Arme tricks and hints

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Arme tricks and hints

Post by unforgiven094 on Tue Nov 03, 2009 3:13 pm

since..no one really posted something about arme here..

i'll be ur guide and share some cool tips on using arme in pvp and in dungeon runs...

just post some tricks you know and maybe we can work on it and make it even better *winks*

first of all arme has its pro's and con's

PRO
------
- high atk damage
- high mp regeneration
- teleport
- delay (coolest part)

CON
------
- low defense
- low vitality
- slow dash


PvP guide
---------
Simple Delaying Tricks
Harder Delaying Tricks
Grabber Mage Tips
StoneCurser Mage Tips
Aerial Attack Tips
Dungeon Tips
Skill Combo Tips
Attack - Skill Combo Tips
Grab - Skill Combo Tips
Taunting Tips
Double Grab Tips
Cash Skill Tips
Support Mage Tips

* underconstruction *

feel free to ask if you need some help on ARME~

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Re: Arme tricks and hints

Post by 1j9e8p7 on Wed Nov 11, 2009 8:57 pm

I'll put some info's also about arme if I have time, since it's also my main character.

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Re: Arme tricks and hints

Post by zaelhect0817 on Thu Nov 12, 2009 3:49 pm

nice

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Re: Arme tricks and hints

Post by MiyukiKagami on Thu Nov 12, 2009 4:27 pm

nice thread...........

~•~•~•~•~•~•~•~•~•~•~


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Kudos Guild Mistress Lei - Miyuki Chan

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Re: Arme tricks and hints

Post by 1j9e8p7 on Sat Nov 14, 2009 9:54 pm

BASIC ATTACKS of MAGE
Magic Circle


How to use it:
Mash
the Z button. Arme will start to draw a star with her glowstick.. After
she’s finished raving, a circle will form around it and she will kick
it, causing it to move forward. At any time after Arme begins to draw
the second line of the star (She
does not have to finish drawing the second line, only has to start
drawing it), there are two other actions that can be taken: press up and
she will do her Earthquake
attack, which will be explained later, or press twice in the left or right direction and she will
slide in that direction slightly while shooting off a Firebolt in the
opposite direction.

Pros:

  • Decently big, and once an enemy makes contact with it, it will hit
    them multiple times, stunning them and pushing them along as it
    continues to move forward.
  • Excellent for setting someone up for a combo.
  • In the case that you begin using it and realize you are not in a
    safe position, you can activate Earthquake or Firebolt as a defensive
    maneuver to avoid the tremendous lag this attack has.

Cons:

  • Slow windup time. Does no damage at all in PvP. Slow moving, and
    easy to dodge.

Applications:
This is definitely a better attack to use when you have a team than
when you’re alone. If you have teammates, the slow movement of the
Circle becomes less of a con, because it effectively cuts off enemy
escape routes from your teammates for decent periods of time due to its
sluggish speed. In addition, should the enemy be caught in the circle,
your teammates can also use it to hit the enemy with a powerful attack.
As you can see, it also activates Arrow Defense, meaning if an Elesis,
Ronan or Lass was charging a skill before getting hit by it, they still
could use that skill at anytime, so be careful of that.

Earthquake

How to use it:
As soon as Arme starts drawing the second line
of her Magic Circle, you may
press up at any time, even briefly after casting Magic Circle, to
activate this attack.
Pros:

  • Covers all sides of Arme except beneath her, making this an
    exceptional defensive move.
  • When opponents are hit by it, it does damage and stuns them for a
    fair amount of time, allowing for easy grabs or spell combos.

Cons:

  • Slight windup time, as you have to wait for Arme to draw the first
    line.
  • Slight delay after using the attack in which Arme is vulnerable for a
    short time. This vulnerability can be negated by using an MP skill as
    the enemy comes in for the attack.

Applications:
If you are using this defensively, begin the attack early on when you
believe an enemy is going to come into melee range to attack you within
the next second or two. Even if the enemy is smart and dodges it, the
shockwaves reach far enough that there is only a small window to attack
you while you are vulnerable, in which case you can use a skill to
protect yourself and attack them at the same time. Of course, they may
not attack you during that window, in which case you have no need to use
a skill and are free to do anything you like anyways.
Offensively, this move is best used with teammates around, after an
enemy has been knocked down against a wall or blockade of some sort. If
you have time, cast a Magic Circle in their direction first, which will
limit their escape options once they get up. By doing the Earthquake
after that with the right timing, you can effectively make it dangerous
for your opponent to go away from you and towards you at the same time,
as going away from you will lead them towards the Magic Circle and going
towards you will lead them into your Earthquake. Your teammates should
be able to take advantage of this lockdown of movement.

Firebolt


How to use it:
This is Arme’s dash attack. Simply dash and press Z, and Arme will
fire a Firebolt in the direction opposite of which she’s dashing (i.e.
backwards). You can also perform this the same way as Earthquake, except
instead of pressing up, you press left or right twice.

