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06-19-2008   #1 (permalink)
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Default Ultra's PVP Skill Break Downs

Ultra’s PVP Skills Breakdown Guide

Another Guide I was requested to post up by friends. Enjoy and hope it helps you all out. ^_^

Strike Skills

Cross Cut 1 or Max = Attacks an opponent with 1-2 slashes, (depending if cancel second slash with Space bar).Great for keeping up even very simple juggles, level 1 is almost a must to keep long juggles up. This can be maxed for decent damage however learning to use both slashes is crucial for the MP cost of this skill to be worth the use. Leaving this in middle will save on MP but may take away from points you could use elsewhere for more damage. Level 1 or Max are popular for PVP builds, Max level Cross Cut rivals max kicking builds in popularity.

Max Destruction Fist
= Your strongest 1 shot PVP skill, high powered punch straight forward. High MP cost, can be used to surprise opponent but the most practical uses are in very short combos. Combining this skill with Whirl Wind Wave or Sky Slash is a popular use for this skill but both requiring good timing on the player’s part. This skill is almost irreplaceable for fast damage, also has very small invincibility frame which is quite difficult to use.

Stun 1 = Stun opponent by dashing forward, great no matter who you are fighting, sets up for free attack. Proper use of invincibility frames also provides more surprising uses of this skill through range attacks, or to escape a bad situation. More than 1 point so far is quite useless, no increase in stun time and damages are not worth the points. Against Tia, stun times are very low, immediate use of Destruction Fist, Iron Hammer, or a slight distance Crescent moon sword are popular choices as it is impossible for Tia to counter.

Finishing blow = A player preference skill. This skill attacks opponent on ground slightly faster than space bar. Proper use of this skill does decent unavoidable damage at end of a combo. Other uses of this skill can range from using in a corner chaining into wind kick (reset of air reduction), or combining with whirl wind wave to shove a player back into tornadoes if on ground. Note: This skill will not damage an opponent who is standing.

Counter 1 or Max = Counters physical skills or attacks knocks back person who hits it some distance away. Does great damage at max level and lowers reuse time as you level up the skill, but at least level 1 will save you from a deadly attack or combo starter in PVP. Maxing this gives you more of a defense package for your PVP needs against melees.

Sky Slashing = A player preference skill. This skill hits an opponent into air (or further in air if within a combo) and can attack an opponent on ground with next attack that lifts high enough for skills to be used. Proper use of this skill can reset combo air reduction for even more combos, or a finishing move such as Wind Kick or Destruction fist. As noted by another player and by my testing on test Knight, Sky Slashing skill level increase from 1 to 2 creates balance in damage stability with minimum damage increase.

Iron Hammer = At least level 1 is recommended for this skill. Strikes an opponent up into the air, then strikes down with lightning that can hit 2-3 more times (This skill can no longer be canceled midway). This skill has the ability to lift and opponent off ground if the 3rd lightning strike hits for 0 air reduction, but against experienced PVP players, will not work, (due to rising A canceling last of 3 hits). This skill is recommended to use after stun, but in a combo perspective, flash fate is more reliable for combo continuing.



Sword Skills:

Crescent Moon Sword
= Player Preference skill, shoots a wave that may hit for up to 4 times on a player. Use after stun for Tia is highly popular. Also, use after Whirl Wind Wave or S starter (S *half dash* CMS) are other uses. Contrary to popular belief, this skill is catchable after juggling it with these methods, but requires fast reaction.

Hurricane Sword = Player Preference skill, shoots a wave along the ground that may attack players who are on ground or standing. Proper use can have up to 4-5 hits on opponent who is on ground, however damage is quite low compared to points used, as well as very hard to catch opponent it shoots across ground. This may also be used close to a wall to make continuing combo easier, as well as reset air reduction with proper timing.

Thunder Sound = Player preference skill, knocks down all players in a circle around you, but the damage is really random, with max strength builds this will do high damage every time and slow down opponent(s). A bit slow to get off, a max it or not type skill as max will slow down 50% (deadly for mages). Also contrary to popular belief, this skill can be used as a combo starter as well.

