It's incomplete, I'll just put what I have right now and edit things into it later. Also, the monotone look is all for Microsoft Word to blame! /runs And before I make one section, i always complete the one before it, so keep that in mind, if you think that's all there is to it.
A Shazzy Guide to Warlock PvP
04/09/09 - Updated "Introduction"
02/15/09 - Started Combos
02/09/09 - Finished Skills Analysis
02/01/09 - Finished "Basics" for Regular Attacks
Table of Contents
IV.Combos *getting there*
VIII.Egeus' Answering Corner
IX.Credits *It's not the last section, but it's so I don't get plagiarized*
<Haven't figured out yet>
This is my first guide that I actually tried to make in-depth, I accept constructive criticism, but not flames. And so, here’s my guide.
Out of the four classes which Arme has, I can confidently say that Warlock could possibly be the least popular of the four. Unlike the other three classes, Warlock does not have any MP Regeneration capabilities, one of the possible reasons why it’s less popular. A good thing, however, is that she gains a bit more melee capabilities, so you can cover up easily for your MP conserving-thing.
Why should I use warlock?
Now, this is a question anyone would ask with any class: Why use that class? Well, Warlock offers a different style of gameplay compared to Arme's other classes.
-Has many attacks that could literally cover the entire, if not most, of the battlefield
-Regular attacks do great amounts of damage
-With "Shield", you stand more of a chance against Lires
Now, Warlock has many pros that makes it very unique amongst other classes/jobs. As we all know, Arme is the only character (other than Lire) without Arrow defence, potentially making it the hardest character for Arme-users to fight. Warlock gets the ability to reflect projectiles, not all, but most of Lire's attacks can be reflected. Unlike her other classes, she does not receive any ability to recover MP, which may slow you down, but shouldn't, because her regular attacks deal enough damage to make up for the MP loss. Also, her regular skills can cover most of the range, so approaching your enemy isn't required when your goal is to hit them.
-Your stun recovery is half a second longer
-No MP Recharge like the other classes
-Unlike Mage and Alchemist, you do not have any supportive spells
Now, one of the obvious Cons to Warlock, is the MP Regen. All of Arme's other classes have the ability to recharge their MP, while Warlock has to wait for the auto-regen. Thankfully, she starts off with 1 and a half bars of MP already filled. Though it may seem like a drag, in a PvP match, you might not have time to MP Recharge anyway, so it shouldn't drag you down that much if Warlock can't do it. The biggest problem I've ever encountered is the stun recovery. If you're standing, and your opponent does a knockdown technique, your stun recovery will take half a second longer than other classes. What this also means that if you and someone else both hit each other, making both of you stunned, the other person will recover faster from it.
Though Warlock’s attacks may seem useless; I will give you my pointers on each of her normal attacks. I don’t have any of the “.gif” ‘s to show you, but I’ll give them to you whenever I have time.
I find Arme’s dash in particular extremely useful. When you dash, you become invincible unless you cancel it by jumping, skilling, pressing Z, or when the dash ends. Also, if on a platform, you can press the Down key anytime during the dash to jump the platform, but remain invincible. Pressing Forward, Forward + Down allows you to extend your dash time, and your distance. It can also help you get closer to your enemies, but going down from a platform, then proceeding to a grab, Skill, Arme’s dash Combo, or a jump attack to stun. This is something you definitely want to make part of your PvP routine.
Regular Jump Attack
[Regular Jump Gif]
Her Jump attack is one of the three melee attacks that Arme has, and also the one I find most useful. This is something that I also use numerous times in PvP. It’s not only good in reach, but also height. You can easily reach people above you, so if they plan to dash over you, or jump on the platform right above yours, you can easily just smack them down. Also, the recovery time is very little to nothing at all. Feel free to use it, land on the ground, and recover from it almost instantly. If it hits someone when they’re standing still, stationary, etc, they’ll be stunned, giving you time to do a decisive grab right after. This attack is able to cancel out your summoning.
Lamp Smash Jump Attack
[Pot Smash Attack Gif]
This is another one of her melee attacks. Now this attack is a little more difficult, there’s less of a range, height-wise, but length-wise, is pretty nifty. It knocks the opponent down, so this is something you might want to consider using if someone is in fatal, and you’re unable to grab the person, hit him in the air, etc. It does good damage as well, but in a battle of priority, the Regular Jump Attack should be used. Also, it can hit behind you to an extent.
