Champion guide.

Started by Relics, Mar 06, 2008, 01:00 PM

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Relics

Prenote
Originally, I made this guide for ZNRO, a server which I'm currently active. Most of the stuff written here was adjusted for that server so again, this may or may not be useful for you.



- Introduction

The purpose of this guide is to learn you more about Champions in general, advanced techniques champions have and some formulas to help you understand/make your builds better.
Most of the information found here is gathered by resources or in-game experiments/experience on private servers.
Oh, as a bonus: there will be no fúcking swearing in this guide.

Addendum: This is mostly for PvP uses, you can ,however, utilize some techniques on monsters.

Addendum 2: I'm totally neglecting the Combo-Champion. I never used it ( well once, but I never decided to get all geeky about it ) so bash me for that.

Addendum 3: I can be useful.


Version updates:

v 1.0
- Fixed the part about PPs not being able to be cancelled with weapons
- Added the Body Relocation glitch


Table of Contents


- Skill tree
- In-depth explanation about important skills including some tips
- Equipment
- Advanced techniques
- Formulas and all that geeky stuff
- Links, credits, 'etc'


Skill tree






Indepth-explanation about important skills

Asterisks '*' will be explained later in the Advanced Techniques section.

Ruwach
Summon a holy light around the caster that will detect and damage hidden enemies within its range (3x3 cells). Ruwach inflicts an amount of Holy property damage equal to 145% of the caster's MATK.
SP Cost: 10
Cast delay: None
Cast Time: None

The use of Ruwach is self-explanatory but regardless of that, it’s a mandatory to have this skill.
You can dance/cancel this skill.


Heal
Restores the target's HP. The amount of HP restored is  based on the caster's base level, INT and the skill's level.
Heal used against undead element targets counts as Offensive Healing - Heal does damage instead of restoring HP.

SP cost: (10+(SkillLV*3))
Cast time: None
Cast delay: Fixed at 0.5 s

Apart from healing your HP, this skill could also be used to check of your opponent is wearing Evil druid or not.

1. You can dance/cancel this skill.





Raging Palm strike/Palm Push strike
Use your palm to push enemies back 3 cells. Damage will be inflicted after 1 second. Only works when under Fury status. Does not consume Spirit Spheres.
SP cost: (2*SkillLV)
Cast time: None
Cast Delay: 0.3 s

Palm Push strike is a skill that is highly exploitable, it has a knock back animation that activates after 1 second, but the Cast cool-down is 0.3 s. Which means that you can alternatively use another skill before the knock back animation starts, this grants the opportunity for a lot of weird combinations which I will explain to you later.
Palm Push strike has a lot of uses, from Pushing somebody out of Safety Wall/ Pneuma or just to connect another attack after Palming.
The knock back effect of Palm Push strike can only be negated by the RSX card and War of Emperium arenas. Standing in Safety wall will prevent damage, but not the knock back effect.
Please note, to combo into another attack you’ll have to use an *Awakening potion first.
*I lied, you are able to combo into another attack without Awakening potions, but you have to time it exactly which is quite hard. Awakening potions make it a lot easier since they reduce attack delay by 15%.
The amount of Palm Push strikes you can stack, human finger wise, is 4. You can however stack 9 if you have poem and if you are able to spam buttons at 150 m/s.

1. You can stack multiple Palm Push strikes.
2. Can only be used under the Fury status.
3. Card effects like hydra and zipper bears work with this skill.
4. *You can dance/cancel this skill.



Investigate/Occult impaction
Consumes 1 Spirit Sphere per cast. Inflicted damage increases in proportion with the enemy's VIT DEF and Armor DEF. Occult Impaction is always of the Neutral element regardless of an equipped weapon's elemental attribute. Occult Impaction always hits.
SP Cost: 10-20
Cast time: 1 Second (Not Interruptible)
Cast delay: 0.5 Seconds

Investigate is a rather weird skill, a skill that isn't used a lot in PvP but has potential to do high damage by means of dance/cancelling the skill.
Because of the cast delay being 0.5, but you're stunned for 1 second, you can cancel the 'animation stun' of 0.5 seconds ( 1-Castdelay[0.5]) by summoning a spirit or moving.
This skill can be combo'd after Palm Push strike.

