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Gladiat 07-21-2009 06:41 PM

Gladiat's Sieg Skill Analysis [Updated to 09/02/09]
 
Gladiat's Sieg Skill Analysis~


Skill Categories


[St0] Strike

[St1] Crosscut
[St2] Destruction Fist
[St3] Blow
[St4] Finishing Blow
[St5] Counter
[St6] Sky Slashing
[St7] Iron Hammer
[St8] New Destruction Fist
[St9] New Iron Hammer

[Sw0] Sword

[Sw1] Crescent Moon Sword
[Sw2] Hurricane Sword
[Sw3] Thunder Sound
[Sw4] Whirling Sword
[Sw5] Flash Fate
[Sw6] Whirlwind Wave
[Sw7] New Whirlwind Wave

[C0] Charge

[C1] Kicking
[C2] Wind Kick
[C3] Whirlpool Sword
[C4] Flying Dragon Sword
[C5] Infinity Meteor Sword

[B0] Bless


[B1] Magic Defense
[B2] Provocation
[B3] Rage Explosion
[B4] Protective Fortitude
[B5] Play Dead
[B6] True Rage Explosion

[H0] Health

[H1] Health Increase
[H2] Deadly Blow
[H3] Mana Regeneration
[H4] Minimize the Damage
[H5] Mana Increase

Suggestions, objections, ideas and constructive critism is accepted.

I have no problem with people sharing this guide but proper credits must be given to me. Also, a linkback to this thread must be included.

Things added from other people to this guide will be credited. If I have forgotten and haven't properly credited you, please let me know so I can correct my error.

Credits:

iARE1337: Suggestions on Protective Fortitude, Rage Explosion and Whirlpool Sword.
Khoon: Whirlpool 1 hit stun video.
Skiegh: Hurricane Sword >>A usage.
Ultimaga: Flying Dragon Sword Level 10 cancelable.
Yumiko: Whirlpool 1 hit stun.
ZeroKunoichi: Finishing blow uses.

UPDATE:

[09/02/09]: Included the new patch.

Gladiat 07-21-2009 06:41 PM

Skills


[St0] Strike


[St1] Crosscut
An extremely useful skill in comboing. Sieg lunges and slashes forwards in an X twice. This skill is the 2nd best skill for combos since it has a low MP cost, low cooldown time and is very good at maintaining air time. The new Sieg patch gave his crosscut a high 700 damage PER HIT from crosscut. However, this skill isn't only good for combos. In Myth, crosscut does extremely high damage per hit with the STR bonus, and with a maxed true rage explosion, this skill probably outdamages most skills you have. Downside is that this skill eats a giant chunk of your MP at max level and if used carelessly, it could leave you with no MP for your other high damaging skills.

Stage: 0, 1 or Max
PvP: 1 or MAX

[St2] Destruction Fist
One of my most favorite skills on Sieg. Sieg punches the opponent with a hax strong punch. It's usually a combo ender unless it is used with Whirlwind Wave, which you can continue the combo since the target will hit the tornadoes and get launched again. With max multiplier in stage, it comes very close with the damage of Iron Hammer. However, it doesn't come close to the damage of New Destruction Fist at max multiplier. With the new Sieg patch, Destruction Fist can do 1.5k damage in PvP, making this skill a must have for easy damage.

Stage: 0 or Max
PvP: MAX

[St3] Blow
A very useful skill for Sieg. Sieg charges forwards and hits the opponent, knocking them down and stunning them. This basically gives you a free combo or attack on the opponent. Also, there's invincibility frames at the beginning of the skills when you start to charge forwards. This skill is more useful in PvP, since it can also be used to escape some situations where you could get killed, and for stunning the opponent. Although the stunning part may be impractical in stage, the invincibility frames and uses for escaping attacks should not be underestimated.

Stage: 0, 1
PvP: 1

[St4] Finishing Blow
This skill is amazing again! It used to be good in OB, until it turned to crap from the space reset patch and the damage being lower than down attack, but now it is good again. If you land it properly, it can do 700+ damage, and has a pretty decent cooldown time. I would definitely max this skill if you have the points and know how to use this, but this is probably better as a combo ender.

