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[PvE] Guide to Royal Guard/Noblesse

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  • Class: {{esusrinfo_class5173}}
    Level: {{esusrinfo_level5173}}
    Guild Name: {{esusrinfo_guild5173}}

    [PvE] Guide to Royal Guard/Noblesse

    DISCLAIMER: This guide is 100% my opinions and suggestions. You are free to disagree with anything I say in this guide, and I actually encourage you to. I'm by no means the sole authority on Noblesse, and I'm always open to constructive criticism.
    PvE Guide to Noblesse/Innocent
    Table of Contents:

    Part I: The Duo
    *I-A: All About Skills! - Explains how skills, the Skill Tree, and Skill Attributes work
    *I-B: Lu and Ciel's Special Features - An overview of Combination Points, Switching, and Switch Skills
    *I-C: The Duo's Combos - Breakdown of Lu and Ciel's combos as a base class
    *I-D: The Duo's Skills - Detailed info on Lu and Ciel's basic skill tree
    *I-E: Beyond The Duo - Details on how to Job Change into a Royal Guard
    Part II: Royal Guard
    *II-A: Royal Guard's Combos - Describes Royal Guard's new combo extensions and provides usage suggestions
    *II-B: Royal Guard's Skills - Detailed info on Royal Guard's skill tree
    *II-C: Beyond Royal Guard - Details how to Job Change into a Noblesse
    Part III: Noblesse
    *III-A: Noblesse's Combos - Describes Noblesse's new combo extensions
    *III-B: Noblesse's Skills - Detailed info on Noblesse's skill tree
    Part IV: Transcendent Noblesse
    *IV-A: Transcendence Explained - A quick run-down on what Transcendence is
    *IV-B: Noblesse's Transcendence Skills - Detailed info on Transcendent Noblesse's skill tree
    Part V: Innocent
    *V-A: About 3rd Job - A look at 3rd Job, and how it differs from previous jobs.
    *V-B: Innocent's Combo - The one mediocre combo that Innocent got.
    *V-C: Innocent's Skills - Detailed info on the second Hyper and new passives.
    *V-D: Force Mods - The currently available Force Mods, and if they're worth it.
    *V-E: Force Passives - Same as above, but for Passives.
    *V-F: Force Abilities - Same again, but Abilities.
    Part VI: How-To's and FAQ's
    *VI-A: How-To's - Breaks down Innocent's general role and abilities in PvE
    *VI-B: FAQ's - Frequently Asked Questions
    Part VII: Appendix
    *VII-A: Sources - Where I got stuff for this guide
    *VII-B: Helpful Resources and Info - Exactly what it says

    Part I: The Duo

    In the ancient days of the Demon World, Luciela R. Sourcream was a powerful demon lord who supported the traditional ways of the Demon race. Known as the Steel Queen, she was once part of a powerful faction of demons who sought to unify the Demon World under a single rule. That is, until she was betrayed by the faction after they accomplished their goal. Defeated and humiliated, she was imprisoned, and her powers were sealed away. After immeasurable years of confinement, she finally managed to muster enough power to break the seal and escape to the only place she could think of at the time: the realm inhabited by humans, the continent known as Elrios. However, the immense amount of power needed to jump through dimensions drained Lu's mana significantly, leaving her body in a child-like form, and her memories gone.

    Lost and alone in Elrios, Lu is rescued by an unlikely hero. Ciel, an infamous assassin known all throughout the criminal underworld, takes Lu in and protects her. Having lost his parents to bandits at a young age, he sees himself in Lu, reminded of his younger days spent struggling to survive on his own.

    When a group of demon assassins appears to eliminate Lu once and for all, Ciel tries to defend her, but he is struck down by the succubus Karis. In despair and shock, Lu's memories come flooding back, and she remembers her heritage and power. As his life fades away, Lu offers Ciel a contract, in which he must act as her servant. He accepts, and revives as a half-demon, his soul now intertwined with Lu's. The reborn Ciel fends off the assassins, and swears to repay his debt to Lu by serving her cause: hunting down the demons who have invaded Elrios, and using their powers to restore her own.
    Part I-A: All About Skills!

    Elsword is built around a "skill-based combat system," so, before we get into any of the heavy stuff, let me explain a little bit about how Skills and the Skill Tree work.

    Q: How does the skill tree function?
    A: The skill tree in Elsword is tier-based. As you level up, new tiers of skills unlock. As you reach the proper level to use each skill, it will automatically become available for use. The tree itself is split into three main sections, with each containing different types of skills.

    Q: What types of skills are there?
    A: There are currently five types of skills in Elsword: Actives, Special Actives, Buffs, Passives and Hyper Actives. The first two types make up the bulk of your skills, and are found on the left side of the Skill Tree. Actives, also referred to as Flexibility skills, are low-MP attacks mainly used to aid in chaining combos, and many of them inflict status conditions on opponents. Special Actives are powerful skills with much higher MP costs. They include wide-range attacks, more powerful buffs than Actives, and much higher damage than Actives. Special Actives come in three types: Tenacity, Strength, and Bravery. Buffs are similar to Actives in that they cost low MP and execute quickly, but they vary in that they affect your party. When you use a Buff, a large circle appears around your character, and any allies inside the circle gain the effects of the skill. Passives are constantly active skills, and are the only skills that don't need to be placed on the skill hotbar to activate. These are found in a single column to the right of the Actives and Special Actives. Lastly, Hyper Actives are an even more powerful version of Special Actives. Each class has one Hyper Active at 2nd Job, and one at 3rd Job, which are unlocked at Level 65 and 99, respectively. All Hypers share a few characteristics: they cost 300MP, they have a 180-second cooldown time, and they require one El Essence per use. Unlike other skills, Hyper Actives have their own special skill slot, so they don't take up a normal slot.

    Q: What are Skill Attributes?
    A: Underneath all Active, Special Active, and Buff skills, you'll see two arrows. Each represents one of two Attributes you can apply to that skill. There are various different Skill Attributes, but the Attributes available to each skill vary. At certain levels, all of the skill attributes for each job will unlock: 20 for base skills, 40 for 1st Class skills, 70 for 2nd Class skills, and 99 for Transcendence skills. Additionally, each time you Job Change, all of your skills from your previous job will receive a special Attribute: Final [Enhanced]. Unlike the other Attributes, Final Enhanced applies automatically, and stacks with your chosen Attribute for that skill. This is not to be confused with the normal Enhanced Attribute, as they have very different effects. Final Enhanced will always be in gold text, and have [brackets] around it, like this: [Enhanced]

    Q: Why are some of my skills locked?
    A: If you look through your Skill Tree, you'll notice that to the right of the Passives column is yet another that contains sills covered in padlocks. To use these skills, you'll need to either complete a quest branch from Camilla, or purchase the Skill Manual for that skill from the Item Mall. Each class has six locked skills, with two of them being their Hyper Actives. The quests from Camilla to unlock them become available once you unlock the tier in your skill tree with the locked skill on it. I'll warn you right now, these quests are well-known to be extremely tedious and frustrating, as they are designed to make you give up and buy the skill instead. As such, don't try to do the entire quest in a single day, take your time with it.
    Part I-B: Lu and Ciel's Special Features

    Because Lu and Ciel are two separate characters, they function a little differently than your average character in Elsword. Although they share most things like a single character would (HP, equipment, etc), there are four things they don't share: MP, combos, costumes, and accessories. Lu and Ciel each have their own MP bar, with the inactive character's MP being displayed as a smaller blue bar beneath the active character's MP. The inactive character's MP regenerates much faster than usual, at 6MP/sec. Some combos are slightly changed depending on which character is active, but for the most part, they can execute the same combos. Lastly, since fashion is the true end-game, Lu and Ciel each have their own separate costume parts and accessories. Luckily, you don't actually have to pay double to play Lu and Ciel any more. Now, you can choose to apply the stats of either Lu or Ciel to either character by pressing the small character portrait in your Character menu!

    There are numerous ways to switch between the dynamic duo. While in towns or rest areas, you can open your Character menu (U by default) and press the star beneath the character model to swap between Lu and Ciel. In fields and dungeons, you have three ways to switch. Most of their skills can only be used by one of them, so using a skill that requires the other character will switch them in. These are known as Switch Skills, and any skill that will cause you to switch will occasionally flash with a blue outline when on your hotbar. Some of their combos will also cause them to switch mid-combo, known as Switch Combos. Lastly, to the left of your skill slots, you'll see a star symbol. This is the Switch Key (default bound to V), and it will instantly switch the active character, with a 1-second cooldown. If you successfully switch using a Switch Skill, the Switch Key will also enter cooldown.

    Now, for why switching is important. To the right of your HP and MP, you'll notice a star surrounded by a segmented circle. This is the Combination Gauge, consumed by certain skills known as Combination Skills. Unlike normal skills, instead of using MP, they consume all ten Combination Points (the segments in the Combination Gauge). Once you have a full Combination Gauge, any Combination Skills currently equipped on your skill bar will flash with a blue outline like Switch Skills, but with a star in the top-left corner of the icon. To gather Combination Points, or CP for short, you must switch between characters. Do note that in order to gain CP from using skills or combos, you must hit an enemy with at least one part of the Switch Skill, or the exact part of the combo that causes the switch. Also, do be aware that the Switch Key grants no CP when used, it should instead be used to swap to the other character before using a Switch Skill so that you can gain CP.
    Part I-C: The Duo's Combos

    Combo Shorthand:
    Z - The Z key. Combos starting with Z are generally "light" combos, meaning lower damage but higher speed.
    X - The X key. Combos starting with X are generally "heavy" combos, meaning higher damage but lower speed.
    <, >, ^, v - Used to represent the left, right, up, and down arrow keys. Two in a row (>>) means the combo can only be executed while dashing, and two followed by up (>>^) indicates the combo can only be used after dashing, then jumping.
    Keys in red are combos with Super Armor. While in Super Armor, you cannot be flinched or knocked down.
    Keys in bold and dark blue are Switch Combos. Successfully hitting an enemy with these combos will fill a segment of the Combination Gauge.

    Lu's Combos

    ZZZZX - Lu does three repeated swipes with her claws, then uppercuts enemies into the air with a final slash. Ciel then appears to fire a blitz of shots, catching enemies. You can loop the first three Zs of this combo by dashing as the third strike connects, then immediately pressing Z to begin the combo again. Another option is to execute the first three Zs, then dash-jump into a Z or ZX.

    XXXX - Lu leaps forwards, clawing her way into enemies, and ends by blasting enemies away with a blue flame claw.

    XXX(Hold)Z - The exact same as the previous combo, but Lu ends it by weaving her claw's fingers together, and pounding the ground with devastating force, blasting the enemy upwards. Holding down Z will charge the final blast.

    >>Z - Lu does a swift slashing uppercut with her claw, launching enemies upwards.

    >>X - Lu jumps into the air, creating a pool of blue fire and flipping over it. As she lands, the fire bursts up and damages enemies. This is the staple cross-through combo, and it can be used as a nice way to interrupt other combos.

    ^Z - Lu extends her claw forwards, damaging enemies hit by it. Nothing too special here.

    ^X - Lu does a swift mid-air slash with her claw, lightly launching enemies and pushing them forwards.

    >>^ZX - Lu slashes forwards with her claw, then fires off a large blast of blue fire that travels slightly forwards. The fire blast requires and consumes a little bit of MP. You can stop this combo at the Z for a quick cancel tool, or just an aerial poke.

    >>^XXXXZ - Lu uses her demonic magic to create a spell circle in mid-air, and uses it as a platform to jump a second time. As she reaches the peak of her second jump, she ignites her claws with blue flames, and dives diagonally downwards, smashing into the first platform in her path, then punches forwards and uppercuts her enemies into the air. Ciel then appears to blitz enemies with a spread of bullets. This is a nice combo for mobility, especially so if you simply stop at >>^X or >>^XX.

