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Guild Abilities

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Guild Abilities Empty Guild Abilities

Post  Lord Mist {DC} Wed Dec 05, 2012 12:57 am

Following is a list of abilities used in guild battles-

Resistance - Resistance lowers the damage you take by 10-40 depending on level. Considering you can only heal via cleric victories, this upgrade is a necessity to be able to last long in guild battles. Resistance can be bought at the Guild Shop.

Whirlwind - A very useful skill for Warriors. It allows them to also hit enemies adjacent to their target. Ameron amplifies those damages if he is equipped. Good in guild battles, much better in the shortened festival battles.

Shout - A great, opening card for Warriors. Only affects the one or two player(s) beside the warrior in the same gate plus it doesn't stack. Use this at the start then switch back to Whirlwind or Resistance. Shout can be bought at the Guild Shop.

Leadership - See Shout. Leadership can be obtained from the Annihilator Chest and can be created via alchemy.

Confidence - Follow-up to Shout/Leadership. Win the next 5 attacks to get a perma +50 to your damage then switch to Resistance + Whirlwind and keep spinning on three enemies...with confidence! Confidence can be bought at the Guild Shop.

Evade - An great skill for Rogues. It gives them a chance to take no damage from duels offensively and defensively. Suicide strikers will now think twice in hitting them. Combined with Resistance (for Class Level 4+) and Dahpne or Raziel, rogues can truly annoy the attacking enemies. Evade can be bought at the Guild Shop.

Ambush - A limited but useful ablity early in guild fights. Only activates when the Rogue attacks an opponent with Full Health. Rogue attacker must be fast so he can hit the enemies before they go on the offensive themselves. Must also coordinate with the guild so that clerics and mages stand back for a while as to not ruin the "ambush". Ambush can be bought at the Guild Shop.

Backstab - See Ambush. Backstab can be obtained from the Annihilator Chest and can be created via alchemy.

Poison - An excellent skill for Rogues. This bleed targets for extra damage as long as tokens are used by or on the inflicted target (until he/she is stunned). Also inflicted on the attack so Rogues deal regular damage as they are poisoning the enemy. Truly a killer. Lasts for 5 rounds but can be reapplied. Poison can be bought at the Guild Shop.

Polymorph - A good upgrade that allows players to defeat an otherwise unbeatable opponent. Costs 1 token to cast and the caster must not be stunned. The polymorph target's next attack will also be ineffective if he attacks before the auto-win attack can get him. If you are almost done cleaning a very active gate and there is a tough cleric that no one in your guild can beat, use Polymorph and get a Rogue (with a level 4 Deshara if possible) to hit him. During late game, you can use this to block enemy attacks to prevent damage to your team. Also excellent tool for farming. Polymorph can be bought at the Guild Shop.

Magic Barrier - A decent but generally limited use ability for Mages. Soaks up damage for x attacks or 1 hour (either offensively of defensively), which ever comes first. Costs 1 token to cast and applicable only to the caster him/herself. Better than suiciding and could be used as a distraction during late game rallies. Magic Barrier can be bought at the Guild Shop.

Mana Shield - See Magic Barrier. Mana Shield can be obtained from the Annihilator Chest and can be created via alchemy.
Confuse - A decent interrupt skill for Mages. Costs 1 token to cast and the caster must not be stunned. The confused target has a chance to attack him/herself, rendering his attack useless. Lasts for 5 rounds but can be reapplies. Confuse can be bought at the Guild Shop.

Heal - An nice upgrade in special situations. Costs 1 token per use and the user and target must not be stunned. Instead of attacking other players to heal your guildmates, just directly heal them for a much larger amount of health per token. This is mainly used when trying to bring up your score if you don't have enough token to bring down the opponent's score. Using Elaida increases the heal effect. Very, very important for clerics in festival battles. Heal can be bought at the Guild Shop.

Dispel - A decent ability for Clerics which may become more valuable with the release of the guild shop buffs of confusion and poison.. Dispel removes polymorph or other buffs from an inflicted ally and heals them for 20 health. Costs 1 token to cast. The choice to dispel or simply break the buff by spending token(s) is a judgement call. Dispel can be bought at the Guild Shop.

Cleanse - See Dispel. Cleanse I and II can be obtained from the Annihilator Chest Cleanse III can be created via alchemy and heals for 35 points.

Fortitude - A nice opener move for clerics. Costs 1 token to use and caster and target must not be stunned. Can only be used once per ally. Fortitude extends a targets health and heals them at the same time. Very useful for small guilds especially in festival battles. Fortitude can be bought at the Guild Shop.




Lord Mist {DC}
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Posts : 30
Join date : 2012-12-05
Age : 38
Location : Sydney

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