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Post by Traaavis on Nov 28, 2012 0:24:22 GMT -5
MELEE ABILITIES GUIDE This guide will attempt to provide an organized view of all melee abilities that can be used in Dungeoneering with an analysis on which abilities are better than others. While 3bo does not require any specific action bar setups, I included an example of what I find to be effective, and I hope you can use this information to formulate your own action bar(s) accordingly. Please read the BREAKDOWN sections for my justifications, and don’t hesitate to ask questions! My primary Melee action bar: My secondary/boss Melee action bar: Spreadsheet with all guide information grouped together in a less detailed, more organized fashion: docs.google.com/spreadsheet/pub?key=0AkL9M4qyZxFUdEYwb25CMDlZUVJVRktXZVBNLXNFMnc&output=htmlBASIC ABILITIES 1. Slice - Damage: 125%
- Special effect: 10% increase in critical hit chance
- Cooldown: 3 seconds
2. Backhand - Damage: 188% (if immune to stun)
- Special effect: Stuns enemy for 3 seconds
- Cooldown: 15 seconds
3. Smash - Damage: 125%
- Special effect: None
- Cooldown: 10 seconds
4. Barge - Damage: 188% (if immune to stun)
- Special effect: Stuns enemy for 3 seconds
- Cooldown: 20 seconds
- Note: Cannot be in close range of opponent or else ability won’t activate
5. Sever - Damage: 188%
- Special effect: Reduces damage taken by opponent by 10% for 10 seconds
- Cooldown: 30 seconds
6. Kick - Damage: 188% (if immune to stun)
- Special effect: Stuns enemy for 3 seconds, knocks them back 1 square
- Cooldown: 15 seconds
7. Punish - Damage: 100%
- Special effect: 135% damage if enemy is stunned
- Cooldown: 5 seconds
8. Dismember - Damage: 125%
- Special effect: DoT/Bleed effect (6 seconds)
- Cooldown: 30 seconds
9. Fury - Damage: 125%
- Special effect: None
- Cooldown: 30 seconds
- Note: This is a combo ability. If you use any other abilities for the 6 second duration of this one, Fury is canceled and the new ability begins. Essentially this is a short-term momentum, granting 125% weapon damage for 6 seconds.
10. Cleave - Damage: 125%
- Special effect: AoE damage in a cone-shape directly in front of you
- Cooldown: 10 seconds
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Post by Traaavis on Nov 28, 2012 0:24:35 GMT -5
BREAKDOWN Basic abilities are going to be used most often, since they require no adrenaline to activate. However, there is limited space on each action bar: 12 total spaces, minus three reserved for various teleporting options and one for Freedom because protecting against magic no longer prevents being stunned or bound by mages. Of the eight remaining slots, picking the best combination of basic abilities – while leaving room for a few more powerful thresholds – is vital for a good action bar setup. That being said, let’s start out by eliminating both the weakest and overly similar abilities. Barge not only requires you to be distanced from your enemy, but it has the same effect as Backhand and Kick, plus an extra 5-second cooldown. Get rid of it. Backhand and Kick are also the exact same thing, except Kick will additionally knock back your target (similar to the old dragon spear special attack), so the list can be shortened to 8 choices. However, Backhand is really only useful for enemies that cannot be stunned, unless combined with Punish (for 135% damage). The only issue with this is that you can only stun every 15 seconds; this is too long to be of use in a normal GD, so I recommend keeping all stunning melee abilities off the primary action bar. Kick is unique; its knockback effect will make Slaughter's 3x damage initiate immediately. This can come in handy for enemies that can't be moved (like Mages), but you should be ranging them anyway. If research shows that there are a significant amount of enemies that are immune to stun, they may become more relevant, but for now I do not recommend them. Fury and Dismember are similar but not identical. They both deal 125% damage, last for six seconds, and have a 30-second cooldown period, but here’s how they differ: Dismember acts as a Damage-Over-Time (DoT) ability, whereas Fury is a combo ability. What does this mean? As long as dismember hits, it will deal 