1. Card effects like hydra and zipper bears work with this skill.
2. Investigate will do more damage when you use an Evil Druid card in your Armor.
3. Investigate never misses ( excluding Safety wall )
4. Element is always neutral and can not be altered
5. **You can dance/cancel this skill.


Root/Blade stop
Root is the Monk's version of the Knight skill Counter Attack. Once Root is cast, it allows the caster to "catch" an enemy if they use a normal attack against the caster during the skill's Catch Time. If Root is successfully cast, then both the Monk and enemy are thrown into the "Root" status. During the Root status, only Monks can attack, by use of skills, and what skills they can use are determined by the level of Root they have learned. Root only works on physical attacks and requires 1 Spirit Sphere per cast.
SP Cost: 10
Cast time: *0.5-1.3 s
Cast delay: 0.5 s

Pretty exploitable skill and will fit in amazingly handy against ASPD Assassins and berserk Lord Knights.
*Blade stop's cast time is actually instant but the seconds put there are actually the 'catch' time, with this I mean the time you will remain in the pre-blade stop animation. While you're in the pre-blade stop animation, any melee attack that hits you will be 'blade-stopped'.
Blade stop only works against melee and will fail to work against skills like Cart termination and Bash. It does, however, work against Sacrifice.
While your opponent is blade-stopped, you can use Raging Quadruple Blow, Finger offensive and Asura strike. Please note that your blade-stop level has to be at least level 2 to cast Finger Offensive and level 5 for Asura strike.
Since this skill does not create an actual 'status' there are no known ways to recover from it by means of skills like Recovery or Blessing except for dispell. To get out of blade stop, the original caster using an attack ( Or if you blade-stopped a champion he/she can use his/her skills too) or if one of the two dies.
When you have blade-stopped somebody, both you and your opponent can be hit from incoming attacks and yes you can be separated from each other.



Decrease AGI
Decreases AGI of target by 2 + SkillLV and reduces movement speed by 25%. The skill can fail and success is indicated by the text "AGI down" on the target at the time of casting.
SP Cost: (20+(SkillLV*10))
Cast Time: 1 s
Cast Delay: 1 s

Decrease AGI is one heckuva' handy skill, it can cancel increase AGI, Adrenaline Rush, Two-Hand quicken, One Hand quicken, Spear quicken and Cart boost.
You can make a berserk Lord knight useless and prevent Whitesmiths from using Cart termination and it makes your opponents easier to hunt down while you're chasing them.
This skill is a must have.

1. You can dance/cancel this skill at the end of the cast time.



Sphere Absorption/Absorb Spirits
Uses up all Spirit Spheres and regains 10 SP per sphere. Can be used on another Monk's Spheres in PVP with a success chance of 100%. If used against a monster it steals 2 SP per monster level with a success chance of 20% .
SP Cost: 5
Cast Time: 2 seconds
Cast delay: None

Absorb spirits has a few uses, you can steal the Spheres of other champions disabling them to use Finger Offensive, Asura strike and Investigate. The skill can also be used to slowly regain/create SP for no cost and the idea is simple, you cast Collect Soul ( costs 20 SP ) and absorb your own spirits (10*5 SP) 50-20-5, to regain 25 SP.
Whenever you absorb the Spheres of a Champion while he/she is casting Asura strike, the animation of Asura strike will continue but no damage will be dealt and you still lose all of your SP. Finger Offensive, on the other hand, will abruptly cancel at the end of the Cast Time if the Spheres are absorbed while being cast.