[Dash Combo lolz]
This is a high damaging attack, but it’s not commonly done, nor should you try to do it often unless you know it’ll hit. If your opponent is in the air, the first hit will knock the person down. There are only slight chances where the second hit might miraculously bring him/her back up. Use this attack when its almost guaranteed the person cannot jump to avoid the whole thing, such as after the person used a skill, or after you cast Tornado successfully.
This is one of the very attacks I find practical for Arme, especially in platformed areas. It goes up and then does a curve, which comes down at a great distance (Forgotten City, for example). This is extremely useful against those whose strategy in PvP is to avoid. You should also use this against characters that have the advantage in high ground, like Lass’ 1st. They attack from above you, so you can easily move to the side, and use several Lesser Undine attacks. You can then approach them, or, better, they come to you. Its damage is low, but in my opinion, it’s purpose is to interfere with the enemy, not “omgwtfbbqhax” damage them like Salamander.
This attack does great damage, but it’s hard to potentially damage your enemy with. Also, this attack should only be done towards specific characters, especially the ones that tend to charge in and grab through Rocket Jump, or something else. You can knock someone down, then purposely stay near the edge of a ledge, and use Lesser Salamander. The person may or may not rocket jump, shadow step, or whatever to get to you. If they do however, the force of the skill will push you off the ledge, and the enemy will charge into your Lesser Salamander. The only lire class you want to do this against is Arch Ranger, and sometimes Archer, depending if the person likes to prioritize grabbing instead of shooting.
This attack blocks incoming projectiles, likes firebolts, and arrows. It can also block Lire's skills, not all, of course. Your usage of this is pretty limited since it pretty much comes down to only reflecting Lire and SOME of Arme's attacks. Nonetheless, if you learn how to use this well, you can fight off a good portion of Lires even by yourself. You must really know timing with this, to use it effectively.
Like Mage's Firebolt, this goes straight across the whole map and does a good amount of damage. The only difference is that it goes through Warlock's Sylph, and you go forwards instead of backwards when you use it. This may seem bad, but you can combo more easily as it brings you closer to your enemy, while also damaging/distracting him/her.
I find this attack useful in almost any situation, it has superior damage making the other regular attacks inferior to it. Though it's attack path takes an odd route, its range is high and far as well, but definitely not something you want to use if someone's near you. You can also chain this if the enemy is close enough, by repeatedly using the attack over and over again.
Now this, on the other hand, I find not as useful. It cancels out your summoning, but it has a delay, and there are many other alternatives such as using a skill or jump attacking that proves of much better use.
Now, unlike her previous skills, she no longer has a White-to-Black and vice-versa magic switch. Rather, she uses spirit magic, using Salamander, Undine, and Sylph. Now, it may seem bad because this means her magic skills are limited further, but after a while, you'll realize the potential of each of the 3 skills.
Lv. 1 Spirit Magic - Tornado (Sylph)
This is one of my favorite techniques for Warlock. It's range goes beyond half your vision, and though it's damage is low, if used with a proper distance, can get to up to 16 combos. So the little amounts of damage actually add up quite well. It's able to catch enemies, and plays as an excellent stun. You should be able to get rid of most melees alone purely because of this skill. You can easily connect this with something else like Greater Undine or Salamander, or even a grab. You dash faster than the Tornado as well, so it's a slow dragging skill.
Lv. 2 Spirit Magic - Fire Ring (Salamander)
Unlike Salamander's previous damage dealing attacks, this attack is supportive. It increases your defense so you only receive 33% of the damage that would've originally had been dealt to you. This, however, does not mean you'll never die, since you can still receive some damage from grabs if your opponent has a lot of attack. Using this when you're at half~full HP is much better than using it when you're near death, unless you can dodge quite well. Also, if you plan to skill chain after with a Tornado, don't use the Tornado too early, since the buff doesn't appear until after the salamander soul appears.
