Lass: Thief

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

*Click link or video above to view*


GC Season V: Thief
*Click link or video above to view*

Videos playable in 720px HD

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

The Thief is an agile fighting force on the battle field, rarely staying in one place and attacking from all directions. Interestingly, Lass employs a variety of gamble skills, that do either minimal or maximal damage depending on his stroke of luck. His only weakness however is low innate defense which makes him take more damage than others would. Thus, his evasion is paramount to his survival.

Cornering Lass is a tall order, it is he who corners you.

Dodge:
  • Type: Smokebomb (Ground)
  • The agile Lass has his own set of evasion techniques but the Dodge move is a welcome to his other less agile classes.
  • Because Evasion Combo takes a longer time to activate, Dodge is sometimes a better alternative due to it's instant activation speed and ability to be used in mid-attack.
  • Especially useful during a mashing combo situation where Wild Throw locks Lass into place and leaves him unable to escape counterattacks. (See Skill Tree Setup: Special Skill 2)
Inherent Techniques:
  • None



Notes:
  • Mashing the attack combo no longer works like before, individually timed keystrokes will be necessary to utilize the full combo.
  • Albeit, platforming attack styles are still one of the safest and surest ways to engage enemies.
  • Make escape a priority- A cornered Lass will not last very long. Evasion, Shadow Vanish & Super Jump should be used often.
  • The main attack combo can be chained indefinitely as long as you utilize Evasion Combo.
  • Evasion now works during a dash attack

==============================================================================================================
Skill Tree Setup: 


Combo Attack: Combo Attack Lv3
Since the Eternity patch, the damage rates between the 3 options have been brought to par. What's special about Lv3 is that Lass uses rapid continuous hits that introduce long stun times into the combo, and is especially effective in destroying objects that require hits rather than damage (eg. Hellstrom's core) This combo also benefits from a high Hellspear value with more frequent triggers occurring. Otherwise, the other 2 have distinct hit confirms and strike just as hard.
*Take note of Special Skill 2*

Utilizing Combo: Air Combo Lv2
The multi hit spin and hit combo adds quite a lot of damage to his default attacks. The only flaw is the aerial maneuver does not count toward keeping you off the ground (You're still vulnerable to "Jump" attacks) and that it keeps you stuck there until combo ends.

Utilizing Combo: Evasion Combo Lv1
Evade to their back once, that's all you really need. Why teleport back to an attack that's happening on the evaded side with Lv2?

Jump Attack 1: Kunai Throw Lv2
Throw double kunai twice, sweet. So you get 4 shots and added air time with the hovering from the second throw.

Jump Attack 2: Quick Drop
A good way to decrease air time if you wish to re-execute more kunai throws, or simply continue the stun chain by hacking away at your enemies back on the ground.

Dash Attack: Dash Attack Lv3
The dash attacks work similarly, with Lv3 giving you a hit-n-away option with the kunai throw added it. Useful when you wish to avoid direct contact with the enemy.

Critical: Critical Lv1
Strikes with one hard knockdown blow.

Trap: Nil
Pointless in dungeons. Ignore it.

Special Skill 1: Paralyzing Kunai
With the change to the main combo system, and the ability to throw kunai at convenience, this augment allows all kunai thrown to freeze enemies in their tracks. Useful for keeping a looming enemy at bay, to lockdown a single target or even save your teammates from an occurring attack. Note that this does not affect the kunai from Raven Walker.

Special Skill 2: Wild Throw
Special mention needs to be made of this. Since the Eternity patch, Lass's main combo gets affected by what is selected here. Mashing will prematurely trigger the augment that is selected here after the 2nd hit of the main combo. This is important because once you initiate the skill here, Lass cannot use his Evasion Combo, and may get taken down by counterattacks.

Because of this, mashing is a risky option. You will have to time your keystrokes instead.




Invisible: Shadow Vanish
Lass becomes invisible to enemy sight for 20 seconds. Invisibility remains as long as Lass does not connect an attack. Activating other shared skills and skills that hit nothing and even taking a hit will not affect the invisibility status. This technique is perfect for setting up a back attack with skills. 15 second cooldown.

Buff: Dash
For 10 seconds, Lass gains a burst of speed that improves his dashing and walking speed. 10 second cooldown.

Jump: Super Jump
An arcing high jump that brings you up 2 platforms higher. You are able to attack in your path of flight. 10 second cooldown.


