefit from it because you can not use any spells.
Did it put anyone to combat ... don't remember.
Weryy (with "W" and double "y") good fix. It wasn't good to find out that my pre-casted spell (Holy Rejuvenation) has changed to Purification because tank has moved his position behing me.
For me this spell changed to pointless with this patch. In previous patch there was knockdown every time the spell was casted and that helped a lot in leveling up and fighting with enemy groups in heroic instances.
3. My built
In patch Fury of War I changed my built to full-healer built that is described below.
3.1 Talents
As you can see this is full healer built (maybe
if i would remove 3rd level of Verdic and put it to
Spiritual Focus or to Purification it would be
more perfect but even healer can't live without combat so I will
keep it this way). As I am more PvE player than PvP then this built
is also ment to be PvE built but in PvP I will attand as
full-healer, probably you will see me in arena standing away from
middle of PvP fight and throwing out some powerful healing that my
save your life maybe (ofcourse I mean Empire players ... who would
even heal oppsite faction if this would be possible? ... That's
also probably me also .. just look them ... small furry
Gibberlings!! They are too cute to die ;-D )
Firstly I would like to talk about the
buff that is called Fanaticism. There are two ways
to get it: Verdict or Devoted Plea. Fanaticism
effect will stack from 1 to 10, the higher Fanaticism state you
have the better result you get. So how does it work? As a healer I
imagigine it 's easyer to "collect" Fanaticism effect.
Each Fanaicism will reduces you next Holy spell by 0.5
second. So basicly if Holy Blast's casting time is 2
secound you need 4 Fanaticism to get it instant cast. To healer
more useful spell, Holy Rejuvenation's cast time is 4,2
seconds (with my built) so you need 8 Fanaticism to get
its cast time to 0,2 seconds (whats basicly 0 to me, you only can't
cast it by running around) and 9 Fanaticism to instant
cast.
Cleansing Flame (1) - You
can throw it to your enemy less than a second and then you can
continue with your healing so it will be useful sometimes
(ecpecially on single enemys and bosses).
Holy Blast (1) - Later
you will see on my talents that I have level 2 of Blaze of
Faith what gives my Cleansing Flame 20% chance to
increase my Holy Blast damage 25%. I recommend useing Holy
Blast only if you see that tank is out of danger.
Verdict (3) - This is my
main damage making spell. Even if you are full healer you need to
enter combat sometimes and then killing monster or enemy player
will fall more easyer. That also give you Fanaticism
effect so it is very usefull ability/spell.
Devoted Plea (3) - Most
important healing spell for me. You will heal tank with this spell
until his/her health drops below 50-60% (somethimes those numbers
are different, it depends on tank) and then you start healing with
more powerful healings. It also gives you Fanaticism
effect.
Spiritual Focus (2) - Use
it if you are in trouble and I reccoment to use it with Holy
Rejuvenation. This also protect enemys interrupting your
castings, but remember it woun't protect you from
knock-down.
Holy Shield (3) - Useful
if tank looses agro and monsters will attack you now. Very useful
in PvP. It gives you 12 second of freedom to heal yourself back to
full health and other party/raid members also.
Perpetual Healing (3) - Healing spell that should be on tank all the time, but it also helps you to heal other party/raid members if their health has not dropped below 60% and they do not get any more damage.
Ancension (3) - This
spell increases your critical strike chance. As level 3 you can use
it every minute once for 20 seconds so you have to manage without
it only for 40 seconds. It also reduces your threat level what
prevents you not to get too high threat level what would pull
monsters to attack you.
Divine Prayer (3) - Use
this spell if you are having an emergency to heal tank or other
party/raid members if their health is below 50%.
Purification (2) - Many people
say that level 3 of Purification is neccesary for healer,
I do not think so. Ofcourse there are situations where you need to
have quick debuff for disease/curse, but if there is good tank then
he/she can wait this 1 second until I debuff him. That works for me
in heroic instances, but in raids at least 1 healer should have
level 3 Purification.
Holy Rejuvenation (3) -
The spell that should be pre-casted and used if you get trouble
with your healing. Should be casted together with
Spiritual Focus that increases your healing 15%,
30% or 45% according to its level.
I
am right one as you already figured out. The Burning flame around
my eyes shows that Fanaticism effect is on and pre-casted spell is
Holy Rejuvenation.
3.2 Ruby tree
3.2.1 Holy Blast
In my opinion there is two "MUST HAVE IT" spell in Holy Blast section and those are:
Circle of Healing - As
its only AOE healing in healer class this have to be in every
healer's spellbook. Thanks to this you do not have to spend time by
clicking all party/raid members avatars to heal them one by one.
This spell should be used with Spirital Focus and other
spells that improve this healing.
Entreaty - Spell that
heals only yourself and can not be used to heal others. The good
thing about this spell is that it heales yourself and also lowers
your threat level. In theory if you have Ancension on it
reduces even more threat and thanks to this I have many times
"sent" monsters back to tank and saved myself from getting
damage.
Here are the other spell that are in this section (underlined are ment for better healing/stats):
Unshakeable Faith [1+(3 from Cleansing Flame)] - Increases your Perception and Faith totally 12%.
Angelic Grace (3) - Reduces mana cost of Devoted Plea by 15%.
Deep Concentration (2) - Reduces Holy Shield's cooldown and gives me chance to extend duration of it.
Disciple's Revard (2) - If my health get lower than 50% i get increased armour and magical resistances.
Righteous Fervor (3) - Increases critical chance of Devoted Plea, Divine Prayer & Holy Rejuvenation by 100% totally.
Power of the Pure (3) -
Increase all Holy spells effect 9%
totally.
3.2.1 Verdict
As a healer you do not need any skills from there.
3.2.1 Holy Blast
For healer there is one "MUST HAVE IT" spell in Clensing Flame section and this is:
Divine Foresight - You
should put this spell to tank and if tanks health drops below 35%
or less it immeadently heals him/her. I have noticed that if you
put this spell to tank and you have used during this spellcast
Spiritual Focus the Divine Foresight will be
stronger.
Here are the other spell that are in this section (underlined are ment for better healing/stats):
Illuminated Mind (3) - Increases your Wisdom 9% totally.
Enlightenment (3)- Increases your Intelligence 9% totally.
Surge of Faith (3) - Increases Perpetual Healing 15% totally.
Sacred Blessing (2) - Gives Holy Rejuvenation & Divine Prayer 30% chance to heal target for additional health over 10 secounds.
Blaze of Faith (2) - Give Cleansing Flame 20% chance to increase next Holy attack by 25%.
Unshakeable Faith [3+(1 from Holy Blast)] - Increases your Perception and Faith totally 12%.
True Faith (3) - Reduces cast time of Holy Rejuvenation and cooldown of Divine Prayer by 30%
3.3 Other skills
There are 3 skill (Heavenly Miracle, Sacred Word & Gift of Tensess) that you will get by completing Wolrd Mystery quests and 1 is a racial skill (as a heretic it is Warped Faith).
Warped Faith - This spell increases your Faith by 30% for 30 secounds. You should use this spell if you are in trouble with healing tank or in any other situation where you need bit more powerful healings. I have used to use this spell with Ancencion & trinket that increases my Luck.
Heavenly Miracle - This
is AOE ress and you can use it if 2 or more party/raid members die.
Mana cost is about the same as Resurrection so you dont
have to waste your talent point to
there.
Sacred Word - Good spell to fight
against demons. It stuns them for casting time and at the same time
does damage. I reccomend you to put Cleasing Flame on
demon before useing this spell,
Gift of Tensess - This spells helps one of died party/raid member back to life. Consumes no mana but has 20 hour cooldown.
4. Conclusion
Healers' advantages are: 1) always needed in heroics/raids; 2) hard to kill thanks to healing and plate armor; but disadvantages are: 1) low damage made 2) group needed (no single playing)
As you I have pure PvE built
and mostly I prefer to play PvE. In PvE I love doing heroics
instances (Castle Blight, Lab 13, Temple Tensess), the
harder the better (by that I mean figuring out strategies how to
kill bosses, how do you have to act in different stadiums of boss
etc - the best exaple for this is Castle Blight's last
boss) and ofcoure my favorite place - Astral. Astral was bit too
hard in rise of Gorluxor and even with full epic group it
was/(is) hard challange. I haven't tried Astral out in The Fury
of War patch (just haven't got the time yet and have to learn
new features about the astral) but I hope allods will be bit easyer
than in Rise of Gorluxor so I could get to astral more
often. I'm not yet familiar with this patch astral yet but I hope
all astral woun't be 100% Guild versus Guild Astral Confrontation
in future. There should be other possibilitys also, but as I told
I'm not so familiar with this yet and you can be sure you will see
me makeing astral trips in close future.
I have to
mention that the small reason I became a healer in the Closed
Beta was that healers are needed in all partys/raids and as I
imagined then only few people wanna become full-healer. Partly I
was wrong, there are many other players who are and many new
players wanna become healer, but will they become 100% healer or
not, it depends on them.
P.S - I tryed doing "mini-guide" but question "How long is
"mini-guide"?" poped to my head. It's up to you to answer that
question. But if this is too long you can always think that it's
"long mini-guide" ;-). I hoped you liked it and it is useful for
other healers. English isn't my native language so sorry if there
is any stupid language mistake or you don't get the idea what i
have said.
1) Silencer from guild: AstralRiders on server: ISA See More
2) Morikko from guild: Monsters Inc on server: ISA See More
About the Author
Hi everyone. I’m Morikko, a lvl42 Orc Scout on the ISA server. I recently start playing Allods Online and I really love it! I’m at the moment guild member of Monsters Inc. This is my first post on the forum, and there would be a lot of mistakes and bad grammars. Hope there would be any useful information to anyone who is seeking to play scout. If you have any questions on the guide, anyone is more than welcome to contact me in game ISA server.
My current build (lvl42 end game)
http://allodsbase.com/en/talents#_2gx1cbf37nxc21s9ea2w2y3sg4fe87jny8w4
It’s good for all aspects of the game. At solo grind, party play (heroics and raids). And of course PvP as well.
The reasons of taking the talent points
Incendiary Arrow (rank 2) – to get into next grid point, doesn’t not matter it was others but the extra a little bit of dps without energy is attractive.
Branding Shot (rank 2) – the reason I stopped at rank 2 is that because at rank 1 we use too much energy but making rank 3 costs too much points. I don’t look dps from this spell and the Scout’s Mark duration too because I will take Powerful Shot (rank3) that would be explain later.
Tranquilizing Arrow (rank3) – the life saver and the deadly slow for PvE and PvP. So I would like the more slow from it and also the more quiver stack of 7.
Merciless Shot (rank1) – I just put rank 1 to make it easier for do combo attack with other class. The 9 seconds of stun with the combination of Rapid Fire is deadly. ( Healer Killer!)
Double Shot (rank 3 ) – Our basic dps skill. Work great with Branding Shot. I want to get most from this so spent rank 3 and ruby grid.
Caltraps (rank2) – I have stopped at rank 2 because the number of stun I get from it would not increase even upgrade to rank3. But the radius increased and duration increased is attractive. so I ranked up to 2. One ruby or more is spent because the more the time the Caltraps is on field is better and it deals small amount of damage that reduces the Mages stone barriers or Summoer’s blood shields.
Recoil (rank3)– another life savior for us. Keep the distance out from whoever reach us and stunning them longer time and jumping farther as the rank goes up. One more thing to note is that the cooldown is decreased too. So why not to rank up to rank 3 :P.
Tesla Arrow (rank3) – scout’s only AoE skill, gives high damage as well. Basic combo with Double Shot, used when Double Shot’s cooldown. No energy require for it. Also the stack on quiver increases as well. The rubies are spent to reload the quiver quicker as well. This is a must for anycase to get high dps because in the case of Raid, we usually run out of energy very quick using Double Shot, but making this quick reload, we can use it when the energy is recovering, than just stand there doing nothing!
Vengeful Shot (rank3) – the damage dealt is increased with rank and the stack as well. Therefore, to give the deadly damage in a short instant, I took it to rank 3. Note is that the cooldown of it doesn’t not depend on what bow you use.
Flash Bomb (rank1) – another CC from scout, can catch up a lot of player at once, however the neither cool down nor radius is increased from the talent, therefore not worth to rank up. Only a few seconds of blind would catch up some good player’s skill to dispel it and waste there cooldown for that.
Powerful Shot (rank3) – finally, another deadly shot from scout, with the knock back on it. Ranking up to rank 3 give me high damage, less cool down, and longer knock back distance. Why not to spend on it.
The rubies are spend what I have spent my most talent points on and to maximize my dps and survivability in PvP.
Why I did not spend my talent point on:
Smoke cloud – only gives you disadvantages, and make you unable to cast ranged attack, however it does not unable the opponents ranged attack. Have not tested the dodge increase work for party member but it is highly likely not work, according to the opponents ranged attack can be used.Totally useless.
Maim – another useless skill. We have enough good skills from ranged attack.
Thoat Shot – too long cool down with the low damage. Moreover it does not stop the mage to stop casting because of their stone barrier. Silent does not stop healer from casting bubbles. Summoner, even we stop them from casting 6 seconds, doesn’t not change any thing, there bubble is auto cast and most of the skill is instant cast on them.