Stage: 0
PvP: 0 or MAX

Quote:

Originally Posted by ZeroKunoichi (Post 908852)
Finishing blow is still a good skill but it just depends on when to use it.
Finishing Blow turn Dash A to continue a combo against a wall is possible.
It can be used to reset just like SS and continue a combo.
CMS cancel Finishing Blow on a downed opponent to launch him into the full CMS is useful in PvP.

The downattack nerf made Finishing Blow actually worth getting for damage now. I mean in tournaments you don't get to use super long combos so why not finish with Finishing Blow and do an extra 500DMG for a kill.


[St5] Counter
This skill has saved me so many times in stage and in PvP. When a non-flinching monster spins at you, use it, and you do a lot of damage to it. The cooldown gets shorter as you put more points in this skill, so that's an added bonus. But the downside is that this skill is hard to use when you're playing Sieg for the first time. This can save you from a Destruction Fist to the face in PvP, and Lunia from sending you across the screen in Myth.

Stage: MAX (Depends on how often you use it)
PvP: MAX

[St6] Sky Slashing
This skill gives Sieg an opportunity to bust out his most damaging moves at full damage. Sieg jump in the air and slashes his opponent, and strikes the ground to launch the enemy into the air. The fact that the enemy touches the ground resets the decay, and when Sieg launches them again, they get launched according to the skill's level. The higher the skill level the higher the height after the 2nd hit. Level 1 sky slashing enables you to continue with any melee string or skill other than Flash Fate and Crescent Moon Sword. Level 9 allows all 3 hits of Flash Fate and allows Crescent Moon Sword to be used. The unescapable height for Sky Slashing is the area between a rebirthed Sieg's forehead, and the top of his head (Tested while wearing blue kimono headband). Sky Slashing isn't really needed in stage since it resets the multiplier, reducing the potential damage you could have done. Sky Slashing in PvP resets decay, which allows you to use your strongest skills at maximum damage. It is recommended to get this skill for PvP, and maybe take one point for staging if you want to do Sky Slashing cancels.

Stage: 0, 1
PvP: 0, 1 or 9

[St7] Iron Hammer
Sieg's strongest single skill attack. Sieg slashes upwards, and swings down, bringing a lightning bolt that strikes the area in front of him 5 times. The 5th hit knocks up enemies on the ground. The skill can be canceled after the slash by dashing. In PvP, the airtime and damage this skill gives is extremely useful. However, it is almost fatal for an enemy to try to run away from the lightning of Iron Hammer, since it will deal all 5 hits, which will consume a 50+% of the enemy's HP. The first 4 hits of Iron Hammer's lightning do not strike the ground, and the 5th hit can be avoided by using the get-up A invincibility. In stage, bosses take extreme damage since they cannot be juggled. With the new patch, Iron Hammer has a much shorter cooldown than its previous 5 minutes. Also, the Ancient Elf Hero 2 piece set effect and the Eternal Flame 2 piece set effect boosts this skill's damage by a lot more. AEH effect gives +50% damage upon activation of the skill, so the skill will do 50% more damage, and Eternal Flame has a 50% chance of casting Dragon Flute! This skill is a must max in all builds and is well worth the 6 points. With the new patch, Iron Hammer is stronger, but some other skills became better than it, so it can be taken for 4 points if you need to chip points into another skill like crosscut or finishing blow.

Stage: MAX
PvP: 4 or MAX

[St8] New Destruction Fist
The same as Destruction Fist, except you launch a giant force wave from your fist, and strike down targets a distance away from you. Targets that you hit point blank will be hit a SECOND time! This skill is far more powerful than the original, but since rebirth is looked down in PvP, you'll end up using this skill in stage more than PvP. Strangely, if monsters are a certain distance away, the force wave will pass through them and not damage them. If targets collide with each other, they will take collision damage, which is a % of the health. The requirement to be able to use this skill is become rebirthed atleast once.