    Ciel's Combos
    *Note: All commands involving Ciel firing his gun-blades or tossing grenades require and consume 3MP per shot/toss.

    ZZZZX - Ciel slashes forwards with the blades on his guns, then kicks the enemy upwards and fires a shot to propel them into the air. Lu then appears, smashing into the airborne enemy with a blue flame punch, catching them.

    XXXX - Ciel shoots off a series of bullets from his gun-blades, ending with a more powerful shot that blasts enemies away and knocks them down.

    XXX(Hold)Z - Same as the previous combo, but with a more powerful final bullet. Holding down Z will charge the last shot, increasing its strength.

    >>Z - Ciel does a sliding dash-kick, damaging any enemies he hits. Unlike Lu's, Ciel's >>Z doesn't launch, so it can be used for approaching and chaining.

    >>X - Ciel somersaults, passing through enemies, and fires a bullet during the flip. Just like Lu's version, this is your standard pass-through combo with all of the usual applications.

    ^Z - Ciel stabs forwards in mid-air with one of his gun-blades. Again, nothing special here.

    ^X - Ciel shoots a single bullet, propelling himself backwards. This is very similar to Aisha's ^X, but Ciel is pushed much farther back than Aisha's version.

    >>^ZX - Ciel does a quick downwards aerial slice with one of his blades, then tosses two bouncy grenades in a diagonal downwards arc.

    >>^XXXXZ - Ciel uses his demonic magic to create a spell circle in mid-air, and uses it as a platform to jump a second time. As he reaches the peak of his jump, he aims diagonally downwards with a single gun-blade, and fires repeated shots. Then, Lu appears with her claws already ignited, and she dives down along the same path the bullets took, colliding into the earth with a small blast of flames on the impact. Just like Lu's, stopping at >>^X effectively gives him a double-jump.
    Part I-D: The Duo's Skills

    In this section, I'll break down the skills available to Lu and Ciel as their base class, tier by tier, including a basic description of both the skill and the Skill Attributes available for it. Since there are no longer any choices on which skill to take over the other, instead of suggesting a choice, I'll give a brief breakdown on what the skill should be used for, or if it should be used at all.

    With that out of the way, let's get down to business!
    -----Tier 1 - Unlocks at Level 1-----

    Triple Shot - Tenacity Special Active, [Switch Skill - Ciel, +2CP], 100MP, 6sec CD: Ciel fires three volleys of piercing shots from his gun-blades, which have a long forwards range.
    Skill Attributes:
    - Heavy: Triple Shot's damage is increased by 40%, but its cooldown is increased by 50%.
    - Critical: Triple Shot's MP consumption is increased by 20%, but it now ignores 50% of enemy defense (25% in PvP) and guard stances.
    - Final [Enhanced]: Triple Shot gives one extra CP when switching to Ciel, for a total of 3CP.
    Usage: This is pretty much only useful as Baby's First Ciel Switch, and once you hit Level 25, you'll get a much better option for a 100MP Ciel Switch, one so important that your entire PvE strategy revolves around it. Basically, keep this skill with you until then for a quick Ciel swap, but ditch it later.
    Attribute Choice: Take either or neither, this skill won't be of much use to you by the time you get the Attributes anyways.

    Stomp - Tenacity Special Active, [Switch Skill - Lu, +2CP], 100MP, 6sec CD: Lu leaps forwards, then smashes into the ground with her gauntlets, creating a small pillar of blue fire.
    Skill Attributes:
    - Gigantic: Stomp's range is increased by 30%.
    - Light: Stomp's MP consumption is lowered by 20%
    - Final [Enhanced]: Stomp's range is increased by 10%, and upon impact, it creates a cursed patch of ground that lasts for 5 seconds, and slows enemies that come into contact with it
    Usage: It's like they tried to make Leap into a Special Active... interesting, but it will lose effectiveness as you level. It's your best 100MP Lu Switch for a while though, so get all nice and comfy with it.
    Attribute Choice: Hitting more stuff is always nice, and since LuCiel has little issues with MP, there's little value to lowering its cost in PvE. Gigantic is the way to go here.

    Strong Strike - Flexibility Active, 30MP, 5sec CD: Lu/Ciel delivers a flaming punch/strong, piercing shot forwards. This attack has a 15% chance to deal double damage, which will be indicated by a "Strong!" icon above their head.
    Skill Attributes:
    - Empowered: Strong Strike's damage is increased by 20%.
    - Powerful: Strong Strike gains Super Armor during execution, but has its cooldown increased by 40%.
    - Final [Enhanced]: Strong Strike's damage is increased by 20%.
    Usage: An alright skill, but the presence of an attribute on a later base Active makes it generally more useful than Strong Strike, so I'd skip this.
    Attribute Choice: Powerful really isn't that helpful in PvE, since in most endgame dungeons, Super Armor is just going to get you killed, and the added cooldown is a bad side effect. Stick with Empowered.

    Extreme Heavenly Love - Active, 0MP, 300sec CD: Lu/Ciel throws an orb filled with love that restores the HP and MP of both themselves (only the active character) and their lover, so long as they stay in range of the orb. It also grants both you and your partner a short buff that massively increases your MP regeneration rate. This skill cannot be used in Arena, but it can be used in sparring. Upon coupling, this skill will unlock and level itself, and it has no Attribute choices. It's a nice thing to have since it's one of the few ways to heal yourself in Challenge Mode of Henir's Time and Space, and the MP regen buff allows you to unleash an insane skill barrage on bosses, but it takes up a skill slot, and has an absurdly long cooldown of five minutes. I personally don't recommend using it even in Henir, since you can already regain MP fairly quickly just by switching between characters frequently to abuse the inactive character's MP regeneration.
    Extreme Heavenly Love is initially locked. To unlock the skill's first level, you must couple with another player. To unlock the skill's second level, you must marry your partner.
    -----Tier 2 - Unlocks at Level 5-----

    Flick Shot - Strength Special Active, [Switch Skill - Ciel, +4CP], 200MP, 12sec CD: Ciel fires an enchanted bullet forwards. Upon hitting an enemy, the bullet splits in two, and it furthermore has a 33% chance to split into three. If there are multiple enemies nearby, the bullets will ricochet between them, dealing damage with each bounce.
    Skill Attributes:
    - Haste: Flick Shot's cooldown time is reduced by 20%.
    - Light: Flick Shot's MP consumption is lowered by 20%.
    - Final [Enhanced]: Flick Shot now deals additional explosion damage to all enemies hit by the ricocheting bullets. If no additional enemies are detected after the first enemy is hit, Flick Shot can now bounce off of the same target multiple times.
    Usage: Every once in a while, there will be a skill you acquire at base class that is so ridiculously good that even your later skills have trouble matching it. Flick Shot is one of those, being an incredibly strong clearing skill. Each split bullet is capable of ricocheting fifteen times, dealing damage each time they hit. This is, by far, one of your best Ciel skills, and it should remain on your skill bar from the second you get it until the end of time. Its damage does start to fall off in endgame, but it maintains its status as one of your best options for quick CP and respectable damage against bosses.
    Attribute Choice: Dropping Flick Shot's MP cost is a very good thing, because it allows you to toss it out much earlier, granting you those sweet 4 CP much more often, so I recommend Light.
    -----Tier 3 - Unlocks at Level 10-----

    Nether Shredder - Bravery Special Active, Combination Skill, 20sec CD: Lu uses her demonic magic to summon chains from the ground, restraining enemies in front of her. She then calls forth a massive blue claw to crush them, while Ciel fires a barrage of bullets at the trapped enemies. The final strike of the skill binds enemies in place for 2 seconds
    Skill Attributes:
    - Empowered: Nether Shredder's damage is increased by 20%.
    - Gigantic: Nether Shredder's size and range are increased by 30%.
    - Final [Enhanced]: Nether Shredder's damage is increased by 20%.
    Usage: Ah, your very first Combination Skill. However, as is the fate of many base skills, it's completely worthless compared to later options, especially so in Noblesse's case since they have the best Combination Skills of any Lu/Ciel. As base though, it can work as a decent tool against bosses.
    Attribute Choice: While Gigantic makes Nether Shredder easier to land, it already has a pretty large range, so I'd take the damage boost from Empowered.

    Aura of Punishment - Buff, 60MP, 10sec CD: Lu/Ciel emit a circular aura from their body, strengthening both themselves and their allies. Those within the circle have the damage of their critical hits increased, and enemies have a lowered chance to land critical hits on them for the duration of the buff.
    Skill Attributes:
    - Killing Blow I: Aura of Punishment's effects last 30% longer.
    - Killing Blow II: Aura of Punishment's buff is 15% more effective.
    - Final [Enhanced]: Aura of Punishment's MP cost is cut in half.
    Usage: A very powerful buff that comes at the incredibly low cost of 30MP. Once you have a decent amount of Critical socketed, this pretty much becomes a non-conditional 20% damage buff. Who would say no to that?
    Attribute Choice: Aura of Punishment already lasts for thirty seconds by default, triple its cooldown, so there's no real need to make it last longer. The enhancement of the effects of the buff from Killing Blow II is much more helpful.
    -----Tier 4 - Unlocks at Level 15-----

    Evil Claw - Tenacity Special Active, [Switch Skill - Lu, +2CP], 120MP, 6sec CD: Lu releases the restraints on her gauntlets temporarily, and a large claw of blue flames erupts from the ground in front of her, breaking chains and damaging enemies as it does so.
    Skill Attributes:
    - Light: Evil Claw's MP consumption is decreased by 20%.
    - Empowered: Evil Claw's damage is increased by 20%.
    - Final [Enhanced]: Enemies hit by Evil Claw are bound in place for 1 second.
    Usage: An alright Lu skill, but it costs 20MP more and grants you the same CP as Stomp, both of which are just here to give you a 2CP Lu Switch. As such, it's not really worth carrying in PvE.
    Attribute Choice: Either or, neither really makes it good.
    -----Tier 5 - Unlocks at Level 20-----

    Hunting Prey - Flexibility Active, 30MP, 6sec CD: Lu dashes forwards in Super Armor, slamming into enemies and dragging them with her/Ciel shoots a spinning bullet forwards that drags enemies with it.
    Skill Attributes:
    - Useful: Hunting Prey's damage is reduced to 70%, but it deals more hits.
    - Critical: Hunting Prey's MP cost is increased to 120%, but it now ignores 50% of enemy defense (25% in PvP) and guard stances.
    - Final [Enhanced]: The final hit of Hunting Prey has a 50% chance to inflict Stun.
    Usage: This is the Active I was referring to before. With Useful, it does a lot of hits, making it excellent for activating elements or other hit-based effects from sets or titles. It's not much use in endgame, but while you're leveling and don't have your complete kit yet, it's great for gathering up enemies.
    Attribute Choice: Since Critical now only ignores 50% of defense, it's not that helpful on an Active, plus Useful gives you more utility for charging Awakening in a pinch or activating elements.

