[PVP]Ultimate CC Pyro/Linker/Chrono
Created by nopihina on Nov 16th 2015.
This is a public build.
0
Useful Combos:
Fireball > Joint > Hangman (immediately knock away the fireball) > Fireball/Flame Ground > Hangman > Repeat
Stop > Flame Ground > 2 Fireballs for set-up > Sleep when Stop duration @ 1 sec > Joint > Hangman
Recommended Attributes:
Both Fireball Attributes
Flame Ground: Enhance
All Joint Penalty's Attributes if focused on Team PvP
Hangman's Knot: Splash Damage
All Chronomancer's Attributes
Pros:
+Easy to snowball. All you need to do is hangman and the game is yours.
+Haste. You're basically untouchable to Clerics.
+Ranged character means you get to chip off the HP of melee characters. Looking at you, cleric.
+Haste. Its attribute increases evasion so watch out, non-dex swordies and clerics!
+Viable in PvE too. You won't have any problems leveling your character. You can easily solo(not as easily as barbs though). With Linker C2, you are also wanted in parties for dungeons. Win-win
+Good support. With Quicken, Haste and Reflect Shield, you're wanted in PVP.
+Haste. It's the best skill ever. Period. No questions ask.
Cons:
-Your only damaging skills are Fireball and Flame Ground.
-You need money to buy Arde Dagger to increase your damage output. It's not a big issue considering how easy it is to get money late game.
-Your bossing is average due to most of your skills relying on party and links being dependent on more monsters to increase the damage output.
-You would be spamming your basic attacks if your damaging skills are on cooldown.
-If your opponent is a Oracle/Plague Doctor, have fun. They can resist Joint, Stop and Sleep, your CCs.
-Vulnerable to Archers especially Sappers. Sappers can destroy your flame ground(and possibly stop and fireball. needs testing).
-Squishy, given that you're a wizard.
Notes/Tips:
Debuffs such as poison, bleeding, and burning still can occur on Stopped opponents. Good to have a Wugushi or a Monk to use their DoT skill before you stop your opponents.
Flame Ground and Frost Cloud also works on Stopped opponents as they cause debuff to cause damage, not direct damage.
Haste is very helpful due to its movement speed increase. If your ping is not that high, kiting would be very viable as Jump Attack does not stop your movements. With haste boost, you would cover more ground while attacking the enemy.
Always get your Reflect Shield up. It nullifies knockdown which makes it easier to counter Monks and Swordies who rely on them.
Earthquake is only helpful to buy time if most of your skills are in cooldown due to its knockback.
Keep your Enchant Fire up, especially if you have Arde/Karacha Dagger. It basically gives another line for your basic attack so it improves your overall DPS.
Sleep can also be used to buy time and lock your enemies down. Recommended to use when Stop or Hangman's duration is at 1s.
JUMP ALOT. It's good for mind games, screws up the hitbox of some skills and makes ground moves such as Flame Ground and Frost Cloud useless. You can dance on those skills if you want to ;)
Remember that Fireball can be knocked. Use that as an advantage to corner your enemies if they were to run away.
Hangman is at lvl 10 as the bind duration is 10s. The CD is also 10s. Have fun spamming.
Spiritual Chain's use is only during the start of the match where everyone is buffing each other.
Physical Link is left at 4 because higher levels only increases the number of links and the duration. It is not recommended to use as this skill forces your team mates to be close together, being open to AoE attacks.
Back Masking is broken as of now. No use whatsoever.
It's good to have high con as Wizards have low HP modifier (1.2x iirc).
C3 Chronomancer's Pass reduces CD by 25s at level 5. Good to use it after setting up your fireballs and plotting your flame ground. AFAIK, debuffs cannot be overwritten so a good combo with Pass could be: Stop > 2 FB + Flame Ground > Pass > 2 FB + Flame Ground > Sleep > Joint + Hangman
Credits:
mikai - For test dummy ;)
Kero - For experiences against Monks & Knockback testing
Shiba - For helping test Frost Cloud and others
Pablo & Sixpool - Experiences against fighting Archers (spoiler: I got rekt)
Erokhi - Guild Leader & testing with Stop
PM me at the forums for any clarifications :)
Fireball > Joint > Hangman (immediately knock away the fireball) > Fireball/Flame Ground > Hangman > Repeat
Stop > Flame Ground > 2 Fireballs for set-up > Sleep when Stop duration @ 1 sec > Joint > Hangman
Recommended Attributes:
Both Fireball Attributes
Flame Ground: Enhance
All Joint Penalty's Attributes if focused on Team PvP
Hangman's Knot: Splash Damage
All Chronomancer's Attributes
Pros:
+Easy to snowball. All you need to do is hangman and the game is yours.