A few mumbles on rubies
The reason that I do not take any rubies on Deft Deflection and Quickened Reflexes is that scout usually get nuked very quick, or survived the through out the fight. Against one vs one situation, we are likely to run away using variation of skills we have. So to get most out for the fight, I take Hardened Reation rank 3. The 30% boost on speed is very useful because it makes us easier to keep the distance from the fighting location with our long range attack and also usually summoner’s DoT will provide the 30% for speed most of the time.
Other rubies are spent for my pure increase for my stats and increase on talent’s dps.
Personally I feel scout’s ruby grid can be spend for more durable either against physical damage or magical damage. I am saying this because to get most out of the ruby grid on Deft Deflection and Quickened Reflexes, you have to boost your Agility and sacrifices Stamina or Endurance. Lower stamina means you are weaker against magical damage and get easier to get nuked by them because the dodge and parry does not apply on the magical damage.
On the other hand, boosting Stamina mostly and Endurance at reasonably value, and keep the Agility as low as possible, we now won’t get any dodge or parry* against physical damage, but we are now the huge HP make as harder to get nuked from magical attacks.
When it come to PvP, it really depend which solution you want. But hybrid works ok as well.
*Dodge and parry are completely dependent on the Agility.
Strong against physical damage build on ruby. Sacrificing dps on Vengeful Shot. Work out well for Hybrid against magical / physical damage if the stats are adjusted properly.
http://allodsbase.com/en/talents#_2hxlxfu0s18820uy3sg47083jny8w4
Changes brought to Volume3: Fury of War (with some personal comments)
There are more changes than that showed on the patch’s note. I will try to explain one by one. Some of them made better but I would say the scout was nerfed more at this stage.
Branding Shot – have no more cool down, we can keep shooting as many as we want. No more worry about dps if we miss the first branding shot!
Caltraps – scout’s life saver, The Caltraps’ mechanic has slightly changed. Let’s talk about before the patch. Putting the Rank3 on both talent and ruby give us, 18sec + 11yards caltrap and using it to mob or player, for them to pass through the caltrap it knock them down for MAX 5 times, but now it only knock them down for MAX 2 times with exactly same rank3 ruby and talent. This has made lot of change to us, it made the mob/player to reach to us much quicker which is not a good news for scout.
Powerful Shot – no difference in damage nor knock back distance, but the cool down has increase, depending on its rank and weapon. 20, 16 or 12 seconds for bow.
Tesla Shot – Tesla Arrow now inflicts damage to the target and to all nearby enemies. Tesla Arrow at point blank range( melee range) now add no more than one stack of Depleted Resources per use of the ability. Also the use of Tesla Shot is not any more manually AoE. We select a target and inflict damage to that nearby enermies.
I think there is bug on Tesla Arrow at the moment. It said that it added no more than one stack of ….. however it doesn’t add any stack.
Throat Shot - Damage inflicted by Throat Shot is decreased by 50% and its cool down duration is now 120, 60 or 30 seconds, depending on its rank. Before the patch it was twice the damage and half the cool down. It is obvious that we have more disadvantage against caster now.
Vengeful Shot – The main reason that made me feel scout is nerfed is because of this. The stack of the Vengeful Shot has decrease to 3, 4,or 5times depending on its rank, where it was 5,6,7times previously. Also, we do not get any stack for vengeful shot from group/raid’s attack. It is dependent on your attack only. I tried several DoT skills on scout, such as Incendiary Arrow and Accumulating Heat but neither of them put any stack for Vengeful Shot. This has decreased our dps in raid/heroics by a lot. I would say more than 20%.
General Changes
- All ranged abilities can now be activated in melee combat, but their use applies stacks of Depleted Resources on a Scout
- The big change on quiver system was made. There is no need to refill the quiver when out of combat, it refills itself and (automatically) and manually one by one when on combat. This has significantly increased our grinding rate, PvP and PvE wise. The good thing is that it auto fill the quivers even when even we are moving. It has made the movement on scout more flexible.
- Eagle Vision ruby now properly increases damage from ranged attacks only.
Some melee attacks changes, I won’t go into it too much because there are still no way we can make a melee scout built.
- The Slowdown effect of Maim now lasts for 12
seconds.
- The slowing effect of Feint now applies only when a
target is hit. The duration of the effect is increased to 12
seconds.
- The description of Ninjutsu now mentions that it only
affects melee attacks.
- The description of Frightful
Presence now clarifies that this Ruby only increases
movement speed, not attack speed.
* no changes in the ruby grids.
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From this section, it is aim for beginner for scouts, who are looking for starting scout! However it provides all the skills information as well. Might be useful for skilled scout too! I got some few tips of using the skills too!
Racial skill
League side
Kanians -Exploding Shot ( need checking)
Range: 40 yards
Cast Time: Instant
Cooldown: 1m
Inflicts X damage to AoE.
Gibberings (need checking)
Using some kind of net to capture the opponent for few seconds.
Empire Side
Xadaganians – Sinister Throw
Radius: 10yards
Energy Cost: 20
Cast Time: Instant
Cooldown: 1m
Throws a daggar at the target that inflicts X damage
Orcs – Mighty Leap
Energy Cost: 10
Cast Time: Instant
Cooldown: 3m
Allows you to jump forward 30 yards.
On the League side, if you do not care which race you are willing to play and want to get most out of scout, I would choose Gibberings. I have talked to some Kanians scouts, but most of them said the Exploding Shot is useless and they hardly use it. Gibberings racial skill is kind of stunning the target for few seconds and it fits better for scout, keeping distance from opponents.
For Empire, the situation here is the same, instead of being Kanians for Xadaganians, and Gibberings for Orcs. The racial skill for Xadaganians are low on damage, long cooldown, short range, therefore not worth using where we have better dps skill like double shot. Orcs racial skill is much better. It makes you keep the distance from targets, can be use for escaping, reaching, and for fun! Jumping 30 yards forward really makes big difference on PvP.
For best fashionable skill -> Xadaganians, Kanians
For best survival -> Orcs
For best stuns -> Gibberings
Gears we can wear.
Weapons:
One-Handed and Paired Daggers, One-Handed and Paired Swords, One-Handed and Paired Maces, One-Handed and Paired Axes, Sword and Dagger, One-Handed Spears, Paired Fist Weapons, Bows, and Crossbow
Armor:
Leather
Races available:
Gibberlings, Kanians, Xadaganians, Orcs
*As I don’t seek any chance of playing a melee scout as a viable choice at this stage, I will not talk about on melee talents and rubies too much.
*1. All the quivers needs reload time, but no need energy and its instant cast.
Depleted Resourse effect (Debuff for scout)
Chance to dodge and parry chance decreased by 25% of your current chance to dodge and prry for each stack of the Depleted Resourses effect. Cooldown duration of your ranged spells increased by 1 second for each stack of the Depleted Resourses effect
Basically, this is the effect when you use the ranged attack, such as double shot and steady shot, in the melee range (5yard). This is not good at all for scout. Each stack of depleted recourse effect slows down our attack speed significantly. One stack is still good if you are using crossbow, but more than that we hardly can do anything. Longer casting time means the mob can distract our spell too which make it longer for us to attack.
Talents
1. Skill name
Range: Pure range (without rubies)
Energy: rank1 / rank2 / rank 3
Cast Time: bow rank1, rank2 , rank 3 / Xbow rank1, rank2 , rank 3
Cool Down: bow/Xbow
Comment/Changes:
Range: 5 yards
Energy Cost: 12
Cast Time: Instant
Cool down: 3 / 2 / 1 s (depend on melee weapon)
Inflicts X to Y damage. The Smoke Cloud effect does not affect this ability.
Comment:
Our basic melee combat skill, which we won’t be using too often.
Range: 40yards
Energy Cost: 11
Cast Time: 0.5 s
Cool down: 1.1 / 1.3 s
Inflicts X to Y damage. Inflicts 6/8/10% more damage if the target is affected by the Scout’s Mark effect. (Using Steady Shot at a distance of 5yards or les from the target inflicts you with the Depleted Resources effect.)
()=Depleted Resources effect applied
Comment:
Basic ranged attack. It is essential skill at the low lvl until you can get the skill Double Shot, but it would be useless after that because Double Shot gain more % increase for damage with the combination of Branding Shot.
Range: 40 yards
Energy Cost: None
Cast Time: 2
Cool down: None
Enchants an arrow with fire that inflicts X damage (not fixed damage) every 2 seconds for 12 seconds. Effect can stack up to 3 times. Up to 3 / 5 / 7 IA can be stored at a time.
Comment:
In my opinion, this is the most useless quiver. It does not deal much damage, it decrease the stack on the Tranquilizing Arrow, does not increase the stack on the Vengeful Shot, thus waste of talent points and reloading time. Only boost few % for dps.
Tip*
Moreover, when using Incendiary Arrow with the Tranquilizing Arrow, the DoT damage is counted for the reduction on Tranquilizing stacks which means using Incendiary Arrow will make the mob reach you faster than it should be. So my advice is not to use it.
Range: 0 yards
Energy Cost: 30 / 20 / 10
Cast Time: 1 s
Cool down: 3m/ 2m30s/ 2m
Covers you with smoke that increases your chance to dodge by 30% of your current chance to dodge for 30/45/60 seconds, but makes you unable to use ranged attacks.
Comment:
This is more for melee scout. It increases high % for dodge but however it make you unable to use ranged attack which is not good for scout at all. Against PvP, opponents can just walk off from that Smoke Cloud area(which is around 5 radius) and it become useless. So not worth spending the points.
Range: 40 yards
Energy Cost: 32, 27. 22 / 40, 33, 26
Cast Time: 1 s
Cool down: 1.1 /1.3 s
Inflicts X to Y damage and inflicts the Scout’s Mark effect for 18 / 24 / 30 seconds. The Scout’s Mark effect fades when you change the targets. Depleted Resources effect applied.
Comment:
Must have skill for scout. It is usually the starting attack because it increase the damage of Steady Shot or Double Shot by significant amount. Note that the damage increase rate is different for Steady Shot and Double Shot, Double Shot gain more advantage from it.
Tip*
I found a bug on using the Branding Shot. It says I can’t apply any more than one Scout’s Mark because the effect fades when switching the target. However, it can be apply to more than one mob in this way. First, shoot the Branding Shot to the target, get rid off the target ( right clicking on other place), then when the Branding Shot hit the target, click the target again, and you will see the Branding Shot effect is still applied. It is so even you switch the target again.
Range: 40 yards
Energy Cost: None
Cast Time: 2
Cool down: None
Enchants an arrow with a tranquilizer that applies 10 / 12 / 15 stacks of the Tranquilizing Arrow effect for 12 seconds. Each stack reduces the target’s movement speed by 5%. Any damage dealt to the target will cancel 1 stack of the Tranquilizing Arrow effect. Up to 3 / 5 / 7 Tranquilizing Arrows can be stored at a time. Depleted Resources effect applied.
Comment:
This is also must have skill for scout in PvP or PvE wise, not very much for Raid. In PvE, this is what keeps the range from mob and youself. If you failed to find the appropriate range against mob, it gives you Depleted Resources and makes you very hard to farm. In PvP, it is very useful as well against the class that doesn’t have any skill to dispel it. With Rank3 there speed decrease with 60% and they can barely move anywhere!
Range: 40 yards
Energy Cost: 40
Cast Time: 5 s
Cool down: 3.8 / 4.6 s
Inflicts X to Y damage and knocks the target down for 4 seconds. The cast time (cool down said in game) of Merciless Shot is increased by 100% when used in combat.
Comment
Interesting skill for scout. It deals massive damage plus a 4seconds stun, but need to be in out of combat to use it rapidly. Using in combat make the cast time 10seconds which is a long time. With the use of Rapid Fire at appropriate timing, it can stun the opponent for 9 seconds.
Range: 40 yards
Energy Cost: 32, 30, 28 /40, 37, 34
Cast Time: 1 s
Cool down: 1.1 / 1.3 s
Shoots 2 arrows at once that inflict X to Y damage each. Inflicts 40 / 50 / 60 % more damage if the target is affected by the Scout’s Mark effect.
Comment:
Must have skill for every scout. Our bread and butter skill together with Branding Shot. It comsumes more energy compare to Steady Shot, per shot wise, but with rank 3 the damage deal is increased by 60% which would compensate the energy used. Thus the rank3 Double Shot is essential!
Range: 20 yards
Energy Cost 25:
Radius: 9 / 10 / 11 yards
Cast Time: Instant
Cool down: 30 s
Throws a handful of steel spikes on the ground within a 9 / 10 / 11 yard radius of the chosen location for 8 / 10 / 12 seconds. They have a 60 / 80 / 100 % chance to knock down any enemies that enter the area.
Comment:
It is a useful skill for stunning the mob for a while and keeps the distance from us. The radius of the Caltraps increases every rank, making 1 stun for rank 2, 1 or 2 stun for rank2 and max 2 stun for rank3, from one end to the other end of Caltraps. It depends we want it to make it rank3 or keep at rank2. In PvE wise, the 80% stun is a bit unstable to grind, but I think rank2 is enough for PvE because we only use it when needed. Rank3 consideration is more for PvP, it give little bit larger radius with 2 seconds longer duration. And of course, it knocks the target down for 100% and can be used with the combination of rapid fire. Cooldown is not too long as well, can be use frequently.
