M.E.C.H.A [PT-BR] Agressividade e ignorância, PVE/PVP Build
Created by Kazan on Jul 20th 2017 (Last Updated: Jul 10th 2018).
This is a public build.
15
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Rank 1
Archer |
0 / 5 Swift Step: Critical Rate Type: Active * Increases critical rate by 20 per attribute level and 5 per [Swift Step] level when [Swift Step] is active * Increases SP consumption by 50% Archer 2nd Circle required Swift Step: Include Party Members Type: Active * Applies the effects of [Swift Step] to party members * Effects only apply to party members when the attribute is ON Archer 1st Circle required Swift Step Temporarily increases movement speed and evasion while moving. Level 1: Moving Shot Movement Speed: +5% Evasion: +10 Duration: 300 seconds SP: 12 Type: Melee / Buff Cooldown: 36s 0 / 5 2 Multi Shot: Enhance Type: Passive * Increases the damage dealt on an enemy with [Multi Shot] by 0.5% per attribute level * +10% added damage at maximum level Archer 1st Circle required Multi Shot: Critical Type: Active * Increases critical chance of [Multi Shot] by 5% per attribute level * Increases SP consumption by 10% Archer 1st Circle required Multi Shot [Missile: Bow] Quickly fires a number of arrows at a targeted area. Level 1: Attack: 54% x 10 SP: 9 Type: Missile / Attack Cooldown: 14s Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword 0 / 5 2 Full Draw: Enhance Type: Passive * Increases the damage dealt on an enemy with [Full Draw] by 0.5% per attribute level * +10% added damage at maximum level Archer 1st Circle required Full Draw: Increased Knockback Type: Active * Increases knockback power of [Full Draw] by 50 * Increases SP consumption by 10% Archer 1st Circle required Full Draw: Decreased Defense Type: Active * Decreases the enemy's physical defense threaded with [Full Draw] by 2% per attribute level. * Increases SP consumption by 10% Archer 1st Circle required Full Draw [Missile: Bow] Pull your bowstring back to fire a highly piercing shot. Enemies hit are pinned onto the surrounding terrain. Level 1: Attack: 312% [Skew] Duration: 6 seconds SP: 12 Type: Missile / Attack Cooldown: 20s Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword 0 / 5 5 Oblique Shot: Enhance Type: Passive * Increases the damage dealt on an enemy with [Oblique Shot] by 0.5% per attribute level * +10% added damage at maximum level Archer 1st Circle required Oblique Shot: Slow Type: Active * Enemies hit by [Oblique Shot] while [Swift Step] is active have a 5% chance per attribute level to be afflicted with [Slow] for 7 sec * Increases SP consumption by 10% Archer 1st Circle required Oblique Shot [Missile: Bow] [{img tooltip_speedofatk}Attack Speed] Fires an arrow that bounces off of the target to hit an adjacent enemy. Level 1: Attack: 173% Bounced Arrow Attack: 122% SP: 10 Type: Missile / Attack Cooldown: 10s Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword, Musket |
Rank 2
Archer |
0 / 10 Swift Step: Critical Rate Type: Active * Increases critical rate by 20 per attribute level and 5 per [Swift Step] level when [Swift Step] is active * Increases SP consumption by 50% Archer 2nd Circle required Swift Step: Include Party Members Type: Active * Applies the effects of [Swift Step] to party members * Effects only apply to party members when the attribute is ON Archer 1st Circle required Swift Step Temporarily increases movement speed and evasion while moving. Level 1: Moving Shot Movement Speed: +5% Evasion: +10 Duration: 300 seconds SP: 12 Type: Melee / Buff Cooldown: 36s 0 / 10 2 Multi Shot: Enhance Type: Passive * Increases the damage dealt on an enemy with [Multi Shot] by 0.5% per attribute level * +10% added damage at maximum level Archer 1st Circle required Multi Shot: Critical Type: Active * Increases critical chance of [Multi Shot] by 5% per attribute level * Increases SP consumption by 10% Archer 1st Circle required Multi Shot [Missile: Bow] Quickly fires a number of arrows at a targeted area. Level 1: Attack: 54% x 10 SP: 9 Type: Missile / Attack Cooldown: 14s Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword 0 / 10 2 Full Draw: Enhance Type: Passive * Increases the damage dealt on an enemy with [Full Draw] by 0.5% per attribute level * +10% added damage at maximum level Archer 1st Circle required Full Draw: Increased Knockback Type: Active * Increases knockback power of [Full Draw] by 50 * Increases SP consumption by 10% Archer 1st Circle required Full Draw: Decreased Defense Type: Active * Decreases the enemy's physical defense threaded with [Full Draw] by 2% per attribute level. * Increases SP consumption by 10% Archer 1st Circle required Full Draw [Missile: Bow] Pull your bowstring back to fire a highly piercing shot. Enemies hit are pinned onto the surrounding terrain. Level 1: Attack: 312% [Skew] Duration: 6 seconds SP: 12 Type: Missile / Attack Cooldown: 20s Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword 0 / 10 5 Oblique Shot: Enhance Type: Passive * Increases the damage dealt on an enemy with [Oblique Shot] by 0.5% per attribute level * +10% added damage at maximum level Archer 1st Circle required Oblique Shot: Slow Type: Active * Enemies hit by [Oblique Shot] while [Swift Step] is active have a 5% chance per attribute level to be afflicted with [Slow] for 7 sec * Increases SP consumption by 10% Archer 1st Circle required Oblique Shot [Missile: Bow] [{img tooltip_speedofatk}Attack Speed] Fires an arrow that bounces off of the target to hit an adjacent enemy. Level 1: Attack: 173% Bounced Arrow Attack: 122% SP: 10 Type: Missile / Attack Cooldown: 10s Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword, Musket 0 / 5 Kneeling Shot: Enhance Type: Passive * Enhances the physical damage increase of [Kneeling Shot] by 1% per attribute level Lv3 Kneeling Shot required Kneeling Shot: Critical Rate Type: Active * Increases critical rate during [Kneeling Shot] by 40 per attribute level * Increases SP consumption by 30% Archer 2nd Circle required Kneeling Shot: Precise Attack Type: Active * Increases critical rate of some Cannoneer skills by 1% per attribute level when in the [Kneeling Shot] state * Applies to the following skills: Cannon Blast, Cannon Shot, Shootdown, Siege Burst, Cannon Barrage Cannoneer 2nd Circle Required Kneeling Shot Kneel down to improve your concentration. Increases your attack, attack speed and range. Casting Kneeling Shot or jumping will cancel the kneeling state. Level 1: Physical Damage: +15 Range: +12.5 Attack Speed: +30 SP: 9 Type: Melee / Buff Cooldown: 0s 0 / 5 5 Heavy Shot: Enhance Type: Passive * Increases the damage dealt on an enemy with [Heavy Shot] by 0.5% per attribute level * +10% added damage at maximum level Archer 2nd Circle required Heavy Shot [Missile: Bow] Demonstrate your strength by firing a shot that pushes enemies away. Level 1: Attack: 225% SP: 13 Type: Missile / Attack Cooldown: 10s Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword |
Rank 3
Sapper |
0 / 5 2 Stake Stockades: Enhance Type: Passive * Increases the damage dealt on an enemy with [Stake Stockades] by 0.5% per attribute level * +10% added damage at maximum level Sapper 1st Circle required Stake Stockades [Physical] - [Pierce] Lay a defensive trap that damages any enemies that walk into it. Level 1: Attack: 167% x 3 SP: 40 Type: Melee / Attack Cooldown: 35s 0 / 5 Conceal Hides traps to conceal them from the enemy. The duration time may decrease depending on objects. Level 1: Conceal Duration: 1 minutes SP: 32 Type: Melee / Attack Cooldown: 20s 0 / 5 Claymore: Enhance Type: Passive * Increases the damage dealt on an enemy with [Claymore] by 0.5% per attribute level * +10% added damage at maximum level Sapper 1st Circle required Claymore: Splash Type: Active * Increases no. of targets of [Claymore] by 1 per attribute level * Increases SP consumption by 10% Sapper 1st Circle required Claymore: Flying-type Compatibility Type: Active * Deals 10% additional damage per attribute level on Flying-type monsters with [Claymore] * Increases SP consumption by 10% Sapper 1st Circle required Claymore: Firepower Boost Type: Active * Increases the damage of [Claymore] by 1.5 times * Consumes Trap Kit x10 Sapper 2nd Circle required Claymore [Physical] - [Pierce] Set up a trap in front of you that fires a buckshot. It triggers by re-using the skill. Level 1: Attack 600% Targets 5 Consumes Trap Kit x#{SpendItemCount}# SP: 44 Type: Melee / Attack Cooldown: 32s 0 / 5 Punji Stake: Enhance Type: Passive * Increases the damage dealt on an enemy with [Punji Stake] by 0.5% per attribute level * +10% added damage at maximum level Sapper 1st Circle required Punji Stake: Knockdown Damage Type: Active * When an enemy launched by [Punji Stake] hits the ground, it and nearby enemies are dealt 50% of physical attack as damage * Increases SP consumption by 30% Sapper 1st Circle required Punji Stake: Improved Efficiency Type: Active * Reduces the number of Trap Kits consumed by [Punji Stake] from 2 to 1 * Increases SP consumption by 10% Sapper 2nd Circle required Punji Stake: Implacable Type: Active * [Punji Stake] is not canceled when being cast even after being attacked by an enemy * Increases SP consumption by 20% Sapper 2nd Circle required Punji Stake [Physical] - [Pierce] Set up a spring trap that activates once enemies step on it. Once the trap is activated, it will launch the enemies back far away. Level 1: Attack 842% Casting 3 sec Duration 35 sec Consumes Trap Kit x#{SpendItemCount}# SP: 46 Type: Melee / Attack Cooldown: 39s 0 / 5 Detonate Traps: Enhance Type: Passive * Increases the damage dealt on an enemy with [Detonate Trap] by 0.5% per attribute level * +10% added damage at maximum level Sapper 1st Circle required Detonate Traps: Flying-type Compatibility Type: Active * Deals 50% additional damage per attribute level on Flying-type monsters with [Detonate Traps] * Increases SP consumption by 10% Sapper 1st Circle required Detonate Traps [Physical] - [Strike] Detonates nearby traps and magic circles to deal damage to enemies. Level 1: Attack: 506% Bomb Explosion Count: 4 SP: 49 Type: Melee / Attack Cooldown: 20s |
Rank 4
Sapper |
0 / 10 2 Stake Stockades: Enhance Type: Passive * Increases the damage dealt on an enemy with [Stake Stockades] by 0.5% per attribute level * +10% added damage at maximum level Sapper 1st Circle required Stake Stockades [Physical] - [Pierce] Lay a defensive trap that damages any enemies that walk into it. Level 1: Attack: 167% x 3 SP: 40 Type: Melee / Attack Cooldown: 35s 0 / 10 Conceal Hides traps to conceal them from the enemy. The duration time may decrease depending on objects. Level 1: Conceal Duration: 1 minutes SP: 32 Type: Melee / Attack Cooldown: 20s 0 / 10 Claymore: Enhance Type: Passive * Increases the damage dealt on an enemy with [Claymore] by 0.5% per attribute level * +10% added damage at maximum level Sapper 1st Circle required Claymore: Splash Type: Active * Increases no. of targets of [Claymore] by 1 per attribute level * Increases SP consumption by 10% Sapper 1st Circle required Claymore: Flying-type Compatibility Type: Active * Deals 10% additional damage per attribute level on Flying-type monsters with [Claymore] * Increases SP consumption by 10% Sapper 1st Circle required Claymore: Firepower Boost Type: Active * Increases the damage of [Claymore] by 1.5 times * Consumes Trap Kit x10 Sapper 2nd Circle required Claymore [Physical] - [Pierce] Set up a trap in front of you that fires a buckshot. It triggers by re-using the skill. Level 1: Attack 600% Targets 5 Consumes Trap Kit x#{SpendItemCount}# SP: 44 Type: Melee / Attack Cooldown: 32s 0 / 10 Punji Stake: Enhance Type: Passive * Increases the damage dealt on an enemy with [Punji Stake] by 0.5% per attribute level * +10% added damage at maximum level Sapper 1st Circle required Punji Stake: Knockdown Damage Type: Active * When an enemy launched by [Punji Stake] hits the ground, it and nearby enemies are dealt 50% of physical attack as damage * Increases SP consumption by 30% Sapper 1st Circle required Punji Stake: Improved Efficiency Type: Active * Reduces the number of Trap Kits consumed by [Punji Stake] from 2 to 1 * Increases SP consumption by 10% Sapper 2nd Circle required Punji Stake: Implacable Type: Active * [Punji Stake] is not canceled when being cast even after being attacked by an enemy * Increases SP consumption by 20% Sapper 2nd Circle required Punji Stake [Physical] - [Pierce] Set up a spring trap that activates once enemies step on it. Once