Lv. 3 Spirit Magic - Blizzard (Undine) Range of Blizzard
Now, like meteor, Blizzard reaches great distances, but meteor takes the entire map, while this takes strictly left to right of your screen and a screen length below, not above. When you're hit by this, you enter a button mashing phase, almost exactly like Stone Curse. For that reason, this skill may not be effective towards everyone. I've seen many people who can minimize the damage to around 40~60 Damage without the assistance of delay of any kind. Seeing that your HP recovers when you're in that state, and a grab can do just as much, this skill isn't something you expect to be the "finishing move" every time it's used. Although this skill may seem useless against one person, that's where the AoE effect comes in. It has no limit to how many enemies it can hit, and the damage will not be divided, making this skill useless when you're against a team of enemies, or in a survival match with 4 people or more. There are situations when you can use it:
If you know your opponent can't "button-mash"-
You can tell this sometimes by the character they play. Most melee classes have shadowstep and flashstep, if the enemy can do this well, then it's alright to assume he/she will be able to reduce Blizzard to a sufficient amount for it to do mediocre damage.
Opponent : Low Health-
When low in health, many players tend to prefer avoiding a battle until they recover back their hp, while others can be harder to approach. Using this at a height and cornering them normally kills them off right away, because they're low in health.
Survival/Team Battle: Everyone's below you-
Another great time to use Blizzard is when you know you'll hit multiple people with it, weakening them fairly easily.
Blizzard may be harder to use in big maps like Trial Forest, compared to the default map, Elven, where Blizzard takes a good 75% of the length from left-to-right, assuming you're correctly positioned.
Here I will list combos that I generally find usually in a PvP Match. I will also make .gif examples for all of them in some time, when I have it.
Tornado > Grab
Simply use Tornado to stun, or timefreeze your opponent, dash in, and grab. This is a very useful technique and you'll find yourself doing it quite often. This is also a great combo to start off against when fighting a melee as the match begins. They have no mp, so they will suffer 16 combos of Tornado (if you used it at a correct distance), then the high damaging grab.
Tornado > Jump Attack > Grab
Tornado > 2 Jump Attacks (in the same jump) > Grab
Tornado > Greater Salamander
This is something that doesn't always work, but if it does, can deal great damage. The distance when you cast Tornado has to literally be near perfect or Greater Salamander will miss, or, push the enemy out of the way with the first hit. It's much more effective with a hill as a slant causes the Greater Salamander to connect more easily. If done properly, the Salamander will create a stun, allowing you to continue with a grab, another Greater Salamander, etc.
Tornado > Greater Salamander > Grab
Tornado > Greater Salamander > Greater Salamander
Tornado > Greater Salamander (Hold Z) > Dash (towards) > Tornado
Tornado > Greater Undine
By far, this is potentially one of the greatest starter combos you should be pulling off in Grand Chase. When you cast Tornado, it carries the opponent, and at the correct distance, will stun him throughout the Tornado duration. The great part of this, is that Greater Undine can outrun your Tornado, also twice as fast. Being comparable to Mage's Firebolt damage, this combo, un-lengthened, can already diminish your opponent's health.
Tornado > Greater Undine > Grab
Tornado > Greater Undine > Tornado > Greater Undine > Tornado > Greater Undine (Optional) > Grab
This can almost guarantee your opponent's loss of a life. The damage separately may be low, but adds up, and the grab does a lot of damage. If your opponent doesn't counter out of the combo early on, than he/she will quite possibly die, even if his/her defense just meets your attack. Now, to pull this off, you need to know something. If you press and hold Z after you use Greater Undine, you will not have enough time to use another Tornado, you must Hold Z during the Greater Undine casting, to gain enough time, and shoot another Tornado without letting your opponent run away.
Another way of saying this:
Z, Z (Hold), Forward, Forward
If you want to grab sooner, than make sure you do it after a Tornado, not a Greater Undine, or you will not have enough time to dash and grab, unless a wall is supporting your enemy.
If you're bound to miss with your 3rd Tornado, don't risk it, dash, and jump attack to stun, than grab.
Tornado > Tornado > Grab
Now, this is not entirely as useful all the time. Because you're canceling your first tornado with your second tornado, that means three things:
1)You've now canceled your first tornado which is a waste since you're time-freezing the opponent and that means there's no longer and tornado carry.
2)During this time, your opponent's MP can be charged, thus allowing a counter attack, when, if hadn't done, you could have used the opportunity to grab.
3)If you didn't use the second tornado early enough, this gives the enemy enough time to last the duration of the first tornado, and easily move out of the second, which means you wasted a useful bar of MP.
Though, it has its uses, you can still chain right after with other techniques. This is best done when your opponent is against a wall and cannot avoid either tornadoes if cast fast enough. Your opponent has to be near you for the second tornado to have any effect, as the time freeze plays an important role in this case if no wall is there to push the enemy closer to the second tornado. Of course, grab right after. In some cases, it may take you 2 dashes.