1. You can dance/cancel this skill at the end of the cast time.



Throw Spirit Sphere/Finger Offensive
Throws Spirit Spheres at enemy. Skill level affects number of spheres that can be thrown, damage is 125%+25*used SkillLV% ATK using the element of your current weapon. Number of thrown Spirits equals to used SkillLV and may miss depending on normal hit probabilities. It has uninterruptible cast but Pneuma will block this skill.
SP Cost: 10
Cast Time: (1+(SkillLV*1)) Not interruptible
Cast Delay: 0 - 0.2 s.

Mediocre exploitable and strenuous cast time for low/med-DEX characters, Finger Offensive has a weird damage modifier. If you have one spirit Sphere left and cast level 5 Finger Offensive, the Sphere will be level 5 (damage wise but cast time acts as level 1) and give damage according to the level it was cast with.
Finger Offensive takes over status cards so use it in conjunction with marina cards, or others, to benefit from.

1. This skill can be combo'd after Palm Push strike
2. Card effects like hydra and zipper bears work with this skill.
3. ***You can dance/cancel this skill



Snap/Body relocation
Directly teleport to any chosen cell. You can not move to or over non movable cells this way, e.g. up a cliff. Uses up 1 Spirit Sphere. If under Fury state, you can use this skill without the need for Spirit Spheres. After using this skill, you cannot use Asura Strike for the following 2 seconds.
SP Cost: 14
Cast Time: None
Cast Delay: None, except Asura strike (2 seconds)

To elaborate about the strange Cast Delay Body Relocation has with Asura Strike, whenever you Body relocate to a cell your Fury status goes into a cool-down mode which only affects Asura strike, you can see it too, Body relocate on a cell and 2 seconds later you'll glow from Fury again.
Use this skill to swiftly move from spot to spot and combo into a few moves, like Palm Push strike or Finger Offensive.
It's not a complex skill but ranges in usefulness such as retreating techniques or taunting somebody.

1. This skill can be "combo'd" after Palm Push strike.



Guillotine Fist/Asura Strike
Guillotine Fist is the Monk's ultimate attack that consumes all of their remaining SP to deal massive damage to one target. Guillotine Fist is effected by race/size/elemental cards, but always remains a Neutral property attack.
SP Cost: all
Cast Time: 4 - 2 Seconds ( Level-wise)
Cast Delay: 3 - 1 seconds ( Level-wise)

Asura Strike is by far my favourite skill, it can do massive damage and without extensive
set-up can kill any class if used correctly.
This skill makes the Champion a class to be feared even if you're wearing a Ghostring.
Just like many other skills of the Champion, to pull off Asura Strike it requires the Fury status and all 5 Spirit Spheres ( with an exception of root where you only need 4 Spheres ).
Once used, you lose all of your Spheres, the Fury status and SP.
If you quickly regenerate your SP you would be able to use another skill after 3 - 1 seconds, these seconds depend on the level that Asura Strike is.
The lower the level of Asura Strike, the higher the Cast time and Delay, the Higher the level of Asura Strike, the lower the Cast time and Delay.
A strange phenomenon occurs when you pull off Asura Strike and immediately, continually,  move into a direction.
It's an ever going animation until you stand still with the exception of standing still while cancelling it into a move like heal.
It's rather complex and I'll make a video about it later.

Some stupid facts about Asura strike or random stuff:
1. Did you know Asura Strike's damage mostly comes from STR?
2. Did you know Asura's casting cell is 1 but if the opponent moves to ANY place on the map Asura strike will still hit?
3. Did you know you could instantly Body relocate after Asura Strike in the past?
4. Did you know 'Asura' is, in Hinduism, a group of power seeking deities also referred to as demons?


1. Asura strike can be interrupted
2. You need to have 5 - 4 Spheres and Fury to use this skill
3. Card effects like hydra and zipper bears work with this skill.
4. Asura never misses ( excluding Hide and Safety wall )
5. Asura is always neutral and can not be altered.
6. You can dance like a madman after the skill has been cast.


