Post by Killer B3e on Jul 20, 2013 16:39:41 GMT
Talents are a feature of the game which unlock at level 50.
They consist of 1 skill bar talent and 8 Passives. The Passives are skills which auto-trigger - just like your passive skills in your regular skill bar. Some of the Passives have a permanent application (such as reduced cool downs to skills) and some have a chance of triggering in certain circumstances.
To access the talent system, you will find this as a tab option within your skills.
Click the book icon in your options bar at the bottom of your game screen to open up the skills screen
The Talent's tab will no longer be greyed over when you hit 50, so you can click it to open the Talent interface.
When you open Talents for the first time you will have 1 skill point which will need to be assigned to Holy Seal. To unlock more Talent points you will need to pay exp and gold. You cannot use exp from previous levels to feed into talents, just the level you are currently at. This means you cannot stay at 1 level indeffinitely.
Until level 21 Talent the exp requirement increases by 3mil a Talent level, then you have 1 Talent at 1mil increase before the increase drops to 500k exp a Talent Level. At level 31 Talent this goes down again to a 100k increase.
You will need to chose wisely where to put your talent points as they become progressively more expensive to get.
Holy Seal - the Skill Bar Talent
All classes have the same skill bar talent, the Holy Seal, which needs to be activated in the same way as any other skill during a fight. The quick trigger for the Holy Seal on your keyboard is the letter Q. There is no QTE for it.
Holy Seal's damage is about the same as your auto-attack (the action your character does if you do not trigger a skill) but it has one additional purpose, to stun your opponent. If your Holy Seal is higher than the Holy Seal of your opponent, then you have a high chance of stunning them of up to 3 rounds. The bigger the difference in Holy Seal, the longer the effect of the stun will last. The stun effect is only available in pvp battles.
There is much controversy over the use of Holy Seal in pvp. Many people feel that it is overpowered and removes the use of tactics and skill from the game. However, the use of Holy Seal does also require some thought and tactic. Players sacrific a lot of exp to get this skill and timing of it's use is critical.
Please note that Holy Seal has already been nerfed in two ways;
1) the cool down has been increased from 45s to 60 seconds - I used to be able to open with Holy Seal and then use it again before the 50% damage came up in a fight, now if I open with Holy Seal, I cannot use it again until after 50% damage comes up. This again means that the user of seal has to think about when is best to use it to make the most of it, because likelihood is you will only use it once during the fight.
2) the casting speed has been slowed considerably - as mentioned I used to be able to open with Holy Seal and 8 times out of 10 I would hit first thereby stunning my opponent before they have even caused damage to me; now if I open with Holy Seal I will definitely hit second and may even lose a turn in trying to use it.
Some tactics when using Holy Seal for the purpose of stunning your opponent:
Consider who you are fighting - if a knight then you may wish to save the Holy Seal until they shield (if you can't cause damage to them then at least they won't be able to cause damage to you either); if a mage, then try to pre-empt their use of heals, by stopping a mage from using restoration or blessed light you can turn a fight on it's head and convert a loss into a win; if an archer then stunning them before they can aoe or when your troops die is useful since they will be prevented from focussing their attacks on you.
Wait until the 50% damage is coming up - preventing your opponent from causing this additional damage to you while being able to cause the damage yourself if certainly a great tactical advantage, especially against someone with high defense stats, such as Knights.
Use the Holy Seal when your opponent is slow to cast or using a slow casting skill, such as a delphic, this way you wont lose a turn and may even hit first if well timed.
If you have an archer on your team, or are an archer, you might want to use the Holy Seal before the Battle Prowess Buff has been added so that your higher damage causing hits have this boost (a buff an archer adds to all team mates/troops every time they have a critical hit and can be stacked to a maximum of 5).
remember though, each fight is different, so judge accordingly. Do not use a blanket rule for all fights as it will not always work. Play smart and don't assume your stun will work every time
If your sole purpose in using Holy Seal is to stun someone then if you have already been stunned by that player you might as well not try to use it at all. You can only stun people who have a lower Holy Seal than you, if they're able to stun you, it means that their Holy Seal is a higher level.
There are other tactical uses for Holy Seal
- the seal does still cause decent damage on par with the basic skill or auto-attack for each class.