Grab (Hold Z) > Blizzard
This is probably one of the hardest moves to pull off for Arme. I, myself, have only pulled this off maybe 3 or 4 times, throughout my time in Grand Chase. The reason for this difficulty is because it's very situational. Your opponent has to be near perfect distance from a ledge, so when you throw them, you can charge fast enough, and time freeze their fall. This also doesn't work if you're too close to the ground. Rarely used, but, because of that, rarely expected. Grab your opponent, hold Z, and release it right after you've recovered, and with some luck, it'll time freeze your opponent, and hit them with blizzard before they meet the ground. Don't expect to use this a lot in PvP, don't try to attempt it a lot either, as you level up, you meet more advanced people. I can reduce Blizzard to 40~50 damage, equivalent to a grab, which would be a better alternative, in that case, because I recover hp in Blizzard.
Grab > Grab
One of the best damaging attacks, and could be effortlessly done in PvP, with enough practice. Make sure your opponent is at a good distance from a ledge, so when you throw him over, you're given enough time to Dash/Platform Dash (Depending on where you threw) and grab again. Remember, grabbing in PvP always require you to press the Left or Right directional Key AND Z to grab, Dashing, releasing the arrow key, and then pressing Z will only start your dash combo. So after you throw him, Dash and hold your arrow key, Press Down if you need to, then grab for ridiculous damage.
Double Jump Attack > Double Jump Attack > ... > Double Jump Attack
This is an alternative to an infinite combo against your opponents. Press Up + Z, then press Z as you're going down. Arme has less Air Attack delay, so you can attack twice in the air, if you attack with the first one early enough. No height advantage is required, and this is a really good skill as sometimes, you want to get over the opponent but also stun them. There's no ground recovery, so you can release a skill right after safely. Though it may seem all-perfect, there is a tiny frame where the person can jump and fall when hit.
Double Jump Attack > Grab
Class Strategies So, now you've moved on to fighting different classes, but clearly have no idea what to do.
Swordsman (Elesis; 1st Job)
Now, Swordsman's can be a really tricky class to fight against. Some of the time, you may fight a swordsman who cannot "step", and other times, there might be some who can perfectly execute this. Regardless, they can easily get around you. A great thing to this is, none of your skills can be blocked by "Defense", allowing you to use them to the best of their abilities, especially because the Elesis needs to go near you.
Elesis' have great defense, which means you require a lot of damage, to damage them. Greater Salamander (if aimed correctly) and Greater Undine does great damage, while Lesser Undine should really be used to chip off the last few bits of HP. Lesser Undine can also be great if they choose to constantly appear over you. Use this a lot and they'll be forced to come down in maps such as Elven Forest, but not so much in long maps, such as Forgotten City or Outer Wall of Serdin. Don't use Lesser Salamander unless you're in two conditions, you knocked your opponent down, and for sure, his next move is to jump towards you and grab. The second situation would be if you're exactly on the ledge, facing away from it, and you use Lesser Salamander to attack, but fall off the ledge. This is using when being chased because it covers a range above you, and allows you to gain some distance, unless they move closer by traveling through platforms. Even so, you would have enough time to get away.
As for skills, I can't stress this enough, Tornado is very useful. It creates a stun, carries, and does moderately good damage. When it ends, you'd probably already be closer to casting another one if you wait long enough for that MP to recover. Also, remember to use Tornado to your advantage and combo with it. You can also use Tornado as Mage's "Savior Grab", where you use the skill to create delay, and grab them as they recover. Although it does require a lot of MP, it's probably your best choice against runners. Grab them, Tornado, Grab them, Tornado, Grab Them, Tornado, Grab them. This means they receive a total of four grabs. You have no MP left, but you should have barely enough for an extra Tornado, if you wait a little longer.
Blizzard and Fire Ring are useful too, but Blizzard isn't something I'd depend on to do major damage, as it depends on both your attack, and the opponents button-mashing abilities. If they clearly don't button mash well, you can use Blizzard to guarantee a hit of maybe 60~70, but if they can really press those keys fast. 40~50 damage isn't worth it. You can amount to the same by using the "Tornado > Grab", and even do more, depending on the situation. For Fire Ring, if you plan to use it, then do it when you have more than 50% HP. Any less, and they can chip off the remaining HP, even if they do little damage. Grabs will still do 20~30 damage.
