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This post has been edited 1 times, last edit by "Beyonder" (May 11th 2014, 11:49am)
This post has been edited 1 times, last edit by "Beyonder" (May 10th 2014, 12:52am)
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[ TIP ] Use it with high Determination ( 50% or more ) and when your health points got halved, within the 40% - 60% range more or less.
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This is warden's finisher, it deals enormous damage if a succesful critical hit is dealt.
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Through Vortex we enable the Pain Shock buff and it's not meant to be used more than once ( granting Static Charge buff ) due the elevated mana consumption.
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As a caster oriented build, adds an extra amount of damage to the main spell and even more if it's combined with Static Charge buff fromVortex
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Quite useful since all these spells but Storm are in the build.
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This is a versatile talent, it can be used combined with buffs ( Static Charge + Open Wounds ) to deal a reasonable high damage and also it may be used to decrease targets' movement whenever "Off Balance" buff is granted.
This post has been edited 5 times, last edit by "Beyonder" (May 11th 2014, 11:48am)
i like colours and [img] ubb code but, at least, use the right names of rubies...
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Pretty tricky talent but the usefulness from it is beyond its trickiness by miles ahead. It's to be taken BOTH otherwise we'd miss so much protection and armor buffing. Trickiness inside? It reduces your self-healing spells and potions effectiveness by 50% not the heals you may recieve from your friends ( Healers, Summoners or even Wardens ). So if you are alone time it acordingly with the rest of your heals and dont be afraid of using it if friendly healing people around.
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Although it deals damage i rather use from preventing me to get it. If you put in a balance the damage dealt versus the Icy Comets or Raving Blades uncasted, it clearly wins the second over the first.
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It's either a good way to force enemies to use Martyr Protection leaving unprotected for the next Crowd-Control spells or to give you enough time to take your best place in the battlefield...between other options.
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Valuable resource, pretty much it is due to its reduced cooldown ( 12 seconds with Battle Training rubies ). Worth taking even at rank 2.
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Use it against healing classes to finish them or leave them merciless to the others. Highly recommended either rank 2 or 3
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We are the sole dodgers of the game and a 15% more is just a dreadful sin not to pick them. Imagine for a moment a Warrior charging at you and dodgeing either the Charge or the coming next Arcing Blow. Priceless!.
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Whenever you get slowed down, just use it and it makes you break all things loose and flee away from danger. It's not a bad idea to use it to keep the distance from some spells and habilities which may harm a bit.
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Interrupts and paralizes, what else you need to put yourself at a safer place? If you know how other classes work, time it either when they try to heal or attack you with their best skills or even when they try to flee away.
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Our Knockdown spell, useful to provide you a way of escaping or interrupting Charges or Bard's "get'cha!" skill. Rank 1 is more than enough since rubies to decrease its cooldown are not taken.
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Another way of annoying enemies. It comes handy in almost every scenario. Use it always when Open Wound active since it doubles the duration of the spell
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Someone is chasing you? Someone is trying to run away? Use it and give your allies time enough to get closer.
This post has been edited 4 times, last edit by "Beyonder" (May 10th 2014, 10:58am)
This post has been edited 1 times, last edit by "Beyonder" (May 10th 2014, 12:29am)
This post has been edited 5 times, last edit by "co0led" (May 11th 2014, 2:15am)