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#1 Vegas

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Posted 02 July 2013 - 12:25 PM

So I've started this topic to suggest some champ builds for upcoming skill update. :p_smile:

 

Here I will make a list of essential skills and stats for champ class.

 

Skills

 

-So which skills are most important for your champ class? Take a look at the vertical list below.

 

-Important skills

 

Defense Training - Greatly increases your defense (Anyway you will be using armor so you need this skills)

Two Hand Training ATK - Champion is a damage dealer class so you will need this to deal more damage

Battle Mastery - Increases your damage so you need this one too

Berserk - Doubles your damage  (You can't call yourself a champ if you don't have this skill)

Physical Training - Increases your health by 5 points per 1 str (You're a champ you need str and so you need this skill)

 

-Recommended skills (Optional)

 

Strength training - Increases your strength so you can wrestle moldies now

Rally Shout - Gives you a sixpack to make you a tough guy

 

 

Stats

 

Basicly you will focus on STR stat as you will be using Berserk, Physical Training, Battle Mastery, Two Hand Training ATK skills.

- Of course you will focus on STR, you're a champ you need STR to lift those heavy weapons.

The more STR you have the stronger you are! Each STR point increases your HP by 5 points with Physical Training skill.

STR increases your AP (Attack Power) and skill Berserk doubles it, so the more AP you have the higher damage will be with Berserk.

The rest of mentioned skill increases your AP so you need to get as much as possible AP to deal max damage.

 

The second stat you will need is CON, well it increases your accuracy and if you will be a blind champ no one will need you because you won't be able to hit anything.

 

Spend the rest of your stat points on SEN or DEX (Or just go for STR to be Chuck Norris)

 

 

 

2H-Axe Champ Skills (Use the same skills from Important Skills list above and add some skills from the list below)

 

Axe Training - Increases your AP

Advanced Axe Training - Does the same thing as Axe Training (Increases your AP)

Weighted Axe Head - Increases your critical hit damage

Axe Mastery Critical Damage - It's pretty much obvious what it does (Increases your critical hit damage)

 

DO NOT LEARN Sharpened Axe, Axe Mastery Critical Chance and Axe Mastery Attack Power. Those skills gives a ridiculously tiny boost to critical chance and attack power. Sharpened Axe and Axe Mastery Critical Chance both increases your critical by 5% and the 5% is like +10 to critical stat which doesn't help you at all. Axe Mastery Attack Power increases Enhance Damage by 10% and that is way too low when you consider how much skill points it will cost you to get it.

 

Spend the rest of your skill points wherever you want.

 

P.S I don't have 2H-Sword and 2H-Spear Champion builds, feel free to post your skill builds here.


Edited by Vegas, 03 July 2013 - 10:05 AM.

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#2 Leonis

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Posted 03 July 2013 - 09:02 AM

How critical chance will apply is going to be changed. Those values were set in anticipation of that update, but it didn't make it in time. We're still working on it though and expect it to be soon.

 

How the new critical system would work, is that 5% would be a true 5% chance to critical hits. It would not modify your critical value by 5%, so the two skills combined would mean 10% critical chance. Another way of looking at this would be, 1 in 10 attacks should be a critical one.

 

As for how you've listed all these skills, they can all still be adjusted to help them become more desirable. So if 10% Enhanced Damage is felt to be too low, the skill may be updated to be something else or increase the values. But this is a great point of feedback and I hope others participate in providing how they build their classes and why they may or may not go for some skills in a build. :)


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#3 Vegas

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Posted 03 July 2013 - 09:35 AM

How critical chance will apply is going to be changed. Those values were set in anticipation of that update, but it didn't make it in time. We're still working on it though and expect it to be soon.

 

How the new critical system would work, is that 5% would be a true 5% chance to critical hits. It would not modify your critical value by 5%, so the two skills combined would mean 10% critical chance. Another way of looking at this would be, 1 in 10 attacks should be a critical one.

 

As for how you've listed all these skills, they can all still be adjusted to help them become more desirable. So if 10% Enhanced Damage is felt to be too low, the skill may be updated to be something else or increase the values. But this is a great point of feedback and I hope others participate in providing how they build their classes and why they may or may not go for some skills in a build. :)

 

Whatever you say, know that 1 in 10 attacks as critical one is too low, and the 10% critical chance doesn't make it actually 1 in 10 attack critical. You need to invest a lot of stat points into SEN if you want the 10% critical chance to make influence. And the 10% Enhance damage is way too low as you need to learn pre-skill such as those 2 critical chance skills which ones are total waste of skill points.