    Soul Infest - Bravery Special Active, Combination Skill, 20sec CD: Lu summons a large number of stars, like a constellation around her, which Ciel then skillfully shoots with his gun-blades, detonating them all and creating a barrage of homing chain explosions around the duo. The souls summoned by Soul Infest attach to targets they hit, greatly reducing their speed for 7 seconds.
    Skill Attributes:
    - Empowered: Soul Infest's damage is increased by 20%
    - Gigantic: Soul Infest's size and range are increased by 15%.
    - Final [Enhanced]: Soul Infest's damage is increased by 20%.
    Usage: A very decidedly "meh" skill, Soul Infest really isn't that much use in PvE, especially in comparison to the other Combination Skills you'll be getting later.
    Attribute Choice: Neither choice really makes the skill worth using, so take whichever.
    Soul Infest is a Locked Skill, and can only be learned by using Camilla's Secret Manual (Basic), obtainable either through the in-game quest chain "Camilla's Basic Training," or from the Item Mall.
    Part I-E: Beyond The Duo

    Lu and Ciel are powerful fighters, but it's time to take them to the next level, starting with Ciel. Lu and Ciel do Job Changes a bit differently than other characters; only one of them class changes at a time. In this case, we'll be changing Ciel into a Royal Guard. Upon reaching Level 15. check the board in Elder, and you should see your three Job Change quests appear on the board. Accept the Royal Guard quest, and do the following:

    Royal Guard
    1. Defeat 6 Little Soldiers and 5 Big Soldiers in 2-3.
    2. Collect a drop from William Phoru in 2-4.
    3. Collect a drop from Nasod Banthus in 2-2.
    4. Defeat Wally No. 8 in 2-5.

    Congratulations, Ciel is now the Royal Guard, a deadly butler devoted to serving his queen in her every endeavor!
    Last edited by Vornehmheit-solace-; 05-03-2018, 09:21 AM.
    Previously known as ShadeMalkior | Bring Back Skill Slot Switching | PvE Noblesse Guide
  • Class: {{esusrinfo_class5176}}
    Level: {{esusrinfo_level5176}}
    Guild Name: {{esusrinfo_guild5176}}

    Part II: Royal Guard

    As Lu and Ciel bear witness to the atrocities of the demon invasion on their quest, the day when Lu reclaims her throne begins to seem like a distant dream. However, Ciel's drive to repay his debt to Lu is stronger than ever, now that their contract has given him the power to surpass his previous strengths as a human. He focuses all of his energy into supporting Lu's rise to power, unintentionally turning himself into "one hell of a butler." With Ciel's fervent support, Lu also begins to put her all into regaining her royal powers, aided by the incredible servant, the Royal Guard!

    Part II-A: Royal Guard's Combos

    Sniper Mode
    Royal Guard's new combos are interesting, because most of their "new" combos are actually modifications to pre-existing combos in the form of something called Sniper Mode. Basically, to enter Sniper Mode, you can use one of four combos as the base: ZZZ, XXX, >>Z, or >>X. After doing any of these, pressing X will cause Lu/Ciel to assume a special stance. Lu holds one of her claws forwards, and Ciel draws his new cross-railgun. Pressing Z will launch a multi-hit barrage of souls/bullets, and pressing X will blast out a powerful single hit. You can fire up to five times in Sniper Mode, but using the X attack at any time will cancel Sniper Mode and return Lu/Ciel to normal mobility. You can also dash out of the stance if you need to.

    >>^XZ~Z - Lu/Ciel jumps into the air, then points their claw/railgun downwards and fires off a rapid barrage of souls/bullets. Ciel initiates rapid fire instantly upon pressing Z, but Lu requires a second Z press before her firing begins.

    >>^ZXZ - Lu/Ciel swipes with her claw/with his blades, then tosses a soul blast/two grenades forwards before the other appears mid-air, firing a powerful blast of energy from her claw/strong bullet from his railgun.
    Part II-B: Royal Guard's Skills


    -----Tier 6 - Unlocks at Level 15-----

    Trigger - Soul Eruption - Flexibility Active, 40MP, 7sec CD: Lu/Ciel calls upon the power of demon spirits they've gathered, and fires them forwards from their hand/railgun. Enemies hit by Soul Eruption will have their MP drained. If used with stacks of Gathered Souls, Soul Eruption will fire additional shots, and will burn more MP.
    Skill Attributes:
    - Empowered: Trigger - Soul Eruption's damage is increased by 20%.
    - Powerful: Trigger - Soul Eruption grants Super Armor during its use, but its cooldown becomes 50% longer.
    - Final [Enhanced]: Trigger - Soul Eruption uses 20% less MP, and has its cooldown lowered by 1 second.
    Usage: Although Soul Eruption has the potential to deal great damage, it has some issues. First, its Gathered Soul part can be buggy, sometimes not firing properly. Second, it uses Gathered Souls, which you're better off saving for powering up stronger skills like Eschaton and Spectral Spear (I'll explain Gathered Souls shortly, the passive for it is on this tier). Overall, I wouldn't recommend it.
    Attribute Choice: While Powerful does alleviate the downside of being completely vulnerable while casting, it adds a lot of cooldown to the skill, making it remain a questionable choice at best. I would just use Empowered if you want to run this skill.


    Death Sentence of Marbas - Strength Special Active, [Switch Skill - Ciel, +1CP], 50MP, 15sec CD: Ciel readies himself in a firing stance, then takes aim with his cross railgun. A guiding laser that can be aimed up and down with the arrow keys appears and the camera's angle adjusts, allowing you to direct his fire. The entire time that Ciel is in the stance, he has Super Armor. Pressing Z will fire a lightning-fast barrage of bullets, while pressing X will shoot a concentrated, more powerful blast. Z shots cost 9MP, while X blasts cost 30MP. If you stand still without firing for a full second, 10MP will be consumed. After 200MP has been consumed, or if you move left or right, Ciel exits the stance.
    Skill Attributes:
    - Critical: Death Sentence of Marbas now ignores 50% of enemy defense (25% in PvP) and guard stances, but its MP usage is increased by 20% (Note: Only the initial activation cost is affected, the Z and X shots retain their original MP cost).
    - Heavy: Death Sentence of Marbas' damage is increased by 40%, but its cooldown is also increased by 50%.
    - Final [Enhanced]: Death Sentence of Marbas uses 50% less MP when idle, and 30% less MP per Z or X shot.
    Usage: The damage that this skill can output is pretty crazy, but it has a few large drawbacks: Ciel is completely immobile while using it, and getting all of the shots fired takes a long time. Since it doesn't have any I-frames other than the initial second or so where Ciel draws the railgun, it leaves you incredibly vulnerable, and most endgame enemies will just tear you apart while you're stuck in place. Despite all this, Marbas does have a use: it's a Strength-tier skill that only costs 50MP, which allows you to quickly activate and cancel it to refresh your Strength damage stacks without wasting more MP on one of your better skills.
    Attribute Choice: Critical gives it the nice gimmick of being able to bypass shields, but I would recommend leaving the skill traitless. That way, it doesn't gain the drawbacks of higher MP cost or longer CD, and can be used more often for refreshing Strength stacks.

    Soul Collector - Passive: Ciel gains the ability to empower his bullets with the strength of demonic souls, increasing their range and piercing power. All combos and Active skills for Lu and Ciel also now gain the ability to grant a buff called Gathered Souls. For each 5 attacks, a stack of Gathered Souls is gained, with a maximum stack of 5. Gathered Souls has no effect by itself, but later Passives use them for their effects, and some skills can consume the stacks to add additional effects.
    Comments: Finally, here we are at the defining skill for Royal Guard. This Passive is the cornerstone of the class, as many later skills build off of the effects of this one. Trust me, the Gathered Souls buff is what Noblesse lives and dies for. I mean, one of the other skills you gain this tier already uses them, and you'll get even more skills that use them as you go.
    -----Tier 7 - Unlocks at Level 25-----

    Soul Extortion - Tenacity Special Active, [Switch Skill - Ciel, +2CP], 100MP, 9sec CD: Ciel shoots a demonic shell from his cross railgun, dealing damage to and absorbing spiritual energy from any enemies he hits. One stack of Gathered Souls is gained for each enemy hit. If you already have 5 stacks, Ciel will regain a little MP for each extra soul collected. Additionally, Soul Extortion has a 50% chance to instantly grant 5 stacks of Gathered Souls, regardless of how many enemies you hit.
    Skill Attributes:
    - Gigantic: Soul Extortion's range is increased by 30%.
    - Reversed: Soul Extortion's MP cost is reduced by 40%, but its cooldown is increased by 50%.
    - Final [Enhanced]: Soul Extortion's damage is increased by 10%, and it casts 30% faster.
    Usage: If there's one skill that you must always carry, this would be it. As integral as the Gathered Souls buff is to how this class functions, a skill that helps you gather those stacks faster is an absolute must-have. Put it on your skill bar the second you get it, and never take it off.
    Attribute Choice: Another case where both Attributes are viable choices. I personally prefer Gigantic, as it makes the range of the soul grab insanely large, almost guaranteeing multiple stacks of Gathered Souls gained. I'd also rather not have more cooldown on such an integral skill for the class.
    -----Tier 8 - Unlocks at Level 30-----


    Demonic Breath: - Tenacity Special Active, [Switch Skill - Lu, +2CP], 100MP, 15sec CD: Lu opens a portal to the Demon Realm, blasting a ray of pungent demon breath forwards. Repeatedly pressing the skill key will increase the range and damage of the flames, for up to 10 presses. Each additional press costs 10MP. Demonic Breath can be used in mid-air. If the Combination Gauge is full, pressing the skill key for Demonic Breath after the skill finishes executing will cast Eschaton.
    Skill Attributes:
    - Heavy: Demonic Breath's damage is increased by 40%, but its cooldown is increased by 50%.
    - Reversed: Demonic Breath's MP consumption is lowered by 40%, but its cooldown is increased by 50%.
    - Final [Enhanced]: Demonic Breath's additional hits have their MP cost halved (10MP -> 5MP).
    Usage: Although the damage this skill does for its MP cost is pretty good, it takes far too long to cast, and is utterly trounced in terms of both damage and range by later skill choices (ironically, by the skill it chains into).
    Attribute Choice: You're going to end up with a longer cooldown either way, so decide if you want more damage or less MP use.

    Fantasy Impromptu - 1st Movement - Tenacity Special Active, [Switch Skill - Ciel, +2CP], 100MP, 15sec CD: Ciel readies his weapons for rapid fire, then begins an onslaught of bullets. He starts by barraging the area in front of himself with repeated blasts from his gun-blades, then he switches to his railgun and continues the stream of bullets. You are free to move forwards and backwards during the firing. During this skill, Ciel has Super Armor, and becomes immune to all disabling-type status effects (Stun, Helpless, etc). If the Combination Gauge is full, rapidly pressing the skill key after the firing concludes will automatically make Ciel use Fantasy Impromptu - 2nd Movement (if the skill has been unlocked).
    Skill Attributes:
    - Light: Fantasy Impromptu - 1st Movement's MP cost is reduced by 20%.
    - Evil: Fantasy Impromptu - 1st Movement will drain 3MP from enemies per hit.
    - Final [Enhanced]: Fantasy Impromptu - 1st Movement's damage is increased by 20%.
    Usage: I really wish this skill wasn't so terrible. The whole concept of having skills as "movements" of a musical piece is cool, but sadly, the 1st Movement is terrible in PvE. Not only is its damage bad, but it also takes ages for the entire thing to execute. It locks you into facing one direction for the entire skill, and it makes you unable to jump, meaning that if anything gets behind you, you're screwed, and you're now stuck firing at nothing until the skill's far-too-long animation finishes. It's also restricted to firing in a straight line, which is silly when you have much faster skills that do more damage without said restriction at your disposal (see: Flick Shot). Long story short: bad damage, restricts motion too much, and takes too long to use.
    Attribute Choice: MP burn isn't much use in PvE, so if you really still want to use this skill, take Light.
    Fantasy Impromptu - 1st Movement is a Locked Skill, and can only be learned by using Camilla's Secret Manual (Intermediate), obtainable either through the in-game quest chain "Camilla's Intermediate Training," or from the Item Mall.
    -----Tier 9 - Unlocks at Level 35-----


