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05-21-2009   #1 (permalink)
MadSJJ
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Default Warrior -> Gladiator InDepth guide

Hi, MadSJJ here.
I'm here to provide a hopefully decent Warrior/Gladiator guide and answer the questions about Gladiators out there. Introductions are out of the way, let the guide begin!


Version History
24 / 5 / 09 Ver 1.0 Finished my guide just in time for the competition!
3 / 6 / 09 Ver 1.1 Added a Skill build section and an introduction to Gladiators

I will not address numbers very much in this guide as there are other guides dealing with the numbers out there. All comparisons of damage will be made to lvl 1 Blow/Air Combo Launch/normal air X / down X / dash X hit as they all deal very similar damage, referred to as Base damage. At lvl 20 without advancement Base damage is roughly 200. After advancing as a Gladiator and equipping a 2h sword, Base damage is roughly 500 to 600.

The number of skill points for each skill level are taken from Eilrahc21's The Convenant thread in the Dragonica forums. Go check it out =)
The Covenant - Dragonica Official Forum credits to Eilrahc for letting me use some of his information!!!

The skill simulator is below. The number of skill points for each skill might be different as its from a different server.
http://tinyurl.com/qg5mu9

Contents
1. Tips and Tricks
2. Warrior Skills
3. Gladiator Skills
4. NEED to know items
-a. Hammer spam
-b. Bro Lee skills
5. Combos
6. Skeleton Skill Build

Basic Introduction to Gladiator
Why play a Gladiator? We get immense damage and cool looking 2h swords. (what a short anticlimax answer)
As a Gladiator you would deal ridiculous damage with many skills, notably Stormblade. Knights would be in shock over the difference in damage that only grows as both level up.
The drop in attack speed however, will only affect you in one way : the usage of normal X. The air combo XXX would be slower and require a little more tricky timing while DOWN XXX combos will be limited to only the first X as the mob would recover after the first hit. No longer will you be able to hold X on regular mobs to rack up easy combo counts, as the 3rd and 4th X hits have ridiculous amounts of start up time, making you VERY vulnerable to mobs hitting you, interrupting it.
We also get many damage increasing skills that would be relevant regardless of level as they are all based on a percentage %, increasing our damage output for 3rd job where we get some skills that'll knock your eyes out.
Against Knights however, we lose out a lot in PVP due to skills, but make up for it by damage numbers in PVE.

1. Tips and Tricks

First thing to note. You are a melee class. Unlike archers and mages, your melee is not a ranged attack. That is to say, the normal rules of approaching your enemy from afar IN THE SAME PLANE ( ie along the same left-right line ) is a bad idea. You may come under fire from ranged mobs or you may get hit by their attacks first. Approach from above or below. Due to the nature of the AI that mobs attempt to line up with you before attacking, you will get the chance to attack first. This tactic holds especially true for bosses. Move up and down to dodge and land attacks. Approaching from far is just asking to be hit by a ranged attack or get hit first. Only mages or archers move back along the same line because they can continue attacking. We warriors cannot, as our basic melee attack has very low damage and we will be using Air Combo Launch and Cutdown and/or hammers depending on if u have it.

To deal maximum damage to mobs at minimum damage taken, one MUST do air combos. The logic is simple. In the air, no mobs can hit you. The only case where they can hit u is 1: At the start of the jump or 2. When you end the jump. Which is to say, you would still be hit if u remained on land or was just floating a small height above the ground. Secondly, the damage you deal with air XXX hits is equal or more than the hit from a lvl 3 Cutdown or Air Combo Launch. 'More than' is for the hits after the first, because if you've played a warrior before and tried an air XXX you will undoubtly notice the 2nd and 3rd hits deal more damage. And the best thing is, they do not cost mana at all, apart from the initial mana cost to launch the mob into the air. I will re-iterate this later in the counter-argument against hammer spamming.

Most skills are either MAXED or kept at lvl 1 for utility purposes. Anyone who has played Lunia will be able to tell u the power of 1 skill point to learn a skill. A new skill = 1 new skill to use when others are on cooldown or for utility purposes. I will give examples later.

On to the meat of the guide.

2. Warrior Skills
I will go left >> right according to what you see on the skill tree. All skills mentioned will be in bold.

