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Pally: Blast vs Divine charge? - Veneni - 2011-01-13

Hey everyone.
My current SP @lvl 145 is:
- 10 ACB
- 30 HH
- 23 blast
- 8 stance
- 4 divine shield
- 1 in guardian, rush, achilles
- 0 in divine charge, MW

The plan was to finish DS first (didn't knew it was that important >_<), but then I'm in a pickle. I could:
1) Just go max blast and train @ time temple
2) Get some divine charge, so by the time I'm 150 I'd have lvl 11 (with CO) and go train @ skeles, but after that max blast
3) Start with holy charge and don't stop till it's max since you can train at skeles till lvl ... (?)
4) Anything else maybe? :O

For reference:
Ice = 200s 120%, fire = 200s 130%
Lvl 11: Duration: 165 sec, Sanctity Damage: +126%
Lvl 20: Sanctity Duration: 300 sec, Sanctity Damage: +135%
Lvl 22??: Sanctity Duration: 330 sec, Sanctity Damage: +137%
Sidequestion: Does the elemental advantage still go up with skilllevel? And what happens with it if you go over lvl 20 holycharge?

Random thoughts:
The divine charge would only help me kill leftovers, since I train with HH; My range kinda sux (4665-6860).
It'll probably also be harder training with HH without ice charge and even abit pot consuming?
Also it would just be nice to have a new charge.
Is divine charge usefull @ lionheart?

What do you guys think? =^7


Pally: Blast vs Divine charge? - DragonsWrath - 2011-01-13

Veneni Wrote:Sidequestion: Does the elemental advantage still go up with skilllevel? And what happens with it if you go over lvl 20 holycharge?

Random thoughts:
The divine charge would only help me kill leftovers, since I train with HH; My range kinda sux (4665-6860).
It'll probably also be harder training with HH without ice charge and even abit pot consuming?
Also it would just be nice to have a new charge.
Is divine charge usefull @ lionheart?

What do you guys think? =^7

i think stereo said you get ~ 50% of your element advantage in the first point of your skill,so if thats the case id assume that lvl 11 would give you just over 75% advantage.

as for LHC, there are 2 mobs that are holy weak from what i saw in the extractions. the better question is - how mobby are these 2 holy weak mobs? from what i saw just about everything in there short of the stone guardians are fire weak (stone guaridans are fire resistant. however they are holy neutral. i guess thats better than nothing). so holy has its place with 3 mobs, and iirc stone guardians is the more popular place there. so in other words, yes its useful but you should be able to get by depending on how mobby the rest of the monsters are.

i personally think you're fine. theres nothing holy weak in ToT apparently, and like you said you train with HH,so i dont see why you'd need it - at least not for training at skeles, thats for sure. I think your points are better spent into your defensive skills (divine shield for sure) if you plan on training with HH for much longer.

then again im only a lvl 139 paladin, so the above is merely speculation. hope it helps.


Pally: Blast vs Divine charge? - Veneni - 2011-01-16

Meh im just gonne get HC for the fun of it Smile probably end up not using it at all so maybe lvl5 instead of 11.


Pally: Blast vs Divine charge? - Stereo - 2011-01-16

DragonsWrath Wrote:i think stereo said you get ~ 50% of your element advantage in the first point of your skill,so if thats the case id assume that lvl 11 would give you just over 75% advantage.

Previously it was equivalent to level 11 in the other charges (so 43% - the other charges start at 13% and go +3% per level to 100%) but since BB, elemental charges always have 100% advantage at any level.


Pally: Blast vs Divine charge? - DragonsWrath - 2011-01-16

Stereo Wrote:Previously it was equivalent to level 11 in the other charges (so 43% - the other charges start at 13% and go +3% per level to 100%) but since BB, elemental charges always have 100% advantage at any level.

so then the only difference between lvl 1 and 20 is duration and damage, but not element advantage? lovely. Guess i'll stick with getting guardian for now provided i can find a guardian 20 skillbook that works (ive failed 2 so far..). Unless achilles / powerstance are more justifiable but i doubt that. thanks stereo.


Pally: Blast vs Divine charge? - Veneni - 2011-01-17

Stereo Wrote:Previously it was equivalent to level 11 in the other charges (so 43% - the other charges start at 13% and go +3% per level to 100%) but since BB, elemental charges always have 100% advantage at any level.
Oh nice Smile Lvl 5 it is then!


Pally: Blast vs Divine charge? - Jamie_Kurosawa - 2011-01-17

You'll need Divine Charge before Blast. However, do max it out to gain the extra +2 levels benefits of Combat Orders.