- the seal itself doesn't have any rage generating abilities but your class skills/pve set rage generating abilities will make it a rage generating skill. It is probably the least useful to an archer in this use since rage generation is not guaranteed. Also remember that auto-attack actually generates 2 rage before class skills so would be better to use if this was your sole purpose.
The key thing about Holy Seal is that you HAVE to level it in order to level your Passive skills. Level 5 Holy Seal unlocks level 1 Passives, then the next Passive level is unlocked every 10 Holy Seal Levels (5, 15, 25 etc). If you are someone who hates Holy Seal but value the other Talents, then you will still need to level Holy Seal to make the most of other Talents.
Each Class has their own specific passive talents - a total of 8.
As mentioned, the first level of passives does not unlock until level 5 Holy Seal and then each additional level unlocks at every 10 Holy Seal levels after that.
Talents that affect cool downs for skills automatically decrease the cool down time of the skill in your skills tab.
ARCHERS
STEALTH level 1 decreases damage by 5%. Each additional level decrease damage by 1% more. This is a good talent to have for all purposes. This is a Permanent Talent.
INSTINCT level 1 decreases Bloodthirsty Strike cool down by 7seconds and increases damage by 5%. Each additional level decreases cool down by an additional 1% and increases damage by an additional 2%. This skill is great for pvp, especially in battlegrounds where keeping hp high is important.
RETRIBUTION level 1 decreases Delphic Death Star's cool down by 5seconds and increases chance of a critical hit by 5%. This is good for high level archers with pve gear during pvp. Although the likelihood of wanting to use this skill multiple-times in a battle is low, the increased crit-chance is important for rage building.
SCRUTINY level 1 has a chance of increasing base crit damage by 10% and lasts 2 rounds. It is triggered by Arrow Strike. Each additional level increases crit damage by an additional 3%. Since critical damage is the key to archers and arrow strike is the most used skill for rage building, this Talent is very useful to have. NOTE: The talent says that the proc lasts for 2 rounds but in practice it only lasts for one (Note edit added 9 June)
ENRAGE level 1 is a 5% chance of the next skill to be a critical attack. It is triggered by Armor Piercer. At level 60+ and with pve gear Armor Piercer becomes more and more useful making this talent more useful too. That being said, I personally still feel that there are more important talents to have.
POTENCY level 1 has a 7% chance of decreasing the rage consumption of Armor Piercer by 50%. It is triggered by Multi-shot. Each additional level increases the chance by 1% more. Again a nice to have especially if you want to use Armor Piercer with pvp sets. Personally I rarely use multi-shot skill in the same skills bar as Armor Piercer, but for those who do, it is useful to have. Note that with pve set Multi-shot skill is another rage generating skill for archers.
INSIGHT level 1 reduces the cool down of Incendiary Shot by 7 seconds. Each additional level reduces the cool down by a further 2 seconds. At level 65+ this is great for pve archers who want to solo the first boss of 65 NM. It is also great for archers in spire, where reducing the damage caused by the higher level bosses becomes increasingly important.
FURY level 1 reduces the cool down of Lunatic Fire by 5 seconds and has a chance to increase the crit rate of your next skill by 3%, lasts 2 rounds. Each additional level reduces the cool down by a further 1 second and increases crit rate of the next skill by a further 1%. The coold down reduction aspect of this talent is the more valuable part as it means an archer is able to aoe twice on it's opponents before troops/party members die
A lot of the decision process will depend on your skill build and whether you value pve over pvp talents.
KNIGHTS
TYRANNY level 1 has a chance to increase your crit damage by 3% for 3 rounds. It is triggered by Slasher. The wording on the talent is misleading as it causes you to assume it applies to general damage. However, given that most Knights use Will Destroyer so that they can focus on Block skills over Crit, this talent is rendered largely useless.
WATERSEAL level 1 reduces the cool down for Enchance Delpic Destroyer by 5 seconds. This is a good skill for knights who are focussed on damage. Knight's rage generation means that in the case of team fights or pve boss fights the ability to use this skill twice or more is certainly useful.