A re-iteration: All comparisons of damage will be made to a lvl 1 Blow/Air Combo Launch/normal air X / down X / dash X hit as they all deal very similar damage, referred to as Base damage. At lvl 20 without advancement Base damage is roughly 200. After advancing as a Gladiator and equipping a 2h sword, Base damage is roughly 500 to 600.

A template of the skills format i will use.

<Skill Name>

Pre-requisite : <if any>
Max Level: <self explanatory>
No. of units hit / effect : <at lvl 1 > / <at max lvl > (not always accurate)
<Comments>





Blow
Pre-requisite : None
Max level : 5
Skill points per level : 10
No. of units hit: 5 / 9
The very first skill you get ( and most likely use as well ). Blow is a knockdown skill with slightly extended range over your normal X hits. However it's range is not as far as the image shows. This skill deals damage that i will be using as a base to compare when talking about other skills. Obviously it deals more damage than your melee and you will be using it only at the early levels when you do not have other skills. It's only redeeming factor is that it comes out rather fast and can be used for a quick knockdown. Increased levels only increase the damage and number of units hit.
Build : Lvl 1 as pre-requisite.



Sword Mastery
Pre-requisite: None
Max Level : 5
Skill points per level : 10
Effect: +10 / +70 weapon attack
Your first passive. Adds a fixed number to your attack stat. Veteran gamers would realise its weakness of it being a fixed number and not a %. At max level it adds 70. For Knights this could be a viable skill. However, for Gladiators we have Adv. Sword Mastery which at maxed adds 21% boost from weapon. 21% of 333 = 69. And the lvl 20 2h sword already exceeds that. 'Nuff said. Of course, it will be some time before you actually get to max the skill in 2nd class, so it would be useful for 1st class. Only pump if u reset it at lvl 19 using a Rookie skill reset or if u can afford cash resets.
Build: Lvl 0 or MAX ( MAX ONLY IF you are using this to assist in leveling up and resetting it later)



Air Combo Launch (ACL)
Pre-requisite : None
Max level : 5
Skill points per level : 15
No. of units hit: 5 / 9
Damage is Base at lvl 1. Your cookie cutter skill to launch enemies in the air to follow with Stormblade or jump XXX combo. There is zero reason to increase the lvl of this skill. Points are better saved for more damaging sklls. One argument goes that more units thrown up = more units to hit with Stormblade. I return it back with you do not usually get to hit 10 units unless in instances, and approaching so many units to use a ACL is risky. If you want to max a skill to use with Stormblade, max Cutdown.
Build : Lvl 1


Cutdown
Pre-requisite : Lvl 1 Blow
Max level : 5
Skill points per level : 20
No. of units hit: 5 / 9
One of the skills you'll love if you are not a hammer spammer. At level 1, damage is Base and the launched height of the mobs is so low you cannot do a jump XXX, but allows you to connect a Stormblade if you use it immediately. At level 3, the height allows you to do basically anything like ACL already. Therefore recommended level is lvl 3. It hits roughly 7/8 units at lvl 3. Only reason you would consider maxing it is the same reason with ACL, except that Cutdown is better since 1. You already have it at lvl 3 and 2. Cutdown is easier to use than ACL AND hits BOTH standing and fallen units, allowing you to re-launch mobs for a second air combo. A section of the guide will be devoted to this later on.
Build : Lvl 3 or MAX ( MAX only if you think you can afford the points and want to sync with Stormblade for more units hit. Not recommended)



Relaunch
Pre-requisite : Lvl 1 Air Combo Launch
Max level : 5
Skill points per level : 10
No. of units hit: 5 / 9 or 10
One of the "keep it at level 1 for emergency uses" sort of skill. Damage is again base at lvl 1. Cutdown is better for re-launching as it hits both standing and fallen units while Relaunch hits only fallen. However, there will be cases where you only want to hit fallen units or Cutdown was cancelled/in cooldown.
Build : Lvl 1 for an extra re-launch option and pre-requisite for Sword Dance



Storm Blade
Pre-requisite : Lvl 1 Cutdown
Max level : 5
Skill points per level : 20
No. of units hit: 6 / 10
Our killing skill. Even at 2nd class for Gladiators, we do not have any air skills to replace this, hence max it. Damage is THE MOST as damage increases per hit and it hits roughly 7 times at max level. It's what sets us apart from other classes at early levels as we clear groups of mobs in practically seconds. Only I'm Gone Bro and Wrath of Earth have comparable damage, but they are still lower.
Build : MAX MAX MAX Best damage skill