    Eschaton - Bravery Special Active, Combination Skill, 20sec CD: Lu and Ciel combine their powers to open a large rift to the Demon World, unleashing a maelstrom of malevolent spirits that fly forwards in a wave of energy. If any stacks of Gathered Souls are present, Eschaton will consume them to increase its size and range, +3% to both per stack. It can also be used mid-air.
    Skill Attributes:
    - Persistent: Eschaton's range and duration are increased by 33%.
    - Gigantic: Eschaton's size and range are increased by 30%.
    - Final [Enhanced]: Eschaton's damage is increased by 20%.
    Usage: Say hello to one of the skills that's lead to Noblesse becoming a top-tier class in PvE. Eschaton's range and damage are incredible, allowing it to rip apart linear rooms, and it can even travel around slight curves in the map. The one downside is that like all Combination Skills, it has a long cooldown, and is very heavily limited by that until you gain your later passives that allow you to manipulate cooldowns. This is still your go-to Combination Skill, and is another skill that should never leave your skill bar.
    Attribute Choice: Persistent is alright, but Eschaton truly reaches its maximum power when it has Gigantic, and can reach nearly from the top to bottom of the screen when used with five Gathered Soul stacks.
    -----Tier 10 - Unlocks at Level 40-----


    Shadow - Flexibility Active, 40MP, 8sec CD: Lu/Ciel surround themselves with dark energy, striking the enemy to lower their knockdown rate, then swiftly dash backwards. The dark energy remains in place as an afterimage of them, decreasing the defenses of enemies by 31% for 3 seconds when they pass through it. Additionally, the shadow will absorb 20% of the damage that Lu and Ciel take for as long as it remains summoned. The shadow takes damage by doing so, and will disappear after it's received 25% (12.5% in PvP) of Lu/Ciel's max HP as damage, or after 16 seconds.
    Skill Attributes:
    - Killing Blow I: Shadow's duration is increased by 30%.
    - Powerful: Shadow grants Super Armor during its use, but its cooldown becomes 50% longer.
    - Final [Enhanced]: Shadow's damage is increased by 20%.
    Usage: Although the defense decrease can be helpful against bosses, since the debuff's duration is so short, you either have to corner or immobilize the boss, and since bosses are often prone to being dragged out of stationary skills, it's not the most amazing tool. I would only recommend taking this skill into Henir's Time and Space, where all you'll be fighting is bosses. It can still be helpful in normal dungeons, but only if your party is experienced, or you're soloing. It also loses prevalence very quickly when you realize that you could just toss a Wind Orb at the enemy for 100% defense ignore without having to keep them inside a small player-size area. It dies off completely in endgame though, as most enemies and all bosses are immune to debuffs in Elrianode.
    Attribute Choice: Killing Blow I is the better choice by a long shot, as it allows the afterimage to remain out and continually re-apply its debuff, Powerful is more of a PvP thing.

    Communication - Restoration - Passive: The bond created by the contract between Lu and Ciel strengthens, making their combined powers greater. Each level of the skill slightly increases the MP regeneration of the inactive character, and makes Combination Skills deal more damage. The knockdown dealt with their combos is also reduced.
    Comments: More MP? More MP it is. Since Noblesse has the best Combination Skills of any Lu/Ciel class by far, the damage increase is very nice.
    Part II-C: Beyond Royal Guard

    With Ciel's ambitions to serve Lu as her loyal butler now stronger than ever before, it's time for Lu to rise to her former glory! Once you reach Level 35, head to the board, and you should see your new Job Change quests. To finish them, do the following:

    1. Talk to Adel, the Village Chief of Altera.
    2. Collect:
    - 1 Navigation Core from a Nasod Scout Type-L in any Altera dungeon
    - 1 Titanium Blade from a Nasod Blader in 4-5 (Nasod Foundry)
    - 1 Nasod Leader Code from Crow Rider in 4-5
    3. Collect:
    - 5 drops from Assault Nasod: Type W-9 in 4-6 (Altera Core)
    - 20 drops from Elite Nasod Guard: Shield in 4-6
    4. Defeat:
    - 3 Crow Rider in 4-5
    - 3 King Nasod in 4-6
    5. Collect 1 drop from Dulahan Knight in 5-1 (Shrine of Dedication Entrance)

    Congratulations, Lu is now the Noblesse, her original form as a Demon noble who wreaks havoc on the battlefield!
    Last edited by Vornehmheit-solace-; 05-03-2018, 09:18 AM.
    Previously known as ShadeMalkior | Bring Back Skill Slot Switching | PvE Noblesse Guide


    • Class: {{esusrinfo_class5177}}
      Level: {{esusrinfo_level5177}}
      Guild Name: {{esusrinfo_guild5177}}

      Part III: Noblesse

      After Ciel's advancement to Royal Guard, Lu feels that the time is right to take back her throne. With his inexhaustible support, she finally begins to regain her influence in the Demon Realm. By calling upon the powers of her past as the Steel Queen, she gains control over deceased, evil spirits, bending their wills to her command, and using their strength to increase her own. Systematically, she begins to win the nobility of the Demon Realm over with her incredible power, impressive lineage, and irresistible charms. She also manages to hunt down those who betrayed her so long ago in her first attempt on the throne, and completely strips them of their influence. Having returned to the upper caste of demons, she takes on a new name befitting a demon noble: Noblesse!
      Part III-A: Noblesse's Combos

      Sniper Mode
      Noblesse adds a slight enhancement to Sniper Mode: holding either up or down when using the X blast allows it to be aimed in the corresponding direction.

      >>ZXvXX~X OR >>XXvXX~X - After a dash command, Lu/Ciel switches in, repeatedly blasting the earth with soul spears/powerful shots from his cross-railgun. These are the only full new combos that Noblesse adds, but they're both nice, fluid switch options.
      Part III-B: Noblesse's Skills

      -----Tier 11 - Unlocks at Level 35-----


      Shadow Bolt - Strength Special Active, [Switch Skill - Lu, +4CP], 200MP, 13sec CD: Lu summons a spell circle in the air that repeatedly rains down soul spears on enemies below. The spears explode when they hit an enemy or the ground, dealing splash damage. If the skill key is held down, Lu gains Super Armor and the camera focuses on the spell circle, allowing it to be moved around with the arrow keys. Once the skill key is released, the circle stays in place and control transfers back to Lu. The skill will also end if twelve spears have been dropped.
      Skill Attributes:
      - Heavy: Shadow Bolt's damage is increased by 40%, but its cooldown is increased by 50%.
      - Critical: Shadow Bolt's MP cost is increased by 20%, but it will ignore 50% of enemy defense (25% in PvP) and guard stances.
      - Final [Enhanced]: Shadow Bolt's damage is increased by 20%.
      Usage: The strongest non-Hyper skill that this class gets, Shadow Bolt is your primary bossing tool, though it can also work for clearing if you maintain control of the circle for the entire duration of the skill. Just be warned, like all skills with manual aiming, Shadow Bolt is very lag sensitive, so poor connection to the party host may make it difficult to move the spell circle accurately (hence why I prefer to just drop it off right away and let it do its job while I move around).
      Attribute Choice: Both Attributes here are excellent damage boosts, and which you should pick really depends on what you're doing. Heavy is a more consistent damage boost, but Critical may outshine it in the later dungeons, where enemies have very high defenses.

      Soul Sigil - Flexibility Active, 45MP, 10sec CD: Lu/Ciel use their royal powers to engrave themselves and one nearby party member with a demonic seal that aids them in battle. The sigil will float behind you and your party member, launching homing souls at nearby enemies periodically. For every five souls fired, the sigil will also produce an enhanced soul that inflicts a Slow status on the enemy it hits. If used on only yourself, the sigil will last slightly longer, but it deals less overall damage.
      Skill Attributes:
      - Persistent: Soul Sigil will reduce the knockdown of enemies by 5 per hit.
      - Evil: Soul Sigil burns 5MP from enemies with each hit.
      - Final [Enhanced]: Soul Sigil's damage is increased by 20%.
      Usage: There's nothing really remarkable about this skill for PvE, it's very clearly designed for PvP, so I'd just skip over this skill completely.
      Attribute Choice: Both choices are only useful in PvP, so take either or neither.

      Spiritual Enhancement - Passive: With Lu's return to power as a Demon Queen, the souls of demons are more willing to aid her and Ciel, allowing them to strengthen the Trigger - Soul Eruption skill. Each level of the skill increases the damage and size of the souls fired, and it also gains the ability to fire homing soul spears; one by default, and one more per stack of Gathered Souls.
      Comments: I mean... improving a skill is nice and all, but it still doesn't make Trigger - Soul Eruption good enough to take.
      -----Tier 12 - Unlocks at Level 45-----


      Twilight Judgement - Strength Special Active, [Switch Skill - Ciel, +4CP], 200MP, 18sec CD: Ciel loads three exceptionally powerful demonic shells into his cross railgun, then immediately fires one forwards. The shells have infinite piercing, and they explode with splash damage each time they hit an enemy. Pressing the skill key again will fire another shell, and the shells remain loaded for 60 seconds after the first shot is fired. If any shells have not been used at the end of the skill's duration, 33MP is recovered for each one. NOTE: The two stored shells can still be fired while Lu is the active character, and doing so will not cause her to switch with Ciel, nor will it reward any CP if it hits an enemy.
      Skill Attributes:
      - Empowered: Twilight Judgement deals 20% more damage.
      - Critical: Twilight Judgement's MP cost is increased by 20%, but it will ignore 50% of enemy defense (25% in PvP) and guard stances.
      - Final [Enhanced]: Twilight Judgment gains one additional ammo.
      Usage: A damage powerhouse, the splash damage on Twilight Judgment's shells make it an incredibly powerful skill for clearing lines and grouped enemies. It can't replace Flick Shot's ricochet utility and low cost, but it's an incredibly respectable option for a Strength skill to carry.
      Attribute Choice: Another choice between two good damage boosting options, I'd generally say to take Critical for PvE, unless you're having issues with the higher MP cost in a Strength-stacking build.

