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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.
 
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Gladiator Skills

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 and equipping a 2h sword, Base damage is roughly 500 to 600.





Grizzly
Pre-requisite : None
Max Level: 5
Skill points per level : 15
Effect : 5 str 3% attack / 25str 15% attack
A self buff that adds a fixed number of str and adds attack based on a % depending on skill level. It lasts 15 minutes at all levels but eats 200 mana. Best cast in town to regen back the mana for it since it lasts so long. A must max skill that will be effective at all levels due to the % increase in attack.
Build : MAX MAX MAX



Acceleration
Pre-requisite : None
Max Level : 5
Skill points per level : 20
Effect : 15% attack speed for 40 seconds / 35% attack speed for 80 seconds ( Cooldown : 120s at all levels)
Unless you plan to use X on ground, this skill will not have much use for you. Given that you will be using skills and air combos the increase in attack speed is only a luxury and should not be a necessity due to lack of skill points. If you worry about lack of attack speed in the air XXX hits, mobs for some reason float slightly when you hit them, allowing even Gladiator's lack of attack speed to hit. When you first switch to Gladiator you might think this skill is essential but as you get used to the attack speed it would not be a problem anymore. Another reason to not pump this skill is the short buff duration. The cooldown is ALWAYS longer than the buff itself and the mana cost can be a problem in PVP if you are relying on it. Keep it at lvl 1 as a pre-requisite skill.
Build : Lvl 1 as pre-requisite



Advanced Sword Mastery
Pre-requisite : Lvl 1 Grizzly
Max Level : 5
Skill points per level : 10
Effect : 5% / 21% attack boost
The reason why Gladiators pass Sword Mastery. At the higher levels the 70 attack from Sword Mastery will be overshadowed by this skill's 21% boost at max lvl. A must max as it increases damage of every skill and every hit.
Build : MAX MAX MAX



Annihilation
Pre-requisite : Lvl 1 Acceleration
Max Level : 5
Skill points per level : 15
Effect : 10% / 30% attack boost for the next attack. The buff only disappears when you actually hit something (misses don’t count)
The damage boost is insignificant if you are using the regular skills like ACL, Cutdown etc. The times where this skill shines would be with I'm Gone Bro and Wrath of Earth, skills with significant damage output. For Stormblade however, i've not been able to determine if this skill affects all hits or only the first hit of Stormblade, though i believe it to be the latter. The casting time is almost instant, making it possible to use the skill between combos to add more damage. This skill is quite viable in PVP where you can use this to increase the damage dealt from your first hit where you catch your opponent. Due to a lack of skill points though I do not really recommend maxing this. Keep it at lvl 2 as a pre-requisite for Wrath of Earth.
Build : Lvl 2 for pre-requisite. Plays a more significant role in PVP than in PVE. Considerable if you are going full PVP.



Hp Recovery
Pre-requisite : Lvl 1 Acceleration
Max Level : 5
Skill points per level : 15
Effect : +200 hp, increased hp recovery 10% additional pot recovery / +1000 hp , increased hp recovery 30% additional pot recovery
Another passive. Gives you even more hp and regeneration with additional recovery from potions. That's like icing on the cake. A must max passive. In PVP, your hp is multiplied, so this skill will give u a even greater hp advantage. Knights also have similar skills that increase their hp as well, so this is our counter to that.
Build : MAX MAX MAX



Dashing Blow
Pre-requisite : Lvl 1 Adv. Sword Mastery
Max Level : 1
Skill points per level : 20
No. of units hit : 10
Effect : Lvl 1 Profuse Bleed ( 30+ damage over time )
You have to get this skill as a pre-requisite, and its max level 1. A launching blow that you can use in place of your dash hit. Previously your dash hit would only knock down mobs. Press up while dash attacking to activate this skill. It deals more damage than Base and can be your additional skill for whacking bosses with. One overlooked part of this skill is that it re-launches fallen units. This is also a very useful skill if your opponent is rolling left or right after falling in PVP. You can't jump and cutdown on them as jumping is slower than rolling. A simple dash ^ X would re-launch them without having to wait for the dash to stop.
Build : Lvl 1 or MAX ( If you can see a difference.... )



