Judgment Day - Ultimate Arena Guide to Priest

Discussion in 'M.Priest' started by Sim, Jan 16, 2015.

?

Whats your favorite priest class?

Poll closed Jan 23, 2015.
  1. Avenger

    28.6%
  2. Monk

    14.3%
  3. Crusader

    14.3%
  4. Exorcist

    28.6%
  5. Priest sucks

    14.3%
  1. Sim Aloha!

    Posts:
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    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. Pets​
    B. Hit Stun & Pseudo-Hit Stun
    C. Hit Recovery
    D. Grabs
    a. Traditional Grabs
    b. Hit Grabs
    c. Warp Grabs​
    E. Haste Fairy
    F. Approach
    a. Hit Stun Approach
    b. Super Armor Approach
    c. Launch Approach
    d. Knockdown Approach​
    G. Combo
    a. Standing Combo
    b. Juggle Combo
    c. OTG Combo
    d. Hard CC Combo Reset​
    H. Zoning/Field Control
    I. Haste Fairy​
    III. 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:

    [​IMG]
    Avatars

    Pets
    Hit 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.
     
    Last edited: Jun 18, 2015
  2. Sim Aloha!

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    [​IMG]
    III. Priest

    Dash Attack

    The Priest's dashing attack thrusts the Priest forward knocking down any enemy in its path. With a high amount of Movement Speed, this can be used as a source of movement for Priests to support their lack of speed.​

    Note: Your Attack Speed and Movement Speed must be close to each other to get the maximum potential out of the dash attack. If you have too much Attack Speed then you will dash a shorter distance; However, Monk’s Will Driver allows them to dash much farther than other Priest classes.​

    General Skill Property Analysis


    [​IMG] Physical Critical Hit - Increases physical critical rate by 1% per level.

    [​IMG] Physical Rear Attack - Increases back attack physical critical rate by 1.5% per level.

    [​IMG] Magic Critical Hit - Increases physical critical rate by 1% per level.

    [​IMG] Magic Rear Attack - Increases back attack physical critical rate by 1.5% per level.

    [​IMG] Throw Mastery - 360 no scope mlg Doritos mt.dew pleb
    • This skill is useless.
    [​IMG] Quick Rebound (QR) – Puts the player into a kneeling position granting them invincibility.
    • Can only be used while you are on the floor.
    • Skill time can be increased by holding the skill key.
    • When using while under multiple hits, high chance of giving opponent free combo reset.
    • Dodges OTG combos.
    [​IMG] Leap – Air Jordan! Increases Jump Str significantly.
    • Can be used to dodge skills and certain situations.
    • Must have at at least level 1.
    [​IMG] Backstep – Self explanatory
    • Can be used to dodge skills. (See Video)
    (Video here)


    [​IMG] Giant Weapon Launcher (GWL) – Swings your weapon upwards in a wide arc like you were in Swan Lake, it deals physical damage and launches all enemies hit into the air.
    • Start up time not affected by Attack Speed.
    • Attack Speed only effects swing speed of the skill.
    • Tip of the weapon has extra upward Y-axis range.
    • Leaves a wide opening to be attacked at the end of the skill.
    • OTG Property
    [​IMG] Smasher – Grabs a single enemy in front and tosses it forward dealing physical damage.
    • Pressing attack cancels the skill.
    • Canceling the skill early will grant a chance to create a combo.
    • With perfect timing, a cancel can cause the opponent to appear behind the Priest allow basic attack combos.
    [​IMG] Slow Heal - Grants a slow regen to heal a player for a fixed amount for 20 seconds.
    • Extra heal based on VIT.
    • Cheap SP cost
    [​IMG] Strike - Bestows a player's weapon with a yellow aura increasing Phys Attack Strength and Hit Rate.
    • Extra Physical Attack Strength based on VIT.
    • Skill is considered to be a staple for most players because of its Hit Rate property.
    [​IMG] Wisdom Blessing - Increases INT and Magic Attack Strength of a player.
    • Extra Magic Attack Strength based on SPR.
    [​IMG] Cure - Cures a certain amount of status effects.
    • Good against Blind, Bleed, Immobilize, and Slow effects.
    [​IMG] Lucky Straight Punch (LSP) – A stationary punch that punches all enemies it hits dealing 3 hits of phyiscal damage.
    • Last hit has an increased chance to critical.
    • Can slide forward when used with a direction.
    • Sliding property bypasses Slow effect.
    • With high Attack Speed, it can be used as a good source of movement.
    [​IMG] Second Uppercut - After a dash attack, pressing attack will cause an uppercut that launches all foes hit into the air dealing physical damage.
    • If enemy was launched from far away, this skill can close the distance and keep the opponent launched.
    [​IMG] Phoenix Hammer - Jump straight up into the air and come crashing back down causing a shock wave dealing physical damage to all enemies that were hit.
    • Can be controlled with left and right arrow keys.
    • Leveling this skill increases shock wave size.
    • Shock wave can be jumped.
    • Any opponent in the way while coming down will be hit.
    • Has Super Armor on the way down.
    • After smashing the weapon into the floor, grants .1 sec of invincibility.
    • Considered as airborne while this skill is active.
    • OTG Property
    [​IMG] Furious Grab - Cast an angry fist hitting any enemy within range twice dealing magic damage.
    • High Immobilize chance
    • Able to zone
    • OTG Property on 2nd hit
    [​IMG] Painful Rapture - Cast to sacrifice some HP for MP.
    • Avengers gain demon gauge upon use.
    [​IMG] Rising Emblem - Cast a ying-yang circle to launch all enemies inside into the air.
    • High launch strength
    • Can be jumped by Leap, or if player is high in the air.
    • Able to zone
    • OTG Property
    [​IMG] Indomitable Spirit - Cast a buff that applies Super Armor to all casting skills when casting.
    • Long casting time
    • Leveling this skill increases chance for Super Armor (maxing gives 100%).
    [​IMG] Ancient Memory - Increases INT by a fixed amount for a short duration.
    • Long casting time
     