If you're low on HP, do the Jump, turn back, Aerial Attack. Your normal aerial attack covers fairly good range and excellent height, and will knock them down if they get hit by it in the air. Through this, you can escape much more easily. If they are on the ground when you use it, they get stunned, and you can proceed to a grab right after. Also, dash jump, then use the attack. There will be an increased recovery time if you use the normal aerial attack when you do the higher jump.
Platform dashes are your friend. They allow you to get close, and they allow you to run away, so be sure to figure out when to use this correctly. I won't go into detail, but that's for you to figure out.
Spearman (Elesis; 2nd Job)
Swordmaster (Elesis; 3rd Job)
Savior (Elesis; 4th Job)
Archer (Lire; 1st Job)
Crossbowman (Lire; 2nd Job)
Arch Ranger (Lire; 3rd Job)
Nova (Lire; 4th Job)
Mage (Arme; 1st Job)
Alchemist (Arme; 2nd Job)
Warlock (Arme; 3rd Job)
Nova (Arme; 4th Job)
Spell Knight (Ronan; 1st Job)
Dragon Knight (Ronan; 2nd Job)
Aegis Knight (Ronan; 3rd Job)
Egeus' Answering Corner Ask your questions by posting them on this thread!
Originally Posted by TheL****nda
The final issue I have is landing a killing blow X___X I wonder what move is most appropriate to use as a finisher when others are on fatal. Tornado doesn't kill unfortunately >: I've been relying on ice ball but it's quite dodgable with the speed it travels.
There are possible things you can do.
Tornado > Grab is probably something you don't want to use to finish off, but against certain classes, you want them to be stunned, so you have time to reach them, especially when you can't normally out-run them with patterns. The safe part of this is that they're forced to let the tornado attack them, and thus release Z. If you carried them properly, just throw an ice ball right after the Tornado.
The Iceball alone can kill off an opponent, one iceball is easily dodged, so shoot a second one directly after the other. You're advancing closer to your opponent, while also attacking, so, by any chances they survive the double iceball, you can revert back to Tornado + Grab. Also, aim your iceballs so their movement is restricted. Rather than having them be able to jump over the ball, you should prefer shooting it so they have to run under it to dodge, and you can shoot another one if they run towards you, or dash and chase them by following a shortcut.
Normal Jump Attack, effective against people who jump a lot, knuff' said. If your opponent likes jumping a lot, force them down a path way, feint them, and go infront of them to jump attack. By any chance, steppers, or other classes they're using to run away from you will probably be in the air or on the ground. So either they die directly, or be stunned, allowing you to grab. 8^D Unless you're attacking with the lamp from below (:<).
Second Jump Attack ^(vZ), long range, and knockdown, even if they're on the ground. If they plan to retreat, run and hit you, and run away again, this has an attack length that can compare to Elesis' sword. Using this rather than the Normal Jump Attack to knock the opponent down head on is more effective because you can reach further, while the normal Jump attack only reaches higher.
Blizzard, they're fatal...it's not humanly possible to button mash past the limit, "1". So they're doomed, as it knocks down anyway. So why use this? Because, they're obviously faster than you, and can dodge all the other techniques, in a small map like Elven Forest, you can corner them with this using the Screen Length measurement, and they won't have enough time to dash from where they are, to you, past you, and away from the blizzard, obviously. 8D Use this when your opponent has 1 life left, to prevent them beating you back when you have no MP~1 bar later on.
Originally Posted by Vu****as
What about spamming 1st like hell?=))
Without a wall, the first Tornado will push it out of motion from the next two. I don't recommended doing it because the opponent by the would probably realize to counter out from the second one.
If you can pull it off though, great, shoot a Greater Undine, and dash for the grab.
Originally Posted by rem******nce
any tips for warlock ottoing ?
When it comes to otto'ing, you should really think of it as time. I listen to music often when playing grand chase so I can adjust to a beat. =P It also keeps me from going too fast or too slow.
Pressing down at 8th note speed, then Z at a 16th note speed after you press doing. So it's like...:
Down Z ------ Down Z ------- Down Z
Just keep in mind that, to the normal eye, it's Down + Z, but actually Down is hit just a little earlier than Z.
Credits to Ntreev for hosting Grand Chase and releasing Warlock for me <3
if you need help getting strategy against elesis savior add me at friends in GC:P(nick vulturas , and no, I ain't no twilight fan, whatever that is)
I suck at pvp and imma use all the tricks if ye want keke