Jump to content

Rookie

Member
  • Posts

    392
  • Joined

  • Last visited

Everything posted by Rookie

  1. Just stick to INT until level 133... Going full VIT is dreadfully slow and you won't feel as good unless you're constantly in a guild war. At the VERY LEAST, restat to full VIT but keep on an INT gear set and wand so that you can instakill everything as you level up. If you ever feel like you have extra SP, just invest in a level 1 Vital Explosion for DD.
  2. Use it to lay down all of your DoT skills at once. Without it, the first damage skill will break the ice from Blizzard or would wake the enemy up. Trying to snare or poison the enemy might fail, making you vulnerable to a stunlock or instant kill combos from the higher paying players. If you use Blizzard>HB>poisons; by the time the HB expires, you can snare them while the poisons are all eating the enemy, leaving them helpless. Any range attacks can be healed easier too since the damage they do wont be as consistent until the snare wears off, but by then, they should be dead if you're at level 130+.
  3. Lol, what? This guide has been here since 2012
  4. Rookie

    Rookie

    Does anyone still play on my account? Just visiting. Or at the very least, has it been active recently? IGNs like Rookie, Likori, Iruki, etc
  5. When I did play this game, my pvp combo was Blizzard from a distance> Holy Barrier the enemy>apply poisons + DoTs> curse weakness> that snare spell, idr what it was called> reapply poisons. Repeat it, but dont use holy barrier on them again. If the snare worked, you just have to keep your distance until they die.
  6. To add on to Fifin: Warlock>necro only works if you're going INT purely or mostly. Pros: locking a target is easier with Lightning Stun, Chill Breeze and Blizzard. Any poisons would not break stuns like it can break ice. More magic attack with passives. Arguably more raw damage. Cons: magic is almost useless to build in this server, unless it was rebalanced. Weak Holy Barrier. No reliable heal outside of your Corpse Take. Hybrid builds are really hard for normal players. Can be expensive for a good one. Squishy in comparison to the other two paths. Trade survivability for raw magic power Lose some crit from the Monk and Inquirer class. Loss a strong Beholder, heals of all varieties aside Corpse Take, Divine Curse, Shrewed Spell, Poem Buff, Mana Regen and Pdef/Mdef Need to invest in INT stats to be useful. Lowest possible critical chance build for Necromancer. Really the only thing you get that Necro doesn't already have from warlock is a stun and a few magic attack passives. This is all from my memory from like 3 years ago, so if MATK was buffed at some point, then you just need to hit first.
  7. Oh wow, they actually did something. That's nice to know.
  8. I'm surprised this post wasn't pinned. Was anything fixed since I last commented?
  9. I'm saddened yet not surprised that this hasn't been fixed yet... Since the release of this game.
  10. I'll be missing sooner or later.