+Haste. You're basically untouchable to Clerics.
+Ranged character means you get to chip off the HP of melee characters. Looking at you, cleric.
+Haste. Its attribute increases evasion so watch out, non-dex swordies and clerics!
+Viable in PvE too. You won't have any problems leveling your character. You can easily solo(not as easily as barbs though). With Linker C2, you are also wanted in parties for dungeons. Win-win
+Good support. With Quicken, Haste and Reflect Shield, you're wanted in PVP.
+Haste. It's the best skill ever. Period. No questions ask.
Cons:
-Your only damaging skills are Fireball and Flame Ground.
-You need money to buy Arde Dagger to increase your damage output. It's not a big issue considering how easy it is to get money late game.
-Your bossing is average due to most of your skills relying on party and links being dependent on more monsters to increase the damage output.
-You would be spamming your basic attacks if your damaging skills are on cooldown.
-If your opponent is a Oracle/Plague Doctor, have fun. They can resist Joint, Stop and Sleep, your CCs.
-Vulnerable to Archers especially Sappers. Sappers can destroy your flame ground(and possibly stop and fireball. needs testing).
-Squishy, given that you're a wizard.
Notes/Tips:
Debuffs such as poison, bleeding, and burning still can occur on Stopped opponents. Good to have a Wugushi or a Monk to use their DoT skill before you stop your opponents.
Flame Ground and Frost Cloud also works on Stopped opponents as they cause debuff to cause damage, not direct damage.
Haste is very helpful due to its movement speed increase. If your ping is not that high, kiting would be very viable as Jump Attack does not stop your movements. With haste boost, you would cover more ground while attacking the enemy.
Always get your Reflect Shield up. It nullifies knockdown which makes it easier to counter Monks and Swordies who rely on them.
Earthquake is only helpful to buy time if most of your skills are in cooldown due to its knockback.
Keep your Enchant Fire up, especially if you have Arde/Karacha Dagger. It basically gives another line for your basic attack so it improves your overall DPS.
Sleep can also be used to buy time and lock your enemies down. Recommended to use when Stop or Hangman's duration is at 1s.
JUMP ALOT. It's good for mind games, screws up the hitbox of some skills and makes ground moves such as Flame Ground and Frost Cloud useless. You can dance on those skills if you want to ;)
Remember that Fireball can be knocked. Use that as an advantage to corner your enemies if they were to run away.
Hangman is at lvl 10 as the bind duration is 10s. The CD is also 10s. Have fun spamming.
Spiritual Chain's use is only during the start of the match where everyone is buffing each other.
Physical Link is left at 4 because higher levels only increases the number of links and the duration. It is not recommended to use as this skill forces your team mates to be close together, being open to AoE attacks.
Back Masking is broken as of now. No use whatsoever.
It's good to have high con as Wizards have low HP modifier (1.2x iirc).