the trap is activated, it will launch the enemies back far away. Level 1: Attack 842% Casting 3 sec Duration 35 sec Consumes Trap Kit x#{SpendItemCount}# SP: 46 Type: Melee / Attack Cooldown: 39s 0 / 10 Detonate Traps: Enhance Type: Passive * Increases the damage dealt on an enemy with [Detonate Trap] by 0.5% per attribute level * +10% added damage at maximum level Sapper 1st Circle required Detonate Traps: Flying-type Compatibility Type: Active * Deals 50% additional damage per attribute level on Flying-type monsters with [Detonate Traps] * Increases SP consumption by 10% Sapper 1st Circle required Detonate Traps [Physical] - [Strike] Detonates nearby traps and magic circles to deal damage to enemies. Level 1: Attack: 506% Bomb Explosion Count: 4 SP: 49 Type: Melee / Attack Cooldown: 20s 0 / 5 Broom Trap: Enhance Type: Passive * Increases the damage dealt on an enemy with [Broom Trap] by 0.5% per attribute level * +10% added damage at maximum level Sapper 2nd Circle required Broom Trap: Revolutions Count Type: Active * Decreases time of first rotation by 0.3 seconds and increases number of rotations for [Broom Trap] by 0.8 per attribute level * Increases SP consumption by 10% Sapper 2nd Circle required Broom Trap: Firepower Boost Type: Active * Increases the critical chance of [Broom Trap] by 50% * Consumes Trap Kit x4 Sapper 3rd Circle required Broom Trap [Physical] - [Strike] Set up a rotating trap that inflicts damage to enemies within a radius. Level 1: Attack 174% x no. of hits Trap duration 15 sec Consumes Trap Kit x#{SpendItemCount}# SP: 54 Type: Melee / Attack Cooldown: 40s 0 / 5 Collar Bomb: Enhance Type: Passive * Increases the damage dealt on an enemy with [Collar Bomb] by 0.5% per attribute level * +10% added damage at maximum level Sapper 2nd Circle required Collar Bomb [Physical] - [Strike] Attach a bomb to an enemy. The enemy explodes when it comes in contact with other enemies. Level 1: Attack: 175% Installs 1 SP: 54 Type: Melee / Attack Cooldown: 30s |
Rank 5
Sapper |
0 / 15 2 Stake Stockades: Enhance Type: Passive * Increases the damage dealt on an enemy with [Stake Stockades] by 0.5% per attribute level * +10% added damage at maximum level Sapper 1st Circle required Stake Stockades [Physical] - [Pierce] Lay a defensive trap that damages any enemies that walk into it. Level 1: Attack: 167% x 3 SP: 40 Type: Melee / Attack Cooldown: 35s 0 / 15 Conceal Hides traps to conceal them from the enemy. The duration time may decrease depending on objects. Level 1: Conceal Duration: 1 minutes SP: 32 Type: Melee / Attack Cooldown: 20s 0 / 15 Claymore: Enhance Type: Passive * Increases the damage dealt on an enemy with [Claymore] by 0.5% per attribute level * +10% added damage at maximum level Sapper 1st Circle required Claymore: Splash Type: Active * Increases no. of targets of [Claymore] by 1 per attribute level * Increases SP consumption by 10% Sapper 1st Circle required Claymore: Flying-type Compatibility Type: Active * Deals 10% additional damage per attribute level on Flying-type monsters with [Claymore] * Increases SP consumption by 10% Sapper 1st Circle required Claymore: Firepower Boost Type: Active * Increases the damage of [Claymore] by 1.5 times * Consumes Trap Kit x10 Sapper 2nd Circle required Claymore [Physical] - [Pierce] Set up a trap in front of you that fires a buckshot. It triggers by re-using the skill. Level 1: Attack 600% Targets 5 Consumes Trap Kit x#{SpendItemCount}# SP: 44 Type: Melee / Attack Cooldown: 32s 0 / 15 Punji Stake: Enhance Type: Passive * Increases the damage dealt on an enemy with [Punji Stake] by 0.5% per attribute level * +10% added damage at maximum level Sapper 1st Circle required Punji Stake: Knockdown Damage Type: Active * When an enemy launched by [Punji Stake] hits the ground, it and nearby enemies are dealt 50% of physical attack as damage * Increases SP consumption by 30% Sapper 1st Circle required Punji Stake: Improved Efficiency Type: Active * Reduces the number of Trap Kits consumed by [Punji Stake] from 2 to 1 * Increases SP consumption by 10% Sapper 2nd Circle required Punji Stake: Implacable Type: Active * [Punji Stake] is not canceled when being cast even after being attacked by an enemy * Increases SP consumption by 20% Sapper 2nd Circle required Punji Stake [Physical] - [Pierce] Set up a spring trap that activates once enemies step on it. Once the trap is activated, it will launch the enemies back far away. Level 1: Attack 842% Casting 3 sec Duration 35 sec Consumes Trap Kit x#{SpendItemCount}# SP: 46 Type: Melee / Attack Cooldown: 39s 0 / 15 Detonate Traps: Enhance Type: Passive * Increases the damage dealt on an enemy with [Detonate Trap] by 0.5% per attribute level * +10% added damage at maximum level Sapper 1st Circle required Detonate Traps: Flying-type Compatibility Type: Active * Deals 50% additional damage per attribute level on Flying-type monsters with [Detonate Traps] * Increases SP consumption by 10% Sapper 1st Circle required Detonate Traps [Physical] - [Strike] Detonates nearby traps and magic circles to deal damage to enemies. Level 1: Attack: 506% Bomb Explosion Count: 4 SP: 49 Type: Melee / Attack Cooldown: 20s 0 / 10 Broom Trap: Enhance Type: Passive * Increases the damage dealt on an enemy with [Broom Trap] by 0.5% per attribute level * +10% added damage at maximum level Sapper 2nd Circle required Broom Trap: Revolutions Count Type: Active * Decreases time of first rotation by 0.3 seconds and increases number of rotations for [Broom Trap] by 0.8 per attribute level * Increases SP consumption by 10% Sapper 2nd Circle required Broom Trap: Firepower Boost Type: Active * Increases the critical chance of [Broom Trap] by 50% * Consumes Trap Kit x4 Sapper 3rd Circle required Broom Trap [Physical] - [Strike] Set up a rotating trap that inflicts damage to enemies within a radius. Level 1: Attack 174% x no. of hits Trap duration 15 sec Consumes Trap Kit x#{SpendItemCount}# SP: 54 Type: Melee / Attack Cooldown: 40s 0 / 10 Collar Bomb: Enhance Type: Passive * Increases the damage dealt on an enemy with [Collar Bomb] by 0.5% per attribute level * +10% added damage at maximum level Sapper 2nd Circle required Collar Bomb [Physical] - [Strike] Attach a bomb to an enemy. The enemy explodes when it comes in contact with other enemies. Level 1: Attack: 175% Installs 1 SP: 54 Type: Melee / Attack Cooldown: 30s 0 / 5 Spike Shooter: Enhance Type: Passive * Increases the damage dealt on an enemy with [Spike Shooter] by 0.5% per attribute level * +10% added damage at maximum level Sapper 3rd Circle required Spike Shooter: Firepower Boost Type: Active * Increases the critical chance of [Spike Shooter] by 50% * Consumes Trap Kit x10 Sapper 3rd Circle required Spike Shooter [Physical] - [Pierce] Set up a trap that shoots arrows when an enemy touches the wire. Level 1: Attack 208% No. of arrows 2 Installation range 70 Consumes Trap Kit x#{SpendItemCount}# SP: 56 Type: Melee / Attack Cooldown: 100s |