    Last edited: Jun 17, 2015
  3. Sim Aloha!

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    [​IMG]
    [​IMG]

    [​IMG] Crusader Plate Armor Mastery - Bonus stats for Crusaders while equipped with Plate Armor. Increase in INT, VIT, SPR, HP MAX, MP MAX, MP Regen, and Casting Speed in exchange for lower Attack Speed.

    Stat Priority: Movement Speed > Attack Speed > Casting Speed > HP MAX > INT > everything else

    1. Movement Speed - Priests in general have the lowest base movement speed making chasing other classes hard.
    2. Attack Speed - Only needed for GWL. A slow GWL can't even catch a potato.
    3. Casting Speed - Primarily for casting buffs to make beginning of the match safer. Makes Blades of Purity faster which is a bonus.
    4. HP MAX - The longer you live, the more annoying you are.
    5. INT - For damage basically. Most important is to be strong enough so that BoP can break Landrunners with Robotics on.
    Skill Property Analysis

    *All Crusader skills have light element and deal magic damage.
    *Speed of Crusader skills dependent on Casting Speed.


    [​IMG] Grace of God - Increases Abnormal Status tolerance by 10.

    [​IMG] Grace of Courage - Increases STR and INT

    [​IMG] Grace of Protection - Increases SPR and VIT.