  11. Rookie

    Question

    You can just join another server that has Luna Plus avalible. This isn't the only server up and running... I think.
  12. That goblin is living above the golem influence. Good job, soldier!
  13. This would be unlikely, but it'd be nice to have a full costume set that goes with the 3 halloween head costumes.
  14. I don't use a rogue, and I'm also retired. Although, I know everything I've mentioned from experience.
  15. Most rogues by level 132 are focused on physical attack. Monsterous critical hits will put a dent in a Paladin's mighty armor.
  16. With only 365 dps with double strike (physical damage aside) as well as the Paladin's HP recovery, minor damage like that isnt a great way to deal with another Paladin with 25k HP, lol.
  17. Don't overestimate RI. In an open area, a Cardinal or Necromancer would be able to beat a paladin without much of a problem. In the PVP box, Mages have the upper hand with range based skills. A full Vit Necromancer or Cardinal will easily have over 20k HP, about half of what a paladin should have by the end game if it's also full Vit. Both mages can top 8k p def as well as a Paladin, but mages dont attack with physical damage. Using Invulnurability is both a blessing and a curse in this case. Stuck in a spot, u can be poisoned, frozen, stunned, burned, crusified... but it wont hurt you. Once that bubble pops, all those skills will hit at once, being debuffed, stunned, frozen or anything wont do your HP any good. Against a Destoyer, it does depend on luck pretty often. What makes them deadly to you is Despair. Since it doesnt have the same stun animation as BC, FB, or Quake, it can stack along with any of the other stuns. Since you only need to reuse one stun skill against them to keep it locked, its easy to win as long as the lock stays intact. Destroyers have a better chance of keeping a lock with two stuns, incase one fails, paralysis could save it and vise versa. In the end, its more about luck when it comes down to Destroyers vs Paladins in PVP.
  18. Since this is the Elf Paladin, lets keep in mind that you don't get any boosted attack buffs from Gladiator, Knight, or Mercenary I will also not take into account PD items, since you can become a Pally with 15k p atk, or a destro with 12k p def. Checks and counters: Although a Paladin has the highest block rate in the game, and is capable of having one of the highest ever defensive stats in Luna, it has plenty of flaws as well. Its great health and durability can be taken down a number of ways. With typically low~average physical attack, there is no way a paladin can be able to 1HKO anyone. The best weapon for an offensive Paladin is currently Genocide, which can be used to easily mop the floor to anyone that isn't bulky enough to survive The Graveyard. The second best would be for a more defensive Warlord, further increasing defense with the help of the % bonus from passives and other defensive factors. Paladins have the defensive bubble skills to further signify their abilities in Luna Online. This does not make it godly however. Elf Paladins have access to Rune Impact from the Rune Knight class and has a 79% chance to stun the target for 4 seconds. RI can be silenced, like all magic based abilities, by Silence Rune. In a Guild War scenario, Silence has a range of 18m that can be used much farther then RI, nullifying it. The only other stun a pally has access to is Blunt Shield, which at level 21, has a stun chance of 90% to stun the target for 6 seconds (with a 5 second cooldown)... however unlike RI, it has to be used in close combat. Most aren't able to get both skills at level 20 until much later in the game. Against a Destroyer, Fearful Blow has a similar or equal range to rune impact. Even though both moves do hit, since RI is faster, RI stuns first. In the event where both are used at the same time and stun each other, there is a split second opening for a Destroyer to use another skill, like Burning Crash, or Despair. Typically, a destroyer's defense is around 2.8k~3.2k, which is fair enough, but can survive a few hits from an elf paladin before death but most likely can't be killed by a single hit from an elf paladin. Elf Paladin's have really high HP,but both Cardinals and Necromancers (2 very famous DoT users) can tank a Paladin for a while. Their healing abilities are much better and have distance stuns/traps. If a paladin is caught in a sleep or freeze at the beginning of a PVP match, they will be stuck for a while during the onslaught of Stuns, Sleeps, Freezes, and DoTs. If a Paladin uses the Invulnerability bubble, they wont be able to move. RI has a knock back, which is what could be the main downfall. The distance opens up a chance for freeze or stuns or sleeps.[RI>Bubble>RI knock back>SB>DSB] leaves an opening for a few seconds to freeze. The only way to close this opening is with Spirit Sword, but then your combo completely depends on stun chance. The second bubble multiplies your defenses to extraordinary values, but are still open to DoTs and other non-damaging skills.
  19. False. Although Paladins are the toughest fighters for Destros and other powerhouses to break, Destroyers have the stun factor. Fearful Blow is the equivalant of RI (with a smaller stun chance). Human Paladin: Capable of soloing PVE (mobbing and killing at a decent speed). Lacking Rune Impact, it comes in at second place compared to the Elf Paladin for PVP. Human Paladin's spammable stun will have to be Blunt Shield (which is an infinant stun that lasts longer then all other stuns). Elf Paladin: Higher defenses compared to Human Paladin, but has a hard time killing the mobs it collects without a partner. Even if you wanted to solo as an elf paladin with tanking abilities, it will be timeconsuming. Its great in pvp, but with low physical attack, it may be left open to any stuns. Elf paladins also have access to Blunt shield, but usually aren't seen using it due to its slower attack speed. Paladin's common weakness: Stuns, DoT, Magic, Silence Rune (effective on elf paladins, which can nullify Rune Impact). Destroyers: Having arguably the best damage in Luna Online (the 2nd highest would have to be the Blade Taker or Arch Ranger), may be able to overpower a paladin with a lucky, unblocked critical hit. A delayed Fearful Blow that connects (assuming Rune Impact was used at the same time) and stuns will leave the Paladin exposed to Despair, and the Burning Crash spam/infinant stuns. Assuming that its literally only Destro vs Pally, Destroyers can actually survive a hit or 2 from a paladin, giving them the chance to attack. Destroyer's common weakness: Critical hits from most physical attacking classes, ranged combat against mages or Arch Rangers, squishy defenses.
  20. Yep, Necromancer is a Human Only class. Just to let you know, the following classes belong to their respective race: Human (Mage) Monk, Inquierier, Necromancer (Rogue) Thief, Assassin, Blade Taker (Fighter) Mercanary, Gladiator, Destroyer Elf (Mage) Elemental Master, Rune Master (Rogue) Scout, Rune Walker, Templar Master (Fighter) Rune Knight, Magnus Its best to remember this bit of info.
  21. Inq>Cardi is the typical path that gives your the defence. The only other most taken path is Warlock>Cardi, which is a squishyer path then Inq>Cardi since you only get LAE lvl 10 and Armor Link lvl 4, instead of LAE lvl 15 and Armor Link lvl 6, but you get higher level stuns, freeze, a poison DoT and stronger AoE's along with meteor. I only mentioned Warlock to reference the only other possible AoE that you can use to grind with a Cardinal.
  22. Necromancer master race! On topic: Cardinals are the best suggested since they're really easy to master basic combos that work with either M atk or P def. SA is decent but i dont recommend it unless you have good Int equips. Necromancers are good too, but its not easy to pvp with. GvG: Cardi/Necro PvP: Cardi/SA PvE: SA/Necro This pretty much sums up their strong points. Cardi's are ok at grinding. The typical path provides plenty of defence, but with only HT and SOJ (along with fireblast blizzard and the optional meteor from warlock), grinding takes longer then it would for a Necro or SA.
×
×
  • Create New...