Rank 6
Rogue |
0 / 5 Sneak Hit: Duration Type: Active * Increases duration of [Sneak Hit] by 2 seconds per attribute level * Increases SP consumption by 10% Rogue 1st Circle required Sneak Hit Temporarily increases your Critical Chance when attacking enemies from behind. Level 1: Critical Chance: +32% Duration: 34 seconds SP: 74 Type: Melee / Buff Cooldown: 70s 0 / 5 Feint: Back Roll Type: Active * Increases chances by 15% per attribute level of enemies turning around when using [Feint] * Increases SP consumption by 10% Rogue 1st Circle required Feint Trick an enemy to lower its guard. Temporarily decreases the evasion of enemies in front of you. Level 1: Evasion: -3% Targets: 3 Duration: 12 seconds SP: 70 Type: Melee / Attack Cooldown: 25s 0 / 5 Capture: Ally Magic Circle Type: Active * Allows you to seize not only an enemies' magic circle, but also your allies' with [Capture] * Increases SP consumption by 10% Rogue 1st Circle required Capture Steals the enemy's trap and magic circle. You may use it later when you need it. Level 1: Acquire 1 enemies' traps or magic circles SP: 80 Type: Melee / Attack Cooldown: 180s 0 / 5 2 Vendetta: Enhance Type: Passive * Increases the damage dealt on an enemy with [Vendetta] by 0.5% per attribute level * +10% added damage at maximum level Rogue 1st Circle required Vendetta: Counter Attack Type: Active * Doubles the damage when hitting an enemy affected by the [Bleeding] status ailment with [Vendetta] * Increases SP consumption by 10% Rogue 1st Circle required Vendetta [Missile: Bow] If the target dies from this attack, it explodes. Party members gain STR for a period of time. Level 1: Attack: 0% STR: +5 Duration: 12 seconds SP: 76 Type: Missile / Attack Cooldown: 30s Required Stance: TwoHandBow, BowAndShield, BowAndArtefact, BowAndDagger, BowAndPistol, BowAndCannon, BowAndSword |
Rank 7
Cannoneer |
0 / 5 Cannon Shot: Enhance Type: Passive * Increases the damage dealt on an enemy with [Cannon Shot] by 0.5% per attribute level * +10% added damage at maximum level Cannoneer 1st Circle required Cannon Shot: Chain Explosion Type: Active * Reduces damage per hit to 2/3 on ground enemies, but increases no. of hits to 3 * Increases SP consumption by 30% Canoneer 3rd Circle Required Cannon Shot [Missile: Cannon] Fires cannonballs to target enemies on ground. The damage is halved against airborne enemies. Level 1: Attack: 584% AoE Attack Ratio: 5 SP: 104 Type: Missile / Attack Cooldown: 5s Required Stance: BowAndCannon 0 / 5 Shootdown: Enhance Type: Passive * Increases the damage dealt on an enemy with [Shoot Down] by 0.5% per attribute level * +10% added damage at maximum level Cannoneer 1st Circle required Shootdown: Falling Type: Active * Flying type monsters hit by [Shootdown] will fall on the ground for 4 sec per attribute level * From Lv. 2, the duration decreases by 1.8 sec per attribute level * Fallen monsters receive additional damage from Cannon Shot * Increases SP consumption by 10% Cannoneer 1st Circle required Shootdown: Chain Explosion Type: Active * Reduces damage per hit to 2/3 on flying enemies, but increases no. of hits to 3 * Increases SP consumption by 30% Canoneer 3rd Circle Required Shootdown [Missile: Cannon] Fires cannonballs to target airborne enemies. The damage is halved against enemies on ground. Level 1: Attack: 584% AoE Attack Ratio: 5 SP: 106 Type: Missile / Attack Cooldown: 5s Required Stance: BowAndCannon 0 / 5 Siege Burst: Enhance Type: Passive * Increases the damage dealt on an enemy with [Siege Burst] by 0.5% per attribute level * +10% added damage at maximum level Cannoneer 1st Circle required Siege Burst: Increased Range Type: Active * Increases attacking range of [Siege Burst] by 25 per attribute level * Increases SP consumption by 30% Cannoneer 1st Circle required Siege Bust: Destroy Magic Circle Type: Active * [Siege Bust] removes all enemy magic circles at the point of attack * Increases SP consumption by 10% Cannoneer 2nd Circle Required Siege Burst: Focus Type: Active * Maintains [Siege Burst] casting even when the character is attacked * Increases SP consumption by 20% Cannoneer 1st Circle required Siege Burst: Critical Type: Active * Increases Siege Burst critical chance by 10% per attribute level * Increases SP consumption by 50% Canoneer 3rd Circle Required Siege Burst [Missile: Cannon] Fires a howitzer to the ground. 5x damage is dealt to an enemy's structure. Level 1: Attack: 799% AoE Attack Ratio: 15 SP: 130 Type: Missile / Attack Cooldown: 7s Required Stance: BowAndCannon 0 / 5 2 Cannon Blast: Enhance Type: Passive * Increases the damage dealt on an enemy with [Cannon Blast] by 0.5% per attribute level * +10% added damage at maximum level Cannoneer 1st Circle required Cannon Blast: Armor Break Type: Active * Enemies hit by [Cannon Blast] have a 7% chance per attribute level to be afflicted with [Armor Break] for 10 seconds * Increases SP consumption by 50% Cannoneer 1st Circle required Cannon Blast [Missile: Cannon] Fires a cannonball that spreads to target all enemies in front of you. Level 1: Attack: 860% AoE Attack Ratio: 10 SP: 118 Type: Missile / Attack Cooldown: 25s Required Stance: BowAndCannon |
Rank 8
Cannoneer |
