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hideOriginal Post

Aug 06, 12 at 1:57pmTussin


im thinking of trying one or the other as my end game build.

what stats would i want to grab as a melee staff? strength? intell? spirit? magic?

for the friar approach i would want to maximize my melee dps, and splash in support options from divine/elemental. could even self debuff elemental types for my melee strikes. does + magic or earth/wind/fire/water affinity boost my elemental staff styles?

has anyone tested the casting time reduction from the passives in the tree for elemental/divine for exact time delay? and if say these stack?

Divine Magic Prowess 1 Slightly decrease the casting time for Divine Magic Spells when a Staff is equiped.
Divine Magic Prowess 3 Further decrease the casting time for Divine Magic Spells when a Staff is equiped.


for my longsword mage... equip light armor with high intelligence splash in dexterity/strength?

Spirit Breaker only ability i noticed with RES DOWN..

Adrenaline Rush.. increases the users' action circle speed when their HP is low... increase my damage potential for magic or melee, i dont know how the % of hp you need, or how much it decreases your circle by?

Agni's Fury/Cocytus Flood to debuff elemental resistance for my Longsword Fire/Frost techniques

grab other spells for offensive utility
grab all caster/melee passives to round out my stats.

i know staff, bow, shortsword are more viable as caster mages... but i want to see how viable i can compete at a damage perspective.

and if this is really fail.. all i have to say cocaine is one hell of a drug

Thread Recap (last 10 posts from newest to oldest)

Aug 09, 12 at 3:56am
Unease_Lemming


Hm, interesting, according to that Light armor actually takes away from your ability to stay standing.

Thanks for correcting that.



Aug 08, 12 at 7:30pm
Player_Two


Superarmor chance (or chance of not being knocked down)
Light Shields +0.0%
Heavy Shields +24.0%
Exception: Shield of Darkness +48.0%

Light armor -18.0%
Medium armor +0.0%
Heavy armor +18.0%
Accessories +0.0%

http://masterwiki.net/shirokishi2nd/?%C1%F5%C8%F7



Aug 08, 12 at 6:30am
Tussin


quote Unease_Lemming
Wearing full light and a Heavy Shield will make you somewhat harder to knock over, I'm just not sure it would be worth sacrificing a second for in this case.

From what I've been told (and the guy certainly seemed to know what he was talking about), each piece of Heavy adds a 18% chance to not be knocked over, Medium pieces add 4%, and Light pieces 0%. Light Shield adds 0%, Heavy adds 24%.
thats great info thanks.

but ideally someone in a 6 man group should be tanking/offtanking

bad tank lets people get knocked around like rag dolls =\



Aug 08, 12 at 4:13am
Unease_Lemming


Wearing full light and a Heavy Shield will make you somewhat harder to knock over, I'm just not sure it would be worth sacrificing a second for in this case.

From what I've been told (and the guy certainly seemed to know what he was talking about), each piece of Heavy adds a 18% chance to not be knocked over, Medium pieces add 4%, and Light pieces 0%. Light Shield adds 0%, Heavy adds 24%.



Aug 07, 12 at 8:07pm
Luthia Code


Though people have tried LS caster and melee staff, it never seems to work quite well. I recommend Sword and Dagger for a hybrid. The Sword class is the only class with self buffs for both attack and magic. You'll also have a shield for extra DEF/RES and better attack blocking. Get the Spear passive Shield Prowess as well.

Switching between Sword and dagger won't lower your AC as they're considered to be in the same weapon tree. When using physical attacks, equip a Sword. When using magic, use a dagger. It's good to use physical against a magic casting enemy and magical for a physical enemy.
For example, against an elemental lord, you'll be using a Sword as it's ATK is higher than dagger. Lower your DEF for ATK and lower MAG for RES. You'll be taking less damage and dealing more damage safely against an enemy that doesn't really use physical attacks. For something like a Wyvern, equip a Dagger. Lower RES for MAG and lower ATK for DEF. Try to learn what enemies are physical and magical. Giants are purely physical attackers so you'd just apply the Dagger strategy. Against a hybrid like a dragon, use whatever you feel like it but be careful about lowering your DEF/RES.

For your build, Sword should be a melee build with stuff like STR, DEX, etc. Have a Light Shield and mix up between armors. Some heavy maybe but at least one light piece. More light stuff if you're using it purely against casters. For Dagger, some MP and INT. You can mix in something heavier if you want more DEF and a Heavy Shield if you want since the dagger is light. Personally I think Heavy Shields really weigh you down but might be helpful to counteract lots of light gear making you get knocked over all the time. You can just go full light as well for quick speed but not really needed.



Aug 07, 12 at 6:30pm
Player_Two


quote Tussin
i also read Last Stand activates even without an Axe equipped, and Adrenaline Rush activates without a Longsword equipped. if this is true... it needs to be utilized
It's not true.

While yes by utilizing Adrenaline Rush and light gears you decrease the time it needs for your action circle to refill, you also put yourself in greater danger by purposefully lowering your health and wearing armors that provide less defense. On top of that, you'll be knocked down often wearing full light.

That extra time you gain from being able to do more attacks could similarly be spent trying to keep yourself alive or readjusting your HP to take advantage of Adrenaline Rush.



Aug 07, 12 at 4:44pm
Tussin


quote Adrienne
quote Tussin
has anyone tested the casting time reduction from the passives in the tree for elemental/divine for exact time delay? and if say these stack?