    [​IMG] Blades of Purity (BoP) - Forms a cross by ripping the air with the Crusader's bare fists, attacking all enemies within range.
    • 2 second cooldown
    • Leveling the skill increases the speed.
    • Speed of the skill is based on Casting Speed.
    • Considered as melee, but cannot be used for Warp Grab.
    • High amount of Hit Stun.
    • Very fast skill, near instant
    [​IMG] Revenge of Light (RoL) - Cast sparks around a player causing basic attacks to have a chance to cast lightning to smite all opponents being attacked dealing magic damage. Chance to smite opponent with lightning when taking magic damage. Also increases Magic defense and has a chance to Shock opponent when hit by lightning.
    • Lightning hits at the exact position of the enemy (e.g if enemy is in the air, the lightning will not hit the floor and stop in the middle of the air).
    • Lightning can destroy projectile skills. (e.g Ghost Orb or Elemental bomber's X attack)
    • 10 second downtime when match starts.
    • Crusader skills proc lightning.
    • Can ruin magic class combos.
    • OTG Property
    [​IMG] Crashing Cross - Instantly cast a golden cross to fly forwards dealing magic damage to the opponent and increasing all Crusader attack skills by X% for 15 seconds.
    • Good damage
    • Good poke skill
    • High speed projectile skill
    • OTG Property
    [​IMG] Heaven's Melody - Cast to increase a player's HP MAX.
    • Can be used to keep Mages from disenchanting important buffs.
    [​IMG] Spear of Victory - Throws a javelin dealing damage and causing the opponent to stand still.
    • Spear throwing speed and velocity effected by Casting Speed.
    • When hit by spear, the enemy is not effected by Hit Stun.
    • If opponent is hit by spear while airborne, they will be reset into standing Hit Stun. (Allows potential to break juggle limit or combo reset.)
    • If opponent is launched into the wall by spear, all Hit Stun is removed and your opponent is granted .5 sec of Super Armor.
    • After the Hit Stun of a fully charged spear, opponent is granted .3 sec of Super Armor.
    • Opponents are unable to use any counter skills while under spear Hit Stun. (Revenger, Deadly Enticer, etc.) (need fact check on this)
    • Projectile skill
    • OTG Property
    [​IMG] Sign of Protection - Cast to give VIT, Physical Defense, and Magic Defense to a player for a fixed time.
    • Decent amount of Def.
    • Can be used to keep Mages from disenchanting important buffs.
    [​IMG] Spiritual Sacrifice - When killed, your body releases an angel healing all surrounding party members. Also increases STR, INT, Hit Rate, and Casting Speed by sacrificing SPR and VIT.
    • Good amount of STR and INT.
    [​IMG] Light of Divinity (LoD) - Cast to create a spherical shield to absorb physical damage for a fixed time.
    • Shield breaks after taking in a certain amount of damage.
    • Immune to physical grabs while in shield.
    • Immune to Hit Stun from physical attacks while in shield.
    • Still affected by status effects while under shield.
    • 10 second downtime when match starts.
    [​IMG] Fast Heal - Cast to instantly restore a certain amount of a players life.
    • Heals the same amount as Slow Heal.
    [​IMG] Divine Invocation - Cast to buff all surrounding teammate's STR and INT.
    • Skill gives an extreme amount of STR and INT.
    • Increases damage by a noticeable amount.
    [​IMG] Deflection Wall - Cast a wall that launches all enemies hit and pushes them back.
    • Breaks after absorbing a set amount of damage.
    • Has priority of movement over any skills (e.g. a Charge Crash charges at the wall, if the wall does not break then it will push the Charge Crash back).
    • Can completely absorb small projectile attacks if not broken (Rising Shot, Needle Throw, etc.).
    • OTG Property
    [​IMG] Flash Sphere - Cast a slow moving sphere to attack all enemies in its path every .5 secs for 3 secs, and exploding at the end dealing a large amount of damage to all enemies around the sphere.
    • All enemies facing the sphere at the time of the explosion will be stunned (100% chance stun, but does not ignore tolerance).
    • Cannot stun enemies with Invincibility (excluding Ghost Step).
    • Good explosion damage
    • Projectile skill
    • Able to zone
    • Allows combo reset
    [​IMG] Heaven's Melody - Increases the strength of Heaven's Harmony and turns the buff into an AoE buff.
    • Long casting animation
    [​IMG] Hammer of Repentance - Smite a giant hammer of light crushing all foes and causing a shock wave at the spot the hammer struck dealing damage to all enemies in the area.
    • Considered as melee, but cannot be used to Warp Grab.
    • Shock wave lifts high enough to Spear of Victory an opponent on the floor
    • Skill has no Super Armor, it is dangerous to cast near an opponent.
    • Due to the large range of the hammer, it can be used to knock airborne targets out of the air including opponents who have Leap on.
    • OTG Property
    [​IMG] Righteous Judgement - Cast a holy circle that shoots javelins out, and ending with a giant javelin thrown by an angel causing an explosion.
    • Deals Light Damage
    • Pressing jump cancels the skill to the final animation.
    • Super Armor applied when activated from start to finish.
    • Enemies with low Hit Recovery are stuck inside the circle if hit.
    • Enemies on the ground are stuck unless they Quick Rebound.
    • Projectile skill
    • Able to zone
    • OTG property
    [​IMG] Healing Wind - Cast a protective circle healing all party members within the vicinity by a great amount .
    • Pressing jump cancels the skill.
    • Heals 30K - 40K of HP when near maxed.
    • Grants a shield for all allies within the vicinity to absorb damage while active.
    • Shield absorbs approximately 10K of damage when maxed.
    [​IMG] Fountain of Life - Cast 2 fairies to increase the Attack Speed, Movement Speed, and HP Regen of a player. When the player dies, s/he will be resurrected with a set amount of hp.
    • Quick Rebounding while resurrecting will give the player invincibility time.
    [​IMG] Aura of Conviction - Buff all surrounding player's basic stats. Strength of the buff decreases as Crusader's HP is lowered.
    Skill Building

    Things to consider when building Crusader:
    • Crusaders are very tight on SP, so try to make each investment worth it.
    • Fast Heal heals the same amount as Slow Heal.
    • Heaven's Melody HP MAX increase may seem useless because HP MAX cap of 400K can be attained by gear alone.
    • 2nd Uppercut can be used as a source of juggling.
    • Deflection Wall breaks fast when maxed.
    • Stacking damage helps against fighting summon-type classes.
    • Righteous Judgement can hit for 1K per spear at max level, but the chance of hitting is low.
    • Aura of Conviction is useless.

    *Sample build only meant to guide players in the right direction.
    *Heavily encourage to create skill build based on your own playstyle, and adjust as it changes.


    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    Approaching

    (There will be a video on this)

    When playing a Crusader, it is hard to approach because of their lack of speed; however, the pressure they give out is undeniably noticeable. Just running towards an enemy will have them retreating. They are forced to retreat unless they have a counter measure. The key to approaching with Crusader is to take advantage of the pressure, and corner your opponent, because most of their approaches only work when the opponent is cornered.

    Note: When I say cornered, I mean that they cannot move anymore in a certain direction. For example, a person is at the very top-middle of the map. They are unable to move up anymore. They can only move left, right, or down. They cannot dodge GWL unless they have a skill to re-position them quickly, or Super Armor it.
    1. GWL Approach - If you are an experienced veteran, you will know that GWL is only effective while you are below the opponent. It is slow, so try to only use it when you have your opponent cornered, or if you are counterattacking your opponent.
    2. BoP Approach - Swift and long ranged, this skill is the key to catching those that Crusaders cannot keep up with. Its long range can catch an M.Fighter running away, or interrupt any skill without Super Armor or Knockdown. However, the skill has no Super Armor. This makes it dangerous to use when LoD is not active or if the enemy plans on attacking. In short, it is only meant for catching people.
    3. Wall Approach - The wall is the only skill a Crusader has in its toolbox to attack people under him. Its large Y-Axis range is able to launch people above and below the Crusader. However, the skill takes time to cast, giving a split second for people to attack. The Wall is very hard to hit with unless you have your opponent cornered.
    4. LoD Approach - The main approach against physical classes. This skill is the key to defeating phys classes because they are forced to run away. It also grants invulnerability for BoP and Spear to phys attacks. Since they are forced to run away, you will eventually catch them and do a great amount of damage to them. Its cool down is not long, so you will have it up frequently. Eventually, you end up casting LoD 4 or 5 times, and you end up winning because of the amount of pressure it puts on the opponent.
    5. Hammer Approach - Hammer is the key to catching those pesky long range players. Its knockdown will have kept them down enough for you to get into their face. From there, you just apply other types of approaches.
    Combos

    The key to Crusader combos is from 4 skills, Spear of Victory, GWL, BoP, and Rising Emblem. These 4 skills allow you to combo efficiently.