Stage: MAX
PvP: 0, 1 for looks

[St9] New Iron Hammer

This skill looks pretty cool, but it isn't as good as the normal Iron Hammer by a long shot. Sieg slashes upwards, and when he swings down, 5 lightning bolts rain down in a line in front of him. The lightning bolts don't hit downed enemies, and standing get launched unless a 2nd bolt hits them. This skill is not cancelable like the normal Iron Hammer. This skill is probably only good for Myth, and even then it isn't as good as the normal Iron Hammer.

Requirement to use this skill is be rebirthed at least once.

Stage: 0 or Max
PvP: 0, 1 for looks

Gladiat 07-21-2009 06:41 PM

[Sw0] Sword


[Sw1] Crescent Moon Sword
This skill is amazing for damage in stage and PvP. Sieg winds up and swings his sword, releasing a wave that damages enemies up to 4 times and pushes them back with the wave. In stage, this skill can be spammed anywhere for high damage. In PvP, this skill can be used to easily deal damage equivalent to 10-20% of an enemy's HP, and thanks to the new patch, it can be dash cancelled and comboed after. However, this skill is quite costly in MP, and shouldn't be randomly used or else you could end up short on MP, and in a dangerous situation. This skill is very good to use after Whirlwind Wave since you can cancel decay and use this for its full damage.

Stage: MAX
PvP: 0 or Max

[Sw2] Hurricane Sword
A useful skill in stage and PvP. Sieg drives his sword into the ground and a small missile comes shooting out of it, hitting anything touching it. This skill can help with pushing mobs back and also for the air multiplier. In PvP it is good for mindgames and can also be followed by Destruction Fist if used correctly. In stage the uses are basically limited to hitting stuff on the ground and pushing stuff back. The damage isn't very good so it is best used for combo purposes. Stuff not hit at point blank may not be carried. Enemies in the air can be carried depending on height and position. Enemies standing in the path of the missile will be knocked down.

Stage: 0 or 1
PvP: 0 or 1


Quote:

Originally Posted by Skiegh (Post 908771)
I see very few Siegs ever make use of it but Hurricane Sword can be followed up by >>A if it hits more than once. As such, it can be used as a reset much like Sky Slashing only much more tricky.

[Sw3] Thunder Sound
This skill is a bit different than the others in the sword section. This skill is non-elemental, so it can critical from Sieg's skills. Also, this skill can slow down the enemies wihin it's range. Sieg raises his sword and drives it into the ground, causing a large shockwave that knocks down nearby enemies and slows them down according to skill level for 10 seconds. The slowdown affects all enemies within the range no matter the height the enemy is at. Enemies close to the ground in the air lose air time and have a minor position change. This skill can be cancelled at anytime by dashing. Stage uses are knocking down enemies for an escape route. PvP uses are knockdowns, cancels and slowdowns. The damage of Thunder Sound is horrible so it's not worth getting it for damage.

Stage: 0 or 1
PvP: 0, 1 or 9

[Sw4] Whirling Sword
This skill is very useful for Siegs in stage and in PvP. Sieg throws his sword forwards, dealing 3 strikes to the opponent with the spinning sword, knocking the enemy into the air with his 3rd strike and his sword returns to his hand like a boomerang. If you are hit when/after the sword leaves your hand, the skill still activates and the enemies in the range will be hit although the animation isn't shown. Enemies standing right next/behind you will be hit once, enemies close to you in front will be hit twice, enemies far away will be hit once and enemies in the effective range will be hit all 3 times. In PvP, Whirling Sword can be used for high damage at beginning of combos, and can be cancelled by dashing to the sides or back, >>A+S or >>ASpace (It takes quite a bit of practice though) so you can continue with >>A, a skill or A. Also, this skill is good for knockdowns. In stage, this skill is useful for mildly large group of monsters and bosses. Since this skill is ranged, you can have a bit of distance from your opponent so you don't get smashed in the face as you're trying to use Whirling Sword. This is a must max skill for PvP, and is definitely worth considering for stage. With the new Sieg patch, a maxed Whirling Sword can do over 500 damage per hit in PvP and in stage, so this skill is now a definite must max.