C3 Chronomancer's Pass reduces CD by 25s at level 5. Good to use it after setting up your fireballs and plotting your flame ground. AFAIK, debuffs cannot be overwritten so a good combo with Pass could be: Stop > 2 FB + Flame Ground > Pass > 2 FB + Flame Ground > Sleep > Joint + Hangman
Credits:
mikai - For test dummy ;)
Kero - For experiences against Monks & Knockback testing
Shiba - For helping test Frost Cloud and others
Pablo & Sixpool - Experiences against fighting Archers (spoiler: I got rekt)
Erokhi - Guild Leader & testing with Stop
PM me at the forums for any clarifications :)
Rank 1
Wizard |
3 / 5 3 Energy Bolt: Enhance Type: Passive * Increases the damage dealt on an enemy with [Energy Bolt] by 0.5% per attribute level * +10% added damage at maximum level Wizard 1st Circle required Energy Bolt: Additional Sleep Damage Type: Active * Deals additional damage equal to 40% of magic attack per attribute level when attacking an enemy under [Sleep] with [Energy Bolt] * Increases SP consumption by 10% Wizard 1st Circle required Energy Bolt [Magic] Gather powerful magical energy and launch it towards an enemy. Level 3: Attack: 121% x 2 AoE Attack Ratio: 1 SP: 17 Type: Magic / Attack Cooldown: 9s 1 / 5 Lethargy: Strike Speciality Type: Active * Enemies affected by [Lethargy] receive 10% additional damage per attribute level with [Strike] attacks * Increases SP consumption by 10% Wizard 3rd Circle required Lethargy: Tile Speciality Type: Active * Magic circle damage on enemies afflicted with [Lethargy] increases by 3% per attribute level Wizard 2nd Circle required Lethargy Makes an enemy lethargic. Level 1: Physical attack -1% Magic attack -1% Evasion -5 Damage from magic circles +20% [Lethargy] Duration 20 sec SP: 13 Type: Magic / Buff Cooldown: 20s 5 / 5 Sleep: Dream Eater Type: Active * Limit of attacks of [Sleep] decreases by 80% (min. 1 time) * Enemies affected by [Sleep] will receive 200% damage from Non-Property and Psychokinesis magic attacks Sleep Lv6, Wizard C2 required Sleep Makes an enemy fall asleep. The enemy awakens once you've reached your limit of attacks. Level 5: [Sleep] Duration: 7 seconds Attack Threshold: 5 SP: 30 Type: Magic / Buff Cooldown: 25s 5 / 5 Magic Shield: SPR Efficiency Type: Active * SP consumption of [Magic Shield] per hit decreases by [attribute level]% of your SPR Wizard 2nd Circle required Magic Shield Create a protective shield that absorbs enemy's attack. 1% of your maximum SP is consumed every time the damage absorbed. Level 5: Damage reduction 20% Duration: 300 seconds Applies 5 times SP: 0 Type: Magic / Buff Cooldown: 45s 1 / 5 3 Earthquake: Enhance Type: Passive * Increases the damage dealt on an enemy with [Earthquake] by 0.5% per attribute level *+10% added damage at maximum level Wizard 1st Circle required Earthquake: Remove Knockdown Type: Active * Removes knockdown of [Earthquake] Increases SP consumption by 10% Wizard 1st Circle required Earthquake [Magic] - [Earth] Inflicts damage on an enemy by creating a powerful earthquake in front of you. Level 1: Attack: 266% AoE Attack Ratio: 4 SP: 16 Type: Magic / Attack Cooldown: 17s Element: |
Rank 2
Pyromancer |
5 / 5 5 Fireball: Enhance Type: Passive * Increases the damage dealt on an enemy with [Fireball] by 0.5% per attribute level *+10% added damage at maximum level Pyromancer 1st Circle required Fireball: Burn Debuff Type: Active * Enemies hit by [Fireball] have a 10% chance per attribute level to receive flame damage for 5 seconds *[Burn] damage is based on character's INT * Increases SP consumption by 30% Pyromancer 1st Circle required Fireball: Residual Heat Type: Active * Increases duration time of [Fireball] by 1 second per attribute level * Increases SP consumption by 10% Pyromancer 2nd Circle required Fireball [Magic] - [Fire] Summons a fireball at the targeted area. Enemies that touch the fireball will receive Fire damage. [Fireball] will not hit the same enemies twice. Up to 5 fireballs can be summoned. Level 5: Attack: 466% Duration: 10 seconds SP: 45 Type: Magic / Attack Cooldown: 8s Element: 5 / 5 Enchant Fire: Decreased Fire Property Resistance Type: Active * Decreases Fire property resistance of nearby enemies by 10 per attribute level for 5 seconds when [Enchant Fire] is used * Increases SP consumption by 10% Pyromancer 1st Circle required Enchant Fire Temporarily grants Fire property to your attacks. Level 5: Additional Fire Property