    (There will be a video on this)

    Note: All combos based on players with average Hit Recovery.
    Note 2: Try to mix combos together, or adjust them.

    Standing Bread 'n' Butter (SBnB)
    • [​IMG]
    Mid Screen
    • Creating space before BoP allows LSP
    1. [​IMG]
    2. [​IMG]
    On Wall
    1. [​IMG]
    (Does not work on opponents with high hit recovery)
    Juggle Bread 'n' Butter (JBnB)
    • [​IMG]
    Juggle Starters
    Apply JBnB to Starters
    1. GWL > JBnB
    2. [​IMG]
    3. [​IMG]
    4. [​IMG]
    Mid-Juggle
    Apply after JBnB
    • [​IMG]
    • [​IMG]
    Combo Resets
    Apply after JBnB or Mid-Juggle.

    Stun Reset

    1. [​IMG]
    Note: Stun Resets are not 100% chance because people get out of Crusader Stun rather fast.
    Spear Reset
    1. [​IMG]
    2. [​IMG]
    Note: Dangerous when LoD is not on.

    Combo Enders
    Apply after JBnB or Mid-Juggle
    1. [​IMG]
    2. [​IMG]
    Full Combo Example

    Tactics
    (will be explained just listing first)
    Using BoP frequently
    Flash Sphere on self
    Buff in your combos
    Avoid starting rushdowns
    Stalling with Righteous Judgement
    Quick Rebound with Fountain of Life
    Spear enemy into the wall
    Using Hammer backwards
    Setups

    Bubble after combo
    Hammer out of the air
     
    Last edited: Jun 18, 2015
  4. Sim Aloha!

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    [​IMG]
    [​IMG]
    Skill Property Analysis

    *All Monk skills deal physical damage.
    *Speed of Monk skills are affected by Attack Speed.


    [​IMG] Spirit Fists - Extends the range of the Monk's basic attack uppercut, Second Uppercut, and Dash Attack
    • Allows Dash Attack to OTG.
    • Applies Super Armor on Second Uppercut
    • Increases Attack Speed by 5%
    • Increases Movement Speed by 8%
    • Increases Jump Height by 10%
    [​IMG] Will Driver - Plant the Monk's weapon into the floor increasing the Monk's STR, Crit Rate, and Hit Rate while inside the aura, also allowing to use Ducking Dash and Sway.
    • Skill changes default basic attack from 4 hits to 5.
    • Aura range is small making it only used during a combo.
    • Using a Totem gives extra 50 STR and 2% cool down on skills.
    [​IMG] Combat Mastery - Grants Super Armor, increases Critical Rate, and adds additional damage to specific skills.
    • Super Armor granted to following skills :
    Lucky Straight Punch (initiation charge up)
    Chopping Hammer
    (majority of skill)
    Heavenly Combo (initiation of each punch),

    [​IMG] Technical Mastery - Allows to use Ducking skills while in Sway, manual Sacred Counter thrust, increases the range of certain attacks, and vacuum range of Machine Gun Jab.
    • Grants bonus 5% Movement Speed when maxed.
    [​IMG] Ducking Dash - Duck forward swiftly.
    • Dodges all non-OTG skills.
    • Ducking speed can be increased with Attack Speed.
    • Ducking distance is increased with Movement Speed.
    • Can be canceled by pressing jump.
    [​IMG] Ducking Uppercut - Uppercut and launch the foe into the air dealing damage.
    • Can only be used while in Ducking Dash or Sway.
    • Has incredible launch strength at high levels.
    [​IMG] Ducking Straight Punch (DSP) - A standing straight punch that deals a great amount of damage.
    • Can only be used while in Ducking Dash or Sway.
    • Launches opponents far away when they are airborne.
    • Good damage
    [​IMG] Ducking Body Blow - Throw a gut punch into your opponent making them gasp for air and dealing damage with a chance to Stun.
    • Can only be used while in Ducking Dash or Sway.
    • Due to its good Hit Stun, it can be used as an approach (dangerous).
    • Stun chance is rather low.
    [​IMG] Divine Crush - Pound the floor with a fist causing an explosion.
    • Decent AoE
    • OTG property
    [​IMG] Sway - Slide backwards in a swaying position.
    • Dodges all non-OTG skills.
    • Swaying speed is increased by Attack Speed.
    • Swaying distance is increased by Movement Speed.
    • Can be cancelled by pressing jump.
    [​IMG] Quick Parry - Increases evasion chance while in the animation of an active Monk skill.