You should have done this first.

Get ACB going up first and put 1 in into Rush for training purposes.
Max Hammer for speeding up training and killing as well as bossing.
Max Divine Charge to get you're most powerful charge to pair with Lightning.

Then work on Blast as your new training and bossing skill.

After Blast maxes out then work on Divine Shield, Power Stance, Hero's Will, Maple Warrior, Achillies, Rush, and then work on Guardian saving 10 points just in case you get Maple Warrior 30, in that order. Just in case you can toss up and swap around Divine Shield and Power Stance for bossing purposes if needed.


Pally: Blast vs Divine charge? - Veneni - 2011-01-17

Jamie_Kurosawa Wrote:You'll need Divine Charge before Blast. However, do max it out to gain the extra +2 levels benefits of Combat Orders.
Dx
Divine charge is very limited in use. There's skeles (only leftovers since 90% gets killed by HH/rush), and zak. And I guess, the memory part of time temple. All other places I plan on being: Scar/Targa, rest of timetemple, I'll be using fire or ice...
I'd think blast and DS for sure are more important since they have uses everywhere.

Also: Guardian after Achilles and Rush? wtp :^/

I'm gonne do:
- max DS
- lv 5 HC
- Max blast
- 10 guardian
- 20 MW
- Max HC
- max Stance

Maybe adding HC to 11 or so somewhere in between if I observe me using it alot.


Pally: Blast vs Divine charge? - Jamie_Kurosawa - 2011-01-17

Rush is dependant on IF you chose to use a Shield or not. In my case... I stuck to 2-Hand weapons.


Pally: Blast vs Divine charge? - Stereo - 2011-01-17

My build in order of preference is probably now something like
1 Rush, 1 ACB, 1 Blast
1 Divine Shield, max ACB
max Divine Shield, max HH
max Blast, 1 MW
max Divine Charge
The rest (Achilles, Guardian, MW) can really come in any order.

Guardian is the only 4th job skill that's less effective with a shield. (it gives % resistance to mob magic/debuffs, but no blocking)
Since I'm mostly using 2h still, Divine Shield is very useful for damage reduction, probably cuts more than half my tiny pot use.



Pally: Blast vs Divine charge? - Taiketo - 2011-01-17

Your advice makes me cringe, Jamie. Just... Ugh...

I've never used HH for training since I 1-2hit+rush everything I can hit 100% with a below average 9kish range, personally, and for bossing it's really only any good at zak arms...

Max ACB
Max DS

Most important skills.

Holy and Blast are debatable. Holy only really boosts your neutral damage since you won't be training on holy weak monsters for a long time, but it's unlikely you'll be training on neutral monsters either. Blast is a nice single hit skill, and maxed you'll 1-hit everything you can hit, however, it's not that useful for training at all. Great for bossing, though. I have both maxed at 146, but I've gained my last 3 levels almost solely from bossing.

As I said, I have never used HH for training, and I don't see how it's possibly effective, but maybe I'm missing something. I -know- it's awful for bosses, however, especially ones that summon things.

Stance and Guardian are probably about equally useful to max. I'd lean towards getting some stance then maxing guardian, though, since it blocks status ailments too. Achilles is great.. At level 1. Maxing it before stance or guardian is just silly.

As for rush, you shouldn't even consider putting more than 1 point into it until 19x. Period.


Pally: Blast vs Divine charge? - Firebirdies - 2011-01-17

Sanctuary (HH) isn't really awful, but I wouldn't consider leveling it early on now with the way Big Bang changed things. It's still useful during defense ups for an extra 1-2mil damage at level 32 depending on how long the defense up lasts for which does add up on a few bosses like Zakum. For Papulatus I just use it right when it's going in to heal which gets me another mil damage in which I wouldn't have been able to get in with blast considering how little time I have to use it (and I mean right when it's about to be completely closed off from attacks). For training I would mob the entire row with rush in Oblivion 4 and then use it since that just seems more fun for me, advanced charge blow with rush probably would have gained more experience buttt it just amuses me killing so many and having all those drops in one spot.

Rush is something you should definitely leave for last since the range is fixed now it doesn't matter if you use one handed or two handed, all that changes with that is the damage and there are more important skills to level. I left it at level 18 and maxed everything else.

Holy vs blast is something i'm not sure about since i'm not really sure where people actually train now. I maxed holy before blast since I trained at Skeles but it really depends on what you're actually going to be training on or bossing. If you're going to be bossing i'd recommend leveling stance too because it helps greatly against alot of them, I can't stand bossing without something like stance anymore because of all the knockbacks.