Zen/Collect Soul
Summon all 5 Spirit Spheres at once. Unlike Summon Spirit Sphere, this skill can be interrupted.
SP Cost: 20
Cast time: 2 s
Cast delay: none

Way faster than Summon Spirit Sphere and costs (5*8-20) 20 SP less. The only downside, in comparison with Summon Spirit Sphere, Collect Soul can be interrupted while Summon Spirit Sphere is non interruptible.



Fury/Critical explosion
This skill launches the caster into a state that increases the Critical Attack rating of the caster, disables natural SP Recovery, gives the caster a special aura, and allows the user to cast Guillotine Fist. Requires 5 Spirit Spheres to cast.
SP Cost: 15
Cast Time: None
Cast Delay: None

Mandatory for everything you will ever do.

1. Super novices can also cast this skill and bug it for that matter.
2. You can dance/cancel this skill.




Pneuma
Creates a 3x3 cell cloud (although the animation only appears to cover the center cell!) around the target cell that blocks all ranged Physical attacks. This means that it also blocks the bow attacks of players, so take care not to prevent any Hunters or Bow Thieves in the party from being able to do damage! Monsters count as being "ranged" if their attack has a range of 4 or more cells. Pneuma cannot be cast if it is targeted to overlap an already existing Pneuma area or a Safety Wall cell. Does not block splash damage or negate the Flee reducing effects of having multiple targets attacking you. Do note that although you can see the animation on top of a Land Protector, Pneuma will have no effect.
SP Cost: 10
Cast Time: None
Cast Delay: 1 s

Utilize the negative effects from Pneuma to your benefits such as disabling a priest to Safety Wall a certain spot.

-Continued in second post
Posted on: Mar 06, 2008, 04:58 am
Equipment
Mostly taken from Phen's sketch and these gears are highly advisable in PvP.

Headgears
- Apple of Archer
- Poo Poo hat
- Feather beret
- Lord Kaho Horns  ( debatable )
- Morpheus's hood ( + the whole set of course )
- Sunglasses[1]
- Glasses[1]
- Opera Masque
- Gangster Mask
- Ulle Cap[1]
- Frigg's Circlet ( Valkyrie shield and Odins Blessing set )

Cards for headgears
- Maya Purple, Grants the ability to see Hidden/Cloaked/Chase walking players and monsters
- Marduk, Prevents the user from being silenced
- Willow card, Increase maximum SP by 10% the users SP. (Tested and confirmed)
- Incubus card, Increases maximum SP by 150 but decreases INT by 3.
-Kathryne Keyron, Reduce Cast time in percentage by every refine point of the headgear it is slotted in.

Armors
- Valkyrie Armor[1]
- Silk Robe[1] 
- Saint's Robe[1]
- Odins Blessing[1] ( Valkyrie shield and Frigg's circlet set )

Cards for Armors
- Marc
- Evil Druid
- Ghostring
- Sasquatch
- If base intelligence > 77 = Pest, else = Dark frame

Weaponry
- +10 Mace[4] with three Hydras and 1 Skeleton Worker card.
- +10 Chain[3] with two Hydras and 1 Skeleton Worker card.
- Anything above +5 elemental stunners.



Garments
- Valkyrie Muffler
- Muffler
- Ragamin Muffler
- Morpheus's Shawl


Cards for Garments
- Raydric
- Noxious


Accessories
- Gloves[1] with Zerom cards
- Glove[1] with a Smokie card
- Morpheus's Bracelet
- Morpheus's Ring




Skills:
http://web.hc.keio.ac.jp/~fk061999/himeyas...HhOrdeFrFlfabJy


Advanced Techniques

List of self-defined Advanced Techniques:
- Dancing / cancelling skills
- Reverse Palm Push strike ASPD based
- Reverse Palm Push strike sit cancel
- Occult dance
- Swapping weapons while casting
- Heal Asura strike animation dancing
- Palm Push strike Asura strike chain
- Palm Push strike Finger offensive chain
- Reverse Palm Push strike sit cancelled Body relocation
- Palm push strike to Asura strike off the wall.
- Reverse Palm Push strike sit cancel to directional Asura strike 'The good stuff Mikey'
- Body Relocation glitch