PUNCTURE level 1 reduces the cooldown of Whirlwing by 5 seconds and has a chance for it to trigger a bleed to your opponent, causing them to lose 20% damage per turn for 3 rounds.The damage cause is based on the damage done by your Whirlwind. Each additional level reduces cool down by 2seconds and increases the bleed damage by 2%. As a bonus damage creator, without spending extra rage or taking an extra turn in fights, this is another useful skill for Knights.
SECOND WIND Level 1 increases the damage caused by Ultimate Slasher by 3% but also increases rage consumption by 1. Each additional level increases damage by 2% and rage consumption by 1. Again, another good skill to have since the increase in rage is minimal compared to the increased damage.
IRON WALL level 1 decreases damage by 5%. Each additional level decrease damage by 1% more. This is a good talent to have for all purposes. This is a Permanent Talent.
MEDIATION level 1 has a chance to recover 5% of your current max hp. This skill is triggered by Intercept. Useful in pvp only but a free way of regaining hp that gets more valuable as your character hp increases.
PERSISTENCE level 1 gives a chance to reflect 10% of damage caused to you when you sucessfully block incoming damage. A great skill for block build knights.
DELIVERANCE level 1 has a chance to trigger a 5% damage reduction buff on you for 2 rounds. It is Triggered by Shadow Thrasher. This talent is good for the tanking abilities of a Knight, although I understand that the trigger rate for it is low.
MAGES
MOMENTUM level 1 shortens the cool down of Meteoric Destroyer by 3 seconds and has a chance of restoring 1% of hp. Each additional level shortens the cool down by another 1 second and increases the hp restored by 1%. A shorter cool down on the mage's higher damage aoe is always useful; however I understand the trigger rate of the heal is extremely low.
FOCUS level 1 has a 5% chance of decreasing rage consumption by 30% for 2 rounds. Triggered by Lightning Bolt. Each additional level increases the chance by 1%. This talent works in the same way as crypt rings do when their set bonus is triggered. Given that Lightening Bolt is the key rage build skill for mages, this skill is useful for their low rage generating abilities, allowing them to use heal skills quicker or more often. NOTE - the wording on this passive says 50% rage reduction, however the buff when in fighting mode will state 30% and that is the actual reduction that applies.
BARRIER level 1 decreases damage by 5%. Each additional level decrease damage by 1% more. This is a good talent to have for all purposes. This is a Permanent Talent.
REDEMPTION level 1 shortens the cool down of Blessed Light by 5 seconds. Each additional level shortens the cool down by a further 2 seconds. An important skill to have for any healer, especially in level 65 or nightmare dungeons where frequent healing is required. Note though that in order to make effective use of this skill you rage generation needs to be able to keep up with it. Probably good for pve gear set-ups.
AWAKEN level 1 has a 5% chance of reducing the rage consumption of Delphic Thunder Frenzy by 50% for 2 rounds. Triggered by Rain of Fire. A very specific talent to skill type. Usefulness will depend on your build and how frequently you pair these skills together.
MISFORTUNElevel 1 shortens Dam.nation cool down time by 5 seconds and increases damage by 10%.
CALLOUS level 1 shortens the cool down of Delphic **** Thinder by 10% and has a chance of triggering a damage absorption shield that absorbs up to 5% of max hp for 3 rounds. Good for damage focused mages, but usefulness may be limited due to the relevant skill requiring 100 rage and most mages being heal focused.
SURVIVE level 1 increases the cool down of restoration by 5 seconds but increases the heal by 20%. Each additional level increases the cool down by a further 1 second but increases the heal by a further 5% and has a chance to give 10 rage to the target. A very popular choice for healer mages. The increase in heal, especially at higher levels of this talent makes the increased cool down worth while to accept. NOTE - the skill doesnt actually tell you how much the increase to cool down is but these figures are given by mages who have this skill and have found out through actually trialling it.
Remember to trial things out, see what works for your build. Do not be scared to test for yourself. You can always reset talents for 895 vouchers (or balens), and given how easy vouchers are to come by in game, this should not be too hard to save up.
A good place to stop for levelling talents is at level 65 (level 66 if the extra skill point is important to you). Up to that point talent levels quickly yout level your character level and you are forced to level up quickly. At 65 the you have enough exp to level talents past the levels where exp reduction starts. Potentially up to level 45 talent. It also allows you to benefit from max exp from moonevil dungeon until you and your MP Dungeon team are ready to work on Demon Temple MP Dungeon.