Pros:

  • Unlimited range, fairly fast, and decent damage.
  • Arme’s second fastest attack in terms of windup and lag.
  • Is a dash attack, meaning it can be used in many different ways,
    namely being able to drop off from a ledge and shoot a firebolt at
    heights you normally couldn’t do on the ground.
  • Since it fires backwards, it can be used as a retreating defensive
    maneuver immediately after a dash.

Cons:

  • Has a decent amount of lag after casting and short windup time. Arme
    is vulnerable to attack during these instances unless she uses a skill
    to protect herself.
  • Practically everyone will hate you every time you use this attack,
    despite it being your only feasible offense without skill attacks or
    grabs. Be prepared to be called a spammer if you use this.

Applications:
An excellent move for both 1v1 and team battles. I consider this to
be Arme’s basic attack, because this attack can be used in a lot more
situations than almost all of her other attacks due to its speed and
range in comparison to most of the others. In team battles, Arme is kind
of like an artillery cannon, which is to say that she is the deadliest
when she’s attacking from a safe distance. This attack allows her to
fight without having to move into close combat where she can easily get
killed in one combo. Use this to damage your opponents and stun them for
your teammates to potentially combo them, or to make it more difficult
for your opponent to charge skills without danger of being countered.
If you manage to hit someone with this at close range, you may be
able to grab them or use a skill on them while they’re still stunned. If
you know you’re going to hit with it in close range, it may benefit to
attack with your pet to add additional stun to guarantee a combo, as you
may not have enough time to charge a skill otherwise before they
recover.

Jump Attack


How to use it:
Jump and press Z. Arme will pull out a glowstick and swing it in
front of her. Unfortunately, her raving skills do not go beyond this.
Pros:

  • Arme’s fastest attack. Nearly instant, and acts as her shoe-in for a
    melee attack.
  • Extremely good as a defensive maneuver, as it knocks opponents down,
    buying time for Arme to either charge up for a skill or retreat and
    make some space.

Cons:

  • Low damage. Since it knocks the opponent down, you cannot combo with
    this attack unless you knock the opponent off of an edge, in which case
    you will have to follow up extremely quickly and with precise timing.

Applications:
Unless you do a Firebolt out of a
dash, this is the only other attack you can do out of a dash that would
be feasible in close combat. Use this to cover your teammates by
knocking an opponent down that’s about to attack them, or to cover
yourself by knocking the opponent down and then retreating to safety. If
there are platforms, this attack becomes much more abusable as you can
shorten the delay between your attacks by jump attacking, landing on a
platform, then either dropping/jumping from the platform and using it
again. The low damage and ability to combo don’t really make this ideal
as an offensive move, so this move is best used to disrupt your
opponents to protect your teammates and yourself.

Grab
How to use it:
When near an opponent (In Arme’s case, basically touching them), press
towards them and press Z. This can be done while walking or during a
dash.
Pros:

  • Can be combined with Arme’s dash (teleport) to run through enemy
    attacks with ease and grab them through it.
  • Arme’s only ground melee attack that doesn’t take an entire second
    to even start using, making this ideal for a combo ender.
  • Highest damage of all of Arme’s normal attacks.
  • Invincibility while throwing someone.

Cons:

  • If you miss the grab, you’ll end up shooting a Firebolt, which will
    make you extremely vulnerable.
  • Since the grabbing animation takes time, enemies can attempt to
    attack you as soon as your invincibility frames are over, which may be
    difficult to avoid.

Application:
Knowing how to grab is extremely important, because there are some
situations where you cannot avoid being grabbed except by
counter-grabbing. Keep in mind that Arme throws her opponent backwards
as well, especially when playing in maps like Gorge.
Combining her teleport with the grab’s invincibility frames allows
Arme to be the only character capable of charging straight through enemy
attacks and grabbing them through it, essentially giving her a really
long grab range in certain conditions. You can also dash off a platform
and grab people while you are in the air as long as you are still in the
dashing animation when you initiate the grab

Teleport (Official name: Phantom Dash)


How to use it:
Press twice in the same direction.
In other words, dash.
Pros:

  • Arme is completely invincible during most of the dash.
  • Can use skills or grab while still in dash to avoid the vulnerable
    lag after doing a dash.
  • Can pass through other players while dashing. Basically, Arme
    doesn’t exist while she’s dashing.

Cons:

  • Arme’s dash is slower in movement than most character’s dashes.
  • There is a small window in which Arme is still able to be attacked
    while she is beginning her dash and while she is ending her dash.

Applications:
This move is an absolute necessity. As Arme isn’t very fast, this
allows her to pass through people and attacks and get to safe positions
even when she’s been cornered. As mentioned earlier, using a skill or
grabbing someone may eliminate the weakness of being vulnerable for a
split second after a dash. As an alternative, you can interrupt the dash
at any time by jumping, and if you turn around in midair and do a jump
attack, you may be able to disrupt a chasing opponent. As your opponent
cannot tell when during the dash you are going to jump in, this is very
hard to react to even if they are expecting it, making this an effective
tactic for retreating or getting your enemies on the floor so that you
can take the offensive.

