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Arrgggghhhhhnooooooo the worst POS magick shield in the game!
It's not you, it's the damned shield. No matter the reinforcement, the defenses and k/s resistances are so terrible with the WW that you CANNOT perfect block with it! The first thing you need to to is replace that piece of crap with something at least as good as an Angel's Sanctum from Jayce or Mathias (give them some gifts to raise affinity, if necessary), or even better yet, scrounge a Dark Buckler from the Everfall or the Ward of Regret (I get them constantly in Chest 6 on the Wiki map of Rottwood). Reinforce it to 3* immediately!
Sounds like you're otherwise doing all the right things, though. Really!
I ran across a note on the wiki that stated 3 stars results in improved blocking performance, so I'm assuming that's true of all sheilds and any class that can use them. Does this also affect the riposte and stagger successes or is that a seperate calculation?
That said, everything's dependent on the success of your perfect block. The elemental riposte doesn't happen unless your magick shield makes the perfect block. IDK, would this help? yes, it's console footage so you can see frame rate drop, haha... This is a perfectly-executed perfect block in melee combat with Blessed Trance on the magick shield:
https://youtu.be/C1E1M0QSE0g
These are both blocks and perfect blocks-- the difference is that I crouch when blocking, and raise the mace when perfect blocking. I'm putting this here so you can see the difference.
https://youtu.be/Nlzg1NokHLU
yeah, I'm using a Diabolic Shield that's GDF, which makes it easy.
Another thing you can do while learning the timing on perfect blocks for the MK is to equip duh no, another thing I rarely use-- Prescience, which opens your frame window a bit.
Against the Cursed Dragon, you're going to get far more mileage out of a Holy Great Cannon Sigil - unless you opt to climb onto its chest and hack away at the heart directly with an AA enchanted weapon. Once you've mastered the perfect block, simply set down a sigil in the field and wait for the dragon to charge or take a swipe at you. Pulling off a perfect Blessed Riposte against said attack near the sigil will take out massive chunks of the dragon's HP pool.
I can also concur with Karathrax's observation about shield enhancement vs perfect blocking/riposte success.
That said! If you can pull the timing off, Stone Jungle wrecks his rotting ass.
Those videos were useful too, I was in particular impressed with how quickly you dropped that offline Ur.
So let me see if I understand that Sigil correctly from the wiki reads that it takes on the weapon enchant. My initial understanding is that when they refer to "weapon" they are actually talking about the magic sheild and whatever buff (or perma-enchant) its carrying yes?
Also, the sigil fires off on physical contact with a foe, the tooltip discription says " hits long ranging foes with a devastating blast of energy and takes longer to dispel". To me that sounds like it hits targets at range (ah the joys of translating a language eh?) if an attack crosses its border, like say a archer's shot or caster's bolt/spell. But from what I've seen, it seems like only critters that cross the sigil's line get lit up. So its more like a trap yes?
Secondary to the above, again to see if I'm understanding what the wiki is saying properly; placing a sigil with say a holy enchant on one's sheild will cause a "holy sigil" to be drawn at one's feet. Then if you drop a cannon, it sits there waiting for a interaction from from some sort of damage dealing source, such as a ally's spell if it happens to hit the cannon or a riposite provided the cannon is sitting between me and the target I just blocked. But if the cannon is sitting inside the sigil, and a critter steps onto the sigil, the damage that the sigil visits on said critter also gets picked up by the cannon? And just for fun, lets say I managed to perfect block and fire off a riposte right along with the sigil, does the cannon pick up and amplify both the sigil and the riposte's damage?
Finally, Paradox's reply makes me wonder about something that I wasn't able to google-fu a answer to. If the enhanced sheild increases block and stagger rates, does enhancement of armor also affect how much damage one takes? I'm probably a little unclear in my question so going to try to explain that a little.
Lets say I got two chest peices of the same kind and one is 3 star enhanced and the other has none. Beyond just increasing the Def numbers, does that 3 star also reduce the incoming damage from an attack? Basically I'm trying to understand if the star ratings have a built in damage absorption that isn't as obvious as just raw def numbers. I.E. a 100 def unenhanced geared arisen takes more damage than if he were wearing 100 def 3 star enhanced gear. Hope that made sense =/
One last thing regarding MKs. It seems like most of their gameplay revolves around hunkering down and dropping sigils/cannons and then blocking, they don't actually do much weapon swinging in comparison and without their enchantments, they're only running at half steam, that a fair summation?