They consist of 1 skill bar talent and 8 Passives. The Passives are skills which auto-trigger - just like your passive skills in your regular skill bar. Some of the Passives have a permanent application (such as reduced cool downs to skills) and some have a chance of triggering in certain circumstances.
To access the talent system, you will find this as a tab option within your skills.
Click the book icon in your options bar at the bottom of your game screen to open up the skills screen
The Talent's tab will no longer be greyed over when you hit 50, so you can click it to open the Talent interface.
When you open Talents for the first time you will have 1 skill point which will need to be assigned to Holy Seal. To unlock more Talent points you will need to pay exp and gold. You cannot use exp from previous levels to feed into talents, just the level you are currently at. This means you cannot stay at 1 level indeffinitely.
Until level 21 Talent the exp requirement increases by 3mil a Talent level, then you have 1 Talent at 1mil increase before the increase drops to 500k exp a Talent Level. At level 31 Talent this goes down again to a 100k increase.
You will need to chose wisely where to put your talent points as they become progressively more expensive to get.
Holy Seal - the Skill Bar Talent
All classes have the same skill bar talent, the Holy Seal, which needs to be activated in the same way as any other skill during a fight. The quick trigger for the Holy Seal on your keyboard is the letter Q. There is no QTE for it.
Holy Seal's damage is about the same as your auto-attack (the action your character does if you do not trigger a skill) but it has one additional purpose, to stun your opponent. If your Holy Seal is higher than the Holy Seal of your opponent, then you have a high chance of stunning them of up to 3 rounds. The bigger the difference in Holy Seal, the longer the effect of the stun will last. The stun effect is only available in pvp battles.
There is much controversy over the use of Holy Seal in pvp. Many people feel that it is overpowered and removes the use of tactics and skill from the game. However, the use of Holy Seal does also require some thought and tactic. Players sacrific a lot of exp to get this skill and timing of it's use is critical.
Please note that Holy Seal has already been nerfed in two ways;
1) the cool down has been increased from 45s to 60 seconds - I used to be able to open with Holy Seal and then use it again before the 50% damage came up in a fight, now if I open with Holy Seal, I cannot use it again until after 50% damage comes up. This again means that the user of seal has to think about when is best to use it to make the most of it, because likelihood is you will only use it once during the fight.
2) the casting speed has been slowed considerably - as mentioned I used to be able to open with Holy Seal and 8 times out of 10 I would hit first thereby stunning my opponent before they have even caused damage to me; now if I open with Holy Seal I will definitely hit second and may even lose a turn in trying to use it.
Some tactics when using Holy Seal for the purpose of stunning your opponent:
Consider who you are fighting - if a knight then you may wish to save the Holy Seal until they shield (if you can't cause damage to them then at least they won't be able to cause damage to you either); if a mage, then try to pre-empt their use of heals, by stopping a mage from using restoration or blessed light you can turn a fight on it's head and convert a loss into a win; if an archer then stunning them before they can aoe or when your troops die is useful since they will be prevented from focussing their attacks on you.
Wait until the 50% damage is coming up - preventing your opponent from causing this additional damage to you while being able to cause the damage yourself if certainly a great tactical advantage, especially against someone with high defense stats, such as Knights.
Use the Holy Seal when your opponent is slow to cast or using a slow casting skill, such as a delphic, this way you wont lose a turn and may even hit first if well timed.
If you have an archer on your team, or are an archer, you might want to use the Holy Seal before the Battle Prowess Buff has been added so that your higher damage causing hits have this boost (a buff an archer adds to all team mates/troops every time they have a critical hit and can be stacked to a maximum of 5).
remember though, each fight is different, so judge accordingly. Do not use a blanket rule for all fights as it will not always work. Play smart and don't assume your stun will work every time
If your sole purpose in using Holy Seal is to stun someone then if you have already been stunned by that player you might as well not try to use it at all. You can only stun people who have a lower Holy Seal than you, if they're able to stun you, it means that their Holy Seal is a higher level.
There are other tactical uses for Holy Seal
- the seal does still cause decent damage on par with the basic skill or auto-attack for each class.