      Fantasy Impromptu - 2nd Movement - Bravery Special Active, Combination Skill, 20sec CD: Ciel summons two flaming blue crosses to either side of himself, then Lu creates multiple burst explosions of demonic magical power in the sky, which Ciel repeatedly shoots with perfect accuracy, dealing heavy damage to any foes surrounding the two. If this skill is activated by chaining into it via the 1st Movement, it uses only 8 Combination Points.
      Skill Attributes:
      - Useful: Fantasy Impromptu - 2nd Movement deals more hits, but the damage of each hit is lowered by 20%.
      - Empowered: Fantasy Impromptu - 2nd Movement deals 20% more damage.
      - Final [Enhanced]: Fantasy Impromptu - 2nd Movement's damage is increased by 20%.
      Usage: A deceptively powerful skill, if an enemy takes full hits from FI-2, it becomes the strongest Combination Skill you'll get. It's a bit of a double-edged sword though. It has an extremely long animation, and unlike a lot of other skills on this class, it's not a fire-and-forget skill, you're stuck in the animation for the skill's entire duration. This same trait can work to your advantage though; since it has I-frames almost as long as a Hyper Active, it's incredibly helpful for dodging boss attacks. It's a legitimate lifesaver against Hennon and Drabaki.
      Attribute Choice: Useful is a noticeably larger damage increase than Empowered, so take that.
      Fantasy Impromptu - 2nd Movement is a locked skill. It can only be learned by using Camilla's Secret Manual (Advanced), obtainable either through the quest chain "Camilla's Advanced Training," or from the Item Mall.
      -----Tier 13 - Unlocks at Level 50-----


      Swift Smash - Flexibility Active, [Switch Skill - Lu, +1CP], 70MP, 11sec CD: Lu summons several spirits, which rapidly carve the shape of a downwards-facing pentagram into the sky before returning to the Demon Realm. Enemies hit by the pentagram take repeated heavy damage. Swift Smash can consume five stacks of Gathered Souls to increase its damage by 35%. It can also be used in mid-air.
      Skill Attributes:
      - Gigantic: Swift Smash's size and range are increased by 30%.
      - Critical: Swift Smash's MP cost is increased by 20%, but it ignores 50% of enemy defense (25% in PvP) and guard stances.
      - Final [Enhanced]: Swift Smash gains the ability to grant stacks of Gathered Souls as it hits enemies.
      Usage: A nice small circle clear and a quick Lu switch, Swift Smash will be useful... for about five levels, until you get a better Lu switch. Please don't use this skill in normal dungeons after getting Spectral Spear and Soul Entrapment, it has a bad habit of tossing enemies everywhere. It does have a special use though, and that's for its Final Enhanced effect. The Gathered Souls gain effect takes priority over the skill's own Gathered Souls consumption, so if you use it with max stacks, it will always cycle over and gain a stack of Noble Presence (more on that in a few skill tiers).
      Attribute Choice: You'll primarily be using this skill in Drabaki to make use of its Final Enhanced effect, so increasing its MP cost is just a downside overall. Take Gigantic or leave it traitless.
      -----Tier 14 - Unlocks at Level 55-----


      Spectral Spear - Tenacity Special Active, [Switch Skill - Lu, +2CP], 100MP, 10sec CD: Lu tosses a spear made of spirit energy forwards that pierces through targets and explodes for splash damage each time it makes contact with an enemy. Spectral Spear can consume stacks of Gathered Souls to add waves of homing souls that burst from the spear as it flies forwards.
      Skill Attributes:
      - Heavy: Spectral Spear's damage is increased by 40%, but its cooldown is increased by 50%.
      - Critical: Spectral Spear ignores 50% of enemy defense (25% in PvP) and guard stances, but its MP cost is increased by 20%.
      - Final [Enhanced]: Spectral Spear gains an additional 2 homing spears when used with Gathered Souls.
      Usage: Oh hey, here's that better Lu switch I was talking about just last skill. Its range isn't nearly as large as Swift Smash, but it has homing when used with Gathered Souls, which makes it much more reliable for gaining CP. It has excellent damage for a Tenacity skill, though it comes at the cost of using up all of your Gathered Souls, so use with caution. One more thing to keep in mind, much like Heavy Railgun, Spectral Spear explodes an extra time when it reaches its maximum range, so if you're only using it on one enemy, back up a bit before casting.
      Attribute Choice: Heavy isn't bad, but I prefer Critical, for a few reasons. Firstly, the lack of a cooldown penalty lets me toss it out more often for a quick Lu switch, and the defense/guard ignore allows it to be a shield breaking skill that instantly rips those pesky shield mobs apart. It's exceptionally handy in Velder's Hallucination, where you can make an enemy start drinking their potion, then use Spectral Spear and instantly kill them.
      -----Tier 15 - Unlocks at Level 60-----


      Tribute - Passive: The souls that Lu and Ciel gather with their attacks now volunteer to sacrifice themselves for their new Demon Queen, Lu. Any time a Gathered Souls stack is gained, a bit of the Awakening Gauge is charged, and all buffs on Lu and Ciel are slightly lengthened. The spirits also increase their elemental resistances (+128 to all elements at max level), and when five stacks of Gathered Souls are reached, they gain a stacking increase to their Magical Attack (2.2% increase per stack, 10 stack maximum). If Lu or Ciel is inflicted with a debuff, there is a 27.5% chance that one of the Gathered Soul stacks on them will sacrifice itself to remove the debuff instantly.
      Comments: Post-Renewal, this Passive is a combination of the old Tribute, and the old Noble Presence. It's also why I've been stressing the importance of Gathered Souls since they were first mentioned back at Royal Guard. Not only do they make skills stronger, as you see with this Passive, they strengthen nearly every aspect of Noblesse's playstyle. Just a note for the stacking Magical Attack buff: in the past, you had to reach 5 Gathered Souls, use all 5, then re-gather them. That's no longer necessary, simply gathering another stack once you hit 5 will refresh and re-stack the Magical Attack buff, as well as re-trigger the effects of stacking to 5. This makes it much easier to keep stacks, and much faster to reach the maximum ten stacks for an impressive 22% damage increase.

      Nobility - Passive: Lu's royal command over Ciel, and his acceptance of her as his master, has greatly strengthened their combined powers. Each time a segment of the Combination Gauge is filled, there's a 15% chance for one additional segment to fill. Furthermore, any time segments of the Combination Gauge are consumed, the cooldowns of all skills (other than Extreme Heavenly Love and Hyper Actives) are lowered a bit for each segment used. Both Lu and Ciel also now receive 10% less damage when being attacked by Special Active skills.
      Comments: This Passive is basically screaming at you to spam your Combination Skills, because not only does it make reaching a full gauge easier, it gives you benefits each time you use your CP up. Gather, use, reduce cooldowns, repeat. This passive truly shines once you reach Transcendence, as you'll then have room to carry multiple Combination Skills, allowing you to lower each of their cooldowns by using others. Ironically, Nobility actually makes the chaining effect of the Fantasy Impromptu skills a detriment. Since the cooldown decrease is calculated by the number of CP you use, using two fewer CP makes this passive less effective.
      Nobility is a locked skill. It can only be learned by using Camilla's Secret Manual (Expert), obtainable either through the quest chain "Camilla's Expert Training," or from the Item Mall.
      -----Hyper Tier - Unlocks at Level 65-----


      Castle of Abaddon - Hyper Active, 300MP, Consumes 1 El Essence, 180sec CD: Using her authority as a Demon Queen, Lu calls forth Abaddon, the ancient castle from her glory days as the Steel Queen. As Ciel kneels before his mistress, her demonic army streams forth from the castle gates, bombarding the area in front of the pair with hundreds of soul spears. Just as the onslaught begins to conclude, one final, larger spear, the terrifying demon weapon Avalance, is unleashed, blasting forwards with infinite range and dealing even more damage than the smaller spears.
      Skill Attribute: Upon Transcending, Castle of Abaddon will become Final [Enhanced], increasing its damage by 20%.
      Comments: Castle of Abbadon's damage is pretty impressive, even when only hitting one target, so it's an effective bossing skill. Its true power, however, comes from its stage clearing abilities. Much like Code: Battle Seraph's Hyper, this will liquidate any straight areas incredibly fast. A lesser-known fact is that the final part of the skill (Avalance, the huge spear) can actually go around curves in the stage, so if you have a strong enough weapon, this can even wipe out curved areas. Its only downside is one shared by every Hyper skill: it's cooldown is ridiculously high, so you'll likely only get to use it once or twice per dungeon. Since it has its own slot though, there are no downsides to having it, so you should definitely unlock it.
      Castle of Abaddon is a locked skill. It can only be learned by using the Ultimate Secret Manual, obtainable either through the quest chain "The Ultimate Road," or from the Item Mall.
      Last edited by Vornehmheit-solace-; 05-03-2018, 09:33 AM.
      Previously known as ShadeMalkior | Bring Back Skill Slot Switching | PvE Noblesse Guide


      • Class: {{esusrinfo_class5180}}
        Level: {{esusrinfo_level5180}}
        Guild Name: {{esusrinfo_guild5180}}

        Part IV: Transcendent Noblesse

        Lu and Ciel have been through a lot since they first made the contract that bound their souls together. They've journeyed across Elrios, fighting demons along the way. They've saved the El Priestesses, stopped the revival of the Demon God, and even traveled to another dimension in pursuit of Solace and the El Lady. Their shared power has brought them this far, but to face the even greater challenges that lie ahead, they'll need to truly master their demonic powers. Pushing past their limits, Lu and Ciel Transcend Noblesse!
        Part IV-A: Transcendence Explained


        Q: Wait... what exactly is Transcendence?
        A: Transcendence is a sort of half-Job Change, a jump in power before reaching the true final 3rd Job. Unlike normal Job Changes, no combos are gained, but you do gain some new skills, as well as a few other perks.

        Q: How do I Transcend?
        A: Like the previous Job Changes, you'll need to reach a certain level, and complete a quest. You can start down the path to Transcendence once you reach lv70, however, due to the nature of the quests, it's recommended that you take it slowly. Secret Dungeons aren't very forgiving to players at a lower level. The quests are as follows:

        Limit Break
        1. Clear 5 dungeons within your level range (Henir and Ereda excluded)
        2. Collect 5 Tiny Goddesses' Breath Fragments from the boss of any dungeon in Lanox (Warning: Low drop rate)
        3. Collect 5 Slightly Small Goddesses' Breath Fragments from any Secret Dungeon boss
        4. Collect 3 Slightly Large Goddesses' Breath Fragments from any Secret Dungeon boss
        5. Clear any Secret Dungeon 20 times

        Q: What does Transcendence actually do in terms of making me stronger?
        A: A few things. The most obvious reason to Transcend is that, like past Job Changes, it unlocks new skills. Arguably even more important than that is the addition of more skill slots. Transcendence will grant you two more slots to place skills in, aptly named Transcendence Skill Slots. Not only does this allow you to carry more skills into dungeons, skills placed in the Transcendence Skill Slots gain an extra bonus. Upon entering Awakening, the Transcendence Skill Slots will begin to shine gold, reducing the cooldowns of any skills (except Hyper Actives and Extreme Heavenly Love) in the slots by 14 seconds, and giving them a +20% damage bonus if you use the skill within the next 10 seconds. This effect will re-activate every 20 seconds, as long as you remain in Awakening. On the subject of Awakening, the damage boost gained from Awakening also becomes stronger once Transcended, rising to 30%.

        Q: Okay, but we all know that the end-game in Elsword is playing dress-up. Do I get to look pretty with Transcendence?
        A: Heck yeah. You get a new character portrait, and when you Awaken now, you get a new voice line, as well as an animated cut-in. Also of note, pretty much all Transcendence skills are very well animated, so you can get some amazing screenshots. Keep it fab.
        Part IV-B: Transcendent Noblesse's Skills

        -----Transcendence Tier 1 - Unlocks at Level 70-----

        Soul Entrapment - Tenacity Special Active, [Switch Skill - Lu, +2CP] 100MP, 10sec CD: Lu summons a storm of spirits on either side of herself, restraining and damaging enemies.
        Skill Attributes:
        - Empowered: Soul Entrapment deals 20% more damage.
        - Evil: Soul Entrapment burns 3MP per hit from enemies.
        - Final [Enhanced]: Initial targeting shockwave's range is increased by 20%.
        Usage: A deceptively powerful skill. It doesn't seem like much at first, but its true power is revealed when you realize that it deals splash damage. This makes it an absolute monster against groups, allowing it to even compete with Twilight Judgment for damage. I highly recommend taking this as another Lu 100MP, as it's more than capable of matching up to Spectral Spear if used on multiple enemies. Later on, it becomes even more helpful, as it's your strongest Lu Tenacity skill that doesn't consume Gathered Souls.
        Attribute Choice: Evil isn't much use for PvE, so Empowered it is.