Divine Magic Prowess 1 Slightly decrease the casting time for Divine Magic Spells when a Staff is equiped.
Divine Magic Prowess 3 Further decrease the casting time for Divine Magic Spells when a Staff is equiped.

Those passive casting time reductions only work when you're using a staff.. they won't extend to you when a long sword is equipped. I don't think they stack, they just take away a little more time for each one.

I would recommend Conflagration, Inundation, Electrocution, Disintegration for lowering res- they cost less mp and only 1 ac as opposed to 2ac on Agni's Fury, etc. I see a melee class every now and then cast these, which makes sense if they want to be prepared in the absence of a mage (or a mage that actually does it).

TBH- In the end I think you will discover that this build doesn't work... Several people have tried builds like this (I've tried melee staff) and they just don't match up to the other main roles. You might be able to get a decent amount of INT but your MAG will be lacking and on the LS side you're going to be lacking DEX and STR. I think it's best to do what others have said and make both builds separately.

Edit: just read your other post about adrenaline rush. It won't make your spells faster. Spell casting time is only reduced with a staff and the passives listed above. It's the time it takes the spell to finish, not how fast your action circle is. Adrenaline rush won't help to reduce casting time.

quote keithnhouston1
You can maybe get this melee/mage thing going with a shortsword that has attack and magic stats on it. Put sone accessories on to boost your intel and str but ad stated above, you will fall short. A full blown Mage can hit for 8000 and up when used right. Short sword hits for less but much faster. Longsword is all around strong but if you mix it the way you want, it wont help you much in harder quests.
The glittering sword in the Dahlia shop adds INT. It's not quite a sword or a dagger.
yeah i just wanted to know for my melee staff if it stacked or just replaced the lower tier passive.

good call on the Conflagration etc... i only thought the tier 4 aoe had the elemental debuff.

yeah i need to find the right balance for stats... and figure out the damage stat modifiers for my weapon skills

i realize Adrenaline Rush wont increase cast speed, but it will make my command circle much faster indirectly increasing my damage over time, healing or support options

Longsword or Katana is 2.5 seconds command circle delay
Light Armor is 0.15 seconds command circle delay x 4 = 0.6 seconds

so i would be sitting at 3.10 seconds per action for delay without haste or adrenaline rush.

how much would haste/adrenaline rush decrease my action bar? do you need to drop down to a certain % of health to activate A.Rush? or is it a flat amount of remaining hp?

i also read Last Stand activates even without an Axe equipped, and Adrenaline Rush activates without a Longsword equipped. if this is true... it needs to be utilized



Aug 07, 12 at 6:30am
Adrienne


quote Tussin
has anyone tested the casting time reduction from the passives in the tree for elemental/divine for exact time delay? and if say these stack?

Divine Magic Prowess 1 Slightly decrease the casting time for Divine Magic Spells when a Staff is equiped.
Divine Magic Prowess 3 Further decrease the casting time for Divine Magic Spells when a Staff is equiped.

Those passive casting time reductions only work when you're using a staff.. they won't extend to you when a long sword is equipped. I don't think they stack, they just take away a little more time for each one.

I would recommend Conflagration, Inundation, Electrocution, Disintegration for lowering res- they cost less mp and only 1 ac as opposed to 2ac on Agni's Fury, etc. I see a melee class every now and then cast these, which makes sense if they want to be prepared in the absence of a mage (or a mage that actually does it).

TBH- In the end I think you will discover that this build doesn't work... Several people have tried builds like this (I've tried melee staff) and they just don't match up to the other main roles. You might be able to get a decent amount of INT but your MAG will be lacking and on the LS side you're going to be lacking DEX and STR. I think it's best to do what others have said and make both builds separately.

Edit: just read your other post about adrenaline rush. It won't make your spells faster. Spell casting time is only reduced with a staff and the passives listed above. It's the time it takes the spell to finish, not how fast your action circle is. Adrenaline rush won't help to reduce casting time.

quote keithnhouston1
You can maybe get this melee/mage thing going with a shortsword that has attack and magic stats on it. Put sone accessories on to boost your intel and str but ad stated above, you will fall short. A full blown Mage can hit for 8000 and up when used right. Short sword hits for less but much faster. Longsword is all around strong but if you mix it the way you want, it wont help you much in harder quests.
The glittering sword in the Dahlia shop adds INT. It's not quite a sword or a dagger.



Aug 07, 12 at 4:49am
Alkor


quote Tussin
a more tactical and precise setup, but i think it will be fun and more versatile.
You don't need versatility, you need teammates with the abilities you don't have. It's not a solo game, your friends are here to help you do what you can't. Excelling in one domain is the best thing you can do instead of being bad in multiple domains.



Aug 07, 12 at 3:24am
biggabertha


Just to throw a few spanner in things...

Longsword's Spirit Breaker, the Tier 2 RES down attack you've spotted, only adds around 100 damage to magic attacks such as Eclipse Gate and +Final Apocalypse (non elemental) and around 200 to elemental magic attacks. And this is for the mages that have their MAG stat STACKED


Melee Mage falls completely short when it comes to Slash weak enemies - it basically only has Mana Slash and Mana Thrust. It's not too bad against Strike weak enemies such as Dragons and Lamia Comitis but for mostly everything else, you have better options even if you do take all of the elemental melee attacks Staff has to offer.


Having said that though, good luck on having a challenging playthrough - the game's incredibly easy once you learn how to play it and even easier in a team. The trick is knowing when to keep your serious face on and when to just mess around (no armour runs etc.)



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