Aerial Blow
Pre-requisite : Lvl 1 Grizzly
Max Level : 1
Skill points per level : 10
No. of units hit : 10
Aerial Blow is a skill that's activated in mid air by pressing > X . Once u learn this skill you will ruin all ur air combos for a while until you get used to not pressing > in midair when using air XXX. It has a very small hit range, and it won't hit mobs above the 'striking point' like the third air X, hence you have to time when you begin the air XX Aerial Blow combo. Best used for the 3rd hit as it knocks down the mob, similar to the third X. The damage will ALWAYS be higher than the 3rd X, so try getting used to it as fast as possible. You WILL get used to using it.
Build : Lvl 1 or MAX ( If you can see a difference.... )



I'm Gone Bro!
Pre-requisite : Lvl 1 Dashing Blow
Max Level : 5
Skill points per level : 15
No. of units hit : 4 / 8
This is one of Gladiator's damage skills. 8 hits also rack up a huge number for the combo count. Doesn't hit fallen or jumping units though. This spell works weirdly in that its actually a single hit and acts immediately upon casting, but what u see and the combo count is delayed. This is true for both Bro Lee skills and i will discuss this further. This skill is worth leveling for its damage and number of units hit. Should not be ignored although its at a dead end of the skill tree.
Build : Lvl 1 for decent damage and combo, MAX for high damage. Works well with Annihilation.



Incoming Bro!
Pre-requisite : Lvl 1 Aerial Blow
Max Level : 5
Skill points per level : 15
No. of units hit : 4 /8
Another Bro Lee skill. Doesn't hit fallen or jumping units. It's a 3 hit knockdown that once again, works weirdly in that its actually a single hit and acts immediately upon casting, but what u see and the combo count is delayed. Keep it at lvl 1 as a pre-requisite and long range PVP knockdown option. The damage is mediocre and not worth it. I will explain further its uses in PVP in a later section.
Build : Lvl 1 for a long range option in PVP, PVE it can be used together with I'm Gone Bro to do combined hits. Damage of this skill alone is mediocre.



Gamble
Pre-requisite : Lvl 1 Incoming Bro!
Max Level : 5
Skill points per level : 20
Effect : Gives a random buff that affects the party
There are six possible buffs u can get. The buffs are all good but short, contrary to the skill description about getting a bad bet. For most of them you would be able to recast around when the buff is over. Theres a defence buff, attack speed + evasion buff etc, just to name a few. I'll let u experiment and have fun. Increased levels of Gamble give you better versions of the buff.
Build : Lvl 1 for pre-requisite.



Stumblebum
Pre-requisite : Lvl 1 Gamble
Max Level : 5
Skill points per level : 10
Effect : Stuns and decreases attack and accuracy of enemies by 20% / 40%
Gladiator's AOE stun skill. It has a relatively fast charge up time and stuns all enemies nearby if they are standing or in the air. The stun duration is shorter than the hammer, but gives u enough time to jump and line up for a Cutdown. Keep it at lvl 1 as you only want it for the stun effect in PVP. Against minibosses the stun + debuff works, but its not exactly worth maxing for the effect. If you just respawned right into the thick of battle in PVP, casting this in the invincible state might just tip the scales in your team's favor. Also, just like the Hammer Crush, the stun CAN interrupt air combos, so be wary.
Build : Lvl 1 for stun option.



Wrath of Earth
Pre-requisite : Lvl 2 Annihilation
Max Level : 5
Skill points per level : 20
No. of units hit : 5 / 13
Gladiator's trademark skill, it hits enemies in a LARGE area in front of you and knocks them down. The range is out of your screen, and has a large up-down radius. I believe it launches at higher levels but did not get high leveled enough to test it out. Even if it launches, the after casting delay of this spell is massive and you will be unlikely to follow up. It even hits enemies who are jumping but doesn't hurt fallen ones. THE skill against people who are running around or if you want a massive knockdown for your team to recover in PVP.
Build : MAX for damage and number of units hit. 5 for such a huge area is too little. Lovely with annihilation.