0 / 10 Cannon Shot: Enhance Type: Passive * Increases the damage dealt on an enemy with [Cannon Shot] by 0.5% per attribute level * +10% added damage at maximum level Cannoneer 1st Circle required Cannon Shot: Chain Explosion Type: Active * Reduces damage per hit to 2/3 on ground enemies, but increases no. of hits to 3 * Increases SP consumption by 30% Canoneer 3rd Circle Required Cannon Shot [Missile: Cannon] Fires cannonballs to target enemies on ground. The damage is halved against airborne enemies. Level 1: Attack: 584% AoE Attack Ratio: 5 SP: 104 Type: Missile / Attack Cooldown: 5s Required Stance: BowAndCannon 0 / 10 Shootdown: Enhance Type: Passive * Increases the damage dealt on an enemy with [Shoot Down] by 0.5% per attribute level * +10% added damage at maximum level Cannoneer 1st Circle required Shootdown: Falling Type: Active * Flying type monsters hit by [Shootdown] will fall on the ground for 4 sec per attribute level * From Lv. 2, the duration decreases by 1.8 sec per attribute level * Fallen monsters receive additional damage from Cannon Shot * Increases SP consumption by 10% Cannoneer 1st Circle required Shootdown: Chain Explosion Type: Active * Reduces damage per hit to 2/3 on flying enemies, but increases no. of hits to 3 * Increases SP consumption by 30% Canoneer 3rd Circle Required Shootdown [Missile: Cannon] Fires cannonballs to target airborne enemies. The damage is halved against enemies on ground. Level 1: Attack: 584% AoE Attack Ratio: 5 SP: 106 Type: Missile / Attack Cooldown: 5s Required Stance: BowAndCannon 0 / 10 Siege Burst: Enhance Type: Passive * Increases the damage dealt on an enemy with [Siege Burst] by 0.5% per attribute level * +10% added damage at maximum level Cannoneer 1st Circle required Siege Burst: Increased Range Type: Active * Increases attacking range of [Siege Burst] by 25 per attribute level * Increases SP consumption by 30% Cannoneer 1st Circle required Siege Bust: Destroy Magic Circle Type: Active * [Siege Bust] removes all enemy magic circles at the point of attack * Increases SP consumption by 10% Cannoneer 2nd Circle Required Siege Burst: Focus Type: Active * Maintains [Siege Burst] casting even when the character is attacked * Increases SP consumption by 20% Cannoneer 1st Circle required Siege Burst: Critical Type: Active * Increases Siege Burst critical chance by 10% per attribute level * Increases SP consumption by 50% Canoneer 3rd Circle Required Siege Burst [Missile: Cannon] Fires a howitzer to the ground. 5x damage is dealt to an enemy's structure. Level 1: Attack: 799% AoE Attack Ratio: 15 SP: 130 Type: Missile / Attack Cooldown: 7s Required Stance: BowAndCannon 0 / 10 2 Cannon Blast: Enhance Type: Passive * Increases the damage dealt on an enemy with [Cannon Blast] by 0.5% per attribute level * +10% added damage at maximum level Cannoneer 1st Circle required Cannon Blast: Armor Break Type: Active * Enemies hit by [Cannon Blast] have a 7% chance per attribute level to be afflicted with [Armor Break] for 10 seconds * Increases SP consumption by 50% Cannoneer 1st Circle required Cannon Blast [Missile: Cannon] Fires a cannonball that spreads to target all enemies in front of you. Level 1: Attack: 860% AoE Attack Ratio: 10 SP: 118 Type: Missile / Attack Cooldown: 25s Required Stance: BowAndCannon 0 / 5 2 Cannon Barrage: Enhance Type: Passive * Increases the damage dealt on an enemy with [Cannon Barrage] by 0.5% per attribute level * +10% added damage at maximum level Cannoneer 2nd Circle Required Cannon Barrage: Stun Type: Active * [Cannon Barrage] has a 5% chance per attribute level to stun an enemy for 3 seconds * Increases SP consumption by 10% Cannoneer 2nd Circle Required Cannon Barrage: Weight Reduction Type: Active * Reduces Cannon Barrage damage by 4% per attribute level and cooldown by 10% * Increases SP consumption by 10% Canoneer 3rd Circle Required Cannon Barrage [Missile: Cannon] Repeatedly fire your cannon at the selected target. Level 1: Attack: 490% x 3 AoE Attack Ratio: 5 SP: 182 Type: Missile / Attack Cooldown: 33s Required Stance: BowAndCannon 0 / 5 Smoke Grenade: Additional Damage Type: Active * Increases additional cannon damage received by an enemy in the state of [Smoke Grenade] by 10% per attribute level * Increases SP consumption by 10% Cannoneer 2nd Circle Required Smoke Grenade Throw a smoke grenade at a selected area and blind them. Also, the enemies within its range receive additional damage from cannon attacks and hidden enemies get detected. Level 1: Smoke Grenade Duration: 8 seconds AoE Attack Ratio: 10 SP: 202 Type: Missile / Attack Cooldown: 33s Required Stance: BowAndCannon 0 / 5 Bazooka: Veteran Mercenary Type: Active * Removes attack range limit * Increase base attack speed in [Bazooka] state * Increases SP consumption by 200% Canoneer 3rd Circle Required Bazooka Prepares cannon attack to enhance focus. Uses cannon attack as basic attack, which does not affect enemies that are too near. In the Bazooka state, increases basic Cannoneer skill range by 2 times. Level 1: Additional Damage: 10% Cannon Attack Range: +8 SP: 20 Type: Melee / Buff Cooldown: 0s Required Stance: BowAndCannon |
Rank 9
Cannoneer |
0 / 15 Cannon Shot: Enhance Type: Passive * Increases the damage dealt on an enemy with [Cannon Shot] by 0.5% per attribute level * +10% added damage at maximum level Cannoneer 1st Circle required Cannon Shot: Chain Explosion Type: Active * Reduces damage per hit to 2/3 on ground enemies, but increases no. of hits to 3 * Increases SP consumption by 30% Canoneer 3rd Circle Required Cannon Shot [Missile: Cannon] Fires cannonballs to target enemies on ground. The damage is halved against airborne enemies. Level 1: Attack: 584% AoE Attack Ratio: 5 SP: 104 Type: Missile / Attack Cooldown: 5s Required Stance: BowAndCannon 0 / 15 Shootdown: Enhance Type: Passive * Increases the damage dealt on an enemy with [Shoot Down] by 0.5% per attribute level * +10% added damage at maximum level Cannoneer 1st Circle required Shootdown: Falling Type: Active * Flying type monsters hit by [Shootdown] will fall on the ground for 4 sec per attribute level * From Lv. 2, the duration decreases by 1.8 sec per attribute level * Fallen monsters receive additional damage from Cannon Shot * Increases SP consumption by 10% Cannoneer 1st Circle required Shootdown: Chain Explosion Type: Active * Reduces damage per hit to 2/3 on flying enemies, but increases no. of hits to 3 * Increases SP consumption by 30% Canoneer 3rd Circle Required Shootdown [Missile: Cannon] Fires cannonballs to target airborne enemies. The damage is