Stage: MAX
PvP: MAX

[Sw5] Flash Fate
This skill is good for PvP, but I don't think it will work as well for stage. Sieg swings his sword 3 times, and launches 3 waves that explode upon contact. Since the new patch allowed Flash Fate to be forward dash cancellable, this skill is now much versatile in PvP and in stage. This skill is extremely good in 1v1, since it doesn't pierce enemies, but it does explode, which can also damage monsters very close to the exploding area. However, if the enemy is too close upon initial casting, it might only deal 2 hits, and the 3rd one ends up missing. If the enemy is touching you from behind (God that sounds weird), then they may take a hit before dropping to the ground. Strangely, if the opponent is offcentered, it might land all 3 hits even if they're too close to you. In PvP, this skill is best used after Blow or Whirlwind Wave since you basically have a free shot (Provided you know how to time the skill after Whirlwind Wave, and you use fast enough after Blow) with Flash Fate. In stage, this skill isn't as good since you cannot move while casting this skill, and if a boss like Lunia uses an OHKO AoE attack, you're basically wearing a sign saying "HIT ME!" However, the long range of this skill allows you distance from the mob/opponent and you'll be safe unless the mob/enemy is charging you at 50 k/h. Also, this skill shouldn't be randomly spammed in PvP since it's a simple matter to approach and bash your head in with a high damage attack (Fury of Land, Destruction Fist, Rhapsody of Blood, Lightning Arrow etc). The new patch now allows Flash Fate to do 500+ damage per hit, so it is a good place to invest if you have the points.

Stage: 0 or 1
PvP: 0, 1 or Max

[Sw6] Whirlwind Wave
A must get skill for Sieg. Sieg swings his sword, and 2 or 3 tornadoes appear and chase your enemies. This skill is extremely useful for Sieg because it basically allows you to get a free hit on anyone with any skill if they get launched, puts pressure on opponents when it's chasing them, reset your damage decay and continue combos with large amounts of air time. On unjuggleable monsters, this attack keeps damaging them. If the boss/monster dies, then the tornadoes targeting it will continue in a straight line that damages anything in its path. In PvP, if the opponent respawns and the tornadoes haven't run out yet, then they will follow the opponent again when they reappear.

Stage: 4
PvP: 2 or 4 depending on preference.

[Sw7] New Whirlwind Wave
Same thing as whirlwind wave, except this skill makes a LARGE tornado. It moves forwards at a slow pace and launches enemies higher than nado. Any skill can be landed after this skill if the timing is correct, but since the enemy can't be seen, it is harder to time than the normal whirlwind wave. It is pretty useful as a shield in stage since you can hide in the tornado. This skill as a set range and will not go up like the normal whirlwind wave.

Requirement for this skill is to be rebirthed at least once.

Stage: 0, 1 or Max
PvP: 0 or 1 for looks

Gladiat 07-21-2009 06:42 PM

[C0] Charge


[C1] Kicking
The best skill that a Sieg can have for comboing. Sieg kicks the enemy 3 times, 1st and 2nd hits lowering air time and 3rd hit giving a large boost to airtime that covers more than the air time lost by the 1st and 2nd hits. This skill is absolutely VITAL to air combos. Without this, Sieg's combos would be much shorter than they are right now. In PvP, this skill MUST HAVE at least 1 point, and stage builds should have at least 1 point as well for the damage multiplier. However, this skill isn't needed as much now since comboing is impossible in Myth, and spamming is probably the only way to do decent damage in Myth. However, it's low cooldown makes maxing worth considering for high damage in PvP and stages.

Stage: 0, 1 or Max
PvP: 1 or Max

[C2] Wind Kick
This skill is absolutely amazing in stage. Sieg jumpkicks into the air while stabbing his sword in the ground, and pushes off while kicking 6 times in the air. Enemies hit by the 1st hit get launched into the air, and are carried along by the other hits. However, if the enemy is too far away, it is possible to drop them even if the 1st hit connects. Enemies standing on the ground get knocked down, and enemies already in the air get carried along with Wind Kick. The air multiplier in stage makes this skill do insane damage, and in PvP makes knocking down enemies easier, and can provide the extra bit of damage that you need to kill them. Also, this skill is useful for stalling for cooldowns for 1 or 2 seconds. However, the decay in PvP ruins the potential damage it could do. Also, if you are lucky enough, if any kicks after the 1st one connect, you might end up carrying them for the rest of the kicks if they run in it.