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#4 Vegas

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Posted 03 July 2013 - 09:59 AM

Also it's pointless to max out these skills: Power Oveflow, Durability Assist, Staminal Assist. They just give the same 10% and tiny +50 points boost (It's not 50 points for all skills, this is just an example). Those bonus points are way too low so it's worthless to max out those skills, just keep them at level 1 instead 5.


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#5 Leonis

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Posted 03 July 2013 - 03:02 PM

Whatever you say, know that 1 in 10 attacks as critical one is too low, and the 10% critical chance doesn't make it actually 1 in 10 attack critical. You need to invest a lot of stat points into SEN if you want the 10% critical chance to make influence. And the 10% Enhance damage is way too low as you need to learn pre-skill such as those 2 critical chance skills which ones are total waste of skill points.

I'm well aware that it isn't a true 1 in 10, it was an associated example and 10% may not sound like a lot, but when you combine it with stats, gear and buffs, it can be a nice addition. It isn't intended to be solely the source of your critical chance. A lot of effort was put in to spreading out where you gain strength from, so that no one source was too highly weighted in desire, that any two of another could overpower one.

 

Also it's pointless to max out these skills: Power Oveflow, Durability Assist, Staminal Assist. They just give the same 10% and tiny +50 points boost (It's not 50 points for all skills, this is just an example). Those bonus points are way too low so it's worthless to max out those skills, just keep them at level 1 instead 5.

 

Saying they're pointless is a bit of an exaggeration, but if you have ideas on how to improve on them I would like to hear what you may have in mind. Otherwise, you did make a good point that they all give the same % and getting level 1 of the skill may only be the worthwhile investment. So I'll see what I can do to make leveling them a bit more attractive.


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#6 Vegas

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Posted 03 July 2013 - 06:16 PM

I'm well aware that it isn't a true 1 in 10, it was an associated example and 10% may not sound like a lot, but when you combine it with stats, gear and buffs, it can be a nice addition. It isn't intended to be solely the source of your critical chance. A lot of effort was put in to spreading out where you gain strength from, so that no one source was too highly weighted in desire, that any two of another could overpower one.

 

 

Saying they're pointless is a bit of an exaggeration, but if you have ideas on how to improve on them I would like to hear what you may have in mind. Otherwise, you did make a good point that they all give the same % and getting level 1 of the skill may only be the worthwhile investment. So I'll see what I can do to make leveling them a bit more attractive.

 

Look let me explain you that critical chance skill. If you get both critical chance skills you have 10% critical chance bonus then.

 

So if you have 1000 Critical...

 

This will happen...

 

1000+10%=1100 critical

 

You get 100 critical bonus from those 2 critical chance skills.

 

Well 100 critical bonus maybe isn't so bad, but it isn't noticeable when you have 1000 critical.

But you don't get 100 critical points bonus just by learning those 2 skills, you firstly need to invest a lot of stat points into critical.

And do you realise how hard it is to get 1000 critical?

I just wanna say that 10% critical boost costs you 20 skills points (which seems a lot to me) and 10% critical is too low for that price. Both skills should increase 10% instead of 5% critical chance. Then you can have total 20% critical chance. 20% critical chance is a little bit better and more noticeable than those lousy 10%.

 

 

 

Ok now about those buffs which I told you that are useless to max out.

 

I think each buff % should increase with each level too. So that would make them more usefull with higher % bonus.

 

 

BTW skill Repose is useless too. It increases HP recovery rate. Well I maxed it out and tryed waiting for my health to regenerate. It was taking ages to get my health back.

Learning Repose skill is same as learning no skill just wasting skill points. In other words Repose is a total crap and you will never notice any changes in health recovery with it.


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#7 Leonis

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Posted 03 July 2013 - 06:56 PM

Vegas, I think you missed the part where I said how critical chance is going to be changed. 10% is going to be a true 10% chance to crit. Not a modification of the number you see in the crit listing. The design is being implemented.

 

Critical is intended to be changed to the following:

Critical Values will be a rating now, where it will be put up against a scale as you level. As you level, if you do not keep up on your critical stat, you will slowly lose crit chance.

The critical display will display your expected critical rate against a target with no defenses to critical.
Critical is also going to be capped at 50%, for the initial release of the feature change.

Anything that states it gives a % of critical, will be a true % increase towards your chance to crit, not an adjustment to your rating.