halved against enemies on ground. Level 1: Attack: 584% AoE Attack Ratio: 5 SP: 106 Type: Missile / Attack Cooldown: 5s Required Stance: BowAndCannon 0 / 15 Siege Burst: Enhance Type: Passive * Increases the damage dealt on an enemy with [Siege Burst] by 0.5% per attribute level * +10% added damage at maximum level Cannoneer 1st Circle required Siege Burst: Increased Range Type: Active * Increases attacking range of [Siege Burst] by 25 per attribute level * Increases SP consumption by 30% Cannoneer 1st Circle required Siege Bust: Destroy Magic Circle Type: Active * [Siege Bust] removes all enemy magic circles at the point of attack * Increases SP consumption by 10% Cannoneer 2nd Circle Required Siege Burst: Focus Type: Active * Maintains [Siege Burst] casting even when the character is attacked * Increases SP consumption by 20% Cannoneer 1st Circle required Siege Burst: Critical Type: Active * Increases Siege Burst critical chance by 10% per attribute level * Increases SP consumption by 50% Canoneer 3rd Circle Required Siege Burst [Missile: Cannon] Fires a howitzer to the ground. 5x damage is dealt to an enemy's structure. Level 1: Attack: 799% AoE Attack Ratio: 15 SP: 130 Type: Missile / Attack Cooldown: 7s Required Stance: BowAndCannon 0 / 15 2 Cannon Blast: Enhance Type: Passive * Increases the damage dealt on an enemy with [Cannon Blast] by 0.5% per attribute level * +10% added damage at maximum level Cannoneer 1st Circle required Cannon Blast: Armor Break Type: Active * Enemies hit by [Cannon Blast] have a 7% chance per attribute level to be afflicted with [Armor Break] for 10 seconds * Increases SP consumption by 50% Cannoneer 1st Circle required Cannon Blast [Missile: Cannon] Fires a cannonball that spreads to target all enemies in front of you. Level 1: Attack: 860% AoE Attack Ratio: 10 SP: 118 Type: Missile / Attack Cooldown: 25s Required Stance: BowAndCannon 0 / 10 2 Cannon Barrage: Enhance Type: Passive * Increases the damage dealt on an enemy with [Cannon Barrage] by 0.5% per attribute level * +10% added damage at maximum level Cannoneer 2nd Circle Required Cannon Barrage: Stun Type: Active * [Cannon Barrage] has a 5% chance per attribute level to stun an enemy for 3 seconds * Increases SP consumption by 10% Cannoneer 2nd Circle Required Cannon Barrage: Weight Reduction Type: Active * Reduces Cannon Barrage damage by 4% per attribute level and cooldown by 10% * Increases SP consumption by 10% Canoneer 3rd Circle Required Cannon Barrage [Missile: Cannon] Repeatedly fire your cannon at the selected target. Level 1: Attack: 490% x 3 AoE Attack Ratio: 5 SP: 182 Type: Missile / Attack Cooldown: 33s Required Stance: BowAndCannon 0 / 10 Smoke Grenade: Additional Damage Type: Active * Increases additional cannon damage received by an enemy in the state of [Smoke Grenade] by 10% per attribute level * Increases SP consumption by 10% Cannoneer 2nd Circle Required Smoke Grenade Throw a smoke grenade at a selected area and blind them. Also, the enemies within its range receive additional damage from cannon attacks and hidden enemies get detected. Level 1: Smoke Grenade Duration: 8 seconds AoE Attack Ratio: 10 SP: 202 Type: Missile / Attack Cooldown: 33s Required Stance: BowAndCannon 0 / 10 Bazooka: Veteran Mercenary Type: Active * Removes attack range limit * Increase base attack speed in [Bazooka] state * Increases SP consumption by 200% Canoneer 3rd Circle Required Bazooka Prepares cannon attack to enhance focus. Uses cannon attack as basic attack, which does not affect enemies that are too near. In the Bazooka state, increases basic Cannoneer skill range by 2 times. Level 1: Additional Damage: 10% Cannon Attack Range: +8 SP: 20 Type: Melee / Buff Cooldown: 0s Required Stance: BowAndCannon 0 / 5 Sweeping Cannon: Enhance Type: Passive * Increases the damage dealt on an enemy with [Sweeping Cannon] by 0.5% per attribute level * +10% added damage at maximum level Canoneer 3rd Circle Required Sweeping Cannon [Missile: Cannon] Create a turret in front of you. You can assemble your cannon with your turret to damage a wide range of enemies. Level 1: Attack: 2614% AoE Attack Ratio: 20 SP: 340 Type: Missile / Attack Cooldown: 40s Required Stance: BowAndCannon |
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Comments (170)
Pq vi um video que quando voce pega a bazuca pra utilizar as skils do canoneer vc fica parado ne ?
Entao como ficaria, eu mandaria o pet e depois puxaria o canhao ?
Poderia em vez de hunter 3 botar ranger?
No modo bazooka só pode usar skills de cannoneer, e sim vc "senta", logo você fica imobilizado
De hunter3, o trabalho do seu pet em sí é ficar latindo no growling pra sempre, já que a skill tem 10 minutos de duração
Ranger3 depois da atualização fica legal, mas perde MUITO o potencial de bonus de dano que bazooka dá a qualquer skill dot, funciona, mas não é nem a 5 melhor opção.
Obrigado
Curto muito pve mas adoro pvp too, e acho a mecanica do scout em pvp muito daora HDSUIAHD, dai queria saber oq você acha de scout? e se ele se encaixaria nessa build de alguma forma sem comprometer o resto dos ranks
scout no lugar de rogue ficaria daora sim, mas pra pvp prefiro algo mais consistente, uma build focada no cannoneer, algo como 6 ranks suporte. Mas com sapper3 não ficaria ruim, só em desvantagem dos outros cannoneers
Abraço, Valentino
sapper3+rogue/appraiser e wugushi3 com cannon3 pra mim são as builds mais hidden desse meta pra pve, um potencial muito grande, mas inexplorado.
Então, eu pretendo criar um cannon full PVP e estava pensando em A1-QS1-Hunter2-Appraiser-Scout1-Cannon3 (o que acha?). Conversando com algumas pessoas, e sendo um jogador assíduo de PVP (atualmente jogo de wizzard no TBL), percebi algumas controvérsias e gostaria de esclarecer algumas dúvidas de quem é pro no assunto, rs.
1- Vale a pena trocar STR por DEX para aumentar as chances de atravessar o block da galera full CON na arena? É foda porque tem muito wizz com mais e 500 block (sem falar nos novos retiarus sinistros).
2- Você joga PVP? Devo investir o mínimo em CON? Ou o máximo possível? Questão de sobrevivência. Claro que eu imagino que cannoneer deve hitar e fugir porque arqueiros só prestam pra isso dada a falta de CC deles (pensei em hunter 2 por isso).
