Arme: Magician

==============================================================================================================

*Click link or video above to view*


*Click link or video above to view*
Videos playable in 720px HD

==============================================================================================================

Arme can be played as front-line attacker or combat support depending on your combo choice. While she isn't tanky material, her offensive capability is also unmatched by the sheer quantity and quality (if you build up her hellspear and critical spec) of hits in one combo. Thanks to Eternity's patching, her original skills are now capable of dishing out enough hurt without relying on cashed skills. Check out the skill section for more info.

Dodge:
  • Type: Teleport Dash
  • A mage like Arme definitely welcomes an evasion move, as her attacks often leave her stranded and unable to evade quickly enough.
  • You know that Shock Wave technique for evading attacks? Dodge now provides the Magician with an extra evade if the Shock Wave is mistimed or fails to do it's job. Asides from that, her teleport dash does most of the work by default.
Inherent Techniques:
  • None



Notes:
  • Since Shock Wave likes to propel regular enemies into the air, it would be best to knock them down first so that Shock Wave can do it's full damage.
  • Shock Wave makes extremely good use of Hellspears to kill.
  • White Magic is as potentially powerful than Black Magic, you'll be surprised what those default skills can do now.
  • Arme's shield does not block 2 hits (That's for PvP). In dungeons, it depends on the attack that is encountered. (It's now colored Yellow btw)
  • The MP stoppage from using Fireball does not apply to dungeons.
==============================================================================================================
Skill Tree Setup:


Basic Combo: Magic Combo
Activates the melee version of Magician's basic attack. If you're an aggressive attacker, best to go for this option. Allows you to fight on your own with little need of protection and it stuns pretty well.

Utilizing Combo 1: Magician's Doll
When used, a straw doll is summoned that obstructs enemy advances and fend off 1 attack or projectile.
At the fastest, Arme can summon 3 of these at maximum, as they will also disappear on their own after 3 seconds.

Utilizing Combo 2: Shock Wave
One of Magician's nifty tricks and a life-saver in many moments. Shock Wave not only knocks away your enemies into the air, but also offers brief invincibility frames at the moment of execution. Good for evading singular enemy attacks. Due to the exorbitant number of hits this attack causes, it is good against all grounded/fallen or Super Armored foes/objects, and especially effective if Arme has a high Hellspear spec.

Nature Attack: Nature Attack
Arme's recovery attack, pretty optional as it's not too effective and has a long animation.

Critical: Critical Lv2
Generates a shockwave that deters enemies from closing in. If not selected, the default maneuver is her firebolt move.

Double Attack: Double Attack Lv2
Similar to Critical, at the end of her combo Magician generates magic fields on both sides that knocks enemies into the air followed by a another circular field. If not selected, the default maneuver is her firebolt move.


Dash: Teleport Speed Up
Increases the initial acceleration of the teleport, giving a burst of speed.

Utilizing Dash 1: Vertical Teleport
Allows vertical teleportation to avoid attacks during a jump, not as effective as the horizontal ones.

Utilizing Dash 2: Teleport Control
Allows a moment to back-dash away from oncoming danger by tapping the opposite direction keys. The back dash distance is much shorter.

Special Skill 1: Soul Sacrifice
Double tapping the "X" key allows you to convert 20% of your HP into MP. Arme cannot use Soul Sacrifice if her MP gauge is full or she is already in fatal status. Soul Sacrifice still works even if you have less than 20% HP to offer.

Special Skill 2: Mental Recovery
You won't get enough arrows in dungeons to trigger this.


==============================================================================================================
Skill Recommends:


Black Magic:
Tier 1:

