Spoiler: Update Log 1/15/15 - Started Guide 1/16/15 - Almost done with mechanics, started some priest 1/19/15 - added banners, finished tips and description on general skills (still missing charts), started crusader 1/23/15 - added in some matchups for crusader 1/27/15 - added even more matchups for crusader 2/7/15 - removed how to win (refer to tatics), added many match ups and revised. 2/8/15 - Did some moving around and re-organizing, finished most Crusader match ups. Added other sections. 2/9/15 - Started Monk skills 2/12/15 - Finished most Monk skills 2/14/15 - Did a lot of Exorcist skills 2/15/15 - More Exorcist skills, a lot of revising, added in Knockdown Approach in Approaches, added skill building, renewed stat charts (felt they were misleading). 2/24/15 - Added in Avenger skills, fixed a couple stuff, re-organized guide. 2/27/15 - Added Avenger Skill Building, revised Crusader Match-ups to be explained in more detail, added Crusader combos. 3/7/15 - Added in Monk Combos and Approaches. Reorganized couple of things 3/10/15 - added Exorcist sample skill builds 4/11/15 - fixed a lot of skills, will be adding videos in soon. 6/17/2015 - replaced text with gifs on combos 6/18/2015 - added more gifs for combos, changed charts to be based on basic stats I. Introduction A. About Priests B. Credibility C. Expectation on this Guide II. General Arena Fighting Mechanics A. Armory a. Equipment/Gear b. Avatars c. PetsB. Hit Stun & Pseudo-Hit Stun C. Hit Recovery D. Grabs a. Traditional Grabs b. Hit Grabs c. Warp GrabsE. Haste Fairy F. Approach a. Hit Stun Approach b. Super Armor Approach c. Launch Approach d. Knockdown ApproachG. Combo a. Standing Combo b. Juggle Combo c. OTG Combo d. Hard CC Combo ResetH. Zoning/Field Control I. Haste FairyIII. Priest A. Dash Attack B. General Skills IV. Death by Crucifixion – Crusader Guide A. Skill Property Analysis B. Skill Building C. Approaching D. Combos E. Tactics F. Setups G. Summary V. Men of the Wild – Monk Guide A. Skill Property Analysis B. Skill Building C. Approaching D. Combos E. Tactics F. Setups G. Match-ups H. Summary VI. Four Symbols – Exorcist Guide A. Skill Property Analysis B. Skill Building C. Approaching D. Combos E. Tactics F. Setups G. Summary VII. The Demon Within – Avenger Guide A. Skill Property Analysis B. Skill Building C. Approaching D. Combos E. Tactics F. Setups G. Summary VIII. Conclusion I. Introduction About Priests Priest is the big body class of DFO. They are a melee type that are slow, strong, and the heaviest characters in DFO; unlike other fighting games, the character's weight matters in this one. Priests also have the the most range out of all melee classes. Credibility I've been playing Priest ever since I started playing DFO; this is when open beta started beck when the game was published by Nexon NA. I was a Hero 8 Crusader before the game had shutdown, and have played Crusader for most of my time (since open beta). In between, I would play an Exorcist from time to time. After Avenger came out, I started to play them more frequently than I played my Crusader, they fit my play style and gave more of a challenge than Crusader (Crusaders are pretty easy to use). In short, I have years of experience with Crusader and Exorcist. I only picked Monk up recently after Fair Arena came out, and will be continuing them. Expectations on this Guide This guide will cover almost every aspect for PvP on all Priest classes. Some important mechanics may not be mentioned because they are obvious such as Base Stats, Attack Speed, etc. Will be trying to keep this guide updated as long as this website is still running. Updates will be most likely be at very random times. Do not rely on Match-ups data to much as they are deeply opinionated, but to use them for understanding and developing ways to win. II. General Arena Mechanics Armor Equipment/Gear In the Arena, gear is based on rarity, level, and the condition of the item. All armor have similar stats, but the higher level armor will have higher stats effects than the lower level one. When comparing 2 armor pieces of the same level, the higher rarity will have better stats. The rarity listing is gone as (Best to worst): Epic > Legendary > Legacy > Boss Unique > Unique > Rare > Blue > White Example comparison between a lvl 60 legacy, lv 70 legacy, and lv 70 epic: Avatars PetsHit Stun & "Pseudo-Hit stun" Q: What is a Hit Stun? A: A Hit Stun is the animation lock you receive when taking in player damage. The stat Immobility will increase the amount of hit stun. Q: But then what is "Pseudo-Hit Stun"? A: Pseudo-Hit stun is my own words for a skill that does not Hit Stun you, but still does damage. A great