Originally posted by goldenarms
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This guide makes me laugh. Because I've played something like this before.
Quite frankly, if you're not high leveled and going all in on the defensive aspect, you're hosed. You require LOADS of Astral support (at least five), and that takes lots of gold and time to rake up. Things you wont have much of because damage-wise, this is horrible for WB -- you won't get any cred for Reverse Damage/Mirrored Destruction, and effect damage doesn't stick to it, either -- two of this build's main weaponry. Plus Angels are pathetic in such a pinch, and growing your angels requires lots of lots of Daru. Which you won't be getting from WB, due to your lowlowlow attack strength.
Group Arena, well, as I found out, the people this build trumps are generally people you probably wouldn't have had problems with had you just ran something generic. Build sucks hard against Mages that run healing agents and archers that crit 3000+ per hit. And with the clock against you, the longer you stall, the more likely you will lose. One can't dodge infinitely, bubbles have a rapidly diminishing shelf life, and if your teammates don't win it for you, well, enjoy being "the hardest to kill" talk of the other group after they win.
You see, this build has a steep learning curve, and to be successful, you have to play this almost perfect every time; the margin for error is stupidly small. How stupidly small? "Wrong move at turn 2; you're already dead" stupidly small margin of error -- playing the same teams in Group Arena points that out quite painfully.
You'd probably do well in duels, providing you choose your opponents carefully, and Campaigns. MP dungeons, well, you'll be stuck relying on strong teammates to get you through because Garden of Death and Tarraton's Lair suck much *** in general (oh God, Tarraton's Lair...). The Void and Badlands are no cakewalks, either (there's a reason why you need Mages wth Purify). Having good defense is one thing, but you're going to need high bleeping HP more, because those bosses don't play fair in the slightest.
Overall, this isn't something any ol' joe can pick up and just win with. You'd have to almost be completely set on building this type of character from level 1, and you'll need lots of patience in getting it done, too. It's complicated to play, you will encounter many frustrations along the way, and overall, only experienced Wartune players should bother with it. People like to point out that the Knight class blooms late, and that goes doubly for this build, whose benefits won't really kick in until you start climbing into the mid 40s, which well past the point many have stopped playing, or switched to another class. My advice -- ask yourself honestly, did using that skill make a difference, or was it just adding insult to injury? If you answer the latter more frequently, you might not be the guy that should be playing with this.
Quite frankly, if you're not high leveled and going all in on the defensive aspect, you're hosed. You require LOADS of Astral support (at least five), and that takes lots of gold and time to rake up. Things you wont have much of because damage-wise, this is horrible for WB -- you won't get any cred for Reverse Damage/Mirrored Destruction, and effect damage doesn't stick to it, either -- two of this build's main weaponry. Plus Angels are pathetic in such a pinch, and growing your angels requires lots of lots of Daru. Which you won't be getting from WB, due to your lowlowlow attack strength.
Group Arena, well, as I found out, the people this build trumps are generally people you probably wouldn't have had problems with had you just ran something generic. Build sucks hard against Mages that run healing agents and archers that crit 3000+ per hit. And with the clock against you, the longer you stall, the more likely you will lose. One can't dodge infinitely, bubbles have a rapidly diminishing shelf life, and if your teammates don't win it for you, well, enjoy being "the hardest to kill" talk of the other group after they win.
You see, this build has a steep learning curve, and to be successful, you have to play this almost perfect every time; the margin for error is stupidly small. How stupidly small? "Wrong move at turn 2; you're already dead" stupidly small margin of error -- playing the same teams in Group Arena points that out quite painfully.
You'd probably do well in duels, providing you choose your opponents carefully, and Campaigns. MP dungeons, well, you'll be stuck relying on strong teammates to get you through because Garden of Death and Tarraton's Lair suck much *** in general (oh God, Tarraton's Lair...). The Void and Badlands are no cakewalks, either (there's a reason why you need Mages wth Purify). Having good defense is one thing, but you're going to need high bleeping HP more, because those bosses don't play fair in the slightest.
Overall, this isn't something any ol' joe can pick up and just win with. You'd have to almost be completely set on building this type of character from level 1, and you'll need lots of patience in getting it done, too. It's complicated to play, you will encounter many frustrations along the way, and overall, only experienced Wartune players should bother with it. People like to point out that the Knight class blooms late, and that goes doubly for this build, whose benefits won't really kick in until you start climbing into the mid 40s, which well past the point many have stopped playing, or switched to another class. My advice -- ask yourself honestly, did using that skill make a difference, or was it just adding insult to injury? If you answer the latter more frequently, you might not be the guy that should be playing with this.
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