        Awakened Will: Noblesse - Passive: Lu and Ciel's demonic power reaches its peak, granting them a multitude of bonus effects when they have less than five Combination Points. Critical and Maximize are increased by 7%, their chance to activate the Light and Dark elements on their weapon increases by 5%, and they gain 100 more resistance to the Dark element. However, they lose 100 resistance to the Light element. Switch Skills for the inactive character will also use 5% less MP.
        Comments: Although the stat boost are pretty solid, the loss of so much Light resistance is odd, especially considering that Tribute completely negates the loss with its 137 boost to all elemental resistances. Regardless, the passive as a whole does provide a nice boost, especially to Combination Skills, since you will always be at less than five CP after using one.
        -----Transcendence Tier 2 - Unlocks at Level 80-----


        Soul Spread - Flexibility Active, 40MP, 6sec CD: Lu/Ciel converts all stacks of Gathered Souls into homing projectiles, and blasts them forwards.
        Skill Attributes:
        - Light: Soul Spread's MP cost is reduced by 20%.
        - Empowered: Soul Spread's damage is increased by 30%.
        - Final [Enhanced]: Soul Spread now grants Super Armor while casting.
        Usage: While Soul Spread does have higher damage than Trigger - Soul Eruption, it unfortunately shares weaknesses with said skill as well. It also consumes Gathered Souls (even more than Soul Eruption actually), and it also locks you in place during its animation, leaving you very vulnerable. Overall, while it does good damage, I wouldn't recommend using it, especially once you get to Innocent and want to maintain your Gathered Souls even more.
        Attribute Choice: Neither really magically makes it a good skill, but if you have to choose one, I'd go with Empowered.

        Awakened One - Passive: After years of constant combat, Lu and Ciel's bodies have become even more battle-hardened, permanently increasing their Physical Attack, Magical Attack, Physical Defense, Magical Defense, and HP by 10%.
        Comments: This is a skill shared between all classes once they Transcend, but that doesn't mean it should be overlooked. 10% higher stats is quite a massive jump.
        Awakened One is a locked skill. It can only be learned by using the Forbidden Tome of Secrets (I), obtainable either through the quest chain "Sealed Power," or from the Item Mall.
        -----Transcendence Tier 3 - Unlocks at Level 90-----


        Magdonic Cannon - Strength Special Active, [Switch Skill - Ciel, +4CP] 200MP, 16sec CD: Ciel fires a massive orb of soul energy forwards that deals continuous damage, while also firing out 20 evil souls to damage enemies near the orb. Can also be used mid-air.
        Skill Attributes:
        - Light: Magdonic Cannon's MP cost is reduced by 20%
        - Empowered: Magdonic Cannon's damage is increased by 20%.
        - Final [Enhanced]: Magdonic Cannon's damage is increased by 20%.
        Usage: A skill that I slept on for far too long, Magdonic Cannon is a surprisingly strong Ciel 200MP skill with decent suction and the ability to be used in the air. The second part is actually what sold me, since if you find yourself in a situation where you'd like to use a Ciel 200MP, but all of the enemies left are in the air, you can't always land Flick Shot or Twilight Judgment. This makes Magdonic very helpful if you run with a party that's prone to launching enemies around.
        Attribute Choice: Light gives Magdonic Cannon the same MP cost as Light Flick Shot, though with a longer cooldown. This can help with maintaining stacks of Strength damage, but unless you're having issues maintaining stacks, I'd recommend Empowered over Light to get more damage in, especially once you reach Innocent.

        Noblesse Oblige - Passive: Having finally regained her position of power as a demon noble, Lu's control over demonic souls increases even further. Any time a Gathered Soul sacrifices itself via Tribute's effect to remove a debuff, the active character gains 5MP, and one Combination Point. Shadow Bolt also gains an additional six spears to drop.
        Comments: Okay, the first part isn't that amazing since Noblesse doesn't get debuffed that often, but six more spears for Shadow Bolt?! That is a lot of extra damage, bringing the total to eighteen spears.
        Noblesse Oblige is a locked skill. It can only be learned by using the Forbidden Tome of Secrets (II), obtainable either through the quest chain "Power of Transcendence," or from the Item Mall.
        -----Transcendence Tier 4 - Unlocks at Level 95-----


        Rain of Chaos - Bravery Special Active, Combination Skill, 24sec CD: Ciel spreads his arms, and Lu leaps into the air, creating a large sigil beneath the duo. The sigil launches multiple demonic spears into the sky, which then rain down around Lu and Ciel.
        Skill Attributes:
        - Gigantic: Rain of Chaos's size and range are increased by 30%.
        - Evil: Rain of Chaos will burn 2MP from enemies per hit.
        - Final [Enhanced]: Rain of Chaos's cooldown is decreased by 5 seconds.
        Usage: A Combination Skill with the potential to be very strong if all hits connect, this is another skill you should always carry, as it's going to become your primary bossing CP skill. While it has lower overall damage than Fantasy Impromptu 2nd Movement, it has the advantage of being a fire-and forget skill, so you can start using more skills while the spears finish falling.
        Attribute Choice: Evil serves no purpose in PvE, so Gigantic it is. Not only does this also open up Rain of Chaos as an option for a quick block clear, it also makes it less likely that your teammates will push enemies out of the spear rain.
        Last edited by Vornehmheit-solace-; 05-03-2018, 09:36 AM.
        Previously known as ShadeMalkior | Bring Back Skill Slot Switching | PvE Noblesse Guide


        • Class: {{esusrinfo_class5183}}
          Level: {{esusrinfo_level5183}}
          Guild Name: {{esusrinfo_guild5183}}

          Part V: Innocent

          After five years of adventuring together, Lu and Ciel have been through a lot. Lu has regained nearly all of her lost power, and Ciel's strength continues to grow as he becomes more accustomed to using his half-demon side in battle. However, the fight against Hennon that nearly led to the destruction of Elrianode was a serious wake-up call for the entire El Search Party. If they truly wanted to head to the Demon World, they would need to become much stronger. At Ventus' suggestion, they travel to the Forgotten Elrian Sanctum, a place where the ancient Elrians went to face themselves and awaken new powers.

          While in the Sanctum, Ciel tries to think of a way they could strengthen themselves. "If we could somehow combine our separate souls into one..." he thought. Seeing this as an excellent idea, Lu proposes they use the ancient demon weapon, the magical spear named Sefirot Phantasma. The spear's fuel is the very soul of the user, so by having one of them use their soul as the catalyst for Sefirot Phantasma, the two split souls can temporarily be wielded as a single, doubly powerful soul. With this new weapon, the two become one, and move forwards together towards the ultimate goal: reclaiming the throne of the Demon World.
          Part V-A: About 3rd Job

          Q: Wait, do we really need another Q&A here? Isn't this just another Job Change?
          A: First, shush, I like the Q&A format, it's good for explaining things. Second, yes, this is another Job Change, but much like Transcendence, it has a few key features that differentiate it from your first two. The first is that once again, you are granted more skill slots, but this time, you get a whopping five extra slots. To access them, use the Skill Switch Key (default Spacebar) to swap your first row of skills to these five new slots. The second is that you gain a second Hyper Active. Do note that since you only have one Hyper Active skill slot, you cannot carry both of your Hypers at the same time. Also, although you have five more slots, you can only equip ten normal skills at once. So, what are those extra five slots for? Force Skills.

          Q: What are Force Skills?
          Force Skills are a special type of skill accessible only to 3rd Jobs, which is why I didn't mention them earlier in the types of skills at the start of the guide. They have their own menu, and come in three types: Force Passives, Force Abilities, and Force Mods. You can equip up to two Force Passives, five Force Abilities, and seven Force Mods at once, and you're free to change them while in dungeons just like normal skills. The Force Skill menu currently has storage for up to 32 Force Skills.

          Q: What makes Force Skills so different?
          Unlike normal skills, Force Skills aren't "learned," they're "found." Before you can use them, you have to obtain them as items. Upon reaching 3rd Job, you will obtain a Force Passive, two Force Abilities, and three Force Mods for free, but you can gain additional Force Skills as drops from Elrianode dungeons. Force Mod skills are always Common rarity, but some of the Force Passives and Abilities come in other rarities, with higher rarity versions of the skills being stronger. Currently, only Force Abilities and Passives can be found as drops, but this may change in the future.

          Q: Force Mods? What are they?
          While the other two types of Force Skills work like you'd expect, Force Mods are a bit different. These skills will change the way that skills you already possess work. How each skill is changed is different, and as I mentioned before, the change isn't permanent, as you can always unequip the Force Mod to revert back to the original version. Each class currently has three Force Mods, but more may be implemented in the future.

          Q: Sounds amazing! How do I get it?
          Yeah... about that. This is where things get a bit dicey. First of all, you need to be Transcended, and you need to be Level 99. Once you've reached that point, the following quest line will appear.

          1. Clear 11-6 (Forgotten Elrian Sanctum) once.
          2. Collect 5 Traces of Primordial Chaos from Chrysalis, the boss of 11-6
          3. Collect 20 Grand Compass Pieces from Skin Splitter (appears as the boss in 11-2, and as a mini-boss in 11-3, 11-4, and 11-5)
          4. Defeat 2,000 Freak-type monsters in either 11-3 (Elrianode City) or 11-4 (Debrian Laboratory)
          5. Defeat 30 Spatio Reapers (Appears as the boss in 11-3, and as a mini-boss in 11-5)

          Do you see that quest line? That is ninety-six runs, assuming you take the path with no RNG and don't try to gamble on Spatio Reaper spawns in 11-5. Unless you've been actively farming for them, you're probably not going to have enough Elrianode Defense Requests, and buying them can get expensive fast due to their abysmally low drop rate. If you can, I highly recommend just using cash for this job change, because I have done it manually myself, and it is torture. If you really can't afford it though, then your best bet is to make a character into an Item Drop mule and spam the heck out of either 11-2 or 11-6 until you've got 30 Elrianode Defense Requests.

          Once you've either sacrificed your sanity or $6, you'll advance to the true final class for the royal demon and her servant, Ishtar and Chevalier, the Innocent duo!
          Part V-B: Innocent's Combo

          ZZX - After two quick slashes, Lu/Ciel swaps in with a sweeping uppercut from her claw/his railgun, launching enemies into the air. I mean... this might actually be useful if the launch was removed, but it doesn't have much purpose when >>^ZXZ exists.
          Part V-C: Innocent's Skills

          -----3rd Job Tier - Unlocks at Level 99---

          Sefirot Phantasma - Hyper Active, Consumes 1 El Essence, 180sec CD: With the power of a true demon noble, Lu and Ciel manifest the legendary magical spear, Sefirot Phantasma. With their souls fused, they strike the land before them with the spear, and release a cataclysmic eruption of demonic energy from the impact point.
          Comments: Sefirot Phantasma's raw damage is significantly higher than Castle of Abaddon's, but it also has the trade-off of a much smaller range, and in order to get full damage against enemies in Super Armor, proper positioning is required. In the end, which one you take is personal preference, as both are good in different situations. Phantasma has a huge advantage in dungeons like Add's Energy Fusion Theory, El Tower Defense, and against Drabaki, while Castle of Abaddon's clearing will serve you better in any dungeon with large rooms.
          Sephirot Phantasma is a locked skill. It can only be learned by using the Ultimate Secret Manual (II), obtainable either through the quest chain "Ultimate Power," or from the Item Mall.

          Innocent Duet - Passive: The combined power of Lu and Ciel's shared soul invigorates them from within, granting them more power. Successfully gaining Combination Points from a Switch Skill will reduce the cooldowns of all skills by 15%, and upon using a Combination Skill, Lu and Ciel's Attack and Movement Speed are increased by 30% for 15 seconds.
          Comments: This passive alone makes 3rd Job so, so worth it. Since now both Switch Skills and Combination Skills reduce the cooldowns of skills, no matter what skills you're using, you're always making it so you can get your other skills out faster. It's also worth noting that the speed buff from using a Combination Skill isn't normalized, so you're going to be travelling very fast.