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


Tier 1:

Impact Slash Lv3
  • Type: Linear
  • Range: Short
  • Damage: Multi
  • Animation: Long
  • Begins with a flurry of close ranged slashes ending with a projected slash spanning some distance across.
Spinning Slash Lv2 (Skill Key req.)
  • Type: Close-In
  • Range: Mid
  • Damage: Multi
  • Animation: Long
  • Lass leaps forward spinning as he slashes his enemies, covers a good distance.
  • Allows direction change depending on which direction key is pressed before he springs away.
Aust Hammer (Skill Key req.)
  • Type: Close-In, Impact
  • Range: Short
  • Damage: Burst
  • Animation: Short
  • Lass drives his dagger in with an uppercut and knocks his enemies into the air with it.
  • Impressively large amounts of burst damage.
Kagemusha (Skill Key req.)
  • Type: Self
  • Range: Self
  • Damage: Nil
  • Animation: Short
  • Grants Lass with a buff that activates upon being attacked. It lasts for 15 seconds until used.
  • Upon being struck, Lass disappears high and behind his enemy in mid-air. Triggers automatically.
  • May not work against certain types of attacks that have lingering presence, especially beam types with multi-hit properties.
  • Non-offensive attacks will also trigger Kagemusha.



Tier 2:

Fatal Fury
  • Type: One Shot, Close-In
  • Range: Mid
  • Damage: Burst
  • Animation: Short
  • A gamble "All-or-Nothing" attack. A substantial amount of damage is dealt by default, but deals almost 4x the amount if your luck checks out.
  • The "Shadow Vanish for increased chance of Fatal" fix does not work with dungeons- Chances remain the same, and there's nothing to put in Fatal anyway- You either kill or don't kill it.
Weapon Disarm
  • Type: Close-In
  • Range: Mid
  • Damage: Burst
  • Animation: Short
  • A two hit attack that closes the distance with each stroke.
  • Weapon Disarm goes on par with Fatal Fury, except you have two chances for massive critical damage while Fatal Fury has a chance with one strike.
Hornet Sting
  • Type: Projectile, DoT
  • Range: Mid
  • Damage: Multi
  • Animation: Short
  • Lass throws a descending shuriken which stops and deals damage over time at that point.
  • Does not work for Super Armor monsters as they will resist its drag effect.
Shadow Stranger Lv2 (Skill Key req.)
  • Type: Melee Combo, Splash
  • Range: Mid
  • Damage: Multi
  • Animation: Long
  • Uses a fast zig-zag motion to slash about as Lass ascends higher, coming down to finish off with a shockwave.
  • Useful for displacing Lass of his position as a counter-evasive.



Tier 3:

Final Strike
  • Type: Projectile, Linear
  • Range: Long
  • Damage: Multi - Burst
  • Animation: Short
  • Lass takes a giant leap backwards into the air, releasing a volley of explosive blade projectiles onto the ground ahead of him. The resulting splash explosions deal rapid and very high damage.
  • Positioning is important for this skill as the leap can throw you off a platform and throw off your aim.
  • However damaging, it is quite impractical to be used on lesser enemies due to their habits of moving around, giving accuracy a real headache. However if used on bosses that are often stationary, it is extremely deadly.
Thunder Slash
  • Type: Splash, Linear
  • Range: Mid
  • Damage: Multi - Burst
  • Animation: Short
  • Lass tosses a kunai forward which conducts a stream of lightning in it's path.
  • The lightning streams can hit an enemy one platform above Lass.
  • Although the damage is not reliable, the splash area of effect is assured to hit.
Raven Walker
  • Type: Splash, Damage-Stack
  • Range: Short
  • Damage: Multi - Burst
  • Animation: Short
  • Using a high speed spin, Lass throws out a series of kunai about his position, with a chance of marking a "glyph" upon those he hits. Afterwards, all active glyphs explode simultaneously and will cause damage-stacking if other marked enemies are stacked around.
  • Note that the damage rates have been reduced, it is not a potent as before during both phases when it hits.
  • Raven Walker is still ineffective on Ancient Giant, Rukkha and the Basilisks, as the glyphs do not make contact with the boss sprites. (The kunai flailing still deals damage however)
Shadows of the Past Lv2 (Skill Key req.)
  • Type: Splash, Projectile
  • Range: Short
  • Damage: Burst - Multi
  • Animation: Long
  • Calls upon the power of Kaze'aze to deliver a fiery explosion upon his enemies. Deals very high damage.
  • Fires towards the ground, and has limited splash range despite it's power. The explosion is of a hemisphere and will only hit a small radius above it's exploding point. Thus, anything below it will not be affected.



Tier 4:

Dread Breaker
  • Type: Projectile, Linear
  • Range: Horizontal
  • Damage: Multi
  • Animation: Very Long
  • Lass takes a step back and tosses a supersonic shuriken ahead. Once it hits the first enemy it encounters, Lass appears just behind that first enemy and tosses a second shuriken in the other direction.
  • The mechanics of this skill forces to you to pick a target to deliver 2x the damage with both shurikens. The rest will only take 1x the amount as the 2nd shuriken goes the opposite way.
  • Since the shuriken slows down upon contact, the wider your target, the better it hits before leaving.
  • This skill is tricky to use and requires some simple planning, but trying to hit everything is a tall order, so don't.
  • Dread Breaker can also be thrown at a rising or descending angle by pressing the desired direction before being released. This can be done separately for both shurikens.

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

No comments:

Post a Comment