125% damage over the course of six seconds time, during which you can use other abilities. Fury, on the other hand, will let you deal 125% damage for six seconds – but only if you don’t use other abilities. As soon as a new ability is activated, Fury is canceled. And because 2-handed weapons hit at intervals of 3.6 seconds, you’ll only get one boosted attack during that time, while Dismember allows for more damage potential. This leaves Slice, Smash, Sever, Punish, Dismember, and Cleave. Slice is the best option you have; it can be used every three seconds, deals 125% damage, and has a 10% chance of dealing critical damage (200% of normal damage). Smash and Cleave are very similar, but both are very useful. With only ten seconds of cooldown time for each, plus the added AoE effect for Cleave, they both have a spot on my list. Sever has a relatively high cooldown time for a basic ability (30 seconds), but it has the highest damage output (188%) plus a defensive boost (by reducing the enemy’s damage by 10%). It can’t be used too often, but it’s very useful for taking down enemies with lots of LP. I like to keep five basic abilities on my bar, so now we need to decide between Punish or Dismember. Punish only deals 100% damage vs. Dismember’s 125%, but Punish can be used 5 additional times before Dismember is ready to be used again. Not only is this great for increasing the adrenaline bar, but it provides a higher damage potential, and I opted to keep Dismember off my action bar. So, my final basic ability choices, listed in order of cooldown, are: 1. Slice 2. Punish 3. Smash 4. Cleave 5. Sever
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Post by Traaavis on Nov 28, 2012 0:24:46 GMT -5
THRESHOLD ABILITIES 1. Slaughter - Damage: 100-250%
- Special effect: DoT (10 seconds), 3x damage if enemy moves
- Cooldown: 30 seconds
2. Hurricane - Damage: 188%
- Special effect: AoE damage
- Cooldown: 20 seconds
3. Quake - Damage: 100%
- Special effect: AoE damage, reduces enemy defence by 5% only if they are at 90% or greater of their normal defence level
- Cooldown: 20 seconds
4. Assault - Damage: 219%
- Special effect: Combo DoT (6 seconds)
- Cooldown: 20 seconds
- Note: Combo ability; let Assault run its course for 6 seconds for the fullest effect
BREAKDOWN Threshold abilities are far more powerful than their Basic counterparts, but this comes at a cost; to use a threshold ability, the adrenaline bar must be at 50% or higher, and each threshold used reduced the bar by up to 15%. These abilities should be used on high LP monsters so their damage output and adrenaline isn’t wasted. There are three spots left on the action bar, but four thresholds. Let’s see which one is weakest. Slaughter is essentially an improved version of Dismember. It deals damage for 10 seconds, and if you get the enemy to move, that damage is tripled. This means instead of dealing 100-250% damage, it will actually deal 300-750% (up to 17,700 damage with a max non-crit hit!). Unfortunately, the only way to get the enemy to move is if it’s targeting you, or a teammate can help you out, so be wary of this. This is the strongest of the thresholds when it hits, so it’s a must-have for the action bar. Hurricane and Quake are both AoE abilities – but are they both worth it? In my opinion, they aren’t. Hurricane is clearly the stronger option (assuming 100% accuracy, Hurricane can deal 376% damage in one minute vs. Quake’s 300%). The defence reduction can be utilized on a boss, but it’s not necessarily worth it for GD’s, unless surrounded by high defence/LP melee enemies (atypical). It can be used up to 3 times on a boss before the defence reduction becomes useless, so plan accordingly if you choose to use it. Assault is the highly improved version of Fury. It is a combo attack, but it can be canceled early without worry. The damage it deals is phenomenal; 219% is stronger than some of the Ultimate abilities. My choices for thresholds, in order of most common use, are as follows: 1. Assault 2. Hurricane 3. Slaughter * I use Assault and Hurricane more in GD’s, since Slaughter usually doesn’t need to be used, though it is extremely powerful and I recommend using it against high LP monsters (Nechryael come to mind).