Range: 5 yards
Energy Cost: 8
Cast Time: Instant
Cool down: 4s
Cuts the target’s sinews to inflicts X to Y damage and reduce the target’s movement speed by 20% for 30 seconds. Effect can stack up to 2 / 3 / 4times. The Smoke Cloud effect does not affect this ability.
Comment:
Melee range attack. Personally, I feel it is totally useless, we have tranquilizing arrow which works much better than Maim, because we get dodge from Maim sometime and the stacks are hard to keep accumulate. Moreover, we are not interested in melee skills :P.
Range: 5 yards
Energy Cost: 20 / 15 / 10
Cast Time: Instant
Cool down: 45 / 30 / 15 s
Allows you to jump back 15 / 20 / 25 yards and stun the target for 1 / 2 / 3 seond, making them unable to move or use ability.
Comment:
Very useful skill to get away from the target that reached you. But to use it frequently, we need to make it to rank3 (15 sec cd) to put into our grinding routine or PvP. It is actually very hard to use in the PvE situation because in some location they don’t let us jump over that place and end up in jumping shorter range in 25yards, or sometimes if we don’t be careful, using recoil ends up bumping into another mob and making the situation worse… It really depends on how you use it, can be worst skill or the best skill.
Tips*
It is best not to get any damage when we are doing solo grinding. The tip for using Recoil is that you do not wait for the mob to reach you and use recoil when it started to attack you. When the mob is reaching you enough, you can move a bit forward, with the jump, and use Recoil, it gives you an additional jump back distance and! If the mobs attacking speed is low, you can use the Recoil without getting any damage!
Range: 40 yards
Energy Cost: 10
Cast Time: 0.5 s
Cool down: 2m9.6, 1m4.8s, 32.4s / 2m 38.4s, 1m 19.2s, 39.2s
Inflicts X to Y damage and makes the target unable to cast spell for 6 seonds.
Comment:
Not useful in PvE at all, low damage and long cooldown.
The only place can be used is in PvP. The long cooldown is making very hard to use and it deals unnoticeable damage. It must be used at the correct time to get most out from it. Need a lot of experience on PvP. I personally feels the cooldown is too long and it is not very useful.
Range: 40 yards
Energy Cost: None
Cast Time: 2s
Cool down: None
Enchats an arrow with lighting that inflickts X to Y damage to all near enemies within a 5 yard radius. Up to 3 / 4 / 5 TS can be stored at a time.
Comment:
One of the essential skill in my scout build. Tesla Shot deals high damage without using any energy, no casting time (instant), and also the best part is that we can use it while we are moving around. This is the quiver that worth the reloading time. The AoE affect of 5 yard radius might cause a problem of aggroing other mobs that are near to it, but in party or heroics, this pack of damage gives you a massive boost on your dps. Tesla Arrow is the only AoE skill in scout. One more advantage of this skill is that it doesn’t apply any Depleted Resources effect even using at melee range. All other skills apply it but not Telsa. It might be a bug that get fixed sometime.
Range: 40 yards
Energy Cost: 11 / 13
Cast Time: Instant
Cool down: 8s
Inflicts X to Y damage for each stack of the Hardened Resolve effect. Can only be used while you are affected by the Hardened Resolve effect. Each time a target that is affected by the Scout’s Mark effect blocks, parries, and dodges 1 stacks of the Hardened Resolve effect is applied to you. Effect can stack up to 1 / 3 / 5times. Depletion Resource effect applied.
Comment:
After the patch, it is not an essential dps skill for scout any more and it is more for personal taste. The damage dealt is increased as the rank goes up as well. With the stack of 5 at rank3 I think it is the biggest damage that can be inflicted in any class.
Tip*
First of all, to use this skill you need some preparation, to accumulate the stacks. Using the Xbow is very hard to get the stack accumulating because Xbow has long cooldown, and costs more energy to use it compare to Bow. I usually find that the stack gets off from the mob before reaching it to 5 stacks. But with careful tweaks on your stats on Expertise, it has a huge potential of dealing large damage.
With the combination of Powerful Shot, it theoretically deals a deadly damage, but of course all the damage range, dodge and parry on opponents make it very dependent. It is good to see the opponent’s life gauge disappear in 2 sec J.
Range: 10 yards
Radius: 5 yards
Energy Cost: 10
Cast Time: Instant
Cool down: 2m
Throws a bomb on the ground at the chosen location, causing a bright explosion that makes all enemies within a 5 yard radius unable to see for 4 / 6 / 8 seconds or until they take damage.
Comment:
More of PvP skill. This skill is used like Caltraps, you manually select a AoE and use it. Again, it is a personal taste skill and requires a lot of experience on PvP to get most of this skill. This skill is made for AoE and it looks much worse if you are only using it for single unit ( no slow effect and very long cooldown) . But with the ruby grids used on it, the range and radius are increase and has huge potential to turn over the fighting situation. It is possible to blind 10 or more people if they fit into the radius, but as I said you have to be aware of what is going on on PvP and the lags usually make it very hard to use it.
Range: 40 yards
Energy Cost: 40 / 53
Cast Time: 1s
Cool down: 21.6, 17.3, 13 / 26.4, 21.1, 15.8 s
Inflicts X to Y damage and knocks the target back 5 / 6 / 7 yards. Can only be used while the target is affected by the Scout’s Mark effect. Cancels the Scout’s Mark effect.
Comment:
From this patch, I guess the nerfing on Vengeful Shot has made most of experienced scout player to start using Powerful Shot as one of there build. It made us more viable because of the cooldown changed on Branding Shot as well.
This skill must have the preparation of the target affected by the Scout’s Mark effect (from Branding Shot) to use it. Knock back effect is like a very short stun as well, they can’t use any skill when being knocked back. It also deal a very high damage compare to other skill, but required a lot of energy cost is a neck to use it.
Rubies
Lunge
Energy Cost: 10
Cast Time: Instant
Cooldown 1m
Increases your movement speed by 50% for 5 seconds. Reduces your movements speed by 25 % for 3 seconds when the Sprint effect fades.
Comment:
I think it is a first ruby spent for most of the scout. As in the description it increase 50% for 5 seconds which is a decent boost but movements speed are reduced after. Can be used in out of combat or in the combat. A point worth spending on, because you will be running around the Allods very often :P.
Increases tge duration of the Caltraps effect by 2 seconds. Cause Caltraps to inflicts X damage.
Comment:
It increases the duration of Caltraps additionally on the talent grid. The damage dealt is very low and does not increase as the rank increases. You would not count on this damage dealt at all. But as I said on Caltraps, increasing in duration DOES NOT mean stunning the target more.
Increases your expertise by 3 / 6 / 9 %
Comment:
I personally don’t think Expertise is very important for scout, because from parry and dodge we get, the stack on Vengeful Shot get accumulated and give us more damage in instant that we don’t give them any time for healing. So it is more optional for me. But to get to the ruby stats of Deft Deflection it is better to take the Uncanny Accuracy than the Accumulating Heat.
Increases your chance to parry by 33 / 66 / 100 % of your current chance to parry.
Comment:
Dodge and Parry is depend on Agility.
Grants your spells a 30 / 60 / 99 % chance to inflict X / Y / Z damage every 2 seconds for 5 seconds when you deal a critical strike.
Comment:
This is a pointless grid to be spend. It might be bugged in anyway. The damage dealt is very low that it is more un noticeable, less than the Incendiary Arrow DoT say. It the stack is being apply on it, it is more like Accumulated Heat, but at the moment this is no use. Reduce the stack on Tranquilizing Arrow stack and DOES NOT increase any stack on Vengeful Shot.
Increases your Agility by 5 / 10 / 15%
Increases the range of your ranged spells by 10 /20 / 30 %. Increases the damage dealt by your ranged spells by 1 / 2 / 3 %.
Comment:
The bug is fixed and all the ranged spells including quivers and Rapid Fire’s range are increased. The increased in range give us advantage against other class. If we keep the distance right, opponent would never deal any damage to us.
Increases your movement speed by 5 / 7 / 10 % for 10 seconds when you receive a critical strike. Effect can stack up to 1 / 2 / 3 times.
Comment:
Explained on the introduction. Very useful skill against PvP.
Decreases the duration of knock down, stun and movement impairing effects by 17 / 34 / 50 %
Comment:
Personally, I would spend more ruby on dps rather putting on Quick Recovery. At a certain level, we get a Secret Skill called Escape Artist, which cancels all movement effects and makes you immunes to all movement effects for 5 seconds. But still, it is very useful skill against stun lock classes.
Tip*
Against Warriors or Paladin, when they charge you, jump forward as much as you can when they almost reach you, doing this at right timing, you can get behind the them when the charges has hit you. It delays them to attack you and makes you survivability high.
Decreases your threat generation rate by 7 / 14 / 30 %
Comment:
In party, like heroics, the scout’s high dps usually aggro the mobs and leading you to die. To prevent that, it is a good ruby to be spent.
Not useful at PvP at all.
Increases your chance to dodge by 33 / 66 / 100 % of your current chance to dodge.
Comment:
Explained my though at introducitn.
Restores 5 energy every 2 seconds for 1 minute, but reduces your movement speed by 70% for 1 minutes
Comment:
A decent boost on dps on the occasion of fighting the bosses. The reduction on speed make us impossible to use at normal griding combat. A total of 150 energy is gained from it for whole one minute. Only used for Heroic’s bosses or Raid. I don’t take this ruby. The reason is explain in intro.
Steady Shot
Increases the duration of the Scout’s Mark effect by 10 / 20 / 30 %.
Increase the damage dealt by Throat Shot and Vengeful Shot by 2 / 4 / 6 %.
Range 40 yards
Energy Cost: None
Cast Time Instant
Cooldown: 3 s
Shoots a Crippling Arrow to inflict X damage when the target casts a spells and increase the cooldown duration of the target’s next spell by 50%. Effects can stack up to 3 times. Depleted Resources effect apllied.
Comment:
It is miss translated or bugged. The effect doest not get stack up. DO NOT count on the damage inflicted, it is very low.
Only usable in PvP situation and again, need to be experience on what other class’s skills are to be able to know when to use it. So it increases the opponents cooldown.
Increases your luck by 3 / 6 / 9 %
Increase your Agility by 5 / 10 %
Reduces the cast time of Incendiary Arrow, Crippling Arrow, Tesla Arrow and Tranquilizing Arrow by 15 / 30 / 45 %.
Comment:
If you are the Quiver user, probably most are, it is not essential, but makes the grinding or your combo flow smoothly.
Energy Cost: none
Cast time instant
Cooldown: 2m
Creates 1 arrow of each type.
Comment:
Not very useful. Too long cooldown and it only recharge 1 arrow each. If we have taken the Switf Fleching, normal reload time is quick enough.
Increases the damage dealt by Steady Shot by 5 / 10 / 15 %..
Increases your Finesse by 3 / 6 / 9 %
Range: 40 yards
Energy cost: 40
Cast time: 5s
Cooldown: 20s
Fires 6 arrows in rapid succession that inflict X damage each. Increases the duration of knock down effect on the target
Comment:
Depends on how you use it. The damage deal is not high nor too low, but I would say do not count on its damage. What is good about this skill is that it increases the time of knock down effect by 5 seconds if it is used on the knocked down target. And the 6 arrows of attack remove 6 barrier stone on Mages for example. The casting time is 5 seconds (shoot 6 arrows on this casting time) and the energy would recover 50 in that period, so you can combo with other skills you want. The damage dealt is a very fixed number, but it is much lower than the damage compare to Double Shot. The dodge and parry from it counts as a stack on the Vengeful Shot.
This long stun is a one of the healer kill skill if used correctly.
Tip*
I have not used this but the combo with
Merciless Shot -> Double Shot -> Tesla Arrow -> Rapid Fire -> Tesla Shot,
Would be interesting. Remember the Rapid Fire’s Cooldown is short.
Increases the damage dealt by Double Shot by 5 / 10 / 15 %.
Increase the critical strike chance of your direct damage by 33 / 66 / 100 % of your current critical strike chance.
Incendiary Arrow
Energy Cost:10
Cast Time: Instant
Cooldown: 5m
Lets you quicklyblend into the scenery and become invisible for 5 seconds but reduces your movement speed. Your chance of being detected increases as your distance from a target decreases. Can be used in combat.
2. Advanced Formula
Increases the radius of Flash Bomb by 10 /20 / 30 % and the range of Flash Bomb by 33 / 66 / 100%
3. Intense Flame
Increases the damage dealt by the Incendiary Arrow by 3 / 6 / 9%
Increases the damage dealt by the Lunge and Maim by 5 / 10 / 15%
Increases the damages dealt by your spells by 3 / 6 / 9 % when used from behind a target.
Increases your Agility by 5 / 10 / 15 %
Allows you to use clse combat spells from any angle
Increases the damage dealt by Merciless Shot by 2 / 4 / 6 % and reduces the energy cost of Merciless Shot by 4 / 8 / 12.
Increases your damage dealt while affected by the Smoke Cloud effect by 5 / 10 / 15 %
Increases the damage dealt by Tesla Arrow by 3 / 6 / 9 %
Range: 5 yards
Energy Cost: 12
Cast Time: Instant
Cooldown: 30s
Knocks down the target with a rolling kick, can not be used on large creatures
Increases the critical strike chance of Lunge and Maim by 50 / 100% of your current critical strike chances
Increases your chance to dodge while affected by the Smoke Cloud effect by 10 / 20 / 30 % of your current chance to dodge.