- the seal itself doesn't have any rage generating abilities but your class skills/pve set rage generating abilities will make it a rage generating skill. It is probably the least useful to an archer in this use since rage generation is not guaranteed. Also remember that auto-attack actually generates 2 rage before class skills so would be better to use if this was your sole purpose.
The key thing about Holy Seal is that you HAVE to level it in order to level your Passive skills. Level 5 Holy Seal unlocks level 1 Passives, then the next Passive level is unlocked every 10 Holy Seal Levels (5, 15, 25 etc). If you are someone who hates Holy Seal but value the other Talents, then you will still need to level Holy Seal to make the most of other Talents.
Each Class has their own specific passive talents - a total of 8.
As mentioned, the first level of passives does not unlock until level 5 Holy Seal and then each additional level unlocks at every 10 Holy Seal levels after that.
Talents that affect cool downs for skills automatically decrease the cool down time of the skill in your skills tab.
ARCHERS
STEALTH level 1 decreases damage by 5%. Each additional level decrease damage by 1% more. This is a good talent to have for all purposes. This is a Permanent Talent.
INSTINCT level 1 decreases Bloodthirsty Strike cool down by 7seconds and increases damage by 5%. Each additional level decreases cool down by an additional 1% and increases damage by an additional 2%. This skill is great for pvp, especially in battlegrounds where keeping hp high is important.
RETRIBUTION level 1 decreases Delphic Death Star's cool down by 5seconds and increases chance of a critical hit by 5%. This is good for high level archers with pve gear during pvp. Although the likelihood of wanting to use this skill multiple-times in a battle is low, the increased crit-chance is important for rage building.
SCRUTINY level 1 has a chance of increasing base crit damage by 10% and lasts 2 rounds. It is triggered by Arrow Strike. Each additional level increases crit damage by an additional 3%. Since critical damage is the key to archers and arrow strike is the most used skill for rage building, this Talent is very useful to have. NOTE: The talent says that the proc lasts for 2 rounds but in practice it only lasts for one (Note edit added 9 June)
ENRAGE level 1 is a 5% chance of the next skill to be a critical attack. It is triggered by Armor Piercer. At level 60+ and with pve gear Armor Piercer becomes more and more useful making this talent more useful too. That being said, I personally still feel that there are more important talents to have.
POTENCY level 1 has a 7% chance of decreasing the rage consumption of Armor Piercer by 50%. It is triggered by Multi-shot. Each additional level increases the chance by 1% more. Again a nice to have especially if you want to use Armor Piercer with pvp sets. Personally I rarely use multi-shot skill in the same skills bar as Armor Piercer, but for those who do, it is useful to have. Note that with pve set Multi-shot skill is another rage generating skill for archers.
INSIGHT level 1 reduces the cool down of Incendiary Shot by 7 seconds. Each additional level reduces the cool down by a further 2 seconds. At level 65+ this is great for pve archers who want to solo the first boss of 65 NM. It is also great for archers in spire, where reducing the damage caused by the higher level bosses becomes increasingly important.
FURY level 1 reduces the cool down of Lunatic Fire by 5 seconds and has a chance to increase the crit rate of your next skill by 3%, lasts 2 rounds. Each additional level reduces the cool down by a further 1 second and increases crit rate of the next skill by a further 1%. The coold down reduction aspect of this talent is the more valuable part as it means an archer is able to aoe twice on it's opponents before troops/party members die
A lot of the decision process will depend on your skill build and whether you value pve over pvp talents.
KNIGHTS
TYRANNY level 1 has a chance to increase your crit damage by 3% for 3 rounds. It is triggered by Slasher. The wording on the talent is misleading as it causes you to assume it applies to general damage. However, given that most Knights use Will Destroyer so that they can focus on Block skills over Crit, this talent is rendered largely useless.
WATERSEAL level 1 reduces the cool down for Enchance Delpic Destroyer by 5 seconds. This is a good skill for knights who are focussed on damage. Knight's rage generation means that in the case of team fights or pve boss fights the ability to use this skill twice or more is certainly useful.
PUNCTURE level 1 reduces the cooldown of Whirlwing by 5 seconds and has a chance for it to trigger a bleed to your opponent, causing them to lose 20% damage per turn for 3 rounds.The damage cause is based on the damage done by your Whirlwind. Each additional level reduces cool down by 2seconds and increases the bleed damage by 2%. As a bonus damage creator, without spending extra rage or taking an extra turn in fights, this is another useful skill for Knights.
