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Jerks

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Posts posted by Jerks

  1. and resist fire etc,cause they don't give +150

    in your buffs,can u explain me what that buff before blazing skin does?

    Counter critical: Increase defense against critical by 30% attacks and increase critical attack damage.

     

    Since when there is the elemental system resist can be enchanted in power.

  2. 1. Wit +4 Int -4 is useless for saggi... Better it u put a lil more DEX for speed and atk speed.

    2. Double Shot?! You didn't neither mentioned it in pvp. I can tell you that you will make a really good dmg with it.

    3. Prophecy of wind > Chant of Victory. 25 more critic rate and only 3 less accuracy that u will get back with your toggle skill.

  3. First of all:

    1. Clarity it's useless if u are in a pvp server with mana potion, in low rate server you will have an EE that will recharge u.

    2. Seed of wind is useless if u have lvl 4 150 patk wind.

    3. Resist water/fire/wind/dark/holy are enchanted so they give 150 element resist more than normal ones.

    4. Skin if u can enchant it, it will give u 15% more pdef.

    5. Counter critical will give u a better pdef against critical than chant of protection.

    6. Hurricane Armor it's fundamental in pvp.

    7. Without berserker every archer will pwn u cause u will never reach them.

    8. Improved shield def: USELESS if u use sigil!! It will not improve the sigil defense.

  4. Dude as a Sts player i can say that this guide is quite perfect.

    Another lil suggestion that i can give is:

    Get a 2nd weapon with you with Dark attribute so if someone has good wind resist you can use the dark weapon by using vampiric and death spike.

    This way you will get more chance to find the weak point of your opponent because everyone when fight vs a Sts think to WIND attribute, by using dark attribute u will have the surprise effect :P

  5. Buffs vs Warriors:

    buff1.jpg

     

    Some clarifications: Skin is enchanted on +30 (Increase P.Def.), Resist water/fire/wind/holy/dark enchanted on +30 (Power), Resist shock enchanted on +30 (Power), CoV enchanted on +15 (Decrease Penality).

    Last one: If you can only use 12 songs/dances just quit resist one.

    Seed of wind useless if u have +150 element wind on ur weapon, it will not increase ur dmg.

     

    Buffs vs Mages:

    buff2.jpg

     

     

    About your equipment s84:

    invd.jpg

     

    About skill enchantment:

    Hurricane: Enchanted on Power. Wind vulnerability it's useless vs all other classes but SPH cause it affects only others weapon with wind element.

    Death Spike: Enchanted on Power.

    Aura Flash: Enchanted on Chance. It will cancel your opponent target.

    Wind Vortex: Enchanted on chance, so if it works u will use Slug (enchanted on power)

    Curse Death Link: Enchanted on Power. Really nice skill that increase his damage when u have low life.

    Vampiric Claw: Enchanted on Sap. It will absorb the target's HP by 70% when is +30.

    Robe Mastery: Enchanted on Magic Defense. At +30 it increase M. Def. by 25%.

    Wisdom: Enchanted on Power. Increase mental atk resistance.

     

    About dyes:

    Int +3 Men -3

    Int +2 Men -2

    Wit +4 Men -4

    If u put +4 Con -4 Str you will have 2k HP more and 900 CP more.

    If u put +4 Int u will have 29% more M. Atk., if u put +5 Int u will have 37% more M. Atk.

     

    About Certifications:

    I would prefer UD instead of Boost HP.

     

  6. You should carry 2 weapons (this is especially available for oly). One health weapon, and one crt stun weapon. Stay put with your health weapon. When your hp drops under 60%, switch to crt stun, because at that time you will use bison totem and go melee. This is only available if your target doesn't have riposte stance toggle, be careful.

    Bison totem gives you patk and crt rate. under 60% hp you have +100 crt rate. When you reach 30% hp, you will get +400 crt rate (that's almost 500 in total). At that point you activate zealot and keep attacking. Your target will most likely be stunned most of the time. However, you know what happens if you're unlucky.

    If you're up against a target with riposte stance (glad), you need to consider where you are stronger than him. You're stronger in your ranged attacks. Thus, keep him at a range, in force rage, force blaster, and the other ranged attacks. If he comes at you in sonic move, just stand your ground and get his ass. When he is near you, just do a hurricane assault, a cripple and run. If cripple landed, gratz, you may have won the pvp. Keep him off you.

    This is effective against every melee char, especially dagger.

     

    So, i told you the basic strategy. Remember, atk speed is your advantage. That's why you have a ranged edge over the gladiator, along with the fact that your ranged nukes are more powerful.

    As a dye setup, use what the glad uses: +5str +4con -9 dex (or +5con and +4str, not a big difference). I know, you lose attack speed, but fist fury is there. So is puma totem. As an armor, ic set or tallum plate (depends on your preferences) if you want to give away your speed and evasion (this is good if you pvp a glad, you can't kite him), or draconic set if you're up against targets that require you to run (most mages, daggers, archers).

     

    Credits: Pmfun.

     

    I've found this lil guide there. Hope it will help u.

    If it's wrong just correct it cause i've never played tyrant.

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