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Quick guide for low levels
This guide is to make not use of the WoD (reset talents and rubies) and it’s a very quick guide.
From lvl 1-10
http://allodsbase.com/en/talents#_2gx1i3xyy
I stopped the Steady Shot at rank 2 because we would be using Double Shot later. And we would not using Steady Shot any more. Taken rank 3 on Traquilizing Arrow because it would help you a lot and make easier for grinding.
Normal combo
Steady Shot -> Traquilizing -> Steady Shot -> Steady ->>>>>
If the mob doesn’t die, use the Tranquilizing again and go back and start Steady Shot again. Repeat until it dies. However if you can tank the mobs damage, just use the Lunge and Basic attack you have.
From lvl 11-20
After reaching to level 11 put one into Branding Shot to get ready to use the Double Shot with it! Then we put all our talents into Double Shot to increase our damage dealt.
http://allodsbase.com/en/talents#_2hxp3jx8w4y20g410820gy8w4
Branding Shot -> Double Shot -> Tranquilizing -> Double Shot ->>>
or if you like using the Merciless Shot as a initiator, you can put one into it. It will only delay 1 level to get the Double Shot which would not cause any problem.
http://allodsbase.com/en/talents#_2gxp3mx8w4y20g410820gy8w4
Merciless -> Branding Shot -> Double Shot(Tranquilizing) -> Double Shot ->>>
From lvl 21-30
Now we have more choice to go for. But for me I would go for maxing the Double Shot then put one into Caltraps Rank1, then into Branding Shot Rank2. Then put all the points you have on Recoil until Rank3. Then into Rank1 Check Shot, Rank1 Tesla, and until Tesla Rank3.
http://allodsbase.com/en/talents#_2hx34mt6dx8w4y20g41083jny8w4
(Merciless) -> Branding Shot -> Double Shot -> Tranquilizing -> Double Shot -> Tesla Shot -> Double Shot ->Tesla ->>>>> Vengeful Shot (if have any stack on it)
Use Vanish it aggro more than two mobs. And if instead now we can also use the Recoil when the mob reach you, but not recommended because you might bump into other mobs.
From lvl 31-40
Put all into Rank3 Vengeful Shot, then it should opened for the 6th row and put all into Powerful Shot Rank3.
http://allodsbase.com/en/talents#_2hx1ibej7jxc20s182w3y20g49e87jny8w4
the order is same as level 21-30, you can put Powerful Shot if you like.
From lvl 41-42
In here, you will start doing heroics, and might find you get aggro sometime, if you find that as a problem, try to put the ruby into Subterfuge which will reduce your threat level, but it will become useless in PvP or Raid.
Thanks all,
Hope any of this was any useful and any questions are welcome.
Morikko
3) Fawkes from guild: AstralRiders on server: ISA See More
Introduction.
Hello everyone I'm Fakwes, AO player since cbt til now and member of Astral Riders(ISA league guild).
Lately i' ve been thinking a lot on my future build and finally got to a compromise. This patch won't significantly change our class so people can easily stick to their previous build(pvp, pve,hybrid etc...). Anyway i suggest switching to a mixed one since there are new FFA pvp zones but u will still need to do pve or GT raids. Our main role in this game is doing as much dmg as we can but unfortunantly we got badly nerfed in our DPS.
Main changes-volume 3: The Fury of War
- u can use ranged skills at any range, no longer need to be far away from the target but u will recieve the depleted resources debuff if u use them in melee range.
- Depleted Resources increases cast time of all skills by 1 sec and u get -25% chance to dodge or parry per stack.
- Tesla Arrow works quite the same as before but now it will be directly shotted to the target and will dmg nearby enemies. U will get no more then one stack of Depleted Resources per shot.
- Powerful Shot cd is reduced.
- Throat Shot cd is highly increased and damage is halved then before.
- Vengenful Shot now can have max 5 stack (they were 7 before patch) but now each scout has his own mark so if others in ur raid/party use powerful shot u won't lose it.
- Maim skill reduces enemy's speed for 12 sec not 30 as shown ingame.
- Branding Shot has now 1 sec cd.
- during combat u will enchant arrows one by one but at least out of combat u will see ur quiver filling automatically even while moving.
My current build (pve/pvp):
Incendiary
Arrow: rank 3 cos u will do more dmg per tick and u will
have 7 arrows stored that will make it easier keeping it up during
a fight.
Branding
Shot: does some dmg and apply the scout's mark for 24 sec.
max ranks requires less energy per shot and makes it last longer
but with 1 sec cd rank 2 is enough.
Tranquilizing Arrow: with rank
2 u will have 5 of these arrows. This skill adds 12 stack that will
slow the enemy of 5% each one. rank 3 gives 3 more stacks and u
will barely see differences.
Double
Shot: rank 3. one of ur main dps skill. U will use it a
lot and at this rank u have +60% dmg if ur mark is on the
enemy.
Caltrops: rank 2. Throws some
steel spikes within 10 yard radius. they will last 10 sec and the
enemy will have a 80% chance to be knocked down. Rank 3 would be
nice for the 100% chance but we dont have all those talent
points.
Recoil: with rank 3 it will
have only 15 sec cd. u will jump 25 yards away from the enemy and
stun him for 3 sec. Usefull both pvp/pve helping u getting away
without the depleted debuff.
Throat Shot: was awesome before patch now rank 2 is a good compromise. 1 min cd and will silence the target for 6 sec. ranks on this skill will just add a bit of dmg and will reduce the cd.
Tesla Shot: rank 3. strong aoe skill that add a lot of dps. U will have 5 of these arrows.
Vengenful
Shot: nerfed with this patch but useless if not maxed. U
are probably gonna use this only on pve. At least this istant skill
is still strong and needs only 11 energy. It can be easier getting
the stacks using the world mistery skill Rain of
Arrows.
Powerful
Shot: good in pvp but rather not using it on gt bosses or
long fights cos it spends 43 energy and better keeping on trying
with vengenful shot in pve.
Vicious Blow grid (Lunge grid ingame):
Eagle Vision: rank 3 is important cos it will increase ur range by 30% adding a bit of dmg (+3%)
Hardened Reaction: +10% speed when u recieve a critical strike. u can have max 3 stack and each one will last 10 sec. It's not bad running for half a minute faster.
Quick Recovery: decreases the duration of knock down, stun and movements debuffs by 50%.
Sprint: 5 sec with +50% speed but at the end u will be slowed by 20% for 3 sec. 1 min cd but still good since u will run away during the speed buff and just shot during the dubuff time making this skill just a cool advantage.
Sharpened spikes: rank 3 increases duration of ur caltrops by 6 sec and adds some dmg.
Deft Deflection: +100% chance to parry. good since this is not an agility build and u are not gonna dodge many hits. Parrying half the dmg more times might become vital.
Uncanny Accuracy: rank 3 gives +9% expertise. more stats are always welcome.
Steady Shot grid:
Timely Strikes: same as uncanny accuracy but works with luck.
Swift Fletching: maxed mainly cos of fthe need to get timely strikes but not so bad since it reduces the time u need to enchant arrrows by 50%.
Cunning Blows: +9% finesse stats.
Experienced Marksman: a must because u will do +15% dmg with double shot.
Piercing Blows: increase ur current critical strike chance by 100%. awesome.
Rapid Fire: if used when the enemy is knocked down the effect is increased til the end of the skill. it shots 6 arrows doing a nice dmg for 5 sec. This skill is nice because it will help u taking time.
Incendiary Arrow grid:
Vanish: will make u invisible for 5 sec reducing ur speed though. good in pvp to confuse the enemy. watch out cos u will still get dmg from aoe enemy's spells.
Here's is how i usually play:
In short fights i start with branding shot, then double. its nice using tesla right after double because it will fill the gap before the next double shot. if the fight can be longer its better starting using incendiary arrows instead of tesla and when u finally reach 3 stacks switch again with tesla. Try using incendiary again before the effect is gone. Enchanted arrows are awesome cos they don't need energy!
In pvp as a class without self-healing skills (just Martyr's Gift from our patronage) we have to kill the target before getting killed so i branding,double and tesla are our best friends. Against melee enemies we need to use our skill with a perfect timing and keep the distance from them. If they get to close just use Recoil(we surely dont like Depleted Resources debuff). Try not using Pwerful Shot to soon, it requires a lot of energy plus u will need to shot branding again. It does a lot of damage so can be a cool final deadly blow! There is also the need to use throat shot against casters and our control abilities to slow and knock the enemy down. In these patch u will easily find urself in massive pvp; coordinate urself with ur mates and ofc be focused on the battle.
If u planning to go for an agility build u would rather change ur mind(as i did) cos imo it needs a very good gear and actually testing ingame with high agility plus rubies and skills the dodging rate can be good but not perfect especially against melee healer(damn them!). I suggest going for an endurance and stamina gear; try to improve ur finesse, expertise and luck stats in order to get a higher bonus from ur rubies; instead use potions and elixir to improve ur strength.
I hope this guide will help many of u and for those planning to start this game now: "We need u on league side! Make the right choice."
Have fun people and see you ingame. Happy Christmas!
Fakwes
1)
Caffeine from guild: Legends on server: ISA See More
2) Xorax from guild: Toxic on server: ISA See More
Hi peeps, my name is Xorax, and im playing as a summoner in Toxic guild, some of you maybe know me from the game. This is not a beginners guide, so i want to talk about changes only.
I living the ordinary life of an imperial zombie, killing mobs,
doing instances, going into Gorluxor’s Tower sometimes i think all
of you know what im talking about. :D
But… some things are changing, as our class with the new patch now.
I think every summoner want to know what is the best build,
honestly I cannot tell you that, but i can give you a picture of my
playstyle, my role in instances and GT, and naturally changes i
made to my build.
I was a support / healing summoner, but i changed my build even
before the patch. Im level 42, and i have some legendary stuff on
me, so maybe you can take ideas from my guide, buti f you are lvl
25 naturally you cannot fully adapt it. I try to be much simply as
i can…
My role in instances, to be an offheal / dps, or full dps if healer
is present. When wandering fever was our strongest skill everything
seemed easier, but dont worry, summoner rocks again, if you are
smart you can be very good.
Positive changes
with patch:
- Volatile infection now explodes after few sec, or when mob dies
and does nice AOE damage
- wandering fever does awesome damage but only after 1.5 mins or
when dispelled
- Blood pact generates some blood when you are out of combat
- When your enemies confrontate you in pvp they will scream: Oh my
god, we gonna die ! :D
Negative changes
with patch:
- no constant blood regeneration with passive skill, like
before
- wandering fever dont spread amongst mobs and dont does constant
damage
- rubies for blood pool spread around the vampire grid
Anyway, you can generate blood with dark pact, and with 1 healing
spell youre health will go back to normal almost instantly.
So, im doing GT with guild regurally and naturally we have healers
there, my role is to bring down hell on mobs and bosses. And the
two most important things in GT is heal and dps, without those we
suck. With this build im at good place on raids dps list.
So, i made a dps / acid build:
- Acid bolt lvl3: strong basic attack does a
lot of criticals
- Putrefy lvl3: strongest basic dot, lasts for 1
min
- Blood aegis lvl3: Without this you will be raped
in no time and you cant cast spells, cause interrupts
- Fear lvl2: You are a necromancer, your enemies
MUST FEAR YOU ! :D
- Plague of mending lvl2: Its an emergency heal,
must have at least on lvl2
- Dark renewal lvl3: My favourite healing spell,
elongeted by rubies, really strong and only consumes 1 drop of
blood
- Volatile infection lvl3: This is your strongest
AOE spell now, especially on greater pack of mobs.
- Wandering fever lvl2: I think this spell mostly
will be used in pvp and in boss fights. Has a long " boom time ",
and have a high mana cost, but regenerates blood and have high dps
at the end.
- Raise from dead lvl3: This is an important
skill, almost a " battle res ". You resurrected with 60% of youre
hp, which gives some time to cast heal spell on yourself, and you
loose aggro in instances, and tank can take it again if some"
accident " happened. :)
Must have for
this build:
- Dark renewal healing skill: With your criticals, and with rubies
this skill can heal you greatly, and it only consumes 1 drop of
blood only
-Luck: You must have 300+, even around 350 for this build, which
gives you 30% critical chance + your ruby criticals, like your 30%
+ pets 60% or acid bolts 100% you do crits and crits and
crits.
Disadvanatges:
- Maybe you running out of resources, cause you get blood only with
Blood Tap or Vampirism, and Dark Pact, no bloodsucker pet
- Your fiend, as a dps pet cant keep aggro, so you must have good
gear and some runes naturally, based on level to absorb
damage
- Maybe you cant survive as much in pvp like 1 vs 1 build pvp
summoners
Advantages:
- Awesome damage dealing with fiend, you can choose single or AOE
target for the robot doggy, useful on pack of mobs :)
- With decent luck youre acid bolts and fiends attacks are
criticals most of the time
- Youre haling spells are elongeted in time, and with rubies
passive skill, even heals are critical too, healing a lot
- You have enough mana at all the time, cause low mana usage of
skills
Examples:
This dps table from Gipat, testing Volatile infection on
7-8 mobs pulled together:
And this is dps table from Xaes HC:
As you can see Volatile infction really rocks
now, and deals huge damage to pack of mobs. Its like a hand grenade
throwed into the crowd, a few sec tic-tac then booom! And the most
important thing in it, it can b stacked ! So if you throw 2
grenades, the devastation will be 2x. :)
I hope my build gives ideas for other players, and maybe some of
you can make even a better build. Its not pvp oriented, i think
there are much better pvp builds with lurker pet, etc.