What's this dancing and cancelling you keep blabbering about?
The term dancing comes from the repetitive cancelling of a skill in order to spam it roughly 50% faster. This, of course, does not pertain to all skills but most of them are faster when cancelled.
To explain about cancelling being faster is easy, a lot of skills have animations that, even though they don't look like it, last longer than the initial After-cast delay, or Cast Delay for short.
The animation can actually be cancelled by simply moving to another cell or using another skill in between while casting/using a skill.

*Palm Push strike can only be cancelled with impeccable timing, to make it easier you'll have to use an awakening potion or. you can always cancel Palm Push strike with your fists at AGI 1 with ease.
As an alternative to make Palm Push strike easier to cancel you will have to sit cancel and in order to do that, you have to click the skill first on your keyboard, point the mouse on yourself, move your finger that clicked the skill to the insert button, click your mouse and just like you would 'move'-cancel a skill time the pushing part of the insert button just like that.
Ridiculous and complex as it sounds, it's actually quite easy to perform and mastery of it will result in quick sit-cancels.
Note: all videos are recorded with fraps but the sound has been recorded through my microphone so you can hear the buttons being pressed/ mouse clicks.

Reverse Palm Push strike ASPD based 1
https://www.youtube.com/watch?v=http://www.youtube.com/watch?v=5u1VLlFfK1k&rel=1

Reverse Palm Push strike sit cancel 1
https://www.youtube.com/watch?v=http://www.youtube.com/watch?v=p6C-5ZyLEio&rel=1


Reverse Palm Push strike sit cancel 2
https://www.youtube.com/watch?v=http://www.youtube.com/watch?v=lZPqfp2OkDA&rel=1



**Occult dancing is a technique known for being hard to master, it requires impeccable timing and has a high learning-curve.
To perform the Occult dance, make you sure you know how to cancel normal melee moves
Occult dance
https://www.youtube.com/watch?v=http://www.youtube.com/watch?v=NRH2k1WoBIM&rel=1

Swapping weapons while casting

Yes, swapping weapons or other gears while your casting. What's the purpose of this? one might wonder. that's easy, weapon effects/stats/everything and gears will change while you cast and alter the effect of the attack. For example; imagine your wearing two nimble gloves and you cast Asura Strike and immediately tag to a Phen clip ( makes your cast not interruptible ) the Cast Time of Asura Strike will not be changed since Casting time is always calculated at the beginning of the formula and can not change while casting.  The effect of the Phen clip, however, will override one of your gloves, but that doesn't matter since Cast Time can't be altered.
Again, it sounds complex and strenuous to do but practice makes perfect and it'll surely increase your speed by 4 DEX.
Other uses for Swapping Weaponry / Gears include.
- While casting Collect Soul
- While casting Finger Offensive
- Mantis rings or anything else that boosts your stats.

And a lot more, you should try it.

Heal Asura strike animation dancing
Exploiting two things at once makes:

Heal asura dance
https://www.youtube.com/watch?v=http://www.youtube.com/watch?v=Qk1ggcSDGe4&rel=1

Below you'll notice a large amount of videos, these videos are dedicated to the different uses Palm Push strike can have.

Palm Push strike Asura strike chain
https://www.youtube.com/watch?v=http://www.youtube.com/watch?v=DwRGmi6ewGE&rel=1


Palm Push strike Finger offensive chain
https://www.youtube.com/watch?v=http://www.youtube.com/watch?v=jAvAhSaWjq0&rel=1


Reverse Palm Push strike sit cancelled Body relocation
I guess this requires some explanation.
I've done some study about the directions of Palm Push strike when you enter somebody (standing on the same cell as your opponent) from a body relocated direction.
Palm push strike will send you to the direction your opponents back is pointing to the moment you've used Palm Push strike.
Because of the fact your inside your opponent the game assumes you're in some sort of 'zero position' facing your enemy.
It's quite buggy really but it should work like that.
https://www.youtube.com/watch?v=http://www.youtube.com/watch?v=jOBxzu883Dg&rel=1