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Post by Traaavis on Nov 28, 2012 0:24:59 GMT -5
ULTIMATE ABILITIES 1. Overpower - Damage: 200-400%
- Special effect: None
- Cooldown: 30 seconds
2. Meteor Strike - Damage: 300-400%
- Special effect: None
- Cooldown: 60 seconds
- Caveat: This ability only works when the target has 50% or more LP remaining. For bosses that have multiple phases/stages (Stomp, Icefiend, Kalger, Grave), it will only deal enough damage to end the current stage (i.e. It can’t help skip stages or damage the next stage)
3. Berserk - Damage: 100% increase
- Special effect: Increases damage dealt and received by 100% for 20 seconds
- Cooldown: 60 seconds
4. Pulverize - Damage: 219%
- Special effect: 25% damage reduction for 20 seconds
- Cooldown: 60 seconds
BREAKDOWN As you may have noticed, I did not include any Ultimate abilities on the action bar. Why? They’ll almost never be needed in a normal GD where thresholds are more important, or you can use the full adrenaline bar to replace LP and survive paths easier. However, they are essential for taking down a boss in a timely fashion, so please be aware how they each work so you can choose the perfect ability to unleash at the right time. Overpower is an overall excellent threshold. Most bosses won’t last long enough for more than one ultimate to be used, unless you are soloing, or surviving Gulega. It has the lowest cooldown time, so it’s best for when you have time to use two ultimates. Meteor Strike is more powerful than Overpower, capable of dealing up to 5000 damage on a boss (each hit is capped at 5000 damage). However, it only works when the enemy has 50% or more LP remaining, which makes Overpower more useful. If for any reason you can use an ultimate before the boss is half dead, you may have the opportunity to fill the adrenaline bar again. Because of this, Overpower will deal 400-800% damage vs. Meteor Strike’s 300-400%. Meteor Strike is great if you have a full adrenaline bar at the beginning half of the boss but are about to die, but otherwise stick with Overpower. Berserk is fantastic against bosses you can survive while using Soul Split. Increasing damage by 100% for 20 seconds is extremely overpowering, and it absolutely DECIMATES bosses in a matter of seconds, especially with multiple people utilizing its effect. The boost applies to auto-attacks and abilities, so make sure you spam as many of them as you can in the 20 seconds following activation. Pulverize is the worst Ultimate ability. It’s weaker than the others, and even weaker than some thresholds. Reducing damage isn’t important for facing bosses in Dungeoneering, since you’d be better off using Berserk with Soul Split, or Overpower/Meteor Strike if you’re about to die. FINAL WORDS Setting up one action bar for Melee is what most people will prefer, but I chose to create two – one for normal GD’s and one for Bosses. The boss bar attempts to speed up increasing your adrenaline so you can activate Overpower/Berserk more quickly. In order to do this, I leave out Hurricane and Assault and replace them with Overpower and Berserk. I also leave out Sever and replace it with Kick. Sever is powerful, but if the boss is immune to stun, Kick can be used twice in the same time period as Sever, plus it’ll increase Punish damage. On top of all that, the faster you can use abilities, the faster your adrenaline bar raises, and the faster you can use Ultimates and/or Thresholds to take down the boss. I leave Slaughter on the bar though because it is EXTREMELY powerful if you can get the boss to move while it’s activated (Kick may help with this). To recap: My primary Melee action bar: My secondary/boss Melee action bar: Spreadsheet with all guide information grouped together in a less detailed, more organized fashion: docs.google.com/spreadsheet/pub?key=0AkL9M4qyZxFUdEYwb25CMDlZUVJVRktXZVBNLXNFMnc&output=htmlDue to the relatively recent release of the EoC, please take this information with a grain of salt; abilities are still being researched, and information in this guide is subject to change with new information.
Additional Credits go to: S0LD, Black Magic, Defy, and FatWrecked for helping me with research. Thanks again!
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Post by bladeiswet on Nov 28, 2012 3:13:58 GMT -5
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