Critical values from equipment or static values from buffs, will be counted towards your rating, which is added on after any % critical bonuses you may have.

 

So if you have a passive that states 10% Critical, your crit rate will be 10%, your rating, may be '100 critical', which depending on your level will translate in to an additional % rate of critical and then added.

It will essentially roll between 1-100% and if it rolls under how much you have, your hit will be a crit, assuming you successfully landed the attack.

 

The benefit of this design is that we have a bit better control over the critical rates and generation from players, not to mention the passive and percentage based bonuses become much more powerful. You may underestimate the impact critical strikes now have, now that they do an added 50% damage, instead of previously ignoring a small portion of defense from the target.

 

You might have wanted to look at some of the skill changes done today. There is a reason why %s don't generally increase on debuffs, because there is already the static values that increase and can grow with you, while the % rates already modify things on a set scale.

Repose is not a useless skill, but thank you for your opinion. At higher levels, it probably isn't going to be the time saver you want, but at lower levels and in longer term situations it is pretty useful.

In the future, please restrain from going across the line of calling things 'total crap' because it really reduces your credibility when reviewing your feedback. There's no need to make such comments to get your point across. You could have just as easily stated that you found it to be less useful or not of any benefit once you hit a certain level range.


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#8 Vegas

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Posted 03 July 2013 - 07:35 PM

Vegas, I think you missed the part where I said how critical chance is going to be changed. 10% is going to be a true 10% chance to crit. Not a modification of the number you see in the crit listing. The design is being implemented.

 

Critical is intended to be changed to the following:

Critical Values will be a rating now, where it will be put up against a scale as you level. As you level, if you do not keep up on your critical stat, you will slowly lose crit chance.

The critical display will display your expected critical rate against a target with no defenses to critical.
Critical is also going to be capped at 50%, for the initial release of the feature change.

Anything that states it gives a % of critical, will be a true % increase towards your chance to crit, not an adjustment to your rating.

Critical values from equipment or static values from buffs, will be counted towards your rating, which is added on after any % critical bonuses you may have.

 

So if you have a passive that states 10% Critical, your crit rate will be 10%, your rating, may be '100 critical', which depending on your level will translate in to an additional % rate of critical and then added.

It will essentially roll between 1-100% and if it rolls under how much you have, your hit will be a crit, assuming you successfully landed the attack.

 

The benefit of this design is that we have a bit better control over the critical rates and generation from players, not to mention the passive and percentage based bonuses become much more powerful. You may underestimate the impact critical strikes now have, now that they do an added 50% damage, instead of previously ignoring a small portion of defense from the target.

 

You might have wanted to look at some of the skill changes done today. There is a reason why %s don't generally increase on debuffs, because there is already the static values that increase and can grow with you, while the % rates already modify things on a set scale.

Repose is not a useless skill, but thank you for your opinion. At higher levels, it probably isn't going to be the time saver you want, but at lower levels and in longer term situations it is pretty useful.

In the future, please restrain from going across the line of calling things 'total crap' because it really reduces your credibility when reviewing your feedback. There's no need to make such comments to get your point across. You could have just as easily stated that you found it to be less useful or not of any benefit once you hit a certain level range.

 

So you're changing critical numbers to actual percentage? That's great. I wish to see how this will work out with critical stat gear.
 


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#9 Leonis

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Posted 03 July 2013 - 08:31 PM

So you're changing critical numbers to actual percentage? That's great. I wish to see how this will work out with critical stat gear.
 

It'll be easier to understand once we get it implemented I think, but it wasn't ready for today. :(

 

Have fun testing what we did get up though :)


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#10 DoubleRose

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Posted 08 July 2013 - 05:36 PM

how will the crit im passive work ?


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#11 Leonis

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Posted 09 July 2013 - 09:10 AM

how will the crit im passive work ?

As I mentioned, It'll be easier to understand once we get it implemented. However, if you wish I can explain the basic mechanics.
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#12 DoubleRose

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Posted 09 July 2013 - 09:43 AM

As I mentioned, It'll be easier to understand once we get it implemented. However, if you wish I can explain the basic mechanics.

 

I meant will the crit IM passive give a true 10% chance to crit?


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#13 Leonis

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Posted 09 July 2013 - 12:14 PM

It will give you the constant rating you need to have, in order to have 10% critical chance rate, but that can be affected by your target's critical stat as well, which would potentially reduce it.
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