Pally: Blast vs Divine charge? - Stereo - 2011-01-17

HH is very impractical dealing damage (esp. since it can't 1hko, ie. your next attack's damage is 100% waste) but I still like it. It's the only ranged attack we get, for one thing.

At a boss like Scarlion that spends 40 seconds out of def up, then 20 seconds buffed, I do about 12 million outside def up, then another 1 million from HH. It's not that big a bonus for the number of points dumped in it.



Pally: Blast vs Divine charge? - Firebirdies - 2011-01-17

Well, it adds up like I said. For example, I had about 2 minutes left during a Chaos Zakum run so basically that one hour of having 1-2mil extra every minute from using it pretty much saved me during it. It's not something that people should worry about maxing or leveling until near the end now though since there are better skills, but it's not like it's a completely awful skill like some people make it out to be now. I'm kind of reminded of how magnet was before Big Bang now (that's why this whole thing feels so familiar...). o.o


Pally: Blast vs Divine charge? - octopusprime - 2011-01-17

Yeah anyone suggesting not going DS right after ACB and 1 rush is a damned fool.

the pally standard should absolutely be:

1 rush
1/2 ACB
1 DS (if level 3 DS does not sound appealing for anyone, this can obviously wait til after acb)
Max ACB
Max DS
1 Blast (this could come earlier if you really want it but really 120-126 will fly by with or without it)

Then it changes depending on what people plan on doing from there.

For most people after this point who will be doing LHC off the bat when becoming a pally, i would recommend going some mix of of divine and blast. probably 7-9 divine and max blast then back to divine. At that point you'd be 146 with the following skills maxed: ACB DS Blast DC and 1 rush if i can count correctly. And at this point suggestions become more or less pointless becuase anyone should be deciding what to do with their character by 150 and a lot of the remaining skills aren't exactly critically useful.


Pally: Blast vs Divine charge? - Jamie_Kurosawa - 2011-01-17

The problem with Guardian and Divine Shield, and even Achillies is this... outside of 1/1 attacks, nothing anymore truly really hurts you since they revamped the DEF/MDEF stats. For me Divine Shield is something best saved for later. Even I don't get damaged enough to really need it, and I do enough damage NOT to need it's ATT boost all so much.

Heaven's Hammer usually is reserved for bosses as an added-in damage attack outside my primary barrage of Blast. That means I don't heavily rely on it. So, yes roughly every 20~40 seconds the boss does get an extra 1,000,000 points of damage knocked off to speed up the process.


Pally: Blast vs Divine charge? - octopusprime - 2011-01-17

Jamie_Kurosawa Wrote:The problem with Guardian and Divine Shield, and even Achillies is this... outside of 1/1 attacks, nothing anymore truly really hurts you since they revamped the DEF/MDEF stats. For me Divine Shield is something best saved for later. Even I don't get damaged enough to really need it, and I do enough damage NOT to need it's ATT boost all so much.

Heaven's Hammer usually is reserved for bosses as an added-in damage attack outside my primary barrage of Blast. That means I don't heavily rely on it. So, yes roughly every 20~40 seconds the boss does get an extra 1,000,000 points of damage knocked off to speed up the process.

Divine sheild also isn't a pure defensive skill. and when bossing, it is damn handy. less effective but still useful for training. Not to mention it is a 10 point skill that you get a lot of out for that amount of points.


Pally: Blast vs Divine charge? - Stereo - 2011-01-17

It's difficult to say exactly how much damage DS adds bossing since it's intermittent, but for example, on my Paladin, it's a ~2200 range boost. Multiply by Blast + neutral charges, and that's 34000 extra (11k per hit). So every 29 blasts, it has added 1 million damage. 29 blasts take about 20-25 seconds depending on weapon speed.

So for every ~20 seconds of DS activation, it's like an extra HH that took no time to cast.

Plus FA adds a tiny bit of damage, but it's really insignificant compared to Blast :/



Pally: Blast vs Divine charge? - Taiketo - 2011-01-18

Divine Shield is quite possibly the best new skill in the game. Dragon's Wisdom is a pretty close contender, I guess, but eh. The boost it does to your damage, and at max level it's active I'd say roughly 50% of the time, is just too great to ignore.

I'm in total agreement with octopusprime as far as builds go.


Pally: Blast vs Divine charge? - Jamie_Kurosawa - 2011-01-18

I wouldn't say it's the best. There are far more useful skills and additions to other skills that exist that are more worthwhile. If anything Combat Orders is more useful in my view.