Last edited by MadSJJ; 06-01-2009 at 08:03 PM.
 
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4. Need to know items
-a.Hammer Spamming

Note that i do not condemn the use of Hammer Crush as it's used for its stun effect.
This paragraph is solely devoted to discuss repeated use of hammers, commonly referred to as Hammer Spam. If you are 100% resolutely for hammer spam, i'll hold a hammer to your head and make you read this pargraph repeatedly until you conform to my ideas. For those who have already seen the 'light', feel free to pick up a hammer and join me as well.

I will first address the benefits of hammer spamming.
1. Best way (before advancing to 2nd job) to inflict damage on mobs that cannot be launched and bosses, at the cost of very high mp and immobility which results in you taking damage.
2. Hammer Crush hits enemies in air or fallen or falling in air and puts them into a standing stun state. This allows you to continue combos or cancels the need for re-launching.

For the record, Stormblade deals the highest damage, but can only hits mobs that are in the air.
This is the only point that i will concede with regards to the benefits of Hammer Spam. That the damage output of hammer spam cannot be matched due to lack of 2nd job skills.

Another argument is that stun hammer + other hammers combo will keep monsters in a loop of being stunned and continously receive damage. This is especially useful if you have someone doing this to farrel's minibosses. While this is a logical argument, it doesnt apply much to regular mobs. Hammers at level 1 only hit FIVE mobs and THIRTEEN at max. At the Toto/Tutu maps you would have noticed there are quite a large number of mobs, especially ranged. In order to effectively hit all the mobs and protect yourself you would have to max the Hammer skills to be able to hit all the units. That's 100 or 150 skill points.(depending on the number of hammers you have) And sometimes 13 just isn't enough.

The first time you use hammers you would be awed with the damage. After you get hit a few times you'd be awed with how much hp you lost when you were rendered immobile by the skill casting.

Since the benefits of hammers mostly apply to first class, i shall avoid references to 2nd class skills where possible. Instead of using hammers, one can launch mobs into the air and jump XXX. The three hits deal more damage than a single hit from a hammer, and no monster can jump up and attack you. ( Except for bosses with their weird skills. ) That is to say, you would be doing damage to the mob while not taking any damage at all. OR you can simply launch the mobs and do a stormblade. Much less painful than hammer spamming and more easy on the mp and eyes. ( red and blue and red and blue and red and blue ARGHHHHHH MY EYES!!! )

Hammers in PVP:
It is quite impossible to get off a hammer hit by itself unless the opponent was trying to hit you with a hammer as well. Stun hammers are usually used after a Stormblade hit or if the opponent is lying on the ground, forcing him back up to a standing stunned position. Blazing Youth and Icecold Heart do not have this advantage.

The MP burn from Blazing Youth can be a factor in PVP as mp doesn't regen, but MP is not really an issue if you are playing elimination matches where your hp and mp is refilled after every round. With Deathmatch, one would only run out of mp only when he or she has already scored like 4 or 5 kills without dying.
If you were relying on the MP burn to defeat enemies in PVP, i suggest that the effort to hit enemies with Blazing Youth is better spent on Hammer Crush or Cutdown.

Hammer spam in PVP only works in two cases.

1. You have reliable teamates who are able to keep the opponent trapped in the air. I was once cornered by a thief and warrior in PVP. The thief repeatedly launched me and using his air combo while the warrior kept Hammer Spamming. Since i was already stuck in the theif's loop of attacks, the extra hammers added the damage to pummel me into my doom. When i managed to escape (god knows how i did it ) I had 40 hp left and was burning. In this case, hammer spam was effective because i was essentially a 'mob' that doesnt know how to move away or rather unable move away in this case.

2. Small maps or when theres a lot of people. The confusion makes it hard to escape even regular attacks, hence Hammer spam would be effective here. However, by that argument, any other attacks (by that i mean better ones ) would also be able to connect.