Whirling Sword 1 or Max = High and quick damage by tossing sword in a direction, even if hit after cast, the attacks will still go through catching many players off guard. At least level 1 is recommended as it is an invaluable combo extender (learning Whirling Sword Cancel required). Max level used more as a combo starter for max damage without air reduction.

Flash Fate 1 or Max = This skill shoots 3 waves that juggle upon each other after first hit, last wave of this attack is slightly slower than rest and lowers height The increases are very nice and 300 damage at max level, but that's 8 whole extra points. Off stun or tornado (with new air reduction) max Flash Fate will do roughly 900-1000 damage which is very damaging. Level 1 will do 600-700 damage. This skill uses a variation of the Whirling Sword Cancel that requires different timing, but can be used so this skill becomes a combo starter. Using off Whirl Wind Wave or S (S *half dash* FF, mainly used for Tia off stun for damage) requires Point blank cancel (when last wave hits directly in front of you) is usable with reverse Whirling Sword Cancel (Side dash opposite direction, dash back forward A) that is possible, but difficult to learn well enough to pull off at a high %.

Whirl Wind Wave 2 or 4 = A very useful skill that shoots tracking tornadoes at another player you are facing. Level 2 creates a much easier way to hit Destruction Fist early as possible, (dash AS, tornado, destruction fist). Level 4 adds another wave and tracks/lasts longer onto a player creating more hits or a longer stall time. A proper use for tornadoes against Dain is as they cast Bitter Cold Breath use Whirl Wind Wave to cause an almost unavoidable shot with tornadoes to hit them and gives you enough time to position self for a damaging skill.

Charge Skills:

Kicking 1 or Max = Kicks an opponent 3 times, last kick launches higher than first two kicks. 1 is an absolute must to keep your juggles up you can’t avoid this skill if you want to be able to juggle in PVP effectively. Max does do great damage and is popular for PVP builds, rivaling max Cross Cut builds. Leaving at level 4 will cause your MP to out regain each use of this effectively when used every single reuse immediately, but level 1 or max are highly recommended over this.

Wind Kick Max = Player Preference Skill. First kick lifts opponent in air, while kicks hit (number depends on location, open field, or wall), if off center this skill will only hit once knocking the opponent down instantly with no additional hits. Level 1 is mainly used as a finisher or a 0 HP knock out. Max level of this skill proper uses are after Whirl Wind Wave, Sky Slashing or Finishing blow in a corner to reset air reduction and cause high damage. Warning, max of this skill will become a MP drainer if used for knock downs at 0 HP constantly.

Whirlpool Sword = Player Preference Skill, hits opponent multiple times drilling them forward, can be canceled anytime in drill with Space bar, or space bar at end of skill. Leveling this isn’t recommended, as the MP it costs will drain you for more damaging skills, however level 1 acts as basically another cross cut in order to keep juggles up. However this has a long cool down compared to cross cut, and in no way should REPLACE cross cut in PVP builds.

Flying Dragon Sword 1 to max
= Attacks charging in straight line lifting into another 2 hits (Max hits of attack 4), adds invincibility frames midway through attack. Level 1 is extremely useful for quick escapes or going through range attacks (such as Eir’s Moon Pieces, or Dain’s Fireballs). Juggling this skill and catching after requires JUST the right height and is very hard to pull off, juggling after if only the last hit of this attack (using far away and hitting last hit) is relatively easier to do. Maxing this skill is very high damage, but destroys its use as an escape tool due to high MP cost. Proper use of max level of this skill is after Whirl Wind Wave or Sky Slashing to reset air reduction.

Infinity Meteor Sword = Ultimate Player Preference Skill, attacks opponent with 4 land attacks, 5th attack lifts opponent into air, and last attack can hit 1-3 times with sword lifting further, this can miss if too close to wall. This skill is all about how the player wants to use it. Level 4 is minimum level required for this to be a decent damaging skill in PVP, can be caught after if used at right height or into a wall at right distance for longer combo. Proper uses of this skill are after Whirl Wind wave or sky slashing to reset air reduction for max damage of hits to go through.