    [​IMG] Exquisite Combo - Execute a majestic three punch combo dealing damage to all enemies hit.
    • Increasing the level will increase the Attack Speed of the skill.
    • Skill start-up is quick enough to combo after Smasher.
    • Can recover quicker when using Duck/Sway at the end.
    • Wide range
    [​IMG] Sidewind - Throws a flicker jab to your opponent dealing damage to all enemies in a straight line.
    • Pressing attack during the skill will pull the opponent closer with an attack.
    • Its long range can be combo'd with Smasher using Dry Out for a Warp Grab.
    [​IMG] Sacred Counter - Pray in position and counter frontal enemy attacks with a swift forward thrust launching and damaging any enemy in the thrust's path.
    • Counters if opponent misses.
    • Grants Super Armor when counter is activated.
    • Manual thrust from Technical Mastery removes the Super Armor property from the thrust.
    • Manual thrust velocity slower than counter thrust.
    • Vulnerable to back attacks while in stance.
    [​IMG] Chopping Hammer - Powerful chop that bounces all enemies hit.
    • Can only be used while in Ducking Dash or Sway.
    • Creates a shock wave that knocks down any enemy within range.
    • Super armor applied to nearly the entire skill.
    [​IMG] Machine Gun Jab - Throw multiple stationary jabs swiftly hitting all enemies, and ending with a chop.
    • Rapidly pressing the skill or attack will increase the speed of the jabs.
    • Pressing attack during the chop will cause the Monk to do an uppercut that launches enemies.
    • Pressing jump during jabs will cause the jabs to end early into the chop.
    • Skill start-up is quick enough to combo with after Smasher.
    • Vacuum property can catch enemies to close.
    • Good damage
    [​IMG] Twister of Judgement - Uppercut the air so furiously that a twister appears, and chases a single target dealing damage.
    • If enemy is in uppercut range, the enemy is launched up.
    • Has Pseudo-Hit Stun property.
    • Low damage
    [​IMG] Shadow Clone - Cast a shadow partner that copies attacks to deal extra X% of damage dealt by the Monk.
    • Copied skills only do damage and do not retain skill properties (Launch, Hit Stun, or summon extra Hurricanes).
    • The ability to hit multiple times slows the opponent as they fall while in a juggle.
    [​IMG] Double Shadow Clone - Gain an extra clone when Shadow Clone is casted.

    [​IMG] Heavenly Combo - Two wide hook punch that re-positions opponents beside you to your face, and finishes them off with a exploding straight punch that launches your opponents away.
    • Skill always attacks bottom first.
    • Granted Super Armor for the charge up of each punch.
    • Can be used with Dry Out to Warp Grab from Smasher.
    • Can recover quicker when using Duck/Sway at the end.
    [​IMG] Hurricane 'n' Roll - Bob and weave with multiple hooks to the sides of your enemy. (DEMPSEY ROLL!)
    • Super Armor applied from start to finish.
    • Leveling the skill will increase the amount of times the Monk punches, which increases the duration of Super Armor.
    • Can take over a quarter of the enemies health when maxed.
    • Vacuum property to weak to keep enemies inside.
    [​IMG] Dry Out - Allows Monks to cancel majority of Monk Skills to another Monk Skill.
    • Does not work with Hurricane 'n' Roll.
    • Works with Smasher and Lucky Straight Punch.
    • Leveling this skill reduces the cooldown by 0.6 seconds per level.
    Skill Building

    Things to consider when building Monk:
    • There is a time gap on chances of approaching making Dry Out questionable to level.
    • Body Blow has a low chance to stun.
    • Hurricane 'n' Roll is hard to fully hit.
    • Twister of Judgement will not fully hit unless done in a combo.
    • Launch strength is important.
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Approaching


    Monks have the hardest time approaching enemies in DFO. Their skills have no super armor and keeps them stationary for a long time making them risky to just run in and attack. Therefore they have Ducking Dash and Sway to navigate through the map and get into the position for an approach quickly.
    • Exquisite Combo Approach - This may as well be the main approach for Monks. The skill has the widest hit-box for Monks, and activates almost instantly. The wide range is able to put Monks into a safe spot to approach sometimes. Its hit stun is great enough for the Monk to initiate standing combos.
    • Sidewind Approach - The farthest reaching skill a Monk has. Its range and speed is fast enough to catch people off-guard. Using the skill alone is not an approach. This skill must be canceled with Smasher in order to be an approach, or the Monk can pull the enemy close and use Chopping Hammer to super armor any counter attacks.
    • Chopping Hammer Approach - The only super armor approach a Monk has. This approach is not used to frequently because Chopping Hammer is mainly used to re-launch an enemy in a combo, but it can get to those people that are heavily guarding themselves.
    • Heavenly Combo Approach - The only skill with decent Y-axis in Monk's toolkit. It is to be used with Smasher as a warp grab to grab any enemy below the Monk or with LSP to start a standing combo.
    Combos

    Monk combos are versatile, so you don't have to always follow the same combo.
    • All combos based on players with average Hit Recovery.
    • Monk combo are flexible.
    • Sway/Ducking cancel = manually stopping sway/duck in position (pressing the jump key)
    Standing Bread 'n' Butter (SBnB)
    • [​IMG]
    Mid Screen Combo
    1. [​IMG]
    2. [​IMG]
    3. [​IMG]
    Note: To do 2nd Uppercut in position, you must be moving vertically when doing Dash Attack.