Wish you good luck ! :)
XORAX - lvl 42 IMP ZOMBIE
TOXIC
3) Saturas from guild Toxic on server: ISA See More
Hey,
I`m Saturas, officer of ToXiC guild on ISA server. I have been playing Allods since last day of CB and on that day I decided to play summoner. Actually I have never played summoner in other MMOG and I didn`t like them but it changed in this game.
My role in party is DPS/heal and I like it because you can do very nice dmg and high heals.
New patch brought a lot of bad thing for
summoners. Wandering fever now has 15/20/25% chance to give
you blood and when wandering fever is expired or dispelled, enemy
will receive damage. I really don`t like that skill anymore and it
is almost useless but you can use it on raid bosses to get some
blood.
Volatile Infection affects all enemies within the 10 yard range of the target and it explodes in 8 seconds inflicting damage to the infected enemy and to up to 3 other enemies in a 10 yard range. This skill is very good now especially for pve and it is replacement for fever.
Endless blood no longer generates drops of blood. This was VERY good skill and and now it only increases critical chance of some skills. Healing and damaging effects of Empowered Infections are now increased by 5/10/15%. That is very bad because it was 30% before.
Depending on the rank of the ability, Dark Pact now generates 1 drop of blood every 5 seconds when you are out of combat and have less than 3/5/10 drops of blood left. This skill is only good on rank 3 because it gives you blood and you can see it as replacement for endless blood but only when you are out of combat.
My build is dot/vamp and it`s mix of pvp and pve. I am pvp player but with this new patch I had to take some pve skills and remove some pvp skills.
I am not using it since i am not acid build.
One of main dots so keep it rank 3.
Deals dmg and heals you. There is no need to put it rank 3 because you get same amout of blood on 2nd or 3th rank.
Max it because it gives you a lot of armor and prevents casting interruption.
It is pvp skill and I like it but I had to put it rank 2 so I can take some other skills
Generates 1 drop of blood every 5 seconds when you are out of combat and have less than 3/5/10 drops of blood left. I puted it on lv1 so I can open other skills in the tree.
Your best aoe heal. Rank 2 is enough.
Heals target instantly for nice amount and makes heal over time effect. Max it because it`s your main heal.
After the patch this skill is amazing for pve and it is replacment for fever because it is aoe and does very good dmg.
For me this is the best pet because it gives you blood and does aoe silence which is nice for pvp.
It was best dot but after the patch it gives you some blood and explode when expires or when it is dispeled.
I love this skill because it gives you another life when you are about to die. Great for pvp
Acid bolt grid
I am not acid build so i only took perception rubies.
Putrefy grid
Evil Genius
Must have because it increase your intelligence.
Withering Touch
You need to get neurotoxin so this is the best way to get it. It also gives chance for Volatie Infection and neurotoxin to inflicit putrefy on enemy.
Neurotoxin
Nice pvp skill because when it gets 6 stack it stuns enemy for 3 sec.
Panic Monger
As I said I like pvp and fear is very important for pvp. This rubie reduces cooldown for fear and increases range of fear.
Necropotency
It is very useful because when you get 5 stack you get instantly vampirism and dark renewal (and some other skills).
Empowered Infections
Must have because it increases effects of plague of manding, putrefy, wandering fever and neurotoxin.
Vampirism Grid
Healing Shield
Very useful passive heal because it heals you when you lose stack of blood aegis.
Howl of Death
Inflicts nice dmg and makes slow effect on enemies.
Dark Gift
Gives you and your pet more hp
Dark Leech
Reduces cast time and mana cost for vampirism.
Reservoir of Blood
Increases size of your blood bank.
Reanimator
Gives you 50% chance to reduce cooldown of howl by 100% so you can cast 2 howls in row
Endless Blood
This skill is not goods as it was before but I took it to get more critical chanse and to get reservoir of blood.
With the new patch I tried to make best mix of pvp pve and this is what I came up with. As I said I am pvp player but I took Volatie Infection so I don`t become useless in pve.
Pvp is harder now because you have only 1 dot and blood is not regenarating so it is harder to kill healing classes like healers and paladins. If we are talking about advantages then I can say that with this build you can be good at pvp and pve and for disadvantages I will only say that disadvantage in pvp is a bit high cooldown for fear because it is rank 2.
1)
Stoeipoesje from guild: Legends on server: ISA See More
2) Cptrootkovsky from guild: Monsters Inc on server: ISA See More
Hello Im Cptrootkovsky, Im playing on the ISA server in Best Empire Guild "Monsters Inc."
In my guide I want to show you my build and playstyle.
My main role in party/raid is DPS as much as I can, help a little with my Crowd Control skills and sometimes tanking bosses in heroics when Im with low skilled tank in party;). I decided to make PvE dps build
but Im still able to be good in PvP events.
My Build:
Psychic Shoc - attacking skill, makes low
dmg and in my opinion it should stay at lvl 1, bigger lvl is only
waste of talent points.
Menta Link -allows you to cast certain
spells, its very usefull skill especialy while leveling
Pyrokinesis - main DPS skill, it makes
best one hit damage. In my opinion lvl3 is must have
Mental Twin - Summons a clone of yourself
at the chosen location and make you invisible for a target,
can only be used hen target is affected by a Mental Link effect. Its very usefull skill while leveling and
in 1 vs 1 pvp.
Mental Calm - Cancels small amount of
Mental Overload. In my opinion lvl 3 is must have.
Hipnosis -Places target into state where
they cannot move and use abilities for x amount of seconds. Almoust
useless skill since everyone in PvP have strong resist to that
skill, in PvE good for psi in party that starting they adventures
through heroic instances, stronger party use more Rambo tactic and
that skill become useless.
Ectoplasmatic Form - turns you into
Ectoplasmatic Form that allows you to absorb some dmg but increases
your Astral dmg taken by 100%.It realy saves my life many
times.
Mental Cleansing - realy good selfheal
that can also dispel some negative effects from yourself. On rank 3
and with rubies that skill is instant and it can heal you for full
hp if crits.
Choke - chanles negative energy that makes
low dmg but it slows target by 50% and after 8s of succesfull cast
it inflicts 5s silence effect to a target. I use it only in PvP and
its very usefull skill there.
Telekinetic Pull - very usefull Crowd
Control skill that pulls all enemies in 20 yard radius into chosen
location and knoks them down. LvL 1 is must have, higher levels in
my opinion only if you want to make Crowd Controll build and put
some rubies into increase of stuns duration and decrease
cooldown.
Mental Pulse - Inflict low dmg to all
enemies in 5 yard radius, throws them away and stuns fo 2s. Basily
I use that skill only in pvp vs melee classes.
Temporal Acceleration - Increase your
casting skill and movement speed by 30/40/50% ( depends of talent
lvl) and decrease cooldowns on your skills by 30/40/50%. Very
usefull skill but lvl 3 need very lange amount of mana cause of
fast fast Pyrokinesis spam that I use while dpsing, thats why I
choose only lvl 2 of that sill.
Wall Of Blades - Our one and only but imba
AoE DMG skill - very,very,very,very usefull in pvp, especialy
against palladins and mages.
Spectral Assasin - summons a copy of
target that attacks him. Copy have same stats as a target and him.
His dmg increases by 1% every second. In my opinion this skill is
only usefull vs melee classes and scout but he is too easy to kill
so I decided to not waste my talent points here.
Will Suspension - Imba skill, lvl 3 must
have, EOT ;)
Rubies
All rubies I taken gives me more dps and more dps and more...dps xD and helps me stay alive little longer in combat.
Basicly to dps im using Will Suspencion>Pyrokinezis spam combo. Use Ectoplasmatic Form and Mental Cleansing when needed.
I hope that my build can be usefull for someone.
At the end I want to say sorry for my bad English and low form but I want to make a simple guide not a book about psi ;)
See you in game and good luck.
Cptrootkovsky
3) Rexeos from guild: Toxic on server: ISA See More
Hi,
My avatar is Rexeos psionicists mentalist. Now is on fresh lvl 42. I am playing in Toxic guild on ISA server. Becouse of fresh lvl 42, I am now focused on gold, hc and astral. To does all those adventures is good to have runes. And thats my future task to obtain few runes to be helpfull in Heroics and Astral Adventures.
I have uloaded here my equip and lvl stuff for lvl 36. 40. 41. 42 and 9 builds I come with during that two days from Pump my Build water of death contest - really enjoyed those two days. http://www.sendspace.com/file/00zxh3
Why I chooosed Psionicist? Psionicist was for me party character at first place. Spells like Disciplined Mind and Rapid Metabolism was reason for me of choosing that character. But till those times r gone I have been focused on Mental Twin as a shield while firing Pyrokinesis eventually Choke in PVE. In HC I have been using Choke and Telekinetic Pull for slowing down enemies, Wall of Blades or boosted Temporal Acceleration (50% to Speed movement and casting speed and reduce Cooldown duration of spell) with Quickened Mind (increases the duration on Temporal Acceleration by 30%) Pyrokinesis gives damage every 1,25 sec for some DPS. Combo with Loop of Time gives ten seconds back so amount o mana used on fast casting Pyrokinesis is simply retrieved back by Loop of Time. For leveling is maxed Temporal Acceleration good too, becouse avatar can run across Allods faster by 50%.
The build I had before U can check in „Talents and rubies before volume 3 patch“ directory. The goal of my last build was to get me from lvl 39 to lvl 42. I used build with Mental Link and Mental Twin, using Pyrokinesis and Choke. Becouse of lack of runes and becouse of usually using basic green equipment I had to keep my life safe as much as possible. Pls visit those http://en.forum.gpotato.eu/?CD=ALLODS_EN_F024&TC=0000000000&MD=VT&US=Y&AS=Y&TNO=1129760&LREFF=http%3A%2F%2Fen.forum.gpotato.eu%2FIndex.aspx%3FCD%3DALLODS _EN_F024 to see last Pimp my Build within my build and pictures.
2) Changes
Some changes has occured but nothing drastic like last time. Most of changes r included in patch notes (), but imho most important r
- Insidious Influence (nerfed for Mental Link, booster for Will Suppresion) – before volume 3 patch gaved +10% to dmg (+2% damage – effect can stack up to 5 times) for all the time when Mental Link was estabilished for every dmg done by Pyrokinesis; and didnt worked with Will Suppresion. Now, after volume 3 patch, effect longs 15 seconds and after that time +2% dmg bonus have to be stacked up to 5 times again to gain 10% dmg bonus.. again (counter begins at 15 seconds and drops to 0 seconds). So Will suppresion gets +24% to dmg from Cruel Master and +10 % from Insidious Influence at the end of each 15 second period.
- Type of spell: missing
- I heard that in volume 3 patch in re-sale could be bought green item necklace +60 to luck; usually blue equipment of that lvl gives +61. Green item buffed?
Becouse of lvl 42 and a bit better equipment I can use Wil Suppresion instead of Mentalink Link and Mental Twin combination.
Methodic of testing
Please downlaod that zip file http://www.sendspace.com/file/00zxh3
There U will find all pictures of stats, rubies, dps, location of testing, inside of bag, chance to critical hits with Master Augur etc.
During testing 9x15 minutes i earned 100 gold in Defiled Ruins.
Testing is based on my Build nr 0 - that means my basic status + bonus from blessing (+73 to luck) and + equipment + Greater Stragezers Potion +65 to Inteligence. Testing area is in Defiled Ruins left-up corner on map - 3rd june teleport. Every build goes through battling for 15 minuts. From that 15 mins long fight I can find out by DPSmeter what amount of dmg I was giving. Dps meter can be downloaded from http://ui9.ru/forum/darkdpsmeter/about and I found it very usefull tool for some part of guide.
Build nr 0 Rexeos avatar
Epic equipment: 8
Rare equipment: 8
Rubies points: 36
Talents points :47
Chance to deal critical strike: 44.8%
Chance to deal glancing blow: 5.03%
Wisdom is 181 that gives 7964 ofa mana. Thats very low. There should be around 10k of mana as minimum.
On 30 pictures u can see every single equipment I have and every stat with comment.
All stat points r invested into Luck, as i red on forums, that +luck is harder to find on equipment. I am investing Blessing lvl 42 +76 into luck. Equipment gives +208 to luck. In overall its 398 luck = chance to deal critical strike is 44.8% (*higher number% is better) and chance to deal glancing blow is 5.03% (*u can achieve max 5% for chance to deal glancing blow – the lowe number% better).
Build nr 0
basic stats
Build nr 1 Pain Transfer
3280k dmg
advantage With full Enlightened path games is very smooth. Will Suppresion, Pain Transfer, Mental Calm, Pyro, Pyro, Mental pulse, Pyro. Very comfortable play
disadvanate Slow dmg dealer, too much Mental Overload
Build nr 2 Build is mainly focused at Pyro. Pyro solo is not powerful enough. Mental Pulse included witout Mental Explosisition
3154k dmg
advantage Ectoplasmatic Excelence
disadvanate Solo pyro; Choke can be used only HC or group, no CC,
Build nr 3 Master Agur another build --- tht build needs 3-4 more rubies to be top (39-40 rubies in total) i founded that this build was most funny of all i have been playing, second was nr 4
3671k dmg Forfreitng 3 rubies to try get Master Augur, but missing 33% in Enlightened path
advantage
Disadvantage Enlightened Path is only at 66%, Master Augur is only at +6% to luck and therefore killing mobs is slower in grind.