Blesses:

Magic Defense 3 to Max = Makes Elemental spells not damage you, however effects (such as freeze or burn) will still affect you. Level 3 is required especially for team battles against many magic users, as it becomes increasingly hard to dodge. Level 3 requires only 1 easy reagent “Huckleberry” to use, while level 5 requires “Red Spider Rope” which is relatively harder/longer to farm. This works even on Sieg’s Wind/Earth element attacks (whirling sword, whirl wind wave, flash fate, (wind) and Iron hammer lightning (treated as earth)).

Provoke 4-5 = Long range low damaging attack that pulls opponent closer to you and slows then down 19% speed. Extremely useful skill, level 4-5 required for proper use of this skill in PVP, very useful to catch opponents into a combo starter or pull into your Whirl Wind Waves or team mate’s skills. Another popular use is to cancel spells/skills someone is casting. In team battles, can also be used to pull people off your team mates. A less popular but none the less useful way to use this skill is to add a small height shot to combos or after a skill such as Infinity Meteor Sword to catch easier.

Rage Explosion = Player Preference skill. This takes HP/reagent(s) to cast and causes you to do 100% critical blows for a set amount of time. Proper use of this skill can cause mass amount of damage in given amount of time, this all depends on the play style of the player. Note: Elemental attacks such as Whirling Sword, Whirl Wind Wave, and Flash Fate will not be affected by this skill.

Protective Fortitude = Defensive Preference Skill. This takes reagents to cast and regains a set amount of HP for 30 seconds depending on level of skill as well as adding a bit of defense onto your defense stat. This skill can regain you HP as you’re fighting, but casting this skill is usually difficult against a professional PVP player and is sometimes looked down upon if using this with extremely high HP gear already.

Play Dead 1 or Max = Causes you to instantly fall to ground, to cancel you must dash, you can’t use rising A after using this skill to get up. 1 is almost completely necessary in PVP to escape deadly attacks or a combo starter you can’t avoid. Maxing this decreases the reuse time by 10 seconds and allows you to lay on ground longer, but isn’t really required for PVP unless you are a very defensive player. This skill has a small invincibility frame as well, and can be used against Dain’s BCB if timed perfectly causing you to take no damage and able to get off ground with rising A.


Ability Skills (or known as passives):

Increase HP Max = Increases your Max HP by a certain amount. Reason you're a Knight in first place! Having high enough hp to live through attacks is very important. This is a must max skill for PVP and Stages.

Deadly Blow = Raises % chance of causing critical blows to opponent, as with rage does not affect elemental attacks. Level 1 is a must if you want critical blows in PVP, maxing gives you 10% (1 out of 10) chance for critical blows, but is up to the player to use 7 points to max this.

Mana Recovery Max = Increases MP regain rate. You have to max this for PVP unless you wish to regain 1 mp a second forever. If you do not max this skill, you will suffer from mass MP drainage, unable to use your skills for a long period of time.

Minimize the Damage = This isn’t necessary, and is highly debated what it truly does, maxing this is mainly for use against Tia players, for their very high critical % chance.

Increase Mana 0 or Max = Depends on your build, +200 free MP is nice to have at times, but you can live without it pretty easily in PVP.

In Short I believe the bare minimum basic skills for a rising PVP player who wants to customize would be:

Cross Cut = 1 (Cheap and easy juggle skill)
Destruction Fist = 9 (Highest Damaging 1 shot skill, hard to not get this)
Stun = 1 (Sets up for free damage or escape with invincibility frames)
Counter = 1 or 5 (After practice, can save you from bad attacks)
Iron Hammer = 1 (You’d need 1 least level 1 for stages anyways, good against non-pros and in team battles)

Whirling Sword = 1 or 9 (Combo extender, or high damage fast shot)
Flash Fate = 1 (1 point for 600 damage + combo starter is just hard to resist)
Whirl Wind Wave = 2 or 4 (Just for its defensive capabilities against Dain’s BCB)

Kicking
= 1 (Fastest Regaining skill, juggles easily)
Flying Dragon Sword = 1 (For escape uses and invincibility frames)

Magic Bless = 3 or 5 (Easy farming reagent, or 23 secs of long magic defense)
Provoke = 4 or 5 (A must to get first shot, 4 or 5 depending on play style)
Play Dead = 1 (Can save you from many attacks, invaluable.)