Mage Skill Attacks

I will go over the original black and white magic skills, and then
the cash ones. I am going to assume that you already know how to charge
for different MP skills, so I’m not going to post how to use these.

Level 1 Black Magic: Stone Curse

Description:
Shoots out a green wave that expands
in a cone shape. When enemies are hit by it, they become “petrified”,
and they must push left and right as fast as they can to reduce damage
while they are petrified. The faster the push the buttons, the more
damage from this attack is reduced. While in this state, they are
invincible to any other attacks.
Pros:

  • Excellent range, you can actually hit people offscreen with this,
    but just barely. Hits in a cone shape, so you can hit people on
    platforms below or above you to some extent.
  • Good damage for a 1st bar skill, although the damage can be severely
    reduced.
  • Has freeze frames and comes out fairly quick.

Cons:

  • Damage can be reduced to almost nothing, especially if the opponent
    is caught within other people’s freeze frames from using skills near
    them, allowing the target more time to mash keys and reduce damage. If
    one or two skills with freeze frames are used near the target, Stone
    Curse may do nearly no damage at all.

Applications:
The humongous range and speed of this move make it fairly spammable.
As it is easy to hit with, it is best used in conjunction with a damage
buff, such as Athena’s Sword or Holy Bless. As mentioned in the cons,
having people use skills near the target is not ideal, as it can ruin
the damage, so try not to use additional skills near them while they are
petrified. This is a great defensive and offensive maneuver because of
its range, and since it acts as a stun as well, you can put a lot of
space between yourself and your opponent during the petrification.
After the petrification, the target falls down, so if they are near
an edge, you can hit them again as they fall off with another attack or
grab. Or in the case of Gorge, just watch them die. Contrary to being a
combo starter, though, because of the petrification making targets
invincible, this is usually best used as a combo finisher.

Level 2 Black Magic: Lightning Bolt

Description:
Shoots out a lightning bolt in a line that cuts through enemies. The
lightning bolt is maintained for roughly 3 seconds and can be angled
upwards or downwards during the attack. If lightning strikes an
opponent, if there is another opponent near the target, that opponent
will be struck by lightning as well, regardless of whether he/she is
being hit by the lightning bolt or not.
Pros:

  • Huge range. The range is not limitless, but there are no PvP maps
    that are long enough to make this matter, so it’s basically unlimited
    range.
  • Moderate damage, and pins enemies down for a good amount of time.
    Stun allows Arme to grab or otherwise attack anybody that happens to be
    near her by the end of the attack.
  • The lightning bolt’s ability to conduit electricity between
    opponent’s teammates basically turns this into an AoE nuke if you hit
    someone. In some cases, it will also allow Arme to hit enemies behind
    her as long as she’s hitting someone near her in front of her to conduct
    the electricity.
  • Lasting a bit more than 3 seconds means this skill is easy to use
    for invincibility.

Cons:

  • If you miss, Arme can be vulnerable by attack from behind right
    after using the skill.
  • Can be countered by charging MP and forcing a Counter Hit. Of
    course, this just means you’ve wasted your opponent’s MP, so it’s not a
    total loss.

Applications:
This skill is amazing when used with teammates. Stun your opponents
with Lightning Bolt and watch your team hit them with their hardest
combos and attacks. Your teammates have 3 seconds to do this, so there’s
plenty of time for them to reach your targets. This is also a good
skill to use when you believe your enemy is going to try to go
skill-vs-skill with you, as this one lasts longer than virtually any
other skill. But I’d mainly recommend it for holding people down for
your teammates to combo them, as the damage isn’t exactly great for a
level 2 skill.

Meteor


Description:
Arme summons a shower of meteors
which will rain across the entire map. However, the meteors don’t hit
anything below Arme. In addition, the explosions the meteors cause when
they impact with the ground do extra damage, so it’s ideal to get your
opponents caught in the explosions. Not that you have any control over
that, as where they hit can be quite random.
Pros:

  • -Massive damage, and can hit the entire map if Arme uses it from a
    good position.

Cons:

  • Is foreshadowed quite obviously, first by the background becoming
    darker and then by Arme screaming “Meteor!”, and thus can be avoided
    easily by simply using a skill or forcing a Counter Hit.

Applications:
While Meteor is telegraphed and can
be dodged easily, there are certain ways to make it more surprising to
the opponent.
First, since the meteors appear high up in the sky, the higher the
opponent is on the map, the less time the opponent has to react. For
example, if you know your opponent is on the top right most part of
Airship or high on the mast, by the time Arme has shouted “Meteor!” the
opponent will already have been hit by the first wave of meteors coming
down. Giving the opponent less time to react, especially in a team game,
can potentially be deadly.
Secondly, the other way is if you know your opponent has no MP. This
is the most obvious when your opponent has just finished using a 3 bar
skill. Feel free to shoot off a Meteor when you hear that Ronan
screaming out Kanavan Strike across the map.