3- Estou fazendo um solmiki set, mas estou pensando em pegar as luvas de plate, que dão block penetration. Faz muita diferença o set ter só 7 pedaços?
4- Não sei se eu entendi direito, mas no modo bazooka o 100% de aumento inclui as habilidades também? Porque eu achava que era só adicional do dano básico.
Por enquanto é isso! E parabéns pelo conteúdo atualizado!
1- retiari pega block em % então desiste de tentar pegar ele por pen, pra PVP é full con, vc ja tem block pen o bastante na passiva, invista em xbow/gema de block pen que da pra jogar safe
2- não jogo, mas vou jogar bastante no novo modo de pvp de feudo(pros intimos bgzinha do rag), e cannoneer trabalha como um assassin, explode e vai embora, ja disse acima, pra PVP é melhor full con
3- faz sim, o bonus da 7 peça é o mais importante
4- é % adicional dependendo do level da skill, a minha é 110%... e nao só em skills como qualquer fonte de dano que dure o tempo de vc montar bazooka( veneno de wugushi,traps de sapper e etc)
obrigado pelo feedback
Vou fazer o set de solmiki completo, então! Outras questões que vão surgindo:
1- Eu li em algum lugar no fórum oficial que hunter e sapper vão ganhar passivas que aumentam o dano de secondary weapon. Você tem mais detalhes de como elas vão funcionar? Porcentagem de dano e tals? Essas passivas vão vir em qual circle dessas classes?
2- A build que eu coloquei ali em cima (A1-QS1-Hunter2-Appraiser-Scout1-Cannon3) é interessante pra PVP?
3- Evasion alta presta? Já vi lancer dando dodge em retiarius e raramente acertando.
Obrigado!
1- sapper e wugushi, hunter eu não sei, e vai ser 100% do dano do canhão, acredito que c1, tos-ktest.neet.tv saiu do ar
2- é boa, eu faria algumas mudanças, mas se voce quer usar hunter2 é perfeita
3- Presta sim, dificilmente um char de dano físico acertar um fencer/sr/hackapel da vida, sem ter bastante precisão, mas esse não é o lance da nossa classe né xD
Então manolo, na sua opinião, seguindo essa build base com rogue e tals, qual a melhor carta para o slot vermelho: Glass Mole 3x ou Centaurus 3x ?
Com o objetivo central de PVE Solo sem perder os benefícios de um bom BOSS Killer...
se quer matar boss, Glass mole ajuda MUITO, 30% de 11k de atk é muita coisa, e sapper não precisa taaaanto de aoe atk, ja que a classe não trabalha com aoe ataque e sim com numero de mob e limite de range, eu acho que é uma boa trocar aoe atk nos shot/shotdown( que são as skills que mais se beneficiam do aoe atk do char) por mais dano em tudo.
Armaos x3, Netherbovine x3, Werewolf x3, e agora estou esperando baratear as Glass mole pra eu comprar já lv 10.
=)
Nao sei muito sobre o game mas essa build parece ser grosseira demais kkkkkkkkkkk
e sobre a build eu forcei um pouco né xD kkkkkkkk
no papel com atributo no 100, cannon blast lv15 da 2400% de dano em quanto cannon shot lv6 da 2382% tambem com as passivas no 100.
Cannon blast em si ta ultrapassada, num é mas aquela skill que foi outrora, mas recomendo por 6 6 6 por que cannon blast low lvl é fraca demais, e os cannon shot/shotdown tem o combo entre eles, então é bom deixar nivelado igual.
E pra finalizar, blast tem 10 AOE, 2oh e 25s cd, shot/shotdown 5 AOE, 5s de cd, no final as skills se ''encaixam'' por isso recomendo por o mesmo ponto nas 3.
obs: pra pvp cannon blast tem vantagem por não ser target
como você disse ai, qs3 é melhor realmente pra burst e pra jogar em bazooka all time, além de que é melhor pra matar bosses e jogar em time(principalmente com um rune caster)
sapper no caso é melhor pra jogar em pé, mas tem seu potencial com bazooka também, não precisa de tanto aoe atk igual qs3, ja que suas traps pegam todos os monstros terrestres sem limite de aoe (claymore tem limite de aoe), no final o desempenho é bom nas 2 builds, vai mais do que você gostar> ficar de sniper(de canhão) all time ou ver monte de dano subindo loucamente.
vou colocar arccher 2>hhunnter3>App>Cannon3
1- archer2 pelo crit rate, pode colocar qs1 se quiser mais aggro e defesa
2- hunter3 mt controle(retrieve, snatching e growling) e aumenta mais ainda a crit rate
3- app +3 no canhão padrãozinho, e mais crit rate
4- foca nas skills com mais aoe pra trabalhar mais no bazooka
o combo seria blindside+devaluate(pra agrar)>growling>bazoka e spamma skill nos caras. De bonus você tem 100% de crit rate em mobs com coursing+blindside(não que alguem tank as 2 skills)
Gostei muito do seu tutorial cara parabéns!!!
Queria esclarecer uma dúvida, cannoneer é uma boa classe para farmar solo e matar bosses (solo também)? e claro, com equips razoáveis...
Cara tenho uma outra dúvida, na questão das cartas oque você acha dessa combinação?
3x Reaverpede nos slots vermelhos (ao todo 15% a mais de dano em monstros médios)
3x Gray golem nos slots azuis (para defesa física), nesse eu fiquei em dúvida entre o Gray Golem e o Armaos, os dois são baratos, visto que não quero investir milhares de silvers em cartas, qual dessas duas você me recomenda?
3x Netherbovine, essa delicia dispensa comentários né ahuhauah
3x Werewolf, nesse slot roxo também fiquei na dúvida, será que vale colocar 2x Werewolf +1x de Gazing Golem? ou melhor manter os 3x Werewolf?
se você seguir a build padrao sapp>rogue é melhor isso aqui.
slots vermelhos eu iria de glass mole(cannon pota mt sp) ou centaurus pra dar uns auto atk de bazooka
azul é 100% armaos, pode confiar
verde não preciso nem comentar xD
como você vai de rogue werewolf é muito importante ter 3, esses 12% a mais de crit rate da um boost enorme nas suas skills com pouco cd!
Agora só falta juntar a grana kkk
Arc1>qs3>scout>Appraiser> Cannon 3?
Com sapper3 e Appraiser como ficaria?
Arc1>sapper3>scout>Appraiser>Cannoneer3?
Quanto de investimento em silver vc acha que
pra montar um char razoável, nada Op demais,
mais que dê pra ir se virando e o essencial que
tem que ter como essa carta que vc falou?