Damage: +50 Property Additional Attack: +0 Duration: 300 seconds SP: 52 Type: Magic / Buff Cooldown: 110s Element: 5 / 5 Flame Ground: Enhance Type: Passive * Increases the damage dealt on an enemy with [Flame Ground] by 0.5% per attribute level * +10% added damage at maximum level Pyromancer 1st Circle required Flame Ground: Diffusion Type: Active * Enemies in range of [Flame Ground] become afflicted with [Heat] * Fire property resistance of enemies afflicted with [Heat] decreases by 50 * Enemies afflicted with [Heat] can be attacked with [Flare] * Increases SP consumption by 10% Pyromancer 2nd Circle required Flame Ground [Magic] - [Fire] Creates a magic circle of flames around you. Deals continuous flame damage to enemies within the magic circle. Level 5: 135% attack per 0.5 sec Duration 8 sec SP: 85 Type: Magic / Attack Cooldown: 25s Element: |
Rank 3
Linker |
1 / 1 Unbind: Enemy Damage Type: Active * Deals damage equal to 100% magic attack to enemies when link from [Unbind] is about to disconnect * Increases by 10% per attribute level from Lv. 2 * Increases SP consumption by 10% Linker 1st Circle required Unbind Disconnect all links. Level 1: Disconnect all links at once. Maximum Level: 1 SP: 43 Type: Magic / Buff Cooldown: 0s 4 / 5 Physical Link: Defense Type: Active * Increases physical defense by [connected party members * attribute level]% when [Physical Link] is active * Increases SP consumption by 10% Linker 1st Circle required Physical Link Links party members and shares damage. Can be canceled by the Unbind skill. Level 4: Damage decreases depending on the number of links Maximum Links: 7 Duration: 100 seconds SP: 70 Type: Magic / Buff Cooldown: 22s 5 / 5 Joint Penalty: Lightning Type: Active * Lightning property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty: Poison Type: Active * Poison property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty: Earth Type: Active * Deals 10% additional damage per attribute level of the Earth property attack to enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty Links enemies to attack all at once. Can be canceled by the Unbind skill. Level 5: Maximum Link Numbers: 5 Count Limit: 9 Duration: 35 seconds SP: 87 Type: Magic / Buff Cooldown: 22s 5 / 5 Hangman's Knot: Additional Damage Type: Active * Enemies hit by [Hangman's Knot] will receive additional damage equal to 20% magic attack per attribute level * Increases SP consumption by 10% Lv3 Hangman's Knot required Hangman's Knot: Focused Attack Type: Active * AoE defense ratio of enemies gathered by [Hangman's Knot] is fixed to 1 * Enemies gathered by [Hangman's Knot] takes additional 5% damage per attribute level * Increases SP consumption by 10% Linker 1st Circle required Hangman's Knot Tighten the link to gather up the linked enemies in front of you. Level 5: [Bind] Duration: 2 seconds SP: 71 Type: Magic / Buff Cooldown: 15s |
Rank 4
Linker |
10 / 10 Joint Penalty: Lightning Type: Active * Lightning property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty: Poison Type: Active * Poison property skill attacks deal 10% additional damage per attribute level on enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty: Earth Type: Active * Deals 10% additional damage per attribute level of the Earth property attack to enemies affected by [Joint Penalty] * Increases SP consumption by 10% Linker 1st Circle required Joint Penalty Links enemies to attack all at once. Can be canceled by the Unbind skill. Level 10: Maximum Link Numbers: 8 Count Limit: 11 Duration: 60 seconds SP: 120 Type: Magic / Buff Cooldown: 22s 10 / 10 Hangman's Knot: Additional Damage Type: Active * Enemies hit by [Hangman's Knot] will receive additional damage equal to 20% magic attack per attribute level * Increases SP consumption by 10% Lv3 Hangman's Knot required Hangman's Knot: Focused Attack Type: Active * AoE defense ratio of enemies gathered by [Hangman's Knot] is fixed to 1 * Enemies gathered by [Hangman's Knot] takes additional 5% damage per attribute level * Increases SP consumption by 10% Linker 1st Circle required Hangman's Knot Tighten the link to gather up the linked enemies in front of you. Level 10: [Bind] Duration: 3 seconds SP: 99 Type: Magic / Buff Cooldown: 15s 5 / 5 Spiritual Chain: Duration Type: Active * Increases the duration of [Spiritual Chain] by 1 second per attribute level * Increases SP consumption by 10% Linker 2nd Circle required Spiritual Chain: Enhance Type: Active * Magic damage dealt by characters linked with [Spiritual Chain] increases by 3% per skill level * Increases SP consumption by 30% Linker 2nd Circle required Spiritual Chain Links party members and shares buff effects. Can be canceled by the Unbind skill. Level 5: Duration: 55 seconds SP: 91 Type: Magic / Buff Cooldown: 55s |