HP Increase = 8 (More HP to take more attacks, a MUST)
Deadly Blow = 1 (For the ability to have critical)
Mana Recovery Speed = 8 (MP regain for skills, a MUST)


Notes:
Rising A and other invincibility frames will stop main damage of attacks, but not their effects (burn, freeze, slow down, etc).

I leave the uses of most of these skills in team battles up to the reader of the skill break downs to decide best uses on, obviously if someone is attacking another player and you use Destruction Fist to their back can be considered a proper and best use for this.
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06-19-2008   #2 (permalink)
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nice and gj ultra this guide can b used 2 help newbies :]
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06-19-2008   #3 (permalink)
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Quote:
Originally Posted by d4rka2n
nice and gj ultra this guide can b used 2 help newbies :]
Thanks ^-^. Yeah this guide is mainly to break down skills so Novices and Newcomers can learn some of the basics of skills they may not know what the skills do or do not know ways to use it for PVP, my stage guide covers the other uses. Most good PVPers know everything listed in this guide and may have other things to comment on, which I welcome. ^_^
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06-20-2008   #4 (permalink)
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lol nice guide ultra, 2 things tho

im 100% you can combo after hurricane sword if your near a wall

and, if u dont mind, could u elaborate on how to combo after CMS
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06-20-2008   #5 (permalink)
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For the "Player Preference" skills, mention the most suggested levels in the bold part so people can see it more clearly.

For example, for Sky Slashing, put 0, 1, or 2. 1 for reset, 2 for an easier time comboing a resetted Dfist and for damage stability.
 
06-20-2008   #6 (permalink)
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really nice job on the guide!

but i have a question: wouldnt provoke best maxed, no matter what the circumstance?
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06-20-2008   #7 (permalink)
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Quote:
Originally Posted by Syrion
lol nice guide ultra, 2 things tho

im 100% you can combo after hurricane sword if your near a wall

and, if u dont mind, could u elaborate on how to combo after CMS
Actually your able to combo hurricane sword even when your opponent is not close to wall. But it takes alot of speed and very good timing; and it requires you to be close to your opponent when you cast it in the first place so the hurricane sword will hit all four hits.
 
06-20-2008   #8 (permalink)
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Quote:
Originally Posted by jayrawr
really nice job on the guide!

but i have a question: wouldnt provoke best maxed, no matter what the circumstance?
Max Provoke does cost less hp and adds more range then level 4, however 4 still works as well as 5 because of the range you use it to catch an opponent in dash AS anyways, it is very difficult to catch an opponent in dash AS with max provoke if you use it at it's maximum range. The main reason 4 is an option is because it can get the job done and saves you a point you may want to use elsewhere.

Quote:
Originally Posted by Bredgen
Actually your able to combo hurricane sword even when your opponent is not close to wall. But it takes alot of speed and very good timing; and it requires you to be close to your opponent when you cast it in the first place so the hurricane sword will hit all four hits.
Doesn't it hit for more then four hits? I thought it could hit for 5 in certain cases, I'll add the notes to the list. Thank you for input, I forgot about it's use next to a wall.

As for combo after CMS juggle, I'll fraps it later and show.

And for Sky Slashing I still haven't leveled it to level 6, what are the main differences of it by then?
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06-20-2008   #9 (permalink)
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lv 6 SS has heavy dmg and higher height ( i tried it since i got lv 6 SS and YES there is a slight chance where u can catch the guy wit a a ) and yea i wonder wuts it like to have it maxed ( im maxin tat ^^ ) its around 100-150 dmg per hit ( 3 hits max ) for lv 6 SS
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06-20-2008   #10 (permalink)
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Quote:
Originally Posted by Bredgen
Actually your able to combo hurricane sword even when your opponent is not close to wall. But it takes alot of speed and very good timing; and it requires you to be close to your opponent when you cast it in the first place so the hurricane sword will hit all four hits.
this one is correct.. it's hella hard timing and speed for it to hit...
hurricane can hit 4 times max... but usually it hits 3
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