          Communication - Duet - Passive: With their souls dancing to a duet, Lu and Ciel invite the souls of the enemies they defeat to join them in melodious harmony. For each stack of Gathered Souls they have, Lu and Ciel gain 12% Physical/Magical Defense and 8% Critical Damage.
          Comments: Even more reasons why Gathered Souls is the most important buff this class has. The only downside to this passive is that because they use Gathered Souls, neither Spectral Spear nor Eschaton will ever receive the benefits from this passive. It's still an excellent boost for everything else though.

          Part V-D: Force Mods

          [Mod] Eschaton - Bravery Special Active, Combination Skill, 20sec CD: Lu and Ciel combine their powers to open a large rift to the Demon World, unleashing a maelstrom of malevolent spirits that fly forwards in a wave of energy. Enemies hit by the spirits will be haunted by their evil cries, dealing a large amount of splash damage in an area around them. If stacks of Gathered Souls are present, Eschaton will consume them to increase its size and range, +3% to both per stack. Can also be used in mid-air.
          What Changed:
          - Now deals splash damage over a large area to each enemy hit
          - Initial wave will only hit once, splash damage is multi-hit
          - No longer has damage degradation over distance
          Comments: As if Eschaton wasn't a monster of a skill before, they made it even better. Because the multi-hits from the splash damage have a hilariously large range, even if enemies are nowhere near each other when they get hit with the skill, they're still going to get hit by multiple waves of it. The only downside to this Mod is that Eschaton will now do less damage to larger targets that were able to get hit with the majority of the wave's hits, i.e. Bone Dragon, Coral Serpent, etc. Luckily, since Mods aren't permanent, you can just disable the mod before fighting one of these bosses, and you're good to go.

          [Mod] Shadow - Flexibility Active, 40MP, 16sec CD: Lu/Ciel surround themselves with dark energy, then swiftly dash forwards. The dark energy remains in place as an afterimage of them, decreasing the Magical Attack and Physical/Magical Defense of enemies by 31% for 3 seconds when they pass through it. The shadow will disappear after five seconds, or after being hit by one enemy.
          What Changed:
          - Now dashes forwards instead of backwards, allowing you to pass through enemies with it
          - Disappears after a single hit instead of remaining in place
          - Provides a very brief window of I-frames
          - No longer takes some of the caster's damage
          Comments: Actual garbage, and ironically, the polar opposite of Eschaton. While Mod Eschaton made a great skill even better, Mod Shadow makes a bad skill even worse. Since this version disappears after being hit once, it can only apply its debuff for a measly 3 seconds at max, compared to the 16 seconds of the standard version. And this is assuming you're even fighting an enemy that can be debuffed! Literally nothing about this version is useful; you can already pass through enemies with >>X on both characters, the debuff is shorter than the normal one, you'd get more I-frames by using a skill that actually does damage, and it won't absorb damage. Absolutely, disgustingly, pathetically worthless, just sell this one to an NPC for 1m ED back.

          [Mod] Magdonic Cannon - Strength Special Active, 200MP, 16sec CD: Ciel fires a massive orb of soul energy forwards that deals continuous damage, while also firing out 20 evil souls from the orb. The extra souls launched from the orb will track enemies, and can hit multiple times. Can also be used mid-air.
          What Changed:
          - Extra souls fired from the orb now home
          - Each of the extra souls can hit anywhere from 1 to 5 times
          Comments: A huge improvement for Magdonic Cannon, turning it into a must-carry skill. While it won't deal quite as much as normal Magdonic, the homing souls allow it to hit much more reliably, turning it into one of your best skills for guaranteeing a hit for CP gain.
          Part V-E: Force Passives

          Note: Values in Force Skills will be colored to represent differences between the rarities of the skills.

          Energy of Illipia - Force Passive, available in Rare/Elite/Unique: Lu and Ciel are blessed with the energy of the goddess Illipia, permanently increasing their maximum HP by 40,000/70,000/100,000. Also, if they do not participate in combat for 3 seconds, they will receive a buff that recovers 1.2%/2%/3% of their maximum HP every second. The buff is removed if Lu/Ciel attacks, uses any skill, or is attacked by an enemy.
          Comments: You get the rare version of this skill for free when you reach 3rd Job, so it's at least worth using right away as a free skill. It has no downsides, so I'd say it's worth one of your Passive slots if you feel like you're dying too fast in dungeons.

          Head Hunter - Force Passive, available in Rare/Elite/Unique: Lu and Ciel's overall Physical and Magical Attack is decreased by 18%/20%/24%, but damage they deal to boss monsters increases by 40%/60%/80%.
          Comments: The best Force Passive by far. Even at the lowest rarity, it's a huge boost in damage against boss monsters. If you do manage to obtain it, use it during all boss fights. Some additional things to note for this passive: every monster in Add's Energy Fusion Theory except for the spores is a boss monster, so this will greatly increase your run speed there. Drabaki is also counted as a boss monster, making this passive a near-necessity if you're planning to reliably farm it for El Tears.

          Lightning Chain - Force Passive, available in Rare/Elite/Unique: For each second that Lu/Ciel aren't engaged in combat, electricity builds up in their bodies. After reaching the maximum of 10/9/8 stacks, the next successful attack on an enemy will release a chain of lightning, hitting nearby enemies and dealing 575%/978%/1265% damage per hit, with the damage decreasing with each hit.
          Comments: An alright passive, but it's extremely situational. You'll rarely be out of combat for long enough to actually charge the lightning up, and even when you are, the damage isn't that amazing compared to just using a skill.

          Indomitable Will - Force Passive, available in Rare/Elite/Unique: If Lu and Ciel's HP drops below 25%/45%/55%, all of their attacks become critical hits.
          Comments: Somewhat useful as a panic passive, but the requirement of being low on HP makes it really niche, especially since you're going to be using CRPs a ton. Also, you really should have enough Critical socketed at endgame that you don't need to rely on a passive for it.

          Remaining El's Aspiration - Force Passive, available only in Legendary: While attacking, Lu and Ciel have a 0.5% chance to summon El's Aspiration, which will summon a homing orb that unleashes a devastating crossbeam attack that does an absurd amount of damage.
          Comments: While it does a stupid amount of damage, it has a really low activation chance, and since it's a proc-based effect, you can only even get it to summon if you're using Actives or combos. Only really worth equipping as a meme, since if you get it, you can't even trade it.
          Part V-F: Force Abilities

          Haunting Spirit - Force Ability, 60sec CD, available in Rare/Elite/Unique: Lu/Ciel launches an orb of evil energy at the nearest foe, decreasing their movement and jump speeds by 20%/50%/60% for 3/4.5/5 seconds.
          Comments: I don't really see a practical use for this skill at all. Enemies don't really run away from you, so slowing them down isn't going to do much. Even more disappointing is that attack speed isn't included in the slowdown, so it's not even helpful for slowing down boss patterns.

          Hyper Acceleration - Force Ability, 30sec CD, available in Rare/Elite/Unique: Lu/Ciel uses the force of wind to greatly increase their Movement and Jump Speed by 30%/70%/120% for 4/7/8 seconds, but at the cost of gaining a debuff immediately after the buff expires that slows their speeds by 20% for 3 seconds.
          Comments: While this could have some use for getting into position to use skills, the buff doesn't last that long, and the debuff afterwards makes it an even less desirable skill. Overall, I give it a "meh."

          Drain - Force Ability, 180sec CD, available in Rare/Elite/Unique: Lu/Ciel absorbs the HP of an enemy in front of them. Normal monsters will have 10%/20%/30% of their HP stolen, while boss monsters will have an amount of HP stolen equal to 1422%/2133%/2843% of your Physical and Magical Attack averaged.
          Comments: A fairly straightforward HP draining skill. Nice in theory, but the damage it inflicts isn't very high, and you could just use a potion and not have to worry about the three minute cooldown on this skill.

          Soul Harvest - Force Ability, available in Rare/Elite/Unique, 285sec/260sec/220sec CD: Lu/Ciel sucks out the soul of an enemy in front of them, instantly killing them and restoring 50MP/200MP/300MP to themselves. This skill has no effect on mini-boss monsters, boss monsters, or enemy players in PvP.
          Comments: If this sounds broken, that's because it is. This can be especially useful if you come up against an annoying buffed monster in secret dungeons or Heroic mode, but be wary of the long cooldown, and only use the skill if you're sure that it's going to hit the monster you want it to. If you're lucky enough to get this skill as a drop, use it for sure.

          Obtenebration - Force Ability, available in Rare/Elite/Unique: Lu/Ciel become unable to dash, but their Movement Speed is greatly increased, they become invincible, and they can freely pass through enemies for 2/4/7 seconds. All of the effects of this skill are instantly canceled if an attack or skill is used.
          Comments: Could be useful for re-positioning, but much like Hyper Acceleration, very niche and limited in actual practical use, especially with how stupidly short the duration is.

          Elrian Clock - Force Ability, available only in Legendary: Lu/Ciel will become invincible, but are unable to move. The invincibility lasts for 3sec, or 1.5sec if used while being attacked.
          Comments: A pretty decidedly useless skill. The entire benefit to being invincible would be to avoid attacks, but since this skill punishes you for trying to use it that way, you're better off just using a normal Special Active for I-frames.

          Fog of Death - Force Ability, available only in Legendary: Lu/Ciel unleashes a sinister fog that damages foes and decreases their speeds by 70% for 1sec. The fog remains for 7sec, and will continue to inflict the speed loss and damage as long as an enemy stays in the fog.
          Comments: One of the better Force Abilities, but not exactly easy to obtain, as it’s an incredibly rare drop from Drabaki. If you do manage to get it, it’s one of the few actually worth using.

          Last edited by Vornehmheit-solace-; 05-03-2018, 09:42 AM.
          Previously known as ShadeMalkior | Bring Back Skill Slot Switching | PvE Noblesse Guide


          • Class: {{esusrinfo_class5186}}
            Level: {{esusrinfo_level5186}}
            Guild Name: {{esusrinfo_guild5186}}


            Part VI-A: How-To's

            So, you now have my suggestions for which skills to use. But, what really matters is how you use them. This section is meant to help you with just that. First, you must understand your class role.


            -----PvE Basics-----

            DO try to gather up scattered enemies. This makes everyone's life easier, and you have an amazing tool for it: Soul Extortion. With the added range from Gigantic, a good half-screen in front of you can be hit and sucked towards you. Of course, if you want to speed things up, Innocent is one of the classes in the game that has the luxury of high-damage skills that don't rely on specific situations, a la Eschaton. It's still beneficial for skills like Spectral Spear, Soul Entrapment, and Twilight Judgment though.

            DON'T knock down enemies, if at all possible. This greatly increases their defense, and allows certain monsters to attack upon standing up. On that same note, launching enemies will generally also lead to them being knocked down unless you immediately catch and ground them again, so be very cautious when using launch attacks. Luckily, Innocent has very few launches and knockdowns on their combos and skills, so you don't have to worry about this as much as the older classes that still have antiquated combos.

            DO learn to manage your Gathered Souls, as well as your Noble Presence buff. Making sure that you have a full five stacks before using Eschaton is one of the things that separates a good Innocent from a great Innocent. 15% more range and damage makes a much larger difference than you might think, and it can be the difference between clearing an entire area and having to mop up stragglers at the end of the stage. You should also try to replace them as quickly as possible to re-gain the buff from Communication - Duet.

            DON'T try to play as only Lu or Ciel. I've seen some people who want to try to ignore one or the other, but it simply doesn't work. Lu/Ciel as a whole is a character designed around the teamwork between both characters, and having Switch Skills available for both characters makes gathering CP so much easier.