Level 1 White Magic: Magic Shield (Saver)


Not that I needed that picture, since you’ve been seeing it the whole
time, but whatever.
Description:
This shield blocks 50 damage from
anything and everything. While this shield is up, any hit Arme takes
will not stun her. Arme is not invincible while casting this, and if she
is hit during the casting animation, she will not cast the shield and
the MP will have been used up.
Pros:

  • Useful for getting through Lire’s arrows without being stunned.
  • Can be used as a survival ability if HP is low by continuously
    restoring the shield every time it is broken.
  • Arme starts with this shield on her first life, when the game
    starts.

Cons:

  • No invincibility during casting, so can be interrupted.
  • Relatively low shield life, most attacks in PvP will destroy it in
    one blow.

Applications:
Use this shield if you feel that it will make a difference and save
your life. By recasting this periodically, you can greatly extend your
survivability, but of course this comes at the cost of not being able to
use your MP to actively attack your opponent or cast support spells. I
believe that this shield’s greatest strength lies against Xbows, as
their bolts do small damage and you can use teleport to avoid the shield
getting battered by too many bolts at once, whereas if you didn’t have
the shield, you’d simply get stunned by the first bolt and then get hit
by the rest. It has its uses against every other class as well, but that
seems like the best use of it to me.

White Magic Level 2: Reverse Gravity (Landscaper)


Description:
Arme surrounds herself in a huge green aura (Why does she like green
so much?). Anyone caught within this spell will be tossed up and then
slammed back onto the ground. This move apparently has unlimited
vertical range, as you can hit people as far as two screens below and
above you with this. Considering how wide this move hits as well, it’s
quite easy to hit with.
Pros:

  • Seemingly unlimited vertical range. I have not seen any PvP map
    where this spell could not reach someone above or below. Fair lateral
    range as well.
  • Activates nearly instantly, and does moderate damage. While enemies
    are falling down and prone, they can still be hit or grabbed.
  • Despite activating nearly instantly, has long invincibility frames.

Cons:

  • None that I can really think of.

Applications:
This move is extremely accurate. Because of its speed of activation
in addition to its humongous range, you can catch opponents by surprise
with this spell easily. Shoot off a Stone Curse with good timing as your
targets come down, and you can put a good amount of damage on them.
This works on groups as well, and tossing your enemies into the air and
then petrifying them buys a truckload of time for your teammates to heal
or prepare for their next attack.
If you want to be mean, you can actually combo 6 of these together if
you have 3 Armes on your team with some simple teamwork and timing. Not
that that’s very practical.

Level 3 White Magic: Cure

Description:
Arme spins around and shoots out 4
waves of hearts. The closer Arme is to her teammates, the greater the
damage she heals. This move is not affected by Arme’s stats, unlike
Alchemist’s Cure, so I’m assuming that it heals by a percentage amount.
Pros:

  • You make pretty hearts and your teammates love you.

Cons:

  • The heal can be relatively weak, and it’s not easy to get the
    maximum effect out of it in the middle of a heated battle, where
    positioning won’t always be ideal.

Applications:
This move can restore health to someone even if they are in Fatal,
but using a full bar of MP for the amount of healing you get may not be
the best use of your MP. Regardless, there are some times where healing
may be a better option than attacking, in which case this spell comes
into play. It’s best used as close to your teammate as you can possibly
get.
CASH SKILLS

Level 1 Black Cash Magic: Dark Cloud (Death Cloud)


Description:
Arme shoots out some little black balls that look like strange flies.
This spell travels a little slower than a firebolt in a straight line,
although it moves up and down slightly in a wave-like pattern (Not
enough for it to matter though from what I can see). Once an opponent is
hit by it, it does a small amount of damage and curses the opponent,
causing the opponent to take slight damage each time he/she presses the Z
button. The curse lasts for roughly 15 seconds, and is denoted by the
target turning a darker color until the curse is lifted. The range
appears to be roughly long enough to reach from the leftmost pillar on
Forgotten City to a little past the rightmost pillar.
It also appears that each ball does its own individual damage. As
such, if this spell grazes the top or bottom of an opponent, some of the
balls may continue to exist and move onward to potentially strike more
opponents. An interesting trait.
Pros:

  • Punishes enemies for mashing the attack button or using many
    attacks.
  • Can be used to initiate a combo.
  • Each ball is considered as its own nuke, so it is possible to hit
    enemies at varying distances, although unlikely.

Cons:

  • Slow moving, easy to see.
  • Low damage if the enemy does not attack much during curse.
  • Moderate lag after casting.