    Juggle Starters
    1. [​IMG]
    2. [​IMG]
    3. [​IMG]
    4. [​IMG]
    5. [​IMG]
    Mid-Juggle
    Apply after Juggle Starters
    1. [​IMG]
    2. [​IMG]
    3. [​IMG]
    4. [​IMG]
    5. [​IMG]
    6. [​IMG]
    Combo Enders
    Apply after Mid-Juggle
    1. [​IMG]
    2. [​IMG]
    3. [​IMG]
    Full Combo Examples


    Tactics

    Setups

    Summary
     
    Last edited: Jun 18, 2015
  5. Sim Aloha!

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    [​IMG]

    [​IMG]
    Skill Property Analysis

    *Physical skills are affected by Attack Speed.
    *Casting speed only effects casting time on Magic skills, and not their speed.

    [​IMG] Exorcistic Force - Increases Attack Strength by 5% when attacking Undead, Demon and Spirit monsters.

    [​IMG] Lurking Dragon - Grants the ability to charge certain Exorcist skills increasing various parts of the skill.
    • Allows the ability to charge Exorcist's final default attack, which creates a shock wave when fully charged.
    • Shock waves created by this passive can be used as a Warp Grab.
    • Grants extra Z-Axis for Giant Weapon Launcher when fully charged.
    • Creates a shock wave where the weapon lands when fully charged with Giant Weapon Launcher.
    [​IMG] Holy Amulet - Cast to throw a talisman that creates a holy sphere dealing 4 hits of magic damage.
    • Tapping the skill summons the amulet on top of the Exoricst, where as holding the skill will throw the amulet far away.
    • Chance to proc Slow on every hit
    • High damage
    • OTG property
    • Able to zone
    [​IMG] Gale Smash - Charge forward and use the giant weapon to slash the opponent dealing physical damage.
    • Has a chance to Stun.
    • Pressing attack during the charge will cause the skill to slash on current position.
    • Using this skill with a Battle Axe will have enough Hit Stun to combo the enemy (dependent on enemy class and gear).
    • Wide range
    [​IMG] Giant Weapon Mastery - Master the way of wielding massive weapons to increase Physical Attack and Hit Rate.

    [​IMG] Passion Chakra - Cast a burning aura to increase STR, Hit Rate, and Hit Stun.
    • Applies Fire Element to weapon.
    [​IMG] Luminous Chakra - Cast a shining aura to increase INT and Casting Speed.
    • Applies Light Element to weapon.
    [​IMG] Floor Smasher - Swing and smash the Exorcist's giant weapon to create a shockwave that launches enemies into the air dealing physical damage.
    • Super Armor on first attack (giant weapon swing).
    • Leveling the skill increases the shock wave size.
    [​IMG] Suppression Amulet - Cast an amulet onto the field to cripple the enemy's movement by lowering their Movement Speed, Jump Strength, and Hit Rate.
    • Immune to majority of projectile skills.
    • Zoning Skill
    [​IMG] Star in the Sky - Grab a single target to bat them flying into the air dealing physical damage.
    • Rapidly pressing the skill or attack key will charge the skill quicker.
    • All enemies nearby will be hit and launched.
    • Low chance of whiffing when not warping.
    • OTG property
    [​IMG] Red Phoenix Amulet - Cast a fire breathing seal that deals 2 hits of magic damage.
    • High Damage
    • Able to zone
    [​IMG] Piercing the Darkness - Use a seal to slash the air knocking back all enemies hit by the skill and making them take magic damage.
    • Can be charged without Lurking Dragon.
    • Range is significantly increased when fully charged.
    • Able to zone
    [​IMG] Crucifix Wind - Toss the Exorcist's weapon forward as a spinning blade to deal multi-hit physical damage.
    • Can be charged with Lurking Dragon.
    • Throwing range is increased when fully charged.
    • Duration of the weapon is increased when fully charged.
    • Super Armor applied to start-up throw when fully charged.
    • Start-up is delayed when fully charged.
    • Attack Speed affects the time it takes to throw.
    • Can be dodged by Backstep.
    • Zoning Property
    [​IMG] White Tiger - Cast a bald guy that launches ping pong balls to each other when there are 2 or more dealing magic damage.
    • Allies within aura have increased Movement Speed, Jump Str, and Light damage applied to their weapon.
    • Able to zone
    [​IMG] Extinguish! - Destroys nearby White Tiger within 900px.