            DO form parties with friends or guild mates. I won't lie, PvE can be tedious if you're doing it alone. Having a group of people you know with you makes it much more fun, and you can get into some pretty silly banter if you voice chat while grinding.

            DON'T expect a random party to follow these guidelines. Sadly, after the party system was changed from pre-formed to auto-queued, most of what was previously common knowledge now only exists among the long-time veterans and the few new players who decided to seek out guidance from them. If you're here, reading this, kudos to you for being one of those few. While we're on that topic...

            DO ask veterans for help. Most of us don't bite, and we want to see you have just as much fun as we've had playing this game for years.


            -----Types of Enemies-----

            In dungeons, you will encounter many enemies, but they can be divided into four basic categories: Trash Mobs, Buffed Mobs, Mini-Bosses, and Bosses.

            Trash Mobs are called as such because your goal is to sweep them up, like trash. Almost all of the enemies you encounter in your dungeon runs are Trash Mobs, and can usually be finished off with one or two skills (unless you're under-geared).

            Buffed Mobs are exactly what the name says: buffed versions of Trash Mobs. You can identify Buffed Mobs in a few ways; by their names having a prefix attached that describes their abilities, by the small speech bubbles coming out of their heads, and/or by the colored circles surrounding them that show the element they can use. Buffed Mobs can be a serious annoyance, as their stats are universally higher than a normal Trash Mob, and they have much higher chances to activate their elements than you. Be cautious of them when you see them, but when clearing, treat them the same as Trash Mobs.

            Mini-Bosses show up before the end of the dungeon, and feature a short "Danger" cut-scene that displays their name. As you can probably guess, a mini-boss is essentially a weaker boss monster. They have high HP, more powerful and varied attacks than normal monsters, and require different counter-measures.

            The Boss monster (or monsters, there are sometimes more than one!) shows up at the end of the dungeon, and features substantially higher HP than any enemy before it, as well as higher attacks and defenses. That being said though, there are very few bosses in the game that are actually technically challenging. Once you know a boss monster's pattern, it's easy to take down quickly. Remember: Elsword PvE is not about fighting difficult enemies, it's about taking down enemies as fast as you can. As much as a video game journalist would try to convince you, this is not Dark Souls.



            Clearing refers to the art of quickly eliminating large amounts of Trash Mobs as quickly as possible. In the same vein, skills capable of doing this are called clearing skills, and they can be classified into a few different groups.

            Linear Clears are skills that clear in a straight line. Some are limited to a perfectly straight line, while some are capable of following curves in the stage. Line clears excel at clearing smaller groups of enemies, or larger groups that are spread out across a straight stage. Innocent has many skills that can be classified as linear clears, with the most notable being Eschaton, and their first Hyper, Castle of Abbadon. Eschaton will make up almost all of your clearing power in dungeons, simply because it's so amazingly good. Great damage, great range, and great travelling distance. Castle of Abbadon should only be used in massive areas that are perfectly straight, as even the slightest curve can throw it off track. Also of note is Spectral Spear, which functions as a short linear clearing tool that can liquidate nearly any trash mob, as well as Soul Entrapment when used against tightly-packed enemies. After its sizable buff, Twilight Judgement fits into this category as well, though it has much smaller vertical range than the others.

            Circle Clears, as the name suggests, are skills that clear in a circular area. They are generally not influenced by curves in the stage, with many having large forwards/backwards ranges, allowing them to attack enemies in the foreground or background. The only skill I would really classify as a circle clear on Innocent is Swift Smash, and it's not really that helpful compared to their other skills.

            Homing Clears are skills that don't require positioning, aiming, or really any input from the user at all once they're activated. They simply jump from enemy to enemy, wiping out anything in their path. If you successfully make contact with an enemy on the first attack of Flick Shot, it becomes a homing clear. Spectral Spear's extra hits when used with Gathered Souls also home, but it's primarily still a linear clear. Magdonic Cannon's extra attacks home, but they're not really strong enough to categorize it as a homing clear.

            Lastly, the most uncommon clear type, Block Clears, skills that clear in rectangular areas, but not for a great enough length to be considered linear. These skills usually attack on both sides of the user, either appearing on the top or bottom of the screen. Rain of Chaos can be considered a block clear, though its primary use is to eliminate bosses.

            So, why is this important? Classifying your skills like this will help make your job a lot easier, because you need to focus on one thing to know how to use them to clear: what shape are they? Much like the mind stimulation toy for children where the goal is to fit various shapes into their corresponding holes, your job when clearing is to match the shape of your skill to the groups of enemies in the dungeon. If the enemies are all lined up, then a linear clear will best eliminate them. If they're slightly spread, but still in a fairly condensed area, then a circle clear will do. If there's a divide between two groups, a block clear may do the job better than others. The only type of skill that doesn't require this sort of thought process is homing, but since Innocent only possesses it as a secondary effect on a few skills, you'll need to be aware of the way that enemies are spread in the dungeon at all times, and use your clears appropriately. What if the enemies aren't in a coherent pattern that any of your skills fit? That's where grouping comes in, and that's why I mentioned it right away in the basics.


            Part VI-B: FAQ's
            Q: What's your skill set?
            A: This is probably the top question that almost everyone asks me right away. Here are the skill sets I use(d) for various situations:


            Post-Innocent General Play (Secret Dungeons, Heroic Mode, etc)

            El Tower Defense / Drabaki

            You can leave Spectral Spear on in place of Swift Smash in 11-5, but it's much more important in Drabaki, since it's one of the few ways you can gain Gathered Souls. Fantasy Impromptu 2nd Movement can also be put on the Transcendence slot instead of Rain of Chaos if you so choose, since it will usually end up doing more damage than Rain of Chaos to Drabaki.

            Q: What element should I use for my weapon?
            A: The general PvE setting for elements is Water II/Wind II. This gives you a fair balance between Water's defense-lowering debuff, and Wind's chance to make your combos and Actives hit really hard. Although Innocent has a passive that increases the activation rate of Dark and Light, they're both pretty niche. Dark's effects have been nerfed so much that it's really not worth using any more, and Light's effect is often more of a nuisance than a boon, except when bossing. Even then, endgame bosses are immune to debuffs, so ¯\_(ツ)_/¯

            Q: What titles are good for Innocent?
            The usual endgame fare, really. I'll put a list below, but before I do, please say this out loud: "Proc titles are not good." Seriously, I know a lot of people want to cling to their Reapers, Oath of Ruins, and Eclipses, but the sad truth is that they all suck in PvE, especially OoR. It's not worth sacrificing all of your Critical when you could just actually bother to socket properly.

            Passion Pay - A good power boost that only takes 300 runs to obtain. The main downside of Passion Pay is that it's a fixed boost, which means that the stronger you get, the weaker this title becomes. If you have a +10 or higher, seek out a percentage boost instead.

            The Rules of the Jungle - A notable title for the bonus to ED and EXP it gives, this is mostly a title to equip when you're farming.

            Guardian of Secret Closed Space - Obtained by trading in a staggering 300 El Rewards (items rewarded by completing the daily/weekly Secret Dungeon quests), but well worth the effort. With a damage increase against boss monsters, the unique effect of activating Fever for your entire party when you Awaken, a boost to experience, and a small chance to make runs for other titles count twice, this is easily one of the best general-use and farming titles in the game.

            Shadow's Descent - The generic endgame title. It's pretty easy to get, and provides a solid boost to both Critical and Maximize.

            Resistant to Destiny - A very long grind, but very worth it for the large stat boost. If you do attempt this title, I recommend finding a dedicated grinding party who can reach True End, as it makes things a lot faster, and allows you to use the runs as a possible money source too, since people still pay absurd amounts for the Nocturne of Harnier.

            El Tear Fragment Collector - Another farming title, which takes a lot longer to obtain than Rules of the Jungle, but ends up being really helpful if you're farming for El Tears (funny how that works, considering the name).

            Pierce the Heavens - The current best endgame title, though it comes at the steep price of requiring quite a few Elrianode Defense Requests. If you can afford the grind, it's well worth it.

            Corrupted Dragon's Blood - A very good budget title, as it's much easier to obtain than Pierce the Heavens or Resistant to Destiny. However, it does require actually defeating Drabaki multiple times, so unless you're already decently geared or have a dedicated party who can reliably clear, it may take a while to obtain.

            Q: Does Innocent need a Magic Necklace?
            A: Heck no, lol. Lu/Ciel's passive regeneration on the inactive character already puts them ahead of most other classes in terms of resource management. If you can afford to grab one though, I still recommend it, every little bit counts. Just remember to set your stat settings to use the stats of whoever has the necklace on, unless you really want to pay for two of them. Also of note, you can get a few extra stats on your Magic Necklace by upgrading it via Ereda Island. If you decide to fully invest into your Innocent and get them an Apocalypse Type-Void weapon, you can ditch the Magic Necklace for a Velder Kingdom Necklace after reaching Stage 8.

            Q: Does Innocent need a Skill Slot B/Transcendence Slot Expansion?
            A: Do you want to have fun playing the game? The answer to that question is the same. The versatility that a B-Slot adds to all characters will put them head and shoulders above anyone not using one. If you plan to play any class seriously, you should do the monthly quest for the B-Slot, and eventually get a permanent B-Slot and second Transcendence slot.

            Q: Do I need a costume?
            A: If you're aiming for socket optimization, yes. Not only will a costume set give you extra socket space for more stats, all costume gear is treated as if it was +11, meaning sockets on it will almost always be at maximum value if you use any type of magic stone equal or greater to an Advanced Magic Stone. If you can't afford one/don't cash, don't worry, KoG's been getting less stingy with giving them out in events lately. The Renewals literally gave everyone an entire costume, eight Sage Stones, and a +9 Amulet just for having a capped character. Just keep an eye on the current events, and when one with a costume pops up, you know what to do.

            Q: What skill tier does Innocent stack?
            In most cases, Strength. Although Innocent's strongest skills are their Braveries, keeping up stacks of Bravery damage isn't always feasible in parties. Gaining 10 CP every fifteen seconds often just won't happen if your party has good gear. Strength, on the other hand, has the benefit of Marbas being there to quickly cast and cancel to maintain stacks, though it won't make a huge difference in damage except while bossing. If you're planning to run solo, then by all means, use Bravery stacking, but in parties, Strength will serve you better.

            Q: What gear should I aim for?
            A: Gear progression can be a bit tricky, since a lot of endgame content has been ramped up in difficulty now. Your end goal is going to be either Heroic, 4th Dimension with Heroic Extraction, or the new Elrianode armor set. For newcomers to the game, I would recommend finding a guild willing to help you with farming Heroic gear, as it's significantly better than both Secret Dungeon and Henir gear. For Heroic Presence effects on Heroic gear/stats for Hexagon El Tears, there are a few lines you should keep an eye out for on Innocent:

            Weapon: Heroic Rank 25 or higher, MP Cost -10% or higher, Resistance debuff stacking, Damage dealt to Boss Monsters +10% or higher, good skill boost optional
            Top Piece: Attack/Attacked Damage +7% or higher, MP Cost -10% or higher
            Bottom Piece: Party's Magic Attack +8% or higher
            Gloves: Strength skill stacking damage 8% or higher, Bravery skill stacking damage 8% or higher
            Shoes: MP Cost -10% or higher, Damage dealt to Boss Monsters +10% or higher

            While getting pieces with good skill boosts or high Heroic Ranks is nice, that should always be secondary to the other effects (except in the case of the weapon, where Heroic Rank does matter a lot). As for the Elrianode armor, I'll leave a link to Dralard's excellent guide on Elrianode equipment. In general though, you'll want to to be looking for the same effects on Elrianode as Heroic. For skills to boost, keep an eye out for tears with Shadow Bolt and Eschaton