Sword Dance
Pre-requisite : Lvl 1 Relaunch
Max level : 5
Skill points per level : 10
No. of units hit: 5 / 7
A skill i did not experiment with at all. It's damage should be slightly above Base, but it doesn't launch but knocks down. It is one of the only long range option at 1st class, but being a single line projectile it makes it rather difficult to connect in PVP. Against bosses in instances it will probably be useful, but if u take the up/down approach in attacking bosses ( which you should ) you won't use this skill much. Lvl 2 is required to unlock Icecold Heart. I recommend putting this skill at 0 or 1 if u feel u need the long range option. Lvl 2 for a hammer is not really worth it. Hammers will be discussed at a later section.
Build : Lvl 0 or Lvl 1 (for a long range option but Gladiators have Incoming Bro which is better ) or 2 (If you want Icecold Heart. Not recommended)



Hammer Crush
Pre-requisite : None
Max level : 5
Skill points per level : 10
No. of units hit: 5 / 13
Effect : 50% / 70% chance to stun for two seconds.
It's hammer time! This is, in my opinion, the most useful hammer. If Base damage was 200+, this deals roughly 400 to 500, depending on level. With a 50% chance to stun at lvl 1, it makes it a very good 1-point utility skill. If you think you're gonna rely on it and crave a more successful stun, max it for 70%. It's not really worth it though and the points can be better spent elsewhere. Gladiators have Stumblebum, which is an AOE stun with a attack and accuracy debuff. It does have a charging time though. Another good (or bad) point to note about this hammer is that it hits opponents in the air in PVP, regardless of if the opponent is in the 'hit' mode or just regular jumping. It gives you an extra option to do if they are falling and prevents them from rolling, but might spoil your partner's combo. Note that instance Bosses cannot be stunned but minibosses can( think Farrel ), but people still spam hammers for the damage. Hammer spam will be discussed at a later section.
Build : Lvl 1 ( 10 SP for a stun option = good ) or MAX ( if you want damage )
Note that Hammers are DIFFICULT to connect for PVP



Blazing Youth
Pre-requisite : Lvl 1 Hammer Crush, Lvl 2 Stormblade
Max level : 5
Skill points per level : 10
No. of units hit: 5 / 13
Effect: 50% / 70% chance to inflict status Burn ( depletes hp and mana over time )
Another hammer. 2nd in my opinion among the 3 hammers. Damage SHOULD be slightly more than the stun hammer. Burn effect MAY be useful at earlier levels, but would just disappear at the higher levels. MP burning may be effective in PVP though, since MP doesnt regen naturally. Still, if a person lasts long enough to get hit by your hammers and attacks and not die before his mana runs out would be kind of weird, thereby putting down the usefulness of this skill. Not worth pumping unless you want a second hammer for spamming. Hammer spam will be discussed later.
Build : Lvl 0 or 1 (If you want to spam two hammers )
Note that Hammers are DIFFICULT to connect for PVP



Icecold Heart
Pre-requisite : Lvl 1 Hammer Crush, Lvl 2 Sword Dance
Max level : 5
Skill points per level : 10
No. of units hit: 5 / 13
Effect: 50% / 70% chance to inflict status Freeze ( supposedly decreases def, movement and attack speed)
Most useless hammer in my opinion, and made lower with the requirement of lvl 2 Sword Dance. Damage is same as Blazing Youth, higher than Hammer Crush. The slowing may be slightly helpful in dealing with monsters, but in PVP the slowing won't impede a dash jump much. If your opponent means to get away from you, slowing or not, a dash jump will certainly get him away. The decrease in def is by a % though, which might make it useful if you happen to find a mob that has high enough hp to make the decrease in def worth it. Otherwise, just kill it already. Hammer Spam will be discussed in a later section.
Build : Lvl 0 or 1 ( Note that you need lvl 2 Sword Dance )
Note that Hammers are DIFFICULT to connect for PVP


On to Gladiator skills!

Last edited by MadSJJ; 06-02-2009 at 08:37 PM.