-b. Bro Lee Skills
Bro Lee skills are your typical maple skills. Everything is pre-calculated at the instant when you cast. Bro Lee skills are actually a single hit spell, with the damage applied immediately to the mob that's hit. The hits combo and animation come later.
There are two ways to prove this:

1. If you use a Bro Lee skill on a mob that dies from the hit, you would see the hp bar disappear and items drop from the mob once you finish casting the spell. You will then see Bro Lee doing damage to a dead mob and still giving you a skill combo. This may sound like nothing unusual, but consider Stormblade. Mobs that die halfway through Stormblade stop taking damage and simply fall through the storm and no longer adds to your combo counter. Thus, Stormblade is a true multi-hit skill while the two Bro Lee skills are not.

2. If you ever see a critical Bro Lee hit, you would notice ALL hits of the skill are critical, which implies that the skill is actually a single hit that is calculated and then divided by the number of hits and further randomised. (Back in pre-CBT or V-day preview, Each of Bro Lee's hits dealt exactly the same damage. They improved it this time round by making it vary slightly ) Same thing for a missed hit. You'll see that favourite word of yours repeated.

I shall provide a step by step of how i think Bro Lee skills work.
1. Once you cast, the skill checks for units in range AT THE INSTANT when you cast. Meaning, if you cast when no one was in range, but after you cast someone walks into the range of Bro Lee's supposed hitting range, they would not be damaged one bit. Not one bit at all.

2. The damage is applied to the mobs that are affected by the skill immediately after the skill is cast. If the mob dies, you would see the money or items drop out as though the mob has already died, but you would see Bro Lee appear and deal the hits and damage, with the hits still accumulating in your combo counter.

3. On regular mobs you would notice that the Bro Lee skills knockdown at the end of their hits. This creates a paradox if the damage is applied immediately. Don't worry, both are true. When the damage is applied but the mob/person does not die, he or she is free to move until Bro Lee starts to attack. The mob/person will start receiving damage ( only numbers shown, no damage applied as the damage has already been applied at the start of the skill ) and receive the knockdown regardless of where they are. That is to say, if you cast Incoming Bro! on someone on the instant while he is in range, even if he dash jumps three miles away he will still receive the damage at the start of the spell and receive the knockdown effect whent he skill ends.

It would be better to have a video to explain, but well OBT isn't here yet. I'll get a video up and running once OBT starts and i become a Gladiator.



As you can see, CptBravo died immediately after i cast my Incoming Bro!. This proves that the damage IS applied the isntant you cast, and the PVP system even recognises it by putting the "XXX has Killed me". He has still not received the knockdown effect, as Bro Lee hasn't even fully materialized and attacked.
Note that i did not take this screenshot, i just happened to be in it.
Now that you know how it works, I can explain more about how to use them.

PVP:
Given that the skill is instant, Incoming Bro! can be used as a long range option to catch your opponents. The instant you are lined up with someone in range, cast the skill and follow him. Obviously he would not wait to be hit by Bro Lee, but that's what he thinks. Imagine his shock when jumping away, he suddenly takes the 3 hits from Bro Lee and falls down. You would be able to follow up with a Cutdown and Stormblade.

Similarly, I'm Gone Bro can also be used in this way, except that the range is much shorter. Thus the reason you use would be different. If your opponent is getting up from a fall, cast this immediately and prepare to chase after him. Just as i mentioned above, halfway during his movement he will suddenly receive the 8 hits and knockdown, which you can follow up.

Due to people running away and not being able to see Bro Lee, most do not anticipate the Bro Lee hit and cannot roll in time.

PVE:
Nothing much, except that you can cast both spells in succession and have both hit, due to the fact that they are not knocked down immediately, making them valid targets in the eyes of the skill, which decides if a unit is hit or not at that very instant.


5. Combo

Lvl 20 and below / Warrior combos:

PVE:
Very simple.
Launch using ACL or Cutdown.
For air combos, use Stormblade or Jump XXX
When the mobs are fallen, either use Relaunch, Cutdown to relaunch the mob back into the air
OR use Down XXX to deal additional damage without relaunching.