Petrify Lv2
  • Type: Stun, DoT
  • Range: Short
  • Damage: Burst
  • Animation: Short
  • Fires off a small wave that causes enemies to be trapped in stone, while taking chip amounts of damage.
  • It is extremely weak, and more purposeful towards PvP.
Ring of Holding Lv2
  • Type: Projectile, Pierce, Linear, Stun
  • Range: Mid
  • Damage: Burst
  • Animation: Short
  • Two phases, the first has a magical ring that pierces through and traps enemies in place when hit, followed by a single-hit magic ball that strikes one target ahead.
  • The stun lock does not affect mini-boss class enemies and upward.
Debilitating Aura (Skill Key req.) 
  • Type: Projectile, One-Shot
  • Range: Mid
  • Damage: Burst
  • Animation: Short
  • Shoots a magic orb that saps enemy HP and returns it to you in MP.
  • The orb has a range enough to hit anything that is fully visible on the screen, even behind her.
  • Interestingly, the MP return is quite substantial, although it takes 6 uses of Debilitating Aura alone to reach a full MP gauge.
  • The MP drain is not influenced by damage nor Arme's MP Regen %.
  • You cannot (should not) use Debilitating Aura again until the 2nd orb returns to Arme.
Fire Shield Lv2 (Skill Key req.)
  • Type: Self
  • Range: Self
  • Damage: Nil
  • Animation: Short
  • Creates a fire shield that lasts for 3 seconds, with the ability to absorb a small amount of damage before dissipating.
  • The shield is practically useless for normal use and does not perform according to description.



Tier 2:

Energy Ball Lv2
  • Type: Linear, Pierce
  • Range: Mid
  • Damage: Multi
  • Animation: Long
  • Shoots out 3 large energy balls that travel across and hits rapidly.
  • Pushes back enemies a fair distance when hit, however, the damage dealt is very weak.
Shock Stun Lv2 (Skill Key req.) 
  • Type: Linear, DoT, Damage-Stack
  • Range: Horizontal (with 90 degree arc of aim)
  • Damage: Multi
  • Animation: Long
  • An enhanced version of Lightning Bolt
  • Shoots an infinity ranged lightning bolt that rapidly saps enemy HP upon contact, also produces additional glyphs that blast affected enemies with electricity charges at random, but no more than once per second on each individual affected target.
  • The electric charges cause Damage Stacking.
Creeping Death (Skill Key req.) 
  • Type: Projectile, Splash
  • Range: Long
  • Damage: Burst
  • Animation: Short
  • Casts a dark-magic projectile that strikes its enemies and afflicts a rapid life-sapping status on them.
  • The splash is only applied if the main target that is struck survives.
  • If the target dies however, no splash effect is applied around it.
  • Creeping Death is capable of dealing extremely high damage bursts.



Tier 3:

Meteor
  • Type: AoE
  • Range: Wide
  • Damage: Multi
  • Animation: Short
  • Calls forth a rain of meteors to bombard the enemies on the screen.
  • Meteor can be a rather difficult to aim for maximum effect.
  • Meteor's effectiveness is greatly affected by terrain. E.g. Kungji Village and its scattered platforms make accurate bombardment only more difficult.
Satellite Bomb Lv2 
  • Type: Splash
  • Range: Short
  • Damage: Burst
  • Animation: Short
  • In quick succession, Arme leaps into the air and blasts 3 high speed fireballs towards the ground creating small explosions on impact.
  • Damage guaranteed compared to Meteor. Also more effective on bosses as damage is concentrated.
  • As Arme will leap into the air, any enemy that touches a fireball first will cause them to explode above than on the ground. (The explosion is a hemisphere, and thus will not hit anything below it if this occurs)
Living Bomb (Skill Key req.)
  • Type: Projectile, DoT
  • Range: Mid
  • Damage: Burst - Multi
  • Animation: Short
  • Casts a dark magic projectile that hits an enemy and causes it to sustain DoT and spread it to its own allies.
  • The damage dealt is very weak, even from the main projectile itself.
Finishing Touch (Skill Key req.)
  • Type: Projectile, Splash
  • Range: Short
  • Damage: Burst
  • Animation: Short
  • A compressed magic sphere which travels forward a short distance and detonates into a larger shell of magic.
  • Deals impressively high damage in short time, without much aim.
Big Bomb (Skill Key req.)
  • Type: Projectile, Linear, Splash
  • Range: Mid
  • Damage: Multi - Burst
  • Animation: Long
  • Arme tosses out her staff which carries a huge fireball flying across a short distance and then hovers in the air, before launching a 2nd firebomb towards the staff and detonating it.
  • Although the fireballs both deal damage while traveling over, the damage is greatest at the explosion site, though it's also not as reliable due to casting delays.

