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[Advance Guide] How to optimize your astrals.
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nice gide dude but reflect will not count to wards dam in the wb just hits him fro 30k but u dont get it
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I does it mean to prepare different astral to different situation? right?
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actually i have seen a knight lvl 44 survive the boss special because his block is almost 1800 and he has the dodge astral at 12 percent and dodged his special and only took one each attack so it is possible .
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Originally posted by Yvonnekl2 View PostMage
A high level mage damage is almost equivalent or higher than an archer. do not think that a mage couldn't out damage an archer. So in order for a mage to maximized your damage, of course you will need +MATK astral. Here are some other recommended astral which can boost your damage much further:
+ Disable crit, increase regular damage: Mage do not crit as much. So it is advisable to use this astral to boost your damage more. a level 5 orange astral can give you up to 20% increase in damage.
+ Floating damage: This is a gamble. You have chance to increase your max damage, but also reduce your min damage. So its your choice.
+ Charisma: may increase your troops attack by a little. Personally don't recommend this very much.
+ 10% chance to reflect damage: Not sure if it work on world boss. still testing. Any1 can help me on this?
Catacombs
To effectively do catacombs, you will need another different sets of astral all together. This is entirely different from those that you need on world boss. Now besides the basic astral that i mention previously, you may also choose from the following astral which could be helpful for you when doing catacombs.
+ Disable crit, increase regular damage: useful only to mage to increase your damage.
+ Reduce all damage by X%: useful for higher level where the damage is big. since this is a percentage base, its a good protection against the eyeball lightning strike or those 1 hit attack with big damage.
+ Reduce all damage values by X: useful protection against multiple hit with small damage.
+ Floating damage: as discussed above, it's a gamble.
+ 10% chance to gain Xhp when attacking: Very useful in catacombs. Makes a lot of difference during long battle especially battle against boss.
+ Regain hp equivalent to x% dealt, 10% trigger: Useful if your damage is high. also very useful for character like archer or knight who can't heal themselves.
+ 10% chance to reflect x% damage receive: may be useful for high level. I personally don't use it very often. [/SIZE][/FONT]
For WB it is good to have Reduce dmg astro by x%, especially at points where u sometimes survive that 1 hit and u wish it would happen more often, or the boss crits ur troops and u would like to take 1 more hit.
Get yourself one of these
Pdef and Mdef astros are useless for wb as his damage is constant. U can drop these two and put anything u like.
HP astro might be a good choice besides the x% damage reduce, and you can also play around with reflect damage ones but like I said: their trigger rate is very low.
Charisma is good for WB as your troops have more chance of surviving multiple hits.
Altho I wouldnt use an astro for this, potions are better suited here.
And the most basic thing for catacombs if u a Mage:
After level 45 or so you can drop the pdef astro as it is useless and put up a HP astro instead.
You will gain more HP from suntoria this way and be able to go further.
Also good is the orange dodge astro. Get that up to 8 or 10% and it'll do you good
To keep or not to keep:
If u a Mage keep a hp astro.
Just one word: Suntoria
I did a stupid thing and fused one lvl 4 Hp astro that I had before, but I was also lucky to get another one which i kept.Last edited by spaljeni; 10-28-2012, 06:19 PM.
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Originally posted by Yvonnekl2 View Post+ 10% chance to reflect damage: Not sure if it work on world boss. still testing. Any1 can help me on this?
If u reflect last hit it doesnt count as damage dealt and overall the astro doesn't reflect that much.
I tested it on Wb and also in arena with only a few times seeing it actually reflecting damage.
Let me put it this way: A dodge astro at 8% chance will dodge more hits than this astro with 10% chance will ever reflect.
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Originally posted by CroCroDil View Postwhy i can equip together Astral Reduce all dmg ??% and Reduce all dmg by 40 value this not the same Astral
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why i can equip together Astral Reduce all dmg ??% and Reduce all dmg by 40 value this not the same Astral
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I am archer and for archer you need block!I have refined one and 29 level archer makes me 29-59 dmg .He makes 800-1000 dmg to other.My block is level 2.
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Originally posted by terayaki2 View Posthahaha , u call that advance guide ? basic enough
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according to the wartunes beginners guide page, u can get that astral to work but its does NOT count towards the dmg u do...so it ends up hurting u in the long run...no extra gold/daru/dmg counted but the WB will have less health. so u should avoid using these (unless u want to lose out on gold/daru)
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Originally posted by Gyoka View Posti want to make a suggestion on WB astral issue i think in this one i would like to RECOMMEND 1 particular astral Enhanced Illusion (Yellow Perfect Dodges)
have a chance to Turn WB damage to 1 and it is working i already tried it
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