Build nr 4 My favorite and build that gave most damage in 15 mins
4274k dmg
advantage Fastest Will Suppresion, Mental Pulse with Mental Explosition, Full Choke
disadvantage consumes a lot of mana/myrha
Build nr 5 Only Mental Link and Mental Twin build i have tested. Mostly focused on dmg by pyrokinesis with Master Augur +9% to luck makes that build 55,5%to critical strike +50% from it = 83,25 to critical stirke.
3605k dmg
advantage Strong shield from Mental Twin, low myrha cost, Pyro and Choke, very high sruvival abilitiy
Disadvantage Low grind
Build nr 6 Pain Transfer, Pyro, Mental Puls, Mental Explosion
3654k dmg
advantage
disadvanate Slow dmg dealer, too much Mental Overload
Build nr 7 Build number 7 and 8 demonstrate, that one ruby can make difference in damage 300k. Build number number 7 miss one ruby in Enlightened Path and all DPS get slowered by long waiting for Will Suppresion
3740k dmg
Build nr 8 Maxed Telekinetic Pull with Mental Pulse and Mental Explsition. Pyro included :).
4086k dmg
advantage Fastest Will Suppresion, Mental Pulse with Mental Explosition. Good crowd control with full Mental Puls, Telekinetic Pulse, Mental Explosion
disadvantage Choke is only lvl 1 and there froe can only slow with lowest possible damage Choke has.
Build nr 9 Master Augur build with Will Suppresion and Dominating Mind (+3-4 rubbies more and its top build)
4026k dmg
advanatage One of build, that very depends on eqip rather than runes becouse Master Augur gives +9% to luck. Dmg is prety good too. I have a suggesting to move one ruby from Insidious Influence ang give it to Ectoplasmatic Excelence and its full Lucky Avatar Build. Only that one can compete to nr4 and nr 8.
My choice
In the end there r 3 dmg dealing builds (1 with Master Augur and 2 with Mental Exposision).... and damage is what am i looking for now and not safety as it was during lvling. Safety was given by Mental Twin build (here is one at nr 5)
Nr 9 Master Augur build was for long time favorit becouse does pretty dmg for one less consume of myrha than build nr4. One ruby should be taken from Insiduence Influence and given to Ectoplasmatic Escelence and welcom quite nice Pyro build with maxed stats.
But!
Most deadly build i founded is combination of Will Suppresion + Pyro + Mental Puls + Mental Explosition. Imho Insidicious Influence with Mental Explositions r more usefull than Master Augur. Big disadvantage is loosing of 3 rubies to reach Master Augur. But yes, its true that putting 3 rubies into Experienced Manipulator isnt any win, but Mental Explosition is worth it; at least as a fun part of the game.
Build in results and in fun was for me is build number 4. That build is using Will Suppresion, Pyro, Pyro, Pyro, Mental Pulse/Telekinetic Pull and Telekinetic Explosion. Thats fast and quite deadly. And fun. It costs 8x47 myrha. Good for killing mobs in testing area. Choke can do more dmg in Heroics, so therfore i am to sarficicing +20% chance stun enemies with Telekinetic Pull. U can download all stats from http://www.sendspace.com/file/00zxh3 (including pictures...)
Spells like Wall of Blade, Choke and Telekinetic Pull r good for Heroics and astral rides. Every build has Wall of Blades at lvl 1 and Telekinetic Pull at lvl 1 for group or party raids.
Paint Transfer creates a lot of Mental Overload, i will avoid those builds even, that dmg could be with runes really nice in future. Builds nr 1 and nr 6.
I have almost forget about nr 8 build. Is same as nr 4 but nr 4 has maxed Choke, while nr 8 has maxed Telekinetic Pull. In the way it is now is better for my avator to be build nr 4.
In the end I want only to tell, that in most of those build is not included Ectoplasmatic Excellence and have at least one ruby to be imune to knock down comes to consider of each of U.
Build nr 1 Full Pain Transfer based build
Talent tree:
Psychic Shock (1) – not using. Can not find it better than other spells.
Mental Link (1) – not using. Its only good for Mental Twin build.
Pyrokinesis (3) – has bonus from Sadistic Touch +9% to dmg and Psychotics urges increases critical strike dmg by +30%. Demonic knowledge increases dmg by +9%. Costs 763 mana.
Pain Transfer (3) - has bonus from Master of Pain +9% to dmg and Demonic knowledge increases dmg by +9%. Costs 514 mana.
Mental Calm (3) – removes 7 - 11 stack of Mental Overload. Costs 308 mana.
Choke (3) - has bonus from Sadistic Touch +9% to dmg and Psychotics urges increases critical strike dmg by +30%. Demonic knowledge increases dmg by +9%. Costs 954 mana.
Wall of Blades (1) – good aoe spells. Good for Heroics as tank says its good spell. Costs 1922 mana.
Mental pulse (1) – knock back enemies and stuns them for 2 seconds. Costs 646 mana.
Telekinetic pull (1) – mainly for Heroics – has 10% chance to stun enemies for 2 seconds. Costs 646 mana.
Ectoplasmatic Form (3) – maxing out shield for 13 seconds and aborb maximum damage. Costs 308 mana.
Mental Cleansing (3) – healing. Costs 426 mana.
Temporal Acceleration (1) - 30% to speed movement and casting and reduce cooldown duration of spell by 30% for 22 seconds with one ruby in Quickened Mind. Costs 242 mana.
Will Suppresion (3) – has from Cruel Master that increas dmg by +24%. Enligtened path drops Cooldown to minimum to ?s and increases range of Will Suppresion by +24%. Costs 345 mana.
Talent grid Psychic Shock
Unending Knowledge: +9% to inteligence
Demonic knowledge: +9% to dmg
Loop of Time – 10 second back restart
Sadistic Touch: +9% to Pyrokinesis and Choke dmg
Psychotic Urges: increases critical strike dmg of Pyrokinesis and Choke by +30%
Advantegous Attack: +8% to dmg to targets affected by stun or movement effect
Master of Pain: 9% to dmg made by Pain Transfer and +30% to PT range.
Stress Resistance: removes 3 additional stack of Mental Overload
Talent Grid Mental Link
Cruel Master: +24% to dmg to target affected by Will Suppresion
Analytis Thought: +9% to Perception
Enlightened path: reduces cooldown of Will suppresion by 30% to 16.8? seconds and increases range by 24%
Dominating Mind: +50% to luck stats, that makes our chance to deal critical strike: 44.8% + 50% = 67.6%
Talent Grid Pain Transfer:
Quickened mind: Increases movement speed by 10% and decreases cooldown of Superficial Trance by 15% to 4mins and 15second.
Superficial Trance: Restores mana every 4:15.
The way of gameplay
Prepare Pyrokinesis (3) – has bonus from Sadistic Touch +9% to dmg and Psychotics urges increases critical strike dmg by +30%.
Will Suppresion (3) – has from Cruel Master that increas dmg by +24%. Enligtened path drops Cooldown to minimum to ?s and increases range of Will Suppresion by +24% u can cast 3 pyrokinesis till mob comes at testing area (mob moves general speed).
Pain Transfer (3) - has bonus from Master of Pain +9% to dmg and Demonic knowledge increases dmg by +9%. Has cooldown 10 seconds, that quite ok, becouse we have to wait for Mental Calm every time we want use Pain Transfer.
Mental Calm – is boosted up with Stress resistence that removes additional 3 stacks of Mental Overload; in total Mental Calm removes 10-14 of Mental Overload
Pyrokinesis – has 10% to deal additional dmg, but that creates Mental Overload. That measn for us lost of Inteligence status and lower dmg. Thats the reason, why Pain Transfer Build is not prefered becouse after shooting Pain Transfer we had to use Mental Calm and now we have to wait 21second till MO is gone or 14 seconds to cast Mental calm again.
Ectoplasmatic Form (3) or Mental Pulse - when mob is too close, and after cast Pyrokinesis again.
Results:
Mana costs: + 345 Will Suppresion + 514 Pain Transfer + 308 Mental Calm + 763 Pyrokinesis + 305 Ectoplasmatic form + 646 Metnal Pulse + 763 Pyro = 3644 mana (1903 if mob is dead after WS + PT + Pyro)
DMG/15mins: 3280k dmg
Gold: 15
Mark of Diligence: 11
Its Only one build I have tried with full Demonic Knowledge +9% to dmg.
That build can kill in first two shots by Pain Transfer and Pyrokinesis. DMG is lowest of all builds i have been testing. I think its becouse of lack Insidious Influence that can make Will Suprresion from +24%dmg to +34%dmg.
Very big problem about that build is that mental overload is created by 3 spells: Pain Transfer, Pyrokinesis and Mental Cleansing and even Pain Transfer alone with Pyrokinesis during battle can create 15 stacks of Mental Overload and thats not good.
Build nr 2 Pyrokinesis with Mental Pulse base build
Talent tree:
Psychic Shock (1) – not using. Can not find it better than other spells.
Mental Link (2) – not using. Its only good for Mental Twin build.
Pain Transfer (1) not using.
Pyrokinesis (3) – has bonus from Sadistic Touch +9% to dmg and Psychotics urges increases critical strike dmg by +30%. Demonic knowledge increases dmg by +6%. Costs 763 mana.
Choke (3) - has bonus from Sadistic Touch +9% to dmg and Psychotics urges increases critical strike dmg by +30%. Demonic knowledge increases dmg by +6%. Used specialy in Heroics. Costs 954 mana.
Wall of Blades (1) – good aoe spells. Good for Heroics as tank says its good spell. Costs 1922 mana.
Mental pulse (1) – knock back enemies and stuns them for 2 seconds. Higher rank does more dmg like Pyro without critical strike. Costs 646 mana.
Telekinetic pull (1) – mainly for Heroics – has 10% chance to stun enemies for 2 seconds. Costs 646 mana.
Ectoplasmatic Form (3) – maxing out shield for 13 seconds and aborb maximum damage. Costs 308 mana.
Mental Cleansing (3) – healing. Costs 426 mana.
Temporal Acceleration (3) - 50% to speed movement and casting and reduce cooldown duration of spell by 50% for 22 seconds with one ruby in Quickened Mind. Costs 242 mana.
Will Suppresion (3) – has from Cruel Master that increas dmg by +24%. Enligtened path drops Cooldown to minimum to 16.8? s and increases range of Will Suppresion by +?%. Costs 345 mana.
Talent grid Psychic Shock
Unending Knowledge: +9% to inteligence
Demonic knowledge: +6% to dmg
Loop of Time – 10 second back restart
Sadistic Touch: +9% to Pyrokinesis and Choke dmg
Psychotic Urges: increases critical strike dmg of Pyrokinesis and Choke by +30%
Stress Resistance: removes 3 additional stack of Mental Overload
Ectoplasmatic Excelence: grants 100% imune to knockdown effects and every two second remove impairing movement effects.
Talent Grid Mental Link
Cruel Master: +24% to dmg to target affected by Will Suppresion
Analytis Thought: +9% to Perception
Enlightened path: reduces cooldown of Will suppresion by 30% to 16.8 seconds and increases range by 24%
Dominating Mind: +50% to luck stats, that makes our chance to deal critical strike: 44.8% + 50% = 67.6%
Insidious Influence: +0-10% to dmg (avg +6-8% to dmg; in heroics +10% to dmg)
Talent Grid Pain Transfer:
Quickened mind: Increases movement speed by 20% and decreases cooldown of Superficial Trance by 20% to 24second.
Superficial Trance: Restores mana every ?.
The way of gameplay
Prepare Pyrokinesis (3) – has bonus from Sadistic Touch +9% to dmg and Psychotics urges increases critical strike dmg by +30%.
Will Suppresion (3) – has from Cruel Master that increas dmg by +24%. Enligtened path drops Cooldown to minimum to ?s and increases range of Will Suppresion by +?24% u can cast 3 pyrokinesis till mob comes at testing area (mob moves general speed).
Pyrokinesis (3) – has 10% to deal additional dmg, but that creates Mental Overload. Removing with Mental Calm.
Pyro (3)
Mental Pulse (1) – knocking back enemies, stunning him so we can use Mental Explotion.
Ectoplasmatic Form (3) – shield.
Resuslts:
Mana costs: + 345 Will Suppresion + 763 Pyrokinesis + 763 Pyrokinesis + 646 Mental Pulse + 305 Ectoplasmatic form + 763 Pyro = 3585 mana (2517 if mob is dead after WS + Pyro + Pyro + MP)
DMG/15mins: 3154 dmg (3600k if hits of Pyrokinesis would be around 150/15mins)
Gold: 6
Mark of Diligence:
That is pure Pyrokinesis build, that has no other options to kill than with Choke. But without Mental Twin as a shield is almost impossible to shoot from Choke even if Ectoplasmatic Form is full buffed by Ectoplasmatic Excelence. Therefor that build is pure Pyrokinesis build and for overall dmg/15mins can be seen that is less dmg dealer. Its becouse of U have to use a lot of Mental Cleansing. For PVP and Heroics that build can offer nothing.
