Originally posted by ArqBrasil
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Apollo VS Lightning..
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Originally posted by po1NNNt View PostWater, Fire, Wind, Lightning, Light, Dark sylphs.
Iris, Amazon Queen, Pan, Eve, Apollo, Hades.
Iris - lets say 10-20% will use it
Fire - x% ( don't know skills, what it does, so )
Wind - probably 5%, to not be harsh and say 0%
Lightning - 80-90%
LIght - 30-40%
Hades - 10-20%
This is my opinion about the percentage the current sylphs and the " upcoming " ones. Wether they admit it or not, all will go on lightning and not dark, its easy to see the difference.
http://forum.r2games.com/showthread....704#post750704
top 100 battle ratings use the following sylphs
Lightning 38
Dark 52
Light 3
Fire 6
Water 1
Wind 0
Number 1 365k Br uses lightning
Number 2 324k Br uses lightning
Number 3 295k Br uses Dark
Since that post the number 1 player has 430k Br and has the lightning sylph as her primary sylph.
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For those who want to know the skills of the Sylphs and their Evolutions, go here.
http://******-wartune.blogspot.co.uk...trategies.html
note: some sylph skills have no info yet.
The Magic is Within Ourselves
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Originally posted by R211406975 View PostDon't overrestimate lightning slpyh i have a blue light slyph .She hits hard but in slyph arena her ultimate doesn't do the job i mean You need a very strong lightning slyph to hang with lightning. Considering the ultimates light hits best then fire . I advise you to go with fire slyph if you're a mage or archer. Warriors definitely go for light.
Light = M. ATK
Water = M. ATK
Wind = P. ATK
Electric = ?
Fire = ?
Dark = ?
Why am i asking this? Because for me , the most important thing to consider in choosing sylph is if they are in PHYSICAL or MAGICAL ATTACK ATTRIBUTE. Honestly if that electric sylph is PHYSICAL attribute, i will definitely not use it in Class Wars. But it surely be a great help in TOK incase me and my party encounter 2-4 Mages in TOK.
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First of all thanks for Cosmo's Blog for these information.
Eve's (Lightning) Transformation -> Hercules
Eve
Passive:
Plasma Accumulator: Every time you attack, your damage will be increased by 5%, can stack up to 10 times (50%), lasts 2 turns.
Plasma Field: A small chance that your target will not get a "Critical" next turn.
Electronic Mine Field: When you take damage there is a 10% chance that your next attack will have 15% more Critical Chance.
Active:
Thunder Goddess' Blessing: Consume 500 Awakening Points, Increase your Critical Chance and Critical Damage by 10% for 3 turns.
Delphic: Thunder Dome: Consume 500 Awakening Points, 470%+515 Magical Lightning Damage to 1~2 enemies.
Electric Shock: 185%+200 Magical Lightning Damage to a random enemy, the row of the selected enemy will receive 50% of that damage.
Thunder God's Punishment: 225%+250 Magical Lightning to the enemy back row, has an 80% chance to cause a random target inability to use Skills (Effects Bosses but Doesn't Effect Sylph Skills), lasts 2 turns.
Lightning Blast: 150%+100 Magical Lightning Damage to a random target, increase self's Floating Damage by 20%, lasts 2 rounds.
Lightning Strike: 165%+120 Magical Lightning damage to front row enemies.
Hercules:
No info yet.
Apollo's (Light) Transformation -> Athena
Apollo
Passive:
Illumination: Healing Spells are 5% more effective on yourself.
Master of Light: Deals 5% more damage.
Radiant Soul: 10% chance of manifesting a shield which absorbs 3% Max HP worth of damage for one turn.
Active:
Shining Strike: 148%+180 Magical Light Damage to a Single Front Row target.
Beam Sword: 130%+200 Magical Light Damage to 1-2 enemies. Targets with Higher HP takes higher damage.
Light Arrows: 135%+257 Magical Light Damage to 2-4 enemies. Targets with Higher HP takes higher damage.
Heavenly Body: Increase your MDEF/PDEF by 10% for 3 turns.
Ray: 160%+256 Magical Light Damage to all Enemies, restores 2% of your MAX HP.
Delphic: Sword of Judgement: 340%+300 Magical Light Damage to all enemies.
Helio's Blessing: Heals yourself for 20% of your MAX HP.
Athena
Passive:
Guardian of Light: When you are attacked, reduce the damage taken by 5% for 2 turns, maximum of 5 stacks.
Active:
Shield of the Goddess: Reduce 500 Awakening Points, All Allies gain a Shield that Absorbs 30% of your MAX HP and reduce damage by 5% for 3 turns.
Blinding Light: One Random Target, deals 360%+300 Magical Light Damage.
Radiant Reflection: Deals 290%+350 Magical Light Damage to all enemies. Reflect 40% of the damage dealt to you up to 40,000 damage for the next 2 turns.
For more info about other sylphs and their Evolutions go here
http://******-wartune.blogspot.co.uk...trategies.html
The Magic is Within Ourselves
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Originally posted by IggyBousse View PostIt's the same when people talk about lightning.
But to the OP, Apollo is better in PvP where you're against multiple enemies. I think Lightning (or electric) will be better against 1 on 1 bosses like Spire, WB and general MPD bosses.Last edited by kattuktk; 01-03-2014, 11:17 PM.
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Originally posted by Alinshinoby View Posti feal like reading about pokemons when i read this post
))IGN: Athena
Guild: Warriors
Server: S5 - Roaring Wetlands
Class: Archer
Difficulty Level: Noob
BR: 176k / 180k (with block and hp astral instead of illusion and deflect =P)
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