Applications:
I imagine that this attack might actually be quite useful against
Lires, as they seem to have an inherent need to constantly hit the Z
button to keep people away from them (Especially Xbow). I don’t see this
being overly useful against any other classes, however. In most cases, a
Stone Curse will probably end up doing more damage, although I can’t
guarantee as I have not used this skill yet. I will try it out and post
my analysis in the future. Because of how slow the projectile is, it is
difficult to use this in the middle of a combo unless your target is
directly in your face, so this is best used alone, as a combo starter,
or as a combo ender.

Level 2 Black Cash Magic: Home of Darkness (Call of Darkness)


Description:
Arme sends out a skull that travels
at the speed of a firebolt in the same wavy line pattern as Dark Cloud,
although the wave movement is more accentuated. If the skull hits a
target, the target takes a small amount of damage and temporarily has
their left and right keys switched, which is denoted by little birds
dancing around their head. This switch lasts for 15 seconds. If enough
enemies are close together, this attack has a small amount of AoE, so it
is possible to hit multiple opponents. Seemingly unlimited range — it
can hit an enemy across Forgotten City.
Pros:

  • Travels moderately fast and is fairly large, so it is not too
    difficult to hit with.
  • Switches opponents left and right keys, which can confused
    opponents. Works well in Gorge, watch your opponents run off the ledge!
  • Small AoE.
  • Seemingly unlimited range.
  • Small lag after casting.

Cons

  • Supremely low damage for a 2 bar skill.

Applications:
The effectiveness of this spell is quite variable, as it depends on
how used to the reverse controls that your target is. Still, as it is an
uncommonly used cash skill, it does tend to be quite effective
sometimes. Not very effective on enemy Armes, as they still have their
teleport, so even if they make a mistake it may be difficult to punish
them. This spell, like Dark Cloud, does not combo effectively unless
used in close quarters, so it is best used alone, as a combo starter, or
as a combo ender.

Level 3 Black Cash Magic: Fire Storm
Description:
Arme causes 3 pillars of flame to
shoot out around her, causing massive damage. After the pillars of flame
recede, rocks shoot out and rain upon opponents, causing further
damage.
Pros:

  • Massive damage, usually enough to instantly kill players with stats
    far above yours.
  • The rocks at the end provide excellent cover. Many times, players
    will attempt to hit you with a skill after you use this, and I’ve seen
    the rocks cause Counter Hits many times.
  • Huge AoE, as shown on screenshot.

Cons:

  • Only does full damage when enemies are roughly on the same lateral
    plane as Arme.
  • Slight lag after casting, but the rock shower provides cover.

Applications:
This is best used as a surprise move to kill your opponents. Keep in
mind that after you use it once, they will be wary for it, and may
attempt to bait you to use it. In addition, as listed in the cons,
unless the opponent is roughly on the same lateral plane as Arme, the
spell will not do full damage and may not kill. So do your best to get
your opponent in that position. It is best if you wait for a teammate to
lock your opponent in a combo or skill of some sort so you can be sure
of the kill.

Level 1 White Cash Magic: Shining Arrow

Description:
Arme shoots out a fairly large magic arrow which travels in a straight
line and does a moderate amount of damage.
Pros:

  • Large projectile size and moves quite quickly.
  • High combo factor. Best used as a combo starter or filler.
  • Most reliable damage for Arme’s 1 bar attacks.
  • Virtually no lag after casting.

Cons:

  • Damage can possibly be the lowest of all of Arme’s 1 bar moves,
    depending on the circumstances.

Applications:
This move is excellent for starting off a combo. In fact, there’s not
really any other use for it — if you were just going to throw it out
randomly, firebolt does just a little less damage, and it’s free. As
with Stone Curse, this is an easy to hit with attack, so it is best used
with damage buffs such as Holy Blessing or Athena’s Sword.

Level 2 White Cash Magic: Athena’s Sword
Description:
This buff roughly increases your entire team’s damage by 50%. The buff
lasts a whopping 30 seconds. Just cast it anywhere and at anytime and
your teammates will receive the buff, regardless of your position.
Pros:

  • 50% extra damage for your entire team for the next 30 seconds.

Cons:

  • None, really. Unless you don’t attack much during these 30 seconds,
    in which the buff is wasted.

Applications:
As noted earlier, this buff is best
used in combination with attacks that are easy to hit with, as you want
to guarantee as many hits as you can for the duration of this. For
example, if your Landscaper + Stone Curse combo did roughly 60% of your
opponent’s hp in damage to him, you’d be left with no MP to finish him
off. With this buff on, you will now do 90% of his HP in damage, and
because you still have the buff on, shaving the last 10% off with a
firebolt or a grab should be easy.
In other words, this buff makes your easier combos better for
killing, lowering the need for you to use over-the-top spells like Fire
Storm, which isn’t nearly as easy to hit with. This applies to your
teammates as well, of course, and if they’re smart, they’ll apply this
same tactic to their fighting style.