Addendum:
Karathrax, I had another chance to watch the vid on a larger screen and noticed that you were doing repeated perfect blocks, but i didn't see what, if any, attacks were coming your way. What's giving you the opportunity to chain block like that?
OC = PC? Phone spellcheck at it again?
If that were the PC version, you'd have killed it fifty times over by the time the video ends. Assuming the lag doesn't kill your PC first.
The easiest way to note a perfect block has been pulled off is when the time-dilation effect kicks in - at least for me. I don't think the Fighter raises its sword in the same way, but the time-dilation effect is still there.
Weapon refers to whatever you have equipped as your primary weapon - shields do not directly influence your sigils, be it Ruinous or Great Cannon. Also, based on my experience, having a perma-enchanted weapon such as Cursed Light doesn't actually change the element of your sigils the same way a weapon buffed with an Affinity/Trance would. I think the wiki may be wrong on that count but would appreciate confirmation from another player all the same.
I'll assume this is the Ruinous Sigil you're talking about. If so, then yes - it acts like a trap and only enemies that enter into its AoE will trigger the effects. What's great about this is the synergy it has with Great Cannon. Having one within the AoE of a Ruinous Sigil as an enemy triggers it will cause the Great Cannon to fire in turn. Placing two RS so that they have a small overlap, then placing a GC or two in that overlap will result in utter mayhem when a foe enters the trap.
As for your final question, no, I do not believe that enhancement levels on armor has any indirect effect on the amount of damage you sustain. Only its DEF/MDEF and elemental or physical damage reductions matter.
That being said, there are some armor pieces that gain innate abilities as they're enhanced. A prime example would be the Delta Guard that reduces the chances of being frozen once it's been DF-ed.
That would be the Ur's Holy Furor tick damage being repeatedly perfect blocked.
>.<
Stoopid phone. I fixed it. PC, PC.... ::sigh::
Indeed, that was taking out ONE HEART on the Xbox's online Ur, in Grace. Gen 574, last October.
I've killed the Xbox as a Mage. Once. A long time ago. I don't think I'd want to try that now, what with how high its DEF/MDEF is currently. The damage output with a staff is... not as high as an Archistave, and you're still using HFB, so there's not much point to doing that.
Anyway. It's Gen 1099 right now, and it's around 4 bars of HP...
>.>
it's a little more complicated than that. The element of a bare split-damage weapon is indeed buffed witht he element of its imbuement. The Sigil color from a magick- or great cannon does not reflect it. However, when an outside buff is applied, such as a caster's affinity or the MK's elemental trance, for example, the sigil takes on the element.
It's an animation thing, not an actual damage thing.
The rest of your questions, I'll address in more detail in a bit.
Yeah, I just tested this out with Cursed Light and Magebreaker against a Cursed Dragon. A single RS with the latter dealt almost twice as much damage as one from the former. I guess the animation is quite misleading.
"I'll assume this is the Ruinous Sigil you're talking about. If so, then yes - it acts like a trap and only enemies that enter into its AoE will trigger the effects. What's great about this is the synergy it has with Great Cannon. Having one within the AoE of a Ruinous Sigil as an enemy triggers it will cause the Great Cannon to fire in turn. Placing two RS so that they have a small overlap, then placing a GC or two in that overlap will result in utter mayhem when a foe enters the trap."
Perilous Sigil and Ruinous Sigil is a pancake-shaped AoE field. Using this to illustrate:
https://youtu.be/tM6wD9_6FR4
Note that I am overlapping the two RS AoE Fields, this is intentional. The GC sigils are then placed exactly within the toroid shape? of the overlap, which means any one of the three Living Armor running towards my happy ass will trigger everything as soon as it crosses the first AoE edge. And so it was.
I could have perfect blocked that last LA's strike for a slightly faster kill, but I was all, nyah, come at me, bro! so it would kill itself on the trap.
Again, that was my console main Arisen, as MK, who has a magick stat of 580 and I am wearing two high +MAG/+STM rings to supplement power and also supplement my sucky 3004 stamina stat. There are three Salomet's Secrets in use. My spudlike laptop won't record in detail like the console did, which.... is saying something.
I-I might be a Horrible Arisen.