Build nr 3 Pyrokinesis with Mental Pulse base build
Talent tree:
Psychic Shock (1) – not using. Can not find it better than other spells.
Mental Link (2) – not using. Its only good for Mental Twin build.
Pain Transfer (1) not using.
Pyrokinesis (3) – has bonus from Sadistic Touch +9% to dmg and Psychotics urges increases critical strike dmg by +30%. Demonic knowledge increases dmg by +6%. Costs 763 mana.
Choke (3) - has bonus from Sadistic Touch +9% to dmg and Psychotics urges increases critical strike dmg by +30%. Demonic knowledge increases dmg by +6%. Used specialy in Heroics. Costs 954 mana.
Wall of Blades (1) – good aoe spells. Good for Heroics as tank says its good spell. Costs 1922 mana.
Mental pulse (3) – knock back enemies and stuns them for 2 seconds. Higher rank does more dmg like Pyro without critical strike. Costs 646 mana.
Telekinetic pull (1) – mainly for Heroics – has 10% chance to stun enemies for 2 seconds. Costs 646 mana.
Ectoplasmatic Form (3) – maxing out shield for 13 seconds and aborb maximum damage. Costs 308 mana.
Mental Cleansing (3) – healing. Costs 426 mana.
Temporal Acceleration (1) - 50% to speed movement and casting and reduce cooldown duration of spell by 50% for 22 seconds with one ruby in Quickened Mind. Costs 242 mana.
Will Suppresion (3) – has from Cruel Master that increas dmg by +24%. Enligtened path drops Cooldown to minimum to ?s and increases range of Will Suppresion by +?%. Costs 345 mana.
Talent grid Psychic Shock
Unending Knowledge: +9% to inteligence
Demonic knowledge: +6% to dmg
Loop of Time – 10 second back restart
Sadistic Touch: +9% to Pyrokinesis and Choke dmg
Psychotic Urges: increases critical strike dmg of Pyrokinesis and Choke by +30%
Stress Resistance: removes 2 additional stack of Mental Overload
Talent Grid Mental Link
Cruel Master: +24% to dmg to target affected by Will Suppresion
Analytis Thought: +9% to Perception
Enlightened path: reduces cooldown of Will suppresion by 20% to ? seconds and increases range by 24%
Dominating Mind: +50% to luck stats, that makes our chance to deal critical strike: 52% + 50% = 78%
Insidious Influence: +0-10% to dmg (avg +6-8% to dmg; in heroics +10% to dmg)
Master Augur +6%
Talent Grid Pain Transfer:
Quickened mind: Increases movement speed by 10% and decreases cooldown of Superficial Trance by 15% to 4:15 second.
Superficial Trance: Restores mana every 4 mins and 15 seconds.
The way of gameplay
Prepare Pyrokinesis (3) – has bonus from Sadistic Touch +9% to dmg and Psychotics urges increases critical strike dmg by +30%.
Will Suppresion (3) – has from Cruel Master that increas dmg by +24%. Enligtened path drops Cooldown to minimum to ?s and increases range of Will Suppresion by +24% u can cast 3 pyrokinesis till mob comes at testing area (mob moves general speed).
Pyrokinesis (3) – has 10% to deal additional dmg, but that creates Mental Overload. Removing with Mental Calm.
Pyro (3)
Mental Pulse (3) – knocking back enemies, stunning him so we can use Mental Explotion.
Ectoplasmatic Form (3) – shield.
Pyro (3)
Resuslts:
Mana costs: + 345 Will Suppresion + 763 Pyrokinesis + 763 Pyrokinesis + 646 Mental Pulse + 305 Ectoplasmatic form + 763 Pyro = 3585 mana (2517 if mob is dead after WS + Pyro + Pyro + MP)
DMG/15mins: 3671k
Gold: 10
Mark of Diligence:
That is build that i remember as very fun to play. I have forfeited 3 rubies on crap to get +6% to luck bonus and +100% to Insiduos Influence, but in overall it doesnt make in overall best dmg/15mins.
Build nr 4 Pyrokinesis with Mental Pulse base build
Talent tree:
Psychic Shock (1) – not using. Can not find it better than other spells.
Mental Link (2) – not using. Its only good for Mental Twin build.
Pain Transfer (1) not using.
Pyrokinesis (3) – has bonus from Sadistic Touch +9% to dmg and Psychotics urges increases critical strike dmg by +30%. Demonic knowledge increases dmg by +6%. Costs 763 mana.
Choke (3) - has bonus from Sadistic Touch +9% to dmg and Psychotics urges increases critical strike dmg by +30%. Demonic knowledge increases dmg by +6%. Used specialy in Heroics. Costs 954 mana.
Wall of Blades (1) – good aoe spells. Good for Heroics as tank says its good spell. Costs 1922 mana.
Mental pulse (3) – knock back enemies and stuns them for 2 seconds. Higher rank does more dmg like Pyro without critical strike. Costs 646 mana.
Telekinetic pull (1) – mainly for Heroics – has 10% chance to stun enemies for 2 seconds. Costs 646 mana.
Ectoplasmatic Form (3) – maxing out shield for 13 seconds and aborb maximum damage. Costs 308 mana.
Mental Cleansing (3) – healing. Costs 426 mana.
Temporal Acceleration (1) - 30% to speed movement and casting and reduce cooldown duration of spell by 30% for 22 seconds with one ruby in Quickened Mind. Costs 242 mana.
Will Suppresion (3) – has from Cruel Master that increas dmg by +24%. Enligtened path drops Cooldown to minimum to ?s and increases range of Will Suppresion by +24%. Costs 345 mana.
Talent grid Psychic Shock
Unending Knowledge: +9% to inteligence
Demonic knowledge: +6% to dmg
Loop of Time – 10 second back restart
Sadistic Touch: +9% to Pyrokinesis and Choke dmg
Psychotic Urges: increases critical strike dmg of Pyrokinesis and Choke by +30%
Stress Resistance: removes 2 additional stack of Mental Overload
Talent Grid Mental Link
Cruel Master: +24% to dmg to target affected by Will Suppresion
Analytis Thought: +9% to Perception
Enlightened path: reduces cooldown of Will suppresion by 30% to ? seconds and increases range by 24%
Dominating Mind: +50% to luck stats, that makes our chance to deal critical strike: 44.8% + 50% = 67.6%
Insidious Influence: +0-10% to dmg (avg +6-8% to dmg; in heroics +10% to dmg)
Talent Grid Pain Transfer:
Quickened mind: Increases movement speed by 10% and decreases cooldown of Superficial Trance by 15% to 4mins and 15second.
Superficial Trance: Restores mana every 4:15.
Experienced Manipulator: Reduce cooldown duration of Mental Pulse and Telekinetic Pulse by ?% to ?19.6s for Mental Pulse and ?19s for Telekinetic Pull.
Mental Explosition: does dmg as in critical strike Pyro. Costs 249 mana.
The way of gameplay
Prepare Pyrokinesis (3) – has bonus from Sadistic Touch +9% to dmg and Psychotics urges increases critical strike dmg by +30%.
Will Suppresion (3) – has from Cruel Master that increas dmg by +24%. Enligtened path drops Cooldown to minimum to ?s and increases range of Will Suppresion by +?24% u can cast 3 pyrokinesis till mob comes at testing area (mob moves general speed).
Pyrokinesis (3) – has 10% to deal additional dmg, but that creates Mental Overload. Removing with Mental Calm.
Mental Pulse (3) – knocking back enemies, stunning him so we can use Mental Explotion.
Mental Explotion – damages enemy when is stunned od knocked down.
Ectoplasmatic Form (3) – shield.
Resuslts:
Mana costs: + 345 Will Suppresion + 763 Pyrokinesis + 763 Pyrokinesis + 646 Metnal Pulse + 249 Mental Explosion + 305 Ectoplasmatic form + 763 Pyro = 3834 mana (2766 if mob is dead after WS + Pyro + Pyro + MP + ME)
DMG/15mins: 4270k dmg
Gold: 16
Mark of Diligence:
That build is most dmg dealer – it has lower rate of critical strike than his brother nr9 with Master Augur but thx to Insidues Influence average dmg is higher and therefor overall dmg/15mins is by 200k higher. Mental Explosition does always good job - its fast spell, cheap and mostly is finishing battle with dmg like pyro critical.
Build nr 5 Mental Twin and Pyro build
Talent tree:
Psychic Shock (1) – not using. Can not find it better than other spells.
Mental Link (3) – +15% to dmg. Costs 270 mana.
Mental Twin (3) – shield. Costs 176 mana.
Pain Transfer (1) not using.
Pyrokinesis (3) – has bonus from Sadistic Touch +9% to dmg and Psychotics urges increases critical strike dmg by +30%. Demonic knowledge increases dmg by +6%. Costs 763 mana.
Choke (3) - has bonus from Sadistic Touch +9% to dmg and Psychotics urges increases critical strike dmg by +30%. Demonic knowledge increases dmg by +6%. Used specialy in Heroics. Costs 954 mana.
Wall of Blades (1) – good aoe spells. Good for Heroics as tank says its good spell. Costs 1922 mana.
Mental pulse (1) – knock back enemies and stuns them for 2 seconds. Higher rank does more dmg like Pyro without critical strike. Costs 646 mana.
Telekinetic pull (2) – mainly for Heroics – has 10% chance to stun enemies for 2 seconds. Costs 646 mana.
Ectoplasmatic Form (3) – maxing out shield for 13 seconds and aborb maximum damage. Costs 308 mana.
Mental Cleansing (3) – healing. Costs 426 mana.
Temporal Acceleration (1) - 30% to speed movement and casting and reduce cooldown duration of spell by 30% for 22 seconds with one ruby in Quickened Mind. Costs 242 mana.
Will Suppresion (0) – not using in that build
Talent grid Psychic Shock
Unending Knowledge: +9% to inteligence
Demonic knowledge: +6% to dmg
Loop of Time – 10 second back restart
Sadistic Touch: +9% to Pyrokinesis and Choke dmg
Psychotic Urges: increases critical strike dmg of Pyrokinesis and Choke by +30%
Stress Resistance: removes 2 additional stack of Mental Overload
Talent Grid Mental Link
Analytis Thought: +9% to Perception
Dominating Mind: +50% to luck stats, that makes our chance to deal critical strike: 52% + 50% = 78%
Insidious Influence: +66% chance for +0-10% to dmg (avg +6-8% to dmg; in heroics +10% to dmg)
Master Augur: +9% to dmg
Erase Memory: +10% to dmg
Accelerated Connection: Mental Link Casted by 1,5 second
Clone Mastery: reduce dmg taken by Mental Twin by 5%
Mind Fire - Cooldown doubles for enemy
Talent Grid Pain Transfer:
Quickened mind: Increases movement speed by 10% and decreases cooldown of Superficial Trance by 15% to 4:15 second.
Superficial Trance: Restores mana every 4 mins and 15 seconds.
The way of gameplay
Prepare Pyrokinesis (3) – has bonus from Sadistic Touch +9% to dmg and Psychotics urges increases critical strike dmg by +30%.
Mental Link (3) - +15% to dmg and with Accelerated Connection is casted in 1,5 seconds.
Pyrokinesis (3) – produces with Insidious Influence +0-10% to dmg – 2% per stack, up to 5 stacks
Mental Twin. - shield
Pyro (3)
Pyro (3)
Resuslts:
Mana costs: + 270 Mental Link + 763 Pyrokinesis + 763 Pyrokinesis + 176 Mental Twin + 763 Pyro + mana free Erase Memory = 2735 mana (27357 if mob is dead after ML + Pyro + Pyro + MT + Pyro)
DMG/15mins: 3605k
Gold: 7
Mark of Diligence:
Konsume of myrha: 5x
That Build is very similar to one i had before for leveling. Mental Twin is very good shield that receives bonus from Clone Mastery 5% to defense bonus. After Mental Twin is out u r respectively safe. Erase Memory makes good damage like Pyro in its critical strike. That build is very safe for survival, but is longer way of playing and therefore does less dmg but cost less of myrha.
Build nr 6 Pyrokinesis with Mental Pulse base build
Talent tree:
Psychic Shock (1) – not using. Can not find it better than other spells.
Mental Link (3) – not using. Its only good for Mental Twin build.
Pain Transfer (3) – has no bonus from Master of Pain to dmg and Demonic knowledge increases dmg by +6%. Costs 514 mana.
Pyrokinesis (3) – has bonus from Sadistic Touch +9% to dmg and Psychotics urges increases critical strike dmg by +30%. Demonic knowledge increases dmg by +6%. Costs 763 mana.
Choke (3) - has bonus from Sadistic Touch +9% to dmg and Psychotics urges increases critical strike dmg by +30%. Demonic knowledge increases dmg by +6%. Used specialy in Heroics. Costs 954 mana.
Wall of Blades (1) – good aoe spells. Good for Heroics as tank says its good spell. Costs 1922 mana.
Mental pulse (2) – knock back enemies and stuns them for 2 seconds. Higher rank does more dmg like Pyro without critical strike. Costs 646 mana.
Telekinetic pull (1) – mainly for Heroics – has 10% chance to stun enemies for 2 seconds. Costs 646 mana.