Level 3 White Cash Magic: Boost Heal
Description:
Arme gives her entire team,
including herself, HP regeneration for the next 30 seconds. Just like
Athena’s Sword, this can be cast anywhere to full effect.
Pros:

  • This spell makes Arme the only character in the game with a powerful
    self-heal. (Alchemist’s Health Restore item is good too, but it’s
    luck-based)
  • This spell can virtually heal your entire team to full health from
    near none over the entire duration. Of course, this is only if they
    don’t take additional damage during the 30 seconds.
  • Your team will love you each time you cast this.

Cons:

  • While it heals a lot, it doesn’t heal in a burst, so this can’t be
    used to quickly heal someone in an emergency like Cure can.
  • Cannot heal people if they are in Fatal. In this case, Cure can get
    them out of Fatal.

Applications:
Combined with Saver and some survival tactics, Arme can get herself
back to full health if she’s badly injured. In the meantime, this will
also heal your teammates, allowing them to take more hits to protect you
as you heal. This is obviously more powerful when used with Elesis or
Ronan on your team, as they have more defensive capabilities in general
than the rest of the character cast. This is a much more effective heal
than Cure is, but Cure has its uses as a burst heal, so use good
judgement to decide which of the heals is best for the current
situation.
Best of luck Mage users!

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Re: Arme tricks and hints

Post by 1j9e8p7 on Sat Nov 14, 2009 10:10 pm

NEXT: ARME (Mage tips and tricks)


Last edited by ‡jep‡ on Sat Nov 14, 2009 10:51 pm; edited 2 times in total

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Re: Arme tricks and hints

Post by 1j9e8p7 on Sat Nov 14, 2009 10:35 pm

Tip#1 Making your Arme look "Cute" does not always help you win in
pvp <3
Tip#2 USE Anti Gravity! i see Rarely Any Armes use
this and its such a Helpful thing in pvp i mean everyone just uses
Lighting!
Trick#1Earth Curse-now this is a Rare Movement buts its
happen now get a Enemy Dear you use earth Wave then quickly use Stone
Curse this Catches them off Guard fairly Quickly
Trick#2 the
Bubble Grab-ok this one is JUST like alchy Cure Grab all you do is if
someone is Near you Bubble now there is a Delay between this Bubble
Quickly Dash and Grab
Trick#3 Lightning Curse-now this is one of the
Most Deadly Combos if you use Lightning Bolt for a decent amount of when
they the bolt is just about to finish hit them with a Stone Curse its a
nice Killer but doesn't always work
Trick#4 Pre Earth Wave-No
Earth wave is incredibly Op lol lets Face it Damage and Stun? so..what i
do in each match is usually just start Earth Circle if Anyone comes near
you Press up and you got Earth Wave that usually hits if you time it
right
Trick#5 Gravity Curse! this may take a lot of practice to achieve this trick. I suggest that you should have 3 MP bars charged to make this trick successful. Use land scamper then BEFORE the player hits the ground ~ cast stone curse! Timing is the keyword here.

You can add more if you have some tricks for mages. Feel free!


Animo KUDOS!

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Re: Arme tricks and hints

Post by 1j9e8p7 on Sat Nov 14, 2009 10:45 pm

ALCHEMIST GUIDE


Things to know about the
Bomb

You have two default attacks: Bombs and your Dash Attack
(Swing-Your-Pot). Most would just go use Dash Attack when using
Alchemist but you should practice using your bombs. Why? You gain more
MP as each bomb has a blast (like Meteor). If it hits, you get 4 equal
hits. If a bunch of mobs get hit at the same time = More MP.
The Bomb:

  • Has an AoE blast.
  • Sends everything in the air.
  • Has a Flinch Effect.
  • A Bomb dropped on the floor
    lasts for 4 seconds.
  • A Bomb dropped while Jumping lasts
    for 3 seconds.
Also, it’s good for setting up Aerials. With the Flutter, you can set
up bombs everywhere like a madman. Control it well, and you can just
make things go boom the way you want to. If timed right, you can make a
bomb do aerial damage.

Flinch? When a mob gets hit by a bomb, they flinch (stunned) for a
short duration of time. This can be helpful in stopping mobs in their
tracks long enough for you to dash attack or bomb them. If you throw a
bomb at an enemy in mid-fall, they will rise up a bit long enough for
you to dash in an Aerial Dash attack.


TIPS and TRICKS in PVP for ALCHEMIST!


1.CureGrab-This Grab allows a Easy quick Grab as soon as you Approach
a Player use Cure now there will be some Delay in this time so dash and
go for the Grab

2.PoisonDeath-This Move is pretty Much
impossible to get out of but kinda tricky to pull off,first Use
PoisonCloud Easy enough now its getting the person into the PoisonCloud
thats Difficult once your enemy is in the Poison cloud use 1 or 2 things
Cure while your Curse is going they cant move and there still taking
damage or just throw bombs at them they will stand in place and take
damage

3.TrapOfDeath-Now this only Works on Gorge,now what you
do is at the tip of the platform you are on put a Booby Trap(lawlz..)if a
Enemy walks on this Trap the mine explodes making them Fall ive actauly
done this 5 times for a easy win.