Palm push strike to Asura strike off the wall.
https://www.youtube.com/watch?v=http://www.youtube.com/watch?v=RHyb59-IVPs&rel=1

Reverse Palm Push strike sit cancel to directional Asura strike 'The good stuff Mikey'
I love this one.
Mixes two techniques in one combo, pretty hard stuff.
https://www.youtube.com/watch?v=http://www.youtube.com/watch?v=hdk8Tnfar-c&rel=1

Body Relocation glitch
Whenever damage has been given to an opponent, the game registers the damage with a little delay, whenever your opponent is not in the same screen the moment your opponent has been given damage, it will show as if the damaging part occured but the game totally neglects it.
The only way I know for this strange phenomenon to happen is by either body relocating out of the screen ( requires some timing ) or warping to another spot by means of using a fly wing, @warp, @jump etc.
https://www.youtube.com/watch?v=http://www.youtube.com/watch?v=G352ujEKIwM
Forgot to record sound either by mic or computer so I decided to slam in some piano music.


Formulas and all that Geeky stuff'


Heal
The amount of HP restored is determined by:
floor((Base Level + INT) / 8) * Base Heal
Base Heal = 4 + 8 * Skill Level


Investigate
(BaseATK + RandomDMGFromOverupgrades) * CardMods * Adjustment * SkillMod
•   Adjustment = (EnemyDEF + EnemyVIT) / 100
•   BaseATK = (STR + STR^2 + Dex/5 + LUK/5 + WepATK)+ Upgrades + ATK_From_Cards
•   SkillMod = (200 + (150 * Skill_Level)) / 100

Decrease agility
SuccessRate = 40 + SkillLV*2 + (BaseLV + INT)/5 - Target MDEF

Finger Offensive
Base atk Damage = 125%+25*used SkillLV * Card effects - Card reductions


Palm Push strike
Base atk Damage = 200%+100*SkillLV * Card effects - Card reductions

Asura Strike
Base atk Damage =  (Weapon ATK+Base ATK) * (8 + SP/10) + 250 + (SkillLV*150)]*Card Effects

The formula is complex, so you might want to use this calculator:
http://www.simn.de/asura/index.php
Credits all go to Simn.



Links, credits, 'etc'

Special thanks to

Phen/Wouter
For helping me out with some experiments and letting me use his skill/stat sketch.

Longcat./Soulsinx
For helping me out with some experiments.

Nightdust/Jordy
For standing still.

Salvago/Django
For correcting my Engreesh in a lot of sections :B ilu man.

Disox/Niels
For fixing some minor errors and a big thanks for helping me do some choreographed stuff.

Desi/Strike
The early days.


Big Guild of Lamerz and others ( you know who you are )
Because I love you guys.

Coffee
For helping me stay awake while typing this "Most of it"

b­itchfist should, leer teamworken :s




Links
http://gamefaqs.com
http://irowiki.org/wiki
http://ratemyserver.net
http://wikipedia.org
http://youporn.com



Eugene S. Wilson[/b]
Only the curious will learn and only the resolute overcome the obstacles to learning. The quest quotient has always excited me more than the intelligence quotient.

Please don't hesitate to ask a question.



-Relics

RocRoc

props, very nice guide.

chenn

nice guide, i heard there is a card combo bug for champs, Thana + Undead armor increase ur damage, is this true?


Relics

Undead armor increases damage for investigate/occult impaction.

It adds quite some damage so it's worth the note.

pintakasi

2 thumbs up, 3 thumbs up if i have another hand lol
your not a fool, aren't you?

chaos334

nice huh,, but for me it is not good enough , bec, that combo champ is very common, i used it many times, that type is good, but asura + combo i mean, hybrid type is much better,, :D thx,

ulzimate

First off, I'm vvarden from the ZNRO forums, so you may recognize me.