Ectoplasmatic Form (3) – maxing out shield for 13 seconds and aborb maximum damage. Costs 308 mana.
Mental Cleansing (3) – healing. Costs 426 mana.
Temporal Acceleration (1) - 30% to speed movement and casting and reduce cooldown duration of spell by 30% for 22 seconds with one ruby in Quickened Mind. Costs 242 mana.
Will Suppresion (3) – has from Cruel Master that increas dmg by +24%. Enligtened path drops Cooldown to minimum to ?s and increases range of Will Suppresion by +?%. Costs 345 mana.
Mental Calm (3) – removes ? stack of Mental Overload. Costs 308 mana.
Talent grid Psychic Shock
Unending Knowledge: +9% to inteligence
Demonic knowledge: +6% to dmg
Loop of Time – 10 second back restart
Sadistic Touch: +9% to Pyrokinesis and Choke dmg
Psychotic Urges: increases critical strike dmg of Pyrokinesis and Choke by +30%
Stress Resistance: removes 2 additional stack of Mental Overload
Talent Grid Mental Link
Cruel Master: +24% to dmg to target affected by Will Suppresion
Analytis Thought: +9% to Perception
Enlightened path: reduces cooldown of Will suppresion by 30% to 14 seconds and increases range by 24%
Dominating Mind: +50% to luck stats, that makes our chance to deal critical strike: 44.8% + 50% = 67.6%
Insidious Influence: +0-10% to dmg (avg +6-8% to dmg; in heroics +10% to dmg)
Talent Grid Pain Transfer:
Quickened mind: Increases movement speed by 10% and decreases cooldown of Superficial Trance by 15% to 4mins and 15second.
Superficial Trance: Restores mana every 4:15.
Experienced Manipulator: Reduce cooldown duration of Mental Pulse and Telekinetic Pulse by ?% to ?19.6s for Mental Pulse and ?19s for Telekinetic Pull.
Mental Explosition: does dmg as in critical strike Pyro. Costs 249 mana.
The way of gameplay
Prepare Pyrokinesis (3) – has bonus from Sadistic Touch +9% to dmg and Psychotics urges increases critical strike dmg by +30%.
Will Suppresion (3) – has from Cruel Master that increas dmg by +24%. Enligtened path drops Cooldown to minimum to ?s and increases range of Will Suppresion by +24% u can cast 3 pyrokinesis till mob comes at testing area (mob moves general speed).
Pain Transfer (3) – Demonic knowledge increases dmg by +6%. Has cooldown 10 seconds, thats quite ok, becouse we have to wait for Mental Calm every time we want use Pain Transfer.
Mental Calm – is boosted up with Stress resistence that removes additional 2 stacks of Mental Overload; in total Mental Calm removes ? of Mental Overload
Pyrokinesis (3) – has 10% to deal additional dmg, but that creates Mental Overload. Removing with Mental Calm.
Mental Pulse (3) – knocking back enemies, stunning him so we can use Mental Explotion.
Mental Explotion – damages enemy when is stunned od knocked down.
Ectoplasmatic Form (3) – shield.
Resuslts:
Mana costs: + 345 Will Suppresion + 514 Pain Transfer + 308 Mental Calm + 763 Pyrokinesis + 763 Pyrokinesis + 646 Metnal Pulse + 249 Mental Explosion + 305 Ectoplasmatic form + 763 Pyro = 4656 mana (2693 mob is usually dead after WS + PT + MC +Pyro + Pyro)
DMG/15mins: 3654k dmg
Gold: 20
Mark of Diligence: 8
Second build with Pain Transfer. That build is combination of Pain Transfer, Pyrokinesis and Mental Pulse with Mental Explosion spell. Pain transfer was used only as first mening battle spell but as usually and with more Pyro high amout of MO occurs and as in other Pain Transfer build, dmg is lower just becouse of amount of time u have to spend by casting more Mental Calm spells, high MO etc.
Build nr 7 Pyrokinesis with Mental Pulse base build
That build represenst importance of every ruby U have!
Difference between build nr8 and nr7 is that in nr7 is not used one ruby. That ruby is missing in Enlightened path: reduces cooldown of Will suppresion by 30% to ? seconds and increases range by 24?%.
In overal dmg its about 300k dmg/15 mins less if one ruby is missing in Enlightened Path – that diference is made by longer cooldown of Will Suppresion. Thats the reason why Enlightened Path has to have full 3 ruby buff. Thats important for PVE while in Heroic that missin ruby is not doing a such big diference.
Build nr 8 Pyrokinesis with Mental Pulse base build
Talent tree:
Psychic Shock (1) – not using. Can not find it better than other spells.
Mental Link (2) – not using. Its only good for Mental Twin build.
Pain Transfer (1) not using.
Pyrokinesis (3) – has bonus from Sadistic Touch +9% to dmg and Psychotics urges increases critical strike dmg by +30%. Demonic knowledge increases dmg by +6%. Costs 763 mana.
Choke (1) - has bonus from Sadistic Touch +9% to dmg and Psychotics urges increases critical strike dmg by +30%. Demonic knowledge increases dmg by +6%. Used specialy in Heroics. Costs 954 mana.
Wall of Blades (1) – good aoe spells. Good for Heroics as tank says its good spell. Costs 1922 mana.
Mental pulse (3) – knock back enemies and stuns them for 2 seconds. Higher rank does more dmg like Pyro without critical strike. Costs 646 mana.
Telekinetic pull (3) – mainly for Heroics – has 10% chance to stun enemies for 2 seconds. Costs 646 mana.
Ectoplasmatic Form (3) – maxing out shield for 13 seconds and aborb maximum damage. Costs 308 mana.
Mental Cleansing (3) – healing. Costs 426 mana.
Temporal Acceleration (1) - 30% to speed movement and casting and reduce cooldown duration of spell by 30% for 22 seconds with one ruby in Quickened Mind. Costs 242 mana.
Will Suppresion (3) – has from Cruel Master that increas dmg by +24%. Enligtened path drops Cooldown to minimum to ?s and increases range of Will Suppresion by +?%. Costs 345 mana.
Talent grid Psychic Shock
Unending Knowledge: +9% to inteligence
Demonic knowledge: +6% to dmg
Loop of Time – 10 second back restart
Sadistic Touch: +9% to Pyrokinesis and Choke dmg
Psychotic Urges: increases critical strike dmg of Pyrokinesis and Choke by +30%
Stress Resistance: removes 2 additional stack of Mental Overload
Talent Grid Mental Link
Cruel Master: +24% to dmg to target affected by Will Suppresion
Analytis Thought: +9% to Perception
Enlightened path: reduces cooldown of Will suppresion by 30% to ? seconds and increases range by ?%
Dominating Mind: +50% to luck stats, that makes our chance to deal critical strike: 44.8% + 50% = 67.6%
Insidious Influence: +0-10% to dmg (avg +6-8% to dmg; in heroics +10% to dmg)
Talent Grid Pain Transfer:
Quickened mind: Increases movement speed by 10% and decreases cooldown of Superficial Trance by 15% to 4mins and 15second.
Superficial Trance: Restores mana every 4:15.
Experienced Manipulator: Reduce cooldown duration of Mental Pulse and Telekinetic Pulse by ?% to ?19.6s for Mental Pulse and ?19s for Telekinetic Pull.
Mental Explosition: does dmg as in critical strike Pyro. Costs 249 mana.
The way of gameplay
Prepare Pyrokinesis (3) – has bonus from Sadistic Touch +9% to dmg and Psychotics urges increases critical strike dmg by +30%.
Will Suppresion (3) – has from Cruel Master that increas dmg by +24%. Enligtened path drops Cooldown to minimum to ?s and increases range of Will Suppresion by +?24% u can cast 3 pyrokinesis till mob comes at testing area (mob moves general speed).
Pyrokinesis (3) – has 10% to deal additional dmg, but that creates Mental Overload. Removing with Mental Calm.
Mental Pulse (3) – knocking back enemies, stunning him so we can use Mental Explotion.
Mental Explotion – damages enemy when is stunned od knocked down.
Ectoplasmatic Form (3) – shield.
Pyrokinesis (3).
Resuslts:
Mana costs: + 345 Will Suppresion + 763 Pyrokinesis + 763 Pyrokinesis + 646 Metnal Pulse + 249 Mental Explosion + 305 Ectoplasmatic form + 763 Pyro = 3834 mana (2766 if mob is dead after WS + Pyro + Pyro + MP + ME)
DMG/15mins: 4080 dmg
Gold: 14
Mark of Diligence: 5
That build is almost the same as build nr 4 but instead of Choke lvl 3 it has Telekinetic Pull lvl 3. Damage is a bit lower than build nr4, but its becouse of playing a bit more with Telekinetic Pull and average dmg is very low at criticals as hits by Pyrokinesis. I find it very usefull as in PVE and PVP and Heroics. That build is more balanced for Heroics and crowd kontrol as Telekinetic Pull can be casted More often. Choke does less dmg, but is still slowing enemy just only with less dmg. That build is surely more CC than more agressive build nr4.
Build nr 9 Pyro and Master Augur based build
Talent tree:
Psychic Shock (1) – not using. Can not find it better than other spells.
Mental Link (2) – not using. Its only good for Mental Twin build.
Pain Transfer (1) not using.
Pyrokinesis (3) – has bonus from Sadistic Touch +9% to dmg and Psychotics urges increases critical strike dmg by +30%. Demonic knowledge increases dmg by +6%. Costs 763 mana.
Choke (3) - has bonus from Sadistic Touch +9% to dmg and Psychotics urges increases critical strike dmg by +30%. Demonic knowledge increases dmg by +6%. Used specialy in Heroics. Costs 954 mana.
Wall of Blades (1) – good aoe spells. Good for Heroics as tank says its good spell. Costs 1922 mana.
Mental pulse (3) – knock back enemies and stuns them for 2 seconds. Higher rank does more dmg like Pyro without critical strike. Costs 646 mana.
Telekinetic pull (1) – mainly for Heroics – has 10% chance to stun enemies for 2 seconds. Costs 646 mana.
Ectoplasmatic Form (3) – maxing out shield for 13 seconds and aborb maximum damage. Costs 308 mana.
Mental Cleansing (3) – healing. Costs 426 mana.
Temporal Acceleration (1) - 30% to speed movement and casting and reduce cooldown duration of spell by 30% for 22 seconds with one ruby in Quickened Mind. Costs 242 mana.
Will Suppresion (3) – has from Cruel Master that increas dmg by +24%. Enligtened path drops Cooldown to minimum to ?s and increases range of Will Suppresion by +?%. Costs 345 mana.
Talent grid Psychic Shock
Unending Knowledge: +9% to inteligence
Demonic knowledge: +6% to dmg
Loop of Time – 10 second back restart
Sadistic Touch: +9% to Pyrokinesis and Choke dmg
Psychotic Urges: increases critical strike dmg of Pyrokinesis and Choke by +30%
Stress Resistance: removes 2 additional stack of Mental Overload
Talent Grid Mental Link
Cruel Master: +24% to dmg to target affected by Will Suppresion
Analytis Thought: +9% to Perception
Enlightened path: reduces cooldown of Will suppresion by 30% to ? seconds and increases range by ?%
Dominating Mind: +50% to luck stats, that makes our chance to deal critical strike: 44.8% + 50% = 67.6%
Insidious Influence: 33% of chance to +0-10% to dmg (avg +6-8% to dmg; in heroics +10% to dmg)
Master Augur: +9% to luck that increases chance to deal critical strike to 83,5%
Talent Grid Pain Transfer:
Quickened mind: Increases movement speed by 10% and decreases cooldown of Superficial Trance by 15% to 4mins and 15second.
Superficial Trance: Restores mana every 4:15.
The way of gameplay
Prepare Pyrokinesis (3) – has bonus from Sadistic Touch +9% to dmg and Psychotics urges increases critical strike dmg by +30%.
Will Suppresion (3) – has from Cruel Master that increas dmg by +24%. Enligtened path drops Cooldown to minimum to ?s and increases range of Will Suppresion by +24% u can cast 3 pyrokinesis till mob comes at testing area (mob moves general speed).
Pyrokinesis (3) – has 10% to deal additional dmg, but that creates Mental Overload. Removing with Mental Calm.
Mental Pulse (3) – knocking back enemies, stunning him so we can use Mental Explotion.
Ectoplasmatic Form (3) – shield.
Pyrokinesis (3)
Resuslts:
Mana costs: + 345 Will Suppresion + 763 Pyrokinesis + 763 Pyrokinesis + 646 Mental Pulse + 305 Ectoplasmatic form + 763 Pyro = 2834 mana (2515 if mob is dead after WS + Pyro + Pyro + MP)
DMG/15mins: 4026k dmg
Gold: 6
Mark of Diligence: 7
That build is focused on luck mostly and chance to critical hit is 83,5%. Build nr 4 did 93 critical hits with Insidious Influence without Master Augur and makes overall dmg 2880k. Build nr 5 did 103 critical hits with overall dmg 2678k. In this build Insiduence Influence has only one ruby (+33% to chance to give +0-10% to dmg) and during all 15 minuts i didnt recognized it even once. Missing of Mental Explosion makes that build a bit one way straight as only Pyrokinesis is used here. Choke at lvl 3 will be always good in Heroics a and thats same for Wall of Blades and Telekinetic Pull.
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