example for this is the skill Acid Rain from the Witch skill tree. When hit by this skill, you do not receive Hit Stun, but rather your character freezes in place for a millisecond. Note: As you receive more damage while standing, your hit recovery gradually increases. Hit Recovery Hit Recovery is that ability to recover from Hit Stun. Increasing Hit Recovery can give chances to counter attack a standing combo. Class Hit Recovery stats can be seen on DFO Wiki Grabs Grabbing is one of the basic fighting mechanics in Dungeon Fighter. *Forces enemies into animation lock (they cannot do anything) when grabbed. *Grabs give invincibility to the player that is grabbing (excluding Bloody Twister, Agni Pentacle, and Power of Darkness). Regular Grab: A Regular Grab is a grab that does not deal damage until the opponent is grabbed. This makes it more likely to whiff because of lag. Do not have any Hit Stun. Breaks Super Armor (Chart of regular grabs) Hit Grab: Unlike Regular Grabs, these grabs rely on hitting the opponent to grab, but do not break Super Armor. This makes them much less likely to whiff. When a Hit Grab whiffs, they cause either Hit Stun or Launch. (Chart of Hit Grabs) Warp Grab: Warp Grabs are one of the unique mechanics of Dungeon Fighter. Thanks to the latency between players, canceling a hit confirm (when you are sure an attack hit the opponent) with a grab will cause the player to have a 100% chance to grab the opponent unless the player misses. The grab must be executed within 2 frames (I don't know how else to explain it, 2/60th of a second?) after the attack connects in order to Warp Grab. (Dependant on how laggy the fight is.) Cannot be done with projectile attacks. The attack property must be considered as your character making contact with the opponent. Since grabs alone will many times whiff because of latency, using a Warp Grab can help you secure a grab. Haste Fairy The Haste Fairy is a fairy spawned at the top middle of the map (spawned at the bottom middle for Tower of the Dead map). Gives 8% Attack Speed and Movement Speed. Haste Fairy cannot be stacked. Grabbing the fairy again while you already have the buff does not renew the buff. Can be used as bait because of how important it is. Approaching The approach game is by far the most important part about PvP for melee classes. It is the act of being able to catch your opponent into a combo. Hit Stun Approach: Using Hit Stun to force your opponent to stop; giving you a chance to start your combo. Super Armor Approach: Safer than the Hit Stun Approach, it requires the use of a Super Armor skill to trade shots with your opponent. Launch Approach: Using a skill that is able to launch your opponent up, giving you time to close in the distance and juggle your opponent. Knockdown Approach: Similar to the Launch Approach, the knockdown approach knocks your opponent(s) down instead of lifting them. This gives the ability to OTG combo (refer to Combos). Note: Majority of approaches are a mix of multiple types of approaches. Combo In this section, I will explain the different types of combos. Standing Combo: Standing combo is the act of combo using Hit Stun as a tool. This is one of two ways to increase full combo damage since it is not scaled with juggle combos. Standing combo limit is 1/4 of the opponents life. Juggle Combo: A juggle combo is when you are comboing an enemy that is already in the air. The juggle limit is 1/4 of the opponents life from when you started the juggle. Gravity on opponent is increases steadily when nearing damage cap. On The Ground (OTG) Combo: This type of combo follows the mechanics of a juggle combo except your opponent is already on the floor. Countered by Quick Rebound. Since the opponent is on the floor, the more damage done the quicker your opponent wakes up. Hard Crowd Control Combo Reset: The use of using Freeze or Stun abnormal statuses in a combo to render your opponent hopeless for a free combo. Freeze reset is only capable with a fire damage inflicting weapon, or skill, to melt the freeze off. Stun reset is only possible if the opponent is stunned when their close or on the floor. (Can vary depending on how strong of a Stun you have.) Zoning/Field Control Zoning is to use your skills or attacks to restrict your opponent's movements as much as possible. Standing close to the opponent without doing anything is considered as zoning if your skills can hit them. Zoning can apply pressure to make the opponent hit unnecessary keys. Try to use large AoE (Area of Effect, or skills that attack a great amount of space) skills to zone. If the skill is still out by the time you can move, it can most likely be used for zoning.