Stage: 1 or Max
PvP: 0 or 1

[C3] Whirlpool Sword
This skill is like a 2nd crosscut. Sieg winds up quickly, and charges forwards with a rapidly spinning sword, dealing 5 hits and pushing back all enemies. This skill can be canceled with space to do stabs at any time, and is useful for escaping dangerous situations. However, you must be careful where you're aiming this skill, since you could end up running into an Eir's Dodge, a mob with no way out behind you etc. In stage this is good for air combos for the damage multiplier, pushing mobs back and avoiding attacks incase you used >>AS and A cancel is too slow. In PvP this skill is good for mind games to force enemies to move away from your front, and if they get hit, you can easily cancel and >>AS them to start a combo. Stalling for cooldown is a good use for this skill in PvP, and it's also good for positioning enemies where you want them. The other thing that makes this skill truly useful is the ability to maintain air time. Although it doesn't keep as much air time as crosscut, it does come close and might help you get enough time for another kicking to get you more air time.

Stage: 0 or 1
PvP: 1

Quote:

Originally Posted by Yumiko (Post 908669)
If you backdash cancel Whirlpool Sword fast enough, it freezes/stuns the enemy after the 1st hit.

Quote:

Originally Posted by Khoon (Post 910467)

[C4] Flying Dragon Sword
This skill is extremely useful for Sieg. Sieg charges forwards, and jump slashes into the air, doing 4 hits in total. If you're too far away, the enemy is too high or low, or you're off centered, you might end up doing less than 4 hits. Since this skill is now cancelable, you can follow up on this skill with a high damage skill or a melee string (half dash AAAA kicking etc.) Also, while Sieg is charging, he is invincible, so he cannot get hit in that duration. However, while he is preparing to charge, jump or is jumping, he can be hit, and when he is in the air, he is extremely vulnerable to enemy attacks. This skill strangely cannot be canceled at level 11 and 12 (Level 10 has been confirmed cancelable by Ultimaga), but can be canceled at any skill level lower. I recommend at least 1 point to all builds for the invincibility, and more if they like the damage.

Stage: 1 or Max
PvP: 1 or Max

Quote:

Originally Posted by Ultimaga (Post 972155)
FDS can in fact be cancelled at level 10.

[C5] Infinity Meteor Sword
This skill is probably one of the coolest looking skills Sieg has (Until lel 80 skill comes along and puts this to shame =P). Sieg does an attackspamcombo that comprises of Kicking, crosscut, skyslashing and whirling sword. If this skill hits the enemy standing on the ground, it is unescapable even with the use of invincibility frames or even play dead. Now that the skill can be canceled, getting this skill becomes even better. You can use this skill at max decay then continue your combo afterwards. However, this skill eats a yummy 200+ MP that you could have used for another skill, but it at least stalls for 6 seconds for cooldowns, and your regeneration during those 6 seconds recovers you around 55 MP, so your gains outweigh your losses (Unless you're at 0 HP and low on MP lol). The stalling is very good for PvP, and the damage that it gives in stage is amazing. I would recommend putting at least 2 points if you're planning to use this skill, and skip it if you don't want it. Level 1 Infinity Meteor Sword is extremely slow and you can't really do much with it (except lose air time lol). The new patch buffed IMS's damage, and now it is also a good choice for dealing damage to enemies. Level 4+ causes Infinity Meteor Sword's damage to be stable, and do the same amount for every hit (May change up or down 1 damage). This skill causes a stun lock on enemies on the ground, so it can be followed by some other skills in a ground combo if cancelled.

Stage: 0, 2, 4, 7 or Max
PvP: 0, 2, 4 or Max

Gladiat 07-21-2009 06:42 PM

[B0] Bless


[B1] Magic Defense
This skill makes you invulnerable to magic attacks. It renders some bosses and classes ineffective (Dainn, Yuki, Daru) and leaves them with weak melee attacks and what little physical spells they have. This skill can turn the tables on your opponent in PvP, and save you from a potential death in stage!

