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Pally: Blast vs Divine charge?
#41
I personally believe Blast > Divine Charge post-BB due to the lack of holy-weak mobs after a certain point. In my experience with it, it is most useful at Miner Zombies and Kacchuu Musha. I have stopped attempting to find Kacchuu in favor of actually grinding out my levels/bossing/questing, reducing my need of holy. Now that I am 138, Miners aren't as good as other mobs (if they ever were). The only reason I use them is to get Gold Teeth for my EoFs.

As for Blast, I use it a lot since I boss a lot and because after the first hot time, I got rid of my HH (then 23) to max holy and add a bit to Blast. But, after the second hot time, I decided to put Blast at 20, which was then my max level for it having failed 6 Blast30s beforehand. This put my Holy at 6. The thing is, my damage on holy-weak did not change. Blast's gain in damage neutralized Holy's loss of damage. And now, after the third hot time, I have entirely removed holy and have only lost my advantage over holy-weak mobs, but have gained around 10k per hit in damage on fire-weak mobs (which are more abundant for my level range than holy-weak).

All in all, I believe Blast > Holy due to the lack of holy-weak mobs and the fact that Blast neutralizes damage loss if you go from 20->1 holy and raise Blast in it's place, assuming you can and don't have maxed Blast.
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#42
Even if the lack of Holy weak mobs is more-so during post BB, Holy does still have the highest possible damage multiplier of all Charge skills and longest lasting effects time-wise. Ice, Fire, and Thunder after a point have very limited usage as I have noticed as most monsters I run across simply get ran over and quickly destroyed by a Rush, ACB slash, or a good 3 hit punch from Blast. There are only a few monsters and locations I've fought where Fire and Ice have some usage like 4 bosses and the Time Temple. After a point, you just get way too strong to really notice if a charge actually still is useful and just mow down everything which what you normally use for everything.
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#43
I'd say Blast has a lot more priority. Holy Charge doesn't have much use honestly. Skelegons aren't that great and there are alternatives. I plan to get Divine Charge at like 17x.

Contrary to Stereo's build, I like to boss and not move (not just zakum). I went/would go:
1 Rush, 1 ACB, 1 Blast
1 Divine Shield, max ACB
max Divine Shield
---
From here,
max Blast, 1 Guardian
max Stance
As much MW as I can (atm I'm MW19)
max HH
max Divine Charge
everythin'else

i actually went 10stance before 19MW but w/e
Jamie_Kurosawa Wrote:Even if the lack of Holy weak mobs is more-so during post BB, Holy does still have the highest possible damage multiplier of all Charge skills and longest lasting effects time-wise. Ice, Fire, and Thunder after a point have very limited usage as I have noticed as most monsters I run across simply get ran over and quickly destroyed by a Rush, ACB slash, or a good 3 hit punch from Blast. There are only a few monsters and locations I've fought where Fire and Ice have some usage like 4 bosses and the Time Temple. After a point, you just get way too strong to really notice if a charge actually still is useful and just mow down everything which what you normally use for everything.

Thing is you're using 20 SP for freaking 5%; more damage. You would gain a lot more Damage% by 1 SP in Blast.
Even 2 points in MW would give you more damage efficiency.
Points in stance would give you DPM due to not having to move.
There are alternative charges to Holy-weak bosses (like Lightning for Anego).

Divine Charge doesn't have much of anything going for it early on at all. Fire does well enough. Divine Shield without a doubt is more significant too.
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#44
Assuming fast 5 weapon with booster.

Advanced charge blow - 460% + 60% (final attack) = 520% x 1000/660 = 787.89% per sec
Blast - 280% x 3 + 60% = 900% x 1000/690 = 1304.34% per sec
*note - blast also has a longer range than charged blow I believe, correct me if I'm wrong

Divine charge with dual charge = 147.5%
Without (using fire) = 142.5%

Unless you're training on skelegons, you can see the benefit is so much less with maxing divine.

I would say 1 rush, max acb, divine shield, stance, blast, guardian, (maple warrior), achilles, divine charge. Stance and achilles can be pushed further back if you don't boss a lot since divine shield will be activated half the time with good control and power guard can be substituted as pseudo stance as well.
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#45
Jellyflower Wrote:Assuming fast 5 weapon with booster.

Advanced charge blow - 460% + 60% (final attack) = 520% x 1000/660 = 787.89% per sec
Blast - 280% x 3 + 60% = 900% x 1000/690 = 1304.34% per sec
*note - blast also has a longer range than charged blow I believe, correct me if I'm wrong

Divine charge with dual charge = 147.5%
Without (using fire) = 142.5%

Unless you're training on skelegons, you can see the benefit is so much less with maxing divine.

I would say 1 rush, max acb, divine shield, stance, blast, guardian, (maple warrior), achilles, divine charge. Stance and achilles can be pushed further back if you don't boss a lot since divine shield will be activated half the time with good control and power guard can be substituted as pseudo stance as well.

Power Guard doesn't have a Stance Effect so no, Divine Shield i have been seeing that it doesn't guard against Magic Attacks (At least Long range attack of most mobs in ToT and Drain Skills of Zak + Thunder Seal of zak). Max Guardian is like having a perma lvl 5 stance (6 with CO) + The Fact guardian also blocks any damage and Status Effect asociated to an attack (Zak ThunderSeal/Firepolestun). Holy charge its only what? 5-7% more damage than Fire Charge? Honestly its BARELY noticeable and you could pretty much buy better equipment or put those 20 points in Maple warrior and get a Better deal.

My build Went something like this: 1Rush->Max ACB->Max Divine shield->Max Heavens Hammer->Max Blast->Max Guardian/Stance->Max Stance/Guardian->Max MW->Max Hero's Will->Max Achilles/Holy Charge->Max Holy Charge/Achilles->The Rest in rush.
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#46
dante9898 Wrote:Power Guard doesn't have a Stance Effect so no

Pseudo stance. Power guard reduces KB distance when hit. Worked this way since beta.
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#47
Takebacker Wrote:Pseudo stance. Power guard reduces KB distance when hit. Worked this way since beta.

...I never knew that.

Sorta feels sad after playing a Warrior for such a long time.
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#48
I still wish Stance reduced KB distance towards zero, rather than being a percent chance of working. If you know how far you're being knocked back, you can compensate (easy to do this on my DrK, who has no stance). If you have a half chance of KB and half chance of not moving, no such luck.
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#49
Takebacker Wrote:Pseudo stance. Power guard reduces KB distance when hit. Worked this way since beta.

Pseudo or not, the distance doesn't bother much but the fact that you get KB out of place, Specially if its from a ledge or something (Top right arms of Zak for example)
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