I have one question, two updates, and new equipment suggestions.
Is using Heal after Asura the only way to spam Heal? It doesn't work ordinarily.

As for updates:
Latest eAthena removed the Evil Druid armor glitch, so you don't deal extra damage with Investigate anymore. Servers that are not updated will continue to have the glitch.
Latest eAthena also removed the Body Relocation/Asura glitch. It worked previously, but when I've been trying it lately, it hasn't been working. This may not be true.

Suggestions:
Diablos set, with Robe, was made for Champion. You get bonus to Heal, skill cooldown reduction, bonus HP, bonus MP, bonus ATK, and a little extra Neutral resistance (for fighting other Champions).
Expert Rings are also extremely effective, especially when paired with Diablos set. Either two of them, for -10% cooldown, or one with Diablos set, for -15% cooldown, make dancing a lot easier, as well as giving you a slight edge with that pesky Finger Offensive cooldown.


As a side note, I'll eventually start testing to see how much ASPD is really needed to start stacking how many Palm Pushes. Of course, I'd be willing to share the information with you. I hope you keep updating your guide!

Heliopolis

Quote from: ulzimate on Jul 05, 2008, 10:49 AM
First off, I'm vvarden from the ZNRO forums, so you may recognize me.

I have one question, two updates, and new equipment suggestions.
Is using Heal after Asura the only way to spam Heal? It doesn't work ordinarily.

As for updates:
Latest eAthena removed the Evil Druid armor glitch, so you don't deal extra damage with Investigate anymore. Servers that are not updated will continue to have the glitch.
Latest eAthena also removed the Body Relocation/Asura glitch. It worked previously, but when I've been trying it lately, it hasn't been working. This may not be true.

Suggestions:
Diablos set, with Robe, was made for Champion. You get bonus to Heal, skill cooldown reduction, bonus HP, bonus MP, bonus ATK, and a little extra Neutral resistance (for fighting other Champions).
Expert Rings are also extremely effective, especially when paired with Diablos set. Either two of them, for -10% cooldown, or one with Diablos set, for -15% cooldown, make dancing a lot easier, as well as giving you a slight edge with that pesky Finger Offensive cooldown.


As a side note, I'll eventually start testing to see how much ASPD is really needed to start stacking how many Palm Pushes. Of course, I'd be willing to share the information with you. I hope you keep updating your guide!



Umm the heal dance stuff wud only work if u have kiel-d cos the delay in znro is diff... but it shud work 4 other skills cause their delays are the same.

i believe diablos and stuff isnt on zn yet.. lol they're still at ep i dont know, not even tidal/wools so ya.

n testing how much ASPD really is needed to start stacking palm pushes, just WPE ~300 ms at certain ASPD's..
300 ms is somewhat do-able for the fingers :s


locked1nside

nice...
but i use this champion for PvP.
u can't kill stalker with that
from the list of equip, u need to add magnum break card... (i forgot the name)
to seek for stealth(Stalker)

;D


Pvp is my world

R e D

About the magnum break thing. I think the monsters name that drops that card is Marine Sphere. Yes,magnum break is a good idea breaking the stealth of stalker.




~~T~~

And give +20% Fire Elemental damage.

Anfi



Anfi |[color=#2E8B57]Monk[/color]|[color=#C0C0C0]Korea Squad~[/color]

watdapak

I have also champ in our official server which is F2P VALKYRIE SERVER here are my equips: orleans set for faster cast of Finger Ofensive and cast of Asura. My build is 99 dex 90 str 15 int 40 vit. low int coz our server dont have GR card and Devilling Card. We have GR scroll but its quite expensive.



Valkyrie Server:
WhOoDaZz 99/70 Champion
Former Vanquish GM

dylan


Sadmoto

good guide but maybe update  orleans gloves > glove[1]