Stage: MAX
PvP: MAX

[B2] Provocation
One of the skills that makes Sieg unique. Provocation is one of Sieg's best skill in terms of usage, although damage is quite low. Sieg looks like he's shouting something and tearing off his armor, and everything within range takes minor damage, becomes slower, gets pulled towards him and all aggro is then placed on Sieg for a set time. In PvP, it can be used to pull people towards you, slow people down (Runners have a harder time getting away from you >=D) and can help you extend your combos. Although the new patch has lowered the need of it, Provocation in stage still has its uses. It can be used to get mobs off your teammates, get mobs into 1 spot so everyone can nuke it, and can also lure mobs into a trap. This is a must max skill for everyone.

Stage: MAX MAX MAX
PvP: MAX MAX MAX

[B3] Rage Explosion
This skill greatly enhances the damage that Sieg deals to all enemies. All physical damage (non-elemental) damage becomes critical, and does 150% damage. Sieg shouts something, does the victory pose and then his hands start to glow. The glowing hands show that he is being buffed by a skill that gives him 100% critical to all physical damage. Skills such as Whirling Sword, Flash Fate and Crescent Moon Sword are wind elemental attacks and do not do critical damage to the opponent unless a set effect that grants Deadly Magic Blow is worn. This skill costs HP instead of MP, so you don't have to worry about not having enough MP to use all of your strongest skills. However, keeping an eye on your HP is recommended so you don't get killed right after using this skill. This skill is very good in stage, since mobs can't really dodge that well, and in PvP Rage Explosion could turn the tides of battle with a barrage of critical attacks.

Stage: 0, 1+
PvP: 0, 1, 4 or Max

Quote:

Originally Posted by iARE1337 (Post 908608)
My opinion on rage explosion is whatever leftover points you may have (If the skill isn't on your must-max list) after the initial 1 point. Perhaps instead of the "1 or max" it should be a "1+" kinda deal.



[B4] Protective Fortitude
This skill just made Sieg a monster. No knockdowns from HKDs, no flinching from physical attacks, you drop from the air when you get launched (unless juggled by element based attacks) and you heal 16 HP per second! This skill is an absolute must for all PvP Siegs. However, in stage, this won't really save you since mobs can easily knock you down and some can even juggle you with elemental attacks. However, it is useful when fighting bosses that use physical attacks that launch and hit multiple times.

Stage: 0 or Max
PvP: MAX

Quote:

Originally Posted by iARE1337 (Post 908608)
Protective fortitude in stage isn't very useful. The "no flinch" effect is rather limited in that you can still be knocked down and pushed around by most skills monsters have.


[B5] Play Dead
Play Dead causes Sieg to lie down on the ground and pretend to be dead. This skill allows Sieg to dodge almost any attack during the moment he is lying down, except attacks that hit the ground. However, when Sieg is on the ground, if an enemy casts something like Fire Dragon Orb, Seduction of Succubus or Dodge, and the projectile is on top of Sieg, he will be hit by it unless it disperses before he gets up. Sieg ignores his wake-up A, so he does not have the use of invincibility. Attacks that strike enemies lying down will also hit a Sieg playing dead. A playing dead Sieg can dash, use a skill or use S to escape his downed state. This skill is worth at least 1 point, and more can be placed depending on how often you use it and how long do you usually stay down.

Stage: 1+
PvP: 1+

[B6] True Rage Explosion
This is the super version of Rage Explosion. Sieg shouts something, does the victory pose and then his hands start to glow, and a small pillar of light appears on him and wings appear and then disappears. This skill adds 40 STR per level, and gives you criticals for every non-elemental attack. Also, it lasts 1 minute at every level, which outlasts max normal Rage Explosion by 15 seconds. In PvP, this skill isn't very useful, but gives you a large advantage in STR if you are fighting with rebirth on (which is rare). In stages and Myth, this skill is a godsend. Your +% damage for your skills will rise much higher from the additional STR, and the criticals will make your melee and physical skill damage shoot through the roof.

Requirements for this skill is being rebirthed at least once, and at level 50, your total level must equal 90 or higher.