4.StunGrab-this is Simple
Throw a Bomb at the Enemy which stuns him/her for a peroid of time now!
dash in and Grab simple.



If anyone have tips or tricks for Alchy please feel free to post it, ^^,

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Re: Arme tricks and hints

Post by 1j9e8p7 on Sat Nov 14, 2009 11:11 pm

WARLOCK GUIDE

Ok so lets get this started FIRST!

Pros and Cons of Warlock

Pros-#1-AJob who can otto
#2-She has a lot of Stun Moves,Lob,Tornado,etc
#3-Reflect,enough said

Cons-#1 hard to control
#2 only has 3 Specials instead of the usual 6
#3 this job has no Mp Regen

The key to mastering the warlock is knowing which spirits to "summon"
at the appropriate time.and adapting to the warlock's melee
capabilities.

CHANGES===========================================

MELEE - as you all have noticed the warlock has VERY astounding melee
capabilities the likes of which can match ( and if used properly ) out
best even elesis.combining melee with spells is the most effective
combination arme has as a warlock.
As you all have noticed
the warlock has VERY astounding melee capabilities the likes of which can
match ( and if used properly ) out best even elesis. Combining melee
with spells is the most effective combination arme has as a warlock.

NO MP Charge - this indeed has become the wierdest draw back of typical
mage players.since the warlock has traded projectile based attacks for
melee attacks.the MP charge has been disabled,however the warlock
charges MP faster than any other class so MP charge isn't necessarily
needed here.


3 SPELLS - while most of the melee
fighters have already adapted to this we mages like to have spells at our disposal. If mages come to think logically the warlock has actually been granted with "spell" that have no MP cost.( salamander for example ) I'm going to give a description of Arme's new spells.
WARLOCK MP SKILLS

Sylph ( tornado ): this move is completely bogus for melee fighters.at the beginning of a
PVP battle this can instantly kill an opponent before they get a chance
to move.as sylph wont cause damage however it will push your foes to their helpless doom.sylph causes a screen delay so you can use it when
your cornered to run the heck away when your in a tight spot,and since
sylph pushes your foe away from you it makes for the perfect escape.this
can also give opportunities to grapple helplessly pushed opponents or (
in my case ) torch them with salamander ( because salamander will stun
your foes in an inescapable combo from afar ill get into combos later )


Efreet ( fire ring ): fire ring is just AMAZING.it tripples your defense
turning arme from a helpless school girl into a brutal military
tank.this actually allows arme to survive blows from things that would
otherwise finish her in one hit ( *cough* stormblade * cough* ).however
people seem to misuse fire ring as players will use it when thier hp is
low ( your going to die anyways )fire ring is at its best used when you
are surrounded by lots of melee fighters.at any given chance fire ring
should be abused when you KNOW there is no chance of escape from those
cruel spears. ( lol 1 damage ) ive noticed fire ring will also freeze
any players around you. ( easy grab ) creaating attack opportunity or
yet again another escape route.


Undine ( blizzard ):yeah youknow its coming.the dreaded misused blizzard.this will freeze opponentsin thier tracks perfect for those chasing you down.blizzard has a very
small range and will rarely hit anything that is above it.blizzard has a
few new things about it.blizzards actually works kind of like cloud
kill.it will freeze any opponent stepping through its raging winds.the
coolest feature to blizzard is that it will cover an entire zone for
about 5 seconds.also blizzard freezes everything under the caster.so
when using it your best to use it above your opponents rather than using
it when your surrounded.
]


Controls===================================================

>( forward key,the direction Arme is facing )
< ( press the back key,the opposite direction the Arme is facing )
Z ( attack key )
U ( up key )
D ( down key )

>> ( dash ) as always arme's "teleportation" allows you to freely
pass through other characters.this has been helpful since day one.same
stuff here just new uses.arme's dash attack has also chaged as she now
wails on people with her lamp.



Z ( summon spirit ) this is more like a preparation skill its used to "summon" Salamander,Sylphmirror,and ice shot ( undine ) as a side note while you are in this mode you are
movement impaired and you cannot jump.this will put surrounded warlocks
at a state of emergency


Z,Z ( greater spirit ) as summon spirit
only used for the second spirit set up, torch ( salamander ),ice bolt (
undine )personally torch has got to be the cheapest move the warlock has


dash,z ( lamp attack ) arme
charges at the foe then hits them with her lamp,no real use here best
take it up a notch


dash,z,z
( uprise )
this will airrend ( knock the foe into the air ) an opponent
this leaves PERFECT opportunities for many attacks wich i will explain
in the combos section.this is the most standard combo setter for
warlocks.