==============================================================================================================
White Magic:
Tier 1:

Fear Lv1/Lv2
  • Type: Projectile, Def/Atk Down.
  • Range: Mid
  • Damage: Burst
  • Animation: Short
  • Fires off a spread of 3 orbs that can inflict the desired status. Result depend on the type used.
  • Lv1 causes Atk Down, and reduces enemy attack by 30%. The orbs deal less damage.
  • Lv2 causes Def Down, and reduced enemy defense by 30%. The orbs deal significantly more damage as the effects and attack are simultaneous.
  • Both status types lasts for 12 seconds.
  • Arme can turn around at the last minute to fire the orbs in the opposite direction. (hold direction key)


Tier 2:

Gravity Well 
  • Type: AoE: Medium
  • Range: Vertical, Short
  • Damage: Burst
  • Animation: Short
  • Draws in enemies towards Arme and subjects them to the force of gravity, propelling them into the air.
  • The vacuum effect can be quite erratic and sometimes not affect close by enemies.
  • The vertical range of the gravity well is 5x platforms height in both directions.
  • An excellent skill for clearing mobs in a vertically aligned stage.
Ice Trap
  • Type: One-Shot, AoE: Medium
  • Range: Medium, Wide
  • Damage: Burst
  • Animation: Short
  • Casts a frost glyph that acts like a time bomb, which detonates after 3 seconds.
  • To detonate it immediately after casting, simply press "Z" before the glyph materializes.
  • Damage dealt remains constant irregardless of detonation period.
Ice Strike (Skill Key req.) 
  • Type: Stun/Freeze, AoE: Medium
  • Range: Short
  • Damage: Burst
  • Animation: Short
  • A giant protruding array of icicles is cast and explodes upon her enemies that come in contact with it.
Frost Pillar (Skill Key req.) 
  • Type: Linear, One-Shot, Stun/Freeze
  • Range: Long, Vertical
  • Damage: Burst
  • Animation: Short
  • Casts a line of 3 giant frost pillars that cause a period of stun before exploding to deal damage.
  • Each frost pillar is a separate entity and will deal more damage to wide-bodied enemies caught in each frost pillar to a maximum of x3 damage.
  • The pillars extend to 2x vertical height.
  • The damage is dealt only when the pillars explode, not before.


Tier 3:

Cure Lv2
  • Type: AoE: Large
  • Range: Wide
  • Damage: Nil
  • Animation: Short
  • Recovers 30% of your own HP, removes Fatal status.
  • *Teammate recovery rate is still untested*
  • Recovery strength for teammate is reduced by distance from Arme.
Penta Striker
  • Type: Impact, DoT, AoE: Medium
  • Range: Short
  • Damage: Burst
  • Animation: Short
  • Summons 5 other Magicians in a joint attack, casting a powerful globe of magic around Arme and damaging those inside the globe's power.
  • The Impact effect happens at the end of the skill.
Gorgos Flame Lv2 (Skill Key req.) 
  • Type: Linear, DoT
  • Range: Long
  • Damage: Multi
  • Animation: Short
  • Summons a Gorgos familiar to spray a long stream of fire ahead to inflict damage.
  • Range extends from screen edge to edge, but not infinite.
Divine Fortitude (Skill Key req.) 
  • Type: AoE: Medium, Impact
  • Range: Short
  • Damage: Burst
  • Animation: Short
  • Arme leaps into the air and radiates a powerful sphere of divine energy around her, dealing huge amounts of damage to enemies struck by the sphere.



Tier 4:

Electric Spark
  • Type: Lock-On, AoE: Wide, Shock, Damage-Stack
  • Range: Wide, Vertical
  • Damage: Multi
  • Animation: Short
  • Calls forth a series of lightning bolts to strike the earth around Arme. It will also lock onto a maxmium of 5 selected enemies within its range. Damage-Stacking occurs if they are bunched together.
  • Arme's bolt deals the heaviest damage.
  • Surviving enemy targets are inflicted with the Shock status.
  • Lightning Bolts have about 3x in vertical range, and will strike target within the lightning column.
  • Use this skill when on the lower platforms, as you have the vertical range advantage.
  • Unlike other similar skills like Chaos Judgement and Shadow Vanish, the Damage Stacking aspect for Electric Spark is not as potent.
==============================================================================================================

No comments:

Post a Comment