    [​IMG] Chaos Hammer - Repeatedly bash the opponent with a giant weapon 2 - 4 times and finishing them with a exploding smash that deals physical damage.
    • Leveling this skill increases shock wave size.
    • Rapidly pressing the skill or attack key increases the speed and the amount of times hit.
    • Pressing left or right will change the direction of the attack.
    • Super Armor is applied at start-up til the end of the skill.
    • Final smash with weapon will have minor launch.
    • Final smash shock wave has a chance to Stun.
    • OTG property
    [​IMG] Lightning Amulet - Cast an amulet to smite any enemy within the vicinity with a lightning bolt that deals magic damage.
    • Immune to majority of projectiles.
    • High Damage
    • OTG property
    • Able to zone
    [​IMG] Spinning Cross - Force the Exorcist to spin repeatedly hitting everything around the Exorcist and dealing physical damage.
    • Can be charged with Lurking Dragon
    • Rapidly pressing the skill or attack key will cause the Exorcist to swing faster, and do many more spins.
    • Super Armor is applied at start-up til the end of the skill.
    • Start-up time is not affected by Attack Speed.
    • Attack Speed only effects the swing speed.
    • Can be dodged by Backstep.
    [​IMG] Black Tortoise - Cast to call a dog looking tortoise to catch an opponent and paralyze them.
    • When caught, it is considered as a Stun.
    • Enemy cannot be knocked back while stunned.
    • Enemy does not take Hit Stun while stunned.
    • Enemy has their DEF reduced while stunned.
    • Allows combo reset
    • OTG Property
    [​IMG] Atomic Smash - Catch all surrounding enemies with a 360 sweep and slamming them in front of the Exorcist to deal physical damage.
    • Can be charged with Lurking Dragon.
    • Does not grab Super Armor (Hit Grab).
    • Grab cannot whiff.
    • Can take a quarter of an enemies life at max.
    [​IMG] Shikigami Legion - Cast a portal to summon a flock of birds rapidly hitting the opponent and ending with a phoenix explosion.
    • Rapidly pressing skill or attack increases the speed of the attack.
    • Pressing jump will cancel to the final animation of the attack.
    • Holding up or down will control the direction the skill will attack.
    • Enemies hit are stuck until the end.
    • Can take half of the enemies life or more at max.
    • Able to zone
    Skill Building

    Exorcist are the most versatile Priest class when it comes to skill building. There is no ideal way to build an Exorcist because of the many ways they can be played.

    Things to know when creating Exorcist Build:

    • Physical Exorcist have less spare SP.
    • Some Exorcists build both Chakras.
    • Some Exorcists do not use Giant Weapon Mastery.
    • LSP can do a lot of damage if used properly when maxed.
    • Lightning Amulet can hit up to 20K per hit at max level.
    • Star in the Sky is very strong when maxed.
    • The chance of Spinning Cross to fully hit are close to 0%, unless they are stuck in Tortoise.
    • It is very unlikely to hit the shock wave on Chaos Hammer for the stun, unless they are stuck in Tortoise.
    [​IMG] [​IMG]
    [​IMG] [​IMG] [​IMG]
    [​IMG] [​IMG]
    [​IMG] [​IMG] [​IMG]
    Approaching
    Combos
    Tactics
    Setups
    Match-Ups
    Summary
     
    Last edited: Jun 18, 2015
  6. Sim Aloha!

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    [​IMG]

    [​IMG]

    Skill Property Analysis

    *All Avenger skills deal Magic damage.
    *Unlike other classes, Avenger basic attack is magic damage instead of physical.
    *Avenger skills are effected by Attack Speed instead of Casting Speed.


    [​IMG] Devil Strike - Pressing jump, attack, or skill key (default Z) during any Avenger skill will cause a devil slash to attack opponents.
    • Works with Furious Grab, Painful Rapture, and Dash Attack.
    • Pressing jump key will uppercut the opponent which launches enemies into the air. (OTG Property)
    • Pressing skill key will a strong slash launching all opponents far away from the Avenger.
    • Pressing attack key will summon a normal slash that inflicts damage.
    [​IMG] Metamorphosis - Use the inner demon to slash enemies. (X Factor LV 3!!)
    • Basic attack pattern is changed while under Metamorphosis.
    • Devil Strike attacks are changed while under Metamorphosis.
    • Devil Strike can be activated when Demon Gauge is 0.
    • Extremely high damage potential.
    • Basic attacks have OTG Property.
    [​IMG] Shadow Render - Cut recklessly in front of the Avenger dealing damage.
    • Rapidly pressing the skill or attack key during the start-up animation increases the speed of the slashes.
    • Attacks the back of an enemy instead of the front.
    • Attack Speed does not effect start-up time.
    • Super Armor on start-up and final slash.
    • Last hit launches enemies enough to combo
    • OTG Property
    [​IMG] Scythe Mastery - Increases the damage and Attack Speed while wielding a Scythe. Passively increase Dark Resistance and decrease Light Resistance.

    [​IMG] Thunder Mine - Punch the ground to cause 3 horizontal mini explosions that deal damage.
    • Knockdown Property
    • OTG Property
    [​IMG] Falling Soul - Consume Demon Gauge to increase INT and Shadow damage.