dash,z,z,u,u( rising flame )
this is a very effective and standard combo used by typical warlocks (
personally its much to slow in a 4 man free-for-all,and i wouldn't
suggest using it if you are surrounded )just use it when your opponent
is near a cliff as rising flame knocks your foes from the air.this also
causes you a temporary delay wich will leave you wide open for a
beat-down
while jumping/ d + Z (
meteor smash )
this is a super smash bros term that describes a
character being spiked into the ground like a volley ball and works the
exact same way in that game as it does in grand chase.this will
instantly smash an opponent into the abbyss if you catch them jumping
off a cliff in gorge.the thing about meteor smash is it doesnt allow
players a chance to jump to same themselves.unlike the commonly used
areal attack ( jump + Z )while yes it does hurt meteor smashing will
knock your opponents down and pretty far away


[ during summon spirit ]
> >~z( ice shot )
at first glance this move appears usless.i know
what your thinking "if some one is above me there is no way ill be able
to use this in time to hit them" and your exactly right however,ice shot
has a more effective use,ice shot travels the far reaches of the map to
snipe players from afar.the strange thing about this is,it seems to
encircle an area,spamming this will put lire campers at a grave
disadvantage forcing them to draw near ( only to have arrows reflected
,ill save it for the combo section )

[ during summon spirit ] <<~z( sylph mirror ) what a glorious addition to warlocks,no longer do
we fear lires and ARs and the noob spam of fire bolts.yes sylph allows
you to reflect projectiles as the rumor are true.ther are a few things
players should know before they start taunting lires.the mirror will
only reflect things that hit the oval.yes that means if your hit from
above ( cross bows and ARs ) your still as equaly screwed.also the
mirror cannot deflect direct crossbow atatcks so cross bows are still a
big problem.there ae a few things your should know about the sylph
mirror.its kinda slow to deploy aldo it can not deflect: ice bolt,sonic
wave,hyper shot,or an alchemists bombs ( to my knowledge )the good side
is that sylph mirror is deployed for 1 second and reflects from iether
side.this is best used when you are running from an attack such as fire
bolt,deploy the mirror then move to a more fitting area.


[ during greater spirit ] > >~z( ice bolt )unlike fire
bolt ,ice bolt is fired in front of the user rather than behind.in my
opinion the worst part of this is it moves you into the direction your
facing,making it terrible for camping as you'll have to run back to your
original spot.the good thing about this is that it will stun your
opponent ( do i hear a grab ? )nothing real secret here.


[ during greater spirit ] u ,u~z( torch )
words cant express the usefulness of torch.good ol salamander makes me
smile once again.torch is the most *** move you can use on your
opponent,it causes a nasty load of damage,while disabling them from
movement.i your opponent is in a corner,they can consider themselves
finished.however.torch works like a projectile otto shot.it hits you a
hell of a lot,it stuns you,but it wont kill you.torch is useful against
jumping opponents but wont stop them from the air as much.only causing
temporal paralysis,it works best on foes camping or standing still.in
almost every combo torch can be applied.torch is the greatest move a
warlock has in my opinion ABUSE IT!!!

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Re: Arme tricks and hints

Post by Jon27Jon on Tue Nov 17, 2009 3:51 pm

haba ahh ..

hehehe ..

prang copy & paste ..

ahehehe ..

peace!

^^.

~•~•~•~•~•~•~•~•~•~•~

"Divided we stand, together we fall."
Consequence? or VioLators?

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Re: Arme tricks and hints

Post by 1j9e8p7 on Sat Nov 28, 2009 7:15 am

sana na appreciate mo effort ko kahit copy-paste lng yan... =(

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Re: Arme tricks and hints

Post by Lyan009 on Sat Nov 28, 2009 6:04 pm

nc jep^^

atlis we can used that tnx 4 the info and effort about arme^^

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Re: Arme tricks and hints

Post by Jon27Jon on Sat Nov 28, 2009 6:38 pm

awts ..

sorry po ..

nah appreciate q naman ..

comment q Lang un kc mxadong mahaba ..

ahehehe ..

i dont have any meaning ..

^^.

(peace .. )

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Re: Arme tricks and hints

Post by 1j9e8p7 on Fri Dec 04, 2009 6:45 pm

Mabuti p c ate lyan na appreciate ung effort ko...

sorry sa iba ah...

mabuti nang meron akong ma-share kesa sa wala. kahit papaano may macontribute man lang ako dito sa forums...

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Re: Arme tricks and hints

Post by pauchi011 on Thu Feb 04, 2010 9:18 am

na appreciate q sya ofcourse

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Re: Arme tricks and hints

Post by Buen10 on Wed Feb 17, 2010 9:26 am

haha

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Re: Arme tricks and hints

Post by 1j9e8p7 on Fri Mar 26, 2010 3:12 am

salamat pauchi011!

kung hindi dahil dito sa mga pinost ko at sa mga post ng iba, hindi ako magiging arme captain. ^^,

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Re: Arme tricks and hints

Post by ringleader on Mon Apr 05, 2010 1:50 am

ahahhahha.. +1 fer the effort jep..

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When I'm Gone I'll Come Back.. Come Back.. I'll Come Back as a Blonde.. Razz

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Re: Arme tricks and hints

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