just want to ask question if what sylph is better for archer? iris or fire or Electro? l
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sylph for archer
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Eletric is good for archers in my opnion because of such skills as :
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." You shall not pass !! " - Gandalf
"The Lich King has given me true power." - Death knight
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Every sylph is good if is strong. But i personally think, that sylphs should compensate weaknesses of each class.
Two biggest weaknesses of Archer is lack of AOE attacks and moderate def abilities. Therefore i'll stay with apollo and i rather think about Apollo transformed form, which has imo great skills and very usefull skills. This update will come sooner or later so i dont care.
Besides if those resistance works, apollo will still have some bit advantage over lightening sylph.
And what i noticed, a lot of ppl changes their char to crits due this sylphs. I think its time to think about guardian angel as 7th astral )...
Of course if i didn't have apollo, i guess i would go for this eve as full DPS player.
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Originally posted by mageheal50 View Postwhats the difference in damage of EWD and ED crit?
Basically build like an archer, sacrifice for attack. SO if you do this, make sure your defense doesn't suffer too much.
Crit builds are for veteran players and/or medium to heavy cashers, if you're none of these, don't build crit.Last edited by IggyBousse; 01-18-2014, 07:01 AM.Player Class: Archer
Battle Rating : 162k+
^ Manly purple!
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Depends what your crit is now, what your medal is etc. I can't remember what the current crit needed is for 60-.
Also, I never played archer with sylph before 60. I can't give you an honest answer because I never was in that situation.
I can't even remember my stats but If I remember correctly, I focussed on patk, pdef, mdef, hp gems before 60, farmed at 59 for LD medal.
Then went to 60 and started changing it. I never needed crit that much before 60 because I never had any issues with it.
But once again, this was before sylphs came out.Player Class: Archer
Battle Rating : 162k+
^ Manly purple!
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Originally posted by FaeLRoX View PostEletric is good for archers in my opnion because of such skills as :
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.Game : Wartune
Name: Xias
Server: Kabam 21 (merged with 18)
Guild: Redemption
Class: Knight
BR: 120.493 with bless and my stronger sylph (lv 74)
Casher: not ATM (some day xD )
Sylph. blue iris 5 stars 19.150 BR
Playing since 28/04/2013
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i often have different strategies then most archers but here is my opinion:
iris(heals): only good healing sylph, great for pve, group arena, and sylph arena.
apollo(aoe matk damage): amazing aoe damage, great pretty much everywhere
electric(single target matk): great single target damage, some crit bonus, and stackable damage buff, which means huge damage in spire and wb... also amazing in 1 vs 1 pvp if you can take out troops before you awaken
fire(patk damage): i personally really enjoy the fire sylph as a non-casher, it has a strong delph comparable to the electric and more importantly it has an aoe for pvp uses, overall not as strong as electric but has more utility
pan(tank/patk aoe damage): now for the most under-rated sylph. i never understand why people hate on pan so much.... maybe they dont realize he gives +25% crit chance when evolved and is the most tanky of the sylphs if built right, has decent aoes, and has built in illusion, love him when im tanking nm LL or just want destroy mages.
dark: i got no experience here so not saying anything
each sylph has their advantages in different areas, its not hard to figure out where each one is best. figure out what you think the most important thing to you is and pick the one goes well with it
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