Rank 5
Chronomancer |
5 / 5 Quicken: Critical Rate Type: Active * [Quicken] increases critical rate by 15 per attribute level and decreases evasion by 20 per attribute level Effect increases up to 2 times in proportion to caster's SPR and target's level * Increases SP consumption by 30% Chronomancer 1st Circle required Quicken Temporarily increases the attack speed of you and your party members by manipulating time. The effect increases up to double proportional to the caster's SPR and the target's level. Level 5: Attack Speed: +65 Duration: 60 seconds Consumes #{SpendItemCount}# Time Crystal Fragment SP: 121 Type: Magic / Buff Cooldown: 40s 5 / 5 Stop: Control Boss Monster Type: Active * Allows [Stop] to also stop boss monsters once * Increases SP consumption by 10 * Increases SP consumption by 30% Chronomancer 1st Circle required Stop Stops time of monsters within the targeted area. Enemies do not receive damage when time is stopped. Level 5: Magic Duration: 10 seconds Consumes #{SpendItemCount}# Time Crystal Fragment SP: 174 Type: Magic / Buff Cooldown: 100s 3 / 5 Slow: Critical Resistance Type: Active * Enemies affected by [Slow] have their critical resistance decreased by a value equal to 15% of the caster's INT * Increases SP consumption by 10% Chronomancer 1st Circle required Slow: Decreased Nullification Type: Active * Decreases chance of nullifying an attack by 6% per attribute level when enemies are affected by [Slow] * Increases SP consumption by 10% Chronomancer 1st Circle required Slow Controls time to decrease the movement speed of enemies. Level 3: Movement Speed: -12 Magic Circle Duration: 15.5 seconds [Slow] Duration: 10 seconds SP: 109 Type: Magic / Buff Cooldown: 35s |
Rank 6
Chronomancer |
10 / 10 Quicken: Critical Rate Type: Active * [Quicken] increases critical rate by 15 per attribute level and decreases evasion by 20 per attribute level Effect increases up to 2 times in proportion to caster's SPR and target's level * Increases SP consumption by 30% Chronomancer 1st Circle required Quicken Temporarily increases the attack speed of you and your party members by manipulating time. The effect increases up to double proportional to the caster's SPR and the target's level. Level 10: Attack Speed: +115 Duration: 90 seconds Consumes #{SpendItemCount}# Time Crystal Fragment SP: 169 Type: Magic / Buff Cooldown: 40s 10 / 10 Stop: Control Boss Monster Type: Active * Allows [Stop] to also stop boss monsters once * Increases SP consumption by 10 * Increases SP consumption by 30% Chronomancer 1st Circle required Stop Stops time of monsters within the targeted area. Enemies do not receive damage when time is stopped. Level 10: Magic Duration: 15 seconds Consumes #{SpendItemCount}# Time Crystal Fragment SP: 252 Type: Magic / Buff Cooldown: 100s 5 / 10 Slow: Critical Resistance Type: Active * Enemies affected by [Slow] have their critical resistance decreased by a value equal to 15% of the caster's INT * Increases SP consumption by 10% Chronomancer 1st Circle required Slow: Decreased Nullification Type: Active * Decreases chance of nullifying an attack by 6% per attribute level when enemies are affected by [Slow] * Increases SP consumption by 10% Chronomancer 1st Circle required Slow Controls time to decrease the movement speed of enemies. Level 5: Movement Speed: -15 Magic Circle Duration: 16.5 seconds [Slow] Duration: 10 seconds SP: 131 Type: Magic / Buff Cooldown: 35s 5 / 5 Haste: Increased Evasion Type: Active * Increases your evasion by 15 per attribute level * Effect increases up to 2 times in proportion to caster's SPR and target's level * Increases SP consumption by 10% Chronomancer 2nd Circle required Haste Temporarily increases the movement speed of you and your party members by manipulating time.The effect increases up to double proportional to the caster's SPR and the target's level. Level 5: Movement Speed: +5 Duration: 80 seconds Consumes #{SpendItemCount}# Time Crystal Fragment SP: 134 Type: Magic / Buff Cooldown: 35s |
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