Stage: MAX
PvP: 0 or Max

Gladiat 07-21-2009 06:43 PM

[H0] Health


[H1] Health Increase
What is there to say? You get lots of HP from this skill. Compared to most classes, Sieg's Health Increase gives more HP than others, making him better at tanking and better at surviving. However, one combo is enough to kill in free zone, and 660 extra HP in PvP isn't going to do as much as it used to, with the bonus equips and buffed damage. In stage, potions are almost overpowered, and the heals from Eir's New Beads of Healing and Krieg's True Revial are enough to get you from 0 HP to full. However, 1 point is recommended since the 1st point gives 100 HP, and each consecutive point gives only 80 more HP.

Stage: 0, 1 or MAX
PvP: 0, 1 or MAX

[H2] Deadly Blow
Gives your physical attacks a chance to deal 150% damage by making it critical. This skill is definitely worth a point in it, because of the critical chance, and 1 point is also necessary for the Rage Explosion and True Rage Explosion skills. You could max this if you want (I'm doing this), but it costs lots of points and those points are probably better off placed elsewhere.

Stage: 1
PvP: 1

[H3] Mana Regeneration
Increases your mana regeneration. This is extremely useful, since Sieg has high MP costs with moderate cooldowns. However, this skill has lost some of it's use in stage, because of the set effects from the Ancient Elf Hero and the Ancient White Dragon sets (+7 MP Regen per second).

Stage: 0, 1 or Max
PvP: MAX

[H4] Minimize the Damage
Makes the enemy hit the lowest of their attack range. This skill is very useful in PvP, but not as useful in stage, since the mobs and bosses don't really have a large damage range. In PvP, nothing is more feared than a critical BACKSTAB! With Minimize the Damage, that critical backstab can be weakened a lot, and could potentially save you from dying. However, it is based on a percentage.

Stage: 0
PvP: MAX

[H5] Mana Increase
Increases your mana pool. This skill isn't very useful, since it just increases your max MP, and by a tiny amount (50 MP) every level. If you have a lot of points, and all the skills you want are maxed, you might as well just put them in here so you have more MP every life.

Stage: 0+
PvP: 0+

Lunar 07-21-2009 11:22 PM

i read through 4 skills and
fail at FB, down attack is so weak now FB can outdmg it
with a normal dmg range around 300 downattack is around 140 dmg,
FB with 30% boost is around 200 after sieg's buff patch it goes up to 400 or 500 forgot easily outdamages down attack but not saying it's useful

and u should just ignore the damage numbers and just go with their uses since we're going to get the sieg patch sooner or later
u dont wanna rewrite this

there's no skill that is "useless because of damage except for thundersound" u can even use blow for dmg

Gladiat 07-21-2009 11:26 PM

Quote:

Originally Posted by Lunar (Post 907257)
i read through 4 skills and
fail at FB, down attack is so weak now FB can outdmg it
with a normal dmg range around 300 downattack is around 140 dmg,
FB with 30% boost is around 180 after sieg's buff patch it goes up to 400 or 500 forgot easily outdamages down attack but not saying it's useful

Ah ok I'll add that in tomorrow. Was going off my level 27 mule sieg's damage so I guess that's why LOL.

Hate editing that stuff on iPod touch D:<

Lunar 07-21-2009 11:37 PM

Quote:

Originally Posted by Gladiat (Post 907265)
Ah ok I'll add that in tomorrow. Was going off my level 27 mule sieg's damage so I guess that's why LOL.

Hate editing that stuff on iPod touch D:<

O_o low lvl dmg is even higher..
fb does 500dmg on low lvls
downattk is probably 300 i think

or that's the numbers on my sieg which is 19 with +14 sword or wutever lvl it is.. that u get fb
yea it's 19, since fb lvl 2 is 18

Gladiat 07-22-2009 07:48 PM

Added info from you on the guide. Edited grammar, and is in a "quote box". Credits are at the bottom.

Guide is now complete.

iARE1337 07-22-2009 08:25 PM

Mind if I interject a bit?