As you can see, warriors have more than 1 option at every stage of the combo, basically allowing an infinite combo. How hard can it be?

in PVP though, it would be different.
Launch using ACL or Cutdown. (ACL's harder to pull off in PVP )
For air combos, Stormblade. Jump XXX can be dodged easily in PVP, but should be done if Stormblade AND Hammer Crush is in cooldown.
Use Hammer Crush when the person is falling down or lying on the ground OR time a Relaunch to hit just right when the person reaches the ground. Or jump and use Cutdown.
Down XXX is not recommended unless all your pickup skills are in cooldown. ( Hammer Crush, Relaunch, Cutdown )

For first job Warrior PVP, things depend on how good you are at catching your opponents with Cutdown or ACL. In PVP you will be jumping a lot, and hence Cutdown will most likely be used most often. Just keep track of what skills have you just used and use the alternative when you try to repeat the loop.

Lvl 20 Gladiators and above.
For PVE:
Almost the same as above. Only new skills that you get for attacking are Aerial Blow to replace the 3rd X in your air combo. The two Bro Lee skills are skills on their own which leave you free to move around, so i'll let you experiment what to do with ur freedom when the mobs are being hit. Wrath of Earth is just a huge AOE skill with a huge delay that makes comboing with impossible.

for PVP:
With regards to catching and knocking down your opponent a Gladiator has increased number of options.
Incoming Bro! can be used to knock down people due to its insta-cast ability (as discussed in the Bro Lee section ). Wrath of Earth is a huge AOE skill that just by predicting vaguely where your opponents will be you will be able to hit them as it even hits jumping people.
Air combos are still the same, as we do not get any new air skills except Aerial blow.
Stumblebum should be used whenever possible to get in a free stun every 10 seconds.
Annihilation can be used to get more damage in on the first hit.

6. Skeleton Skill Build

Originally i decided not to provide a skill build as i believed Dragonica was unique in this aspect, that it could accomodate many players of different playing styles.. After seeing the number of people asking about builds on the Dragonica forum i decided to do a 'bare-bones' build. This build will consist of skills that i consider are ESSENTIAL and from there you should build upon this to create your own build and playing style.
This build of mine emphasis on air combos. (Although there are practically ZERO air skills as a Gladiator, though we get an extra nado at 3rd job)
Warriors :

Gladiators :


Above is the two diagrams for the 'Bare-bones' skeleton build, for an easy way to see what i mean. Word explanations will be provided below.

Warrior:
Blow 1_________________(pre-requisite purposes)
Cutdown 3*_____________( enough to launch )
Stormblade 5____________( MAX for damage )
Air Combo Launch 1_______( basic launcher )
Relaunch 1______________( additional re-launch option when Cutdown isn't avaliable )
Hammer Crush 1**_______( Lvl 1 is a stun option, MAX for a reliable stun )

*Some people like to max Cutdown as they use it very often and it increases the number of units hit, making it more effectively used with Stormblade.
**At Lvl 1, it is an additional skill in your arsernal. At MAX, you might rely on it for PVP. Not really useful for PVE except for unlaunchable mobs

This build is for skills that you will still use after promoting to a Gladiator, hence if in OBT the lvl 19 rookie skill resets are still being given out, you can play around till lvl 19 and then reset to a build you want ( or this build ).

Sword Dance is skipped over in favor of Incoming Bro! at 2nd job as it is a more reliable ranged skill in PVP that is easier to connect, although not 'truly' instant ( refer to Bro Lee section if you STILL don't know what i'm talking about ).

If you crave a second hammer, go for Blazing Youth, since you have already met the pre-requisites and need not waste 2 points on Sword Dance to get Icecold Heart.

Extra points in this build might go to maxing Hammer Crush for a reliable stun option. You WILL have a lot of skill points for 2nd job with this build.