SECOND WIND Level 1 increases the damage caused by Ultimate Slasher by 3% but also increases rage consumption by 1. Each additional level increases damage by 2% and rage consumption by 1. Again, another good skill to have since the increase in rage is minimal compared to the increased damage.
IRON WALL level 1 decreases damage by 5%. Each additional level decrease damage by 1% more. This is a good talent to have for all purposes. This is a Permanent Talent.
MEDIATION level 1 has a chance to recover 5% of your current max hp. This skill is triggered by Intercept. Useful in pvp only but a free way of regaining hp that gets more valuable as your character hp increases.
PERSISTENCE level 1 gives a chance to reflect 10% of damage caused to you when you sucessfully block incoming damage. A great skill for block build knights.
DELIVERANCE level 1 has a chance to trigger a 5% damage reduction buff on you for 2 rounds. It is Triggered by Shadow Thrasher. This talent is good for the tanking abilities of a Knight, although I understand that the trigger rate for it is low.
MAGES
MOMENTUM level 1 shortens the cool down of Meteoric Destroyer by 3 seconds and has a chance of restoring 1% of hp. Each additional level shortens the cool down by another 1 second and increases the hp restored by 1%. A shorter cool down on the mage's higher damage aoe is always useful; however I understand the trigger rate of the heal is extremely low.
FOCUS level 1 has a 5% chance of decreasing rage consumption by 30% for 2 rounds. Triggered by Lightning Bolt. Each additional level increases the chance by 1%. This talent works in the same way as crypt rings do when their set bonus is triggered. Given that Lightening Bolt is the key rage build skill for mages, this skill is useful for their low rage generating abilities, allowing them to use heal skills quicker or more often. NOTE - the wording on this passive says 50% rage reduction, however the buff when in fighting mode will state 30% and that is the actual reduction that applies.
BARRIER level 1 decreases damage by 5%. Each additional level decrease damage by 1% more. This is a good talent to have for all purposes. This is a Permanent Talent.
REDEMPTION level 1 shortens the cool down of Blessed Light by 5 seconds. Each additional level shortens the cool down by a further 2 seconds. An important skill to have for any healer, especially in level 65 or nightmare dungeons where frequent healing is required. Note though that in order to make effective use of this skill you rage generation needs to be able to keep up with it. Probably good for pve gear set-ups.
AWAKEN level 1 has a 5% chance of reducing the rage consumption of Delphic Thunder Frenzy by 50% for 2 rounds. Triggered by Rain of Fire. A very specific talent to skill type. Usefulness will depend on your build and how frequently you pair these skills together.
MISFORTUNElevel 1 shortens Dam.nation cool down time by 5 seconds and increases damage by 10%.
CALLOUS level 1 shortens the cool down of Delphic **** Thinder by 10% and has a chance of triggering a damage absorption shield that absorbs up to 5% of max hp for 3 rounds. Good for damage focused mages, but usefulness may be limited due to the relevant skill requiring 100 rage and most mages being heal focused.
SURVIVE level 1 increases the cool down of restoration by 5 seconds but increases the heal by 20%. Each additional level increases the cool down by a further 1 second but increases the heal by a further 5% and has a chance to give 10 rage to the target. A very popular choice for healer mages. The increase in heal, especially at higher levels of this talent makes the increased cool down worth while to accept. NOTE - the skill doesnt actually tell you how much the increase to cool down is but these figures are given by mages who have this skill and have found out through actually trialling it.
Remember to trial things out, see what works for your build. Do not be scared to test for yourself. You can always reset talents for 895 vouchers (or balens), and given how easy vouchers are to come by in game, this should not be too hard to save up.
A good place to stop for levelling talents is at level 65 (level 66 if the extra skill point is important to you). Up to that point talent levels quickly yout level your character level and you are forced to level up quickly. At 65 the you have enough exp to level talents past the levels where exp reduction starts. Potentially up to level 45 talent. It also allows you to benefit from max exp from moonevil dungeon until you and your MP Dungeon team are ready to work on Demon Temple MP Dungeon.