About protective fortitude in stages, I don't find it particularly useful. The "no flinch" effect is rather limited in that you can still be knocked down and pushed around by most skills monsters have. Unless you're constantly under barrage by those knights in 5-10, I don't think the skill is a must max stage-wise.

My opinion on rage explosion is whatever leftover points you may have (that is if this skill isn't in your list of priorities to max) after the initial 1 point. Perhaps instead of the "1 or max" it should be a "1+" kinda deal. Then again it's not my guide.
As for True Rage Explosion, I say level 1 does wonders for a PvPer trying to get to XX level through staging.
On to whirlpool sword, I'd say a 0 or 1 for PvP as opposed to your current mandatory level 1. I never used it when I had it, and when I did use, it was rather forced and unnatural. Sure as hell didn't fit my play-style.
I recently also gained a new outlook on HP Increase. I would agree with you if it were a few weeks ago on it being a must max but after several chain of events and conversations, I feel it's completely optional, stage and PvP build alike.

Enough nitpicking around, +rep due to Sieg bias.:py11:

Gladiat 07-22-2009 08:33 PM

Some sections of the guide was created like almost a month ago so I guess I forgot to change that part lol.

Thanks for your suggestions =)

I'll add in the quotes for your suggestions tomorrow. Ipod touch is hell for copy and pasting x.x

Yumidesu 07-22-2009 09:21 PM

Just to let you know, if you backdash cancel Whirlpool Sword fast enough, it freezes the enemy. :x

Skiegh 07-22-2009 10:15 PM

I see very few Siegs ever make use of it but in-case you feel like writing it down, Hurricane Sword can be followed up by >>A if it hits more than once. (They get dragged along) As such, it can be used as a reset much like sky slashing only much more tricky.

ZeroKunoichi 07-22-2009 11:21 PM

Finishing blow is still a good skill it just depends on when to use it.
I have done a FB turn around Dash A to continue a combo against a wall but I have failed in replicating it since my lag is terrible.
It can be used to reset just like SS and continue a combo.
It can be used in PvP lvl 1 or max against a Sieg to do CMS cancel FB when they play dead or just a downed opponent to launch him into the full CMS.
If you watch me play I may have used it a bunch against Jinus and other Siegs.
The difficulty on doing hurricane sword into dash A is about the same with FB turnaround dash A.

The downattack nerf made FB actually worth getting for damage now. I mean in tourneys you don't get to use super long combos so why not finish with FB and do an extra 500DMG for a kill.

Khoon 07-24-2009 05:52 AM

Quote:

Originally Posted by Yumiko (Post 908669)
Just to let you know, if you backdash cancel Whirlpool Sword fast enough, it freezes the enemy. :x

+
one hit whirlpool sword can stun.
you can do.... whirlpool sword(1hit stun) dfist, and whirpool sword(1hit stun) rage dfist if you do it fast enough.
problem is that it's hard to hit on ground and hard to do it during busy pvp lol;

if it was able to... down attack whirpool sword, it would be hax lmao.


you can cleary see that stun works by crow's motion.


Thanks for the guide Gladiat.

Lunar 07-24-2009 11:28 AM

Quote:

Originally Posted by Khoon (Post 910467)
+
one hit whirlpool sword can stun.
you can do.... whirlpool sword(1hit stun) dfist, and whirpool sword(1hit stun) rage dfist if you do it fast enough.
problem is that it's hard to hit on ground and hard to do it during busy pvp lol;

if it was able to... down attack whirpool sword, it would be hax lmao.


you can cleary see that stun works by crow's motion.


Thanks for the guide Gladiat.

woot! thx
now i can extend my sieg ground combo of half life MUAHAHAHAH

Khoon 07-24-2009 12:40 PM

I'm not sure if it will work on players, because last time I tested it to an Arien, it didn't work. o_o

bladedfury410 07-24-2009 12:49 PM

I'm pretty sure its 7/22 not 6/22

Gladiat 07-24-2009 07:47 PM

Thanks everyone for your suggestions. I added credits for all contributions at the bottom of the 1st post, and added quotes into the skill sections for the contributions.

And lol thanks bladed I didn't notice that xD (Was half asleep LOL)


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