    [​IMG] Spin Cutter - Throws the weapon to push enemies back and cut them.
    • Pressing the skill again when the wire is highlighted blue will retract the weapon early.
    • Narrow hit-box
    • Knockdown Property while retracting weapon.
    • OTG Property
    [​IMG] Echoes of Nothing - Passively increase skill damage. When using an Avenger skill, there is a chance a haste that increases Movement Speed, but lowers the Avenger's Max HP/MP.
    • Can be proc'd with Furious Grab and Painful Rapture.
    [​IMG] Thorns of Protection - The Avenger shoots needles out of his body like a blow fish.
    • Good damage
    • Long duration (active frames)
    • Extreme Hit Stun
    • OTG Property
    [​IMG] Spinning Deformation - Turn into a saw to roll across the map and knockdown all enemies hit.
    • Skill cannot be stopped once used.
    • Makes Avenger prone to attacks at the end.
    • Super Armor from start to finish.
    • Speed of the skill cannot be changed.
    • Knockdown Property
    • OTG Property
    [​IMG] Demonic Clutch - Create two demonic arms to gather all enemies around the Avenger and exploding dealing damage.
    • Skill always attacks bottom first.
    • Extremely high damage
    [​IMG] Reaper - Shoots 3 tentacles out that re-positions all enemies to be in front of the Avenger and explodes dealing damage.
    • Airborne enemies are launched up when hit by this skill.
    • Using Demon Strike (Uppercut) at the same time as the explosion will create a combo.
    • Super Armor on start-up only.
    • Breaks Super Armor (Its not a grab, it just happens to break super armor.)
    • Extremely high Hit Stun
    • Will move enemies on the floor, but does not deal damage or launch them. (They just slide forward on the floor.)
    [​IMG] Dark Authority - Grabs all enemies in front of the Avenger into a seal and shoot shards at them, then finally exploding dealing massive damage.
    • Grab does not give invincibility to player.
    • Grab cannot whiff.
    • Grabs even if it misses.
    • Enemies are free if the Avenger is hit.
    • Extremely high damage
    • OTG Property
    [​IMG] Nightmare - Increase the amount of Demon Gauge gained.
    • Bonus Demon Gauge does not increase after level 6. (when leveling to max it is still 2)
    Skill Building

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]

    Approaching

    Avengers are is a very fast and mobile class. Their high attack speed and movement speed gets them into positions for their approach swiftly. Using their large range, they can capture almost anybody in any angle.
    1. Giant Weapon Launcher Approach - The basic GWL Approach is the main approach for Avengers when all other approaches are unavailable. Its large range and Avenger's attack speed can catch many mobile classes such as Striker or Monks. However, it only works when the Avenger is below the enemy, because GWL does not hit enemies below the Avenger but only above the Avenger.
    2. Shadow Render Approach - A dangerous approach to use is the Shadow Render Approach. Its small super armor on start-up can tank minor attacks, and counter attack enemies. Effective when you are able to predict your enemy accurately. Can pierce through Guard .
    3. Spin Cutter Approach - Spin Cutter has a narrow hit box making this approach not recommended since there are more useful ways of using Spin Cutter. In order for this approach to hit, the Avenger must be directly on the same axis as the opponent. However, it is the only non-cube long range approach an Avenger has.
    4. Demonic Clutch Approach - Due to the large lower Y-Axis range Demonic Clutch has, it can be used as a approach when the enemy is below you. Its slow speed makes it not reliable and lack of super armor. Good for using it as a counter approach tho.
    5. Reaper Approach - The best approach out of all Avenger approaches. Reaper is a long range skill that has the hit-box of a cone. The claws of Reaper are able to hit close to 1/3 of a map's upward Y-axis. Reaper also has some start-up super armor making it somewhat safe to use when the enemy is close. But like GWL, this approach has terrible downward Y-axis range.
    Combos
    Tactics
    Setups


    [​IMG]
    The Shadow Render Setup requires the opponent to Quick Rebound to be used. The multiple hits will be able to snuff/cancel many start-up attacks. It is also a very risky setup because during Shadow Render, the Avenger does not have any Super Armor.
    [​IMG]
    Spin Cutter Setup
    is a very safe setup against an opponents Quick Rebound. Leaving the scythe on top of the opponent will prevent you the opponent from wanting to get up. If the opponent were to stand up, they will be hit stunned and pulled towards you by Spin Cutter. Using Devil Strike can help as a backup launch if Spin Cutter misses.
    [​IMG]
    If timed properly against an opponent's Quick Rebound, Ripper can 100% confirm a hit on the opponent. If enough time has elapsed to reset the gravity from the previous combo, it can be used as a reset.
    [​IMG]
    Like the Reaper Setup, the Dark Authority Setup must be timed properly to setup. If timed properly, your opponent has no options but to take the full hit of Dark Authority, and maybe an extra full combo.
    Match-ups
    Summary
     
    Last edited: Jun 18, 2015
  7. Sim Aloha!

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    VIII. Conclusion
     
  8. Sim Aloha!

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    reserved just in case
     
  9. WTWTcs

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    Any plans of continuing this? it's very informative.
     
  10. Sim Aloha!

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    yea im just experimenting with things and gotta make a lot of gifs. trying not to give false info
     
  11. Chapelz

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    Bro amazing guides.
     
  12. Jadefrost

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    I'm very impressed by this guide; I especially love the rating system. It takes a tremendous deal of research/experience to give this thorough of a guide for this many different classes. The one thing I'd still love to see is the key matchup section for each class (which it looks like you accounted for).
     

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