Gladiator:
Grizzly MAX______________( % based, relevant no matter your level )
Adv. Sword Mastery MAX___( same as above )
Acceleration 1____________( pre-requisite )
Hp Recovery MAX_________( hp recovery increases, pot recovery increases by %, saves you money AND max hp to compete with knights)
Annihilation 2*___________( pre-requisite, decent skill that extra skill points can be devoted to )
Dashing Blow MAX or 1____(if you can see the difference...)
Aerial Blow MAX or 1______(if you can see the difference...)
I'm Gone Bro! 1**________(not a pre-requisite, but deals GOOD damage, decent skill that extra skill points can be devoted to )
Incoming Bro! 1__________(long range option in pvp, low damage)
Gamble 1_______________(decent buffs but high mp cost and not worth the additional points )
Stumblebum 1___________( AOE stun option and debuff in pvp and for minibosses )
Wrath of Earth MAX______( Huge AOE skill with 13 units hit at max and whopping damage)

*Annihilation makes for a good damage booster in PVP, kind of a waste of mp in PVE. MAX if you have the extra skill points since you can use it in conjunction with 3rd job skills as well <-- anyone can prove otherwise? although its unlikely
**I'm Gone Bro! is a very good ground damaging skill that's great against bosses and an extra option in PVP although chances of using it are rare due to its limited range. MAX would hit more units and deal more damage and goes very well with Annihilation due to its high damage output.

Acceleration is not pumped simply because we don't need the additional attack speed. Most skills are not affected by the decrease in attack speed. The only advantage you gain from using this skill is that you can do AIR XXX without having to adjust to the slower attack speed OR land more hits when the mob is on the ground with DOWN XXX. Note that with 0% increase in attack speed, you can only DOWN X once on a mob, it will get up before your second X can land. With a 14% increase in attack speed ( I was wearing the set armour + some title for doing 100 adventure quests ) I was able to DOWN XX twice, the 3rd one still wouldn't connect.

I don't know what else to explain, maybe you should re-read the skills section if you don't understand anything here. Or ask me why.

Last edited by MadSJJ; 06-02-2009 at 08:24 PM.
 
05-21-2009   #4 (permalink)
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Reserved for future updates.
Version 1 of my guide is complete! Please comment and vote!! thanks!!

Last edited by MadSJJ; 05-24-2009 at 08:49 AM.
 
05-23-2009   #5 (permalink)
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dum dee dum

Great guide Link some cool vids too =]
 
05-23-2009   #6 (permalink)
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Looking nicely but dude for skills use the image they have in the official site, they look better.|

Good job. Rated it, if you're in for the contest also i suggest also adding a level up section as it's supposed to be a level up guide. Only reason I rated it a 4, if it's not then keep up the good work, saw you changed the icons also nice, it takes time but you can put the icons you got from the site and put them over the skill tree for them to look better though i don't care I just know I had to do that.

Also tinyurl the simulator at tinyurl.com so it doesn't have this huge giant link. Just a personal advice though.

Last edited by AkiTsugi; 05-24-2009 at 09:32 AM.
 
05-24-2009   #7 (permalink)
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Ah thanks for voting =D
My guide was more for a skills decision guide rather than a level up guide though, since leveling up to 2nd job is rather easy.
I'll add more stuff like videos to explain Bro Lee section and a suggested skeleton skill build that people can work on, and anything else that you people can suggest.
thanks!
 
05-25-2009   #8 (permalink)
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Angry Hmm..

It is easy but newbies might want to know, since lots of people don't play CBT because of the wipe.

Yeah speaking about that... I just noticed how many good skills and how little SP we get....
 
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Just wondering, would it be unethical to edit the guide now? since the competition has supposedly started?
 
05-25-2009   #10 (permalink)
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Well I think it doesn't matter they can judge what it's been done. The point was to have a guide before the 24th. Improving the guide or adding stuff shouldn't matter since even if you update it people have to see it, if they don't it's as if you hadn't even updated it.
 
10-16-2009   #11 (permalink)
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How to sword mastery skill warior?
 

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