Valeu meu querido pela força, vou ver se consigo logar no jogo
hj a tarde, se vc tiver on agente bate um papo ✌️
num da pra fazer essa, sapper é rank3, mas isso ia ser perfeito. Se pa eu vo pra sapper3 appraiser só pelo bonus de atk, ainda to pensando.
pro char começar a funcionar você precisa compra as passivas, é por volta de 20kk, depois disso é suave juntar os itenzinhos(imc ta dando atribute points nos final de semana, então já vai pra mercenary nova e upa lá as passivas)
e a carta é opcional, se você for focar em farma dinheiro de cannon ajuda muito a helga, agora se for só pra farmar diária e entrar em uma hg de vez em quando não é necessário, tem carta lendária melhor.
Tenho algumas dúvidas se puder me ajudar ficaria muito grato.
- A build que vc acha melhor depois dessas atualizações
seria: arc2>sapper3>rogue>cannoneer3?
- Qual sua opinião sobre um Appraiser na build?
- Como tá essa build/classe pra achar pt pra ET/CM, World
boss e etc?
- Cannoneer tá legal pra farmar?
Perguntei essas coisas pq eu tenho um fletcher3 que tô
querendo resetar pra fazer ele Cannoneer, sempre quiz
fazer um e agora que tô pra voltar a jogar queria saber se
tá da hora jogar com ele. Obrigado desde já meu querido,
Bom jogo pra vc, e forte abraço. ✌️
sobre build, depende. Hoje a melhor build é arc1(bonus do archer2 não faz muita diferença para cannoneer)>qs3(tem umas rates mt altas, skills de agro, cc e running shot)>scout(controle muito forte, sobrevivencia e +5 de move speed pra farm solo xD)>appraiser(+3 no canhao, 1200+% em 1 skill e -15% de defesa nos mobs)>cannoneer3(os atributos do c3 deixaram o cannoner muito forte em si, não precisa muito daquele suporte de antes)
eu to usando essa build ai, mas resetar ela e voltar pra sapper, to estendendo pra quando vier o atributo que sapper/wugushi vão pegar dano da arma secundaria.
Então essa build é a melhor temporariamente, ainda mais se você jogar em pt, ela fica MUITO forte se a pt jogar pra você.
cannon é dboa pra farm, só gasta mt mais mana q qlqr outra coisa do jogo, se investir em uma carta Helga lendaria vai dboa, vc pode fazer com qs3 e sair no AA mesmo, ou pega qs3 e mobar o mapa todo, qualquer uma é viável
Appraiser é muito bom na build de sapper sim, e o jogo em si mudou, ninguém mais liga pra classe se você sabe o que ta fazendo e tem uns itens
sorry mano me empolguei e escrevi demais, se eu demorar demais pra responder aqui pode me mandar inbox no jogo ou no discord Kazan#9415
tmj irmao
Escolhi a build alternativa com QS 3 ... achei legal ver q vc hoje em dia usa uma quase assim.
Imagino que eventualmente quando voce tiver equips bons, deve acabar por pegar s'o um nivel de cada classe e 3 de can pra se beneficiar dos buffs melhor no PVP, quem sabe ate tirar full str e botar full con =)
Mas to mandando essa msg aqui porque eu adoraria ver essa build atualizado, as dicas, cards, equips, depois desses updates que rolaram!
Eu sinto falta de uma coisa no guia, vc fala full pra ser str, entao a distribui'cao de pontos realmente vai ser 100% str 0% c 0% int 0% spr e 0% dex? Ou vc poe algum poquinho em outra coisa?
Quanto aos equips, eu estou muito sem saber qual stat priorizar neles.... STR? ou Defesa? CON?
Muita coisa ne, hahaha perdao. espero que de pra tu responder.
bons equips não sei, mas eu nunca vo usar um solmiki zzzz. E eventualmente eu vou voltar pra sap3can3 pelo atributo novo, só a imc liberar outro reset, e sobre con, acho que não, só paro de jogar str qnd meu AA der cap(não ta mt longe) xD
Muita preguiça pra dar update nisso, sempre q eu faço algo a imc joga 99999 mais atts. 100% STR, dano bruto, força pura!
Sobre equips, em ordem AOE atk>STR>crit rate>hp(ou CON)>resto, pode até ser demais isso, mas um cannoner é como um ADC, o importante é dar dano, deixa o resto pro resto.
in KTOS is arc-x-sapp3-x-cannon3 full STR
https://tos-kr.neet.tv/attributes/304027
I recommend archer2 and appraiser or rogue for PVE
então cara...primeiro agradecer seu guia...tah mto bem feito...bem explicado...em poucas palavras...tah foda kkk.
Então cara queria te pergunta...essa build do jeito que esta no post e o que estão usando atualmente (abril/2018) se não...poderia dizer o que foi mudado?
Vi algumas build que o pessoal esta usando Appraiser no lugar de Rogue...o que vc acha disso? acha que vale a troca?
Por ultima queria fazer uma pequena sugestão...o que você acha de colocar uma game play sua jogando com cannoner...nada estrondoso sabe...so pro povo (mais eu kkk) ver vc jogando...as mecânicas do cancelamento das animações...
Bem e isso...obrigado novamente, abrç
atualmente EU to usando arc1/qs3/scout/app/cannon3, mas eu tinha dado um quitzinho de 2 meses, voltei a jogar a exatamente 23 minutos.
se vc pensar no futuro, imc criou um dia desses um atributo q a segunda arma(canhão) aumenta o dano das traps de sapper, então vale, mas eu acho q é mais legal ver 3 brooms rodando com 100% de dano a mais do bazooka...
como eu disse acima eu tava quitado, e nunca quis me equipar direito(só subi solmiki 1x, e foi ate o 40f só pra ''zerar'' o jogo), mas se vc quiser uma gameplay casual tenho esse video aqui: https://youtu.be/6qTMPvbUucs
Aproveitando a oportunidade queria fazer alguns esclarecimentos...
1 - Cara tô com meu primeiro Cannon um Primus Pajoritas lindíssimo (linda mais pq foi meu primeiro kkk) ele tá +8 (tava +9 mais hje volto :'0 ) cara vc acha q devo mexer mais nele?
2 - cara não tô burstando...sei la...não vejo um dano interessante...oq posso fazer pra melhorar o dano?
Bem é isso...q bom q vc volto pro game c eu t encontra on tento tirar umas dúvidas...
Mais uma vez vlw ae até a proxima
1- rapaz, eu sou suspeito pra falar de refino, só paro com 0 de potencial kkkj
2- o jogo de um cannoner começa qnd investe mais de 10kk de passivas, dá um pulão ali em cima nas prioridades e seja feliz
Ah cara eu sou mto cagao com refino...vejo o potencial caindo ja fico com medo de mexer mais...mais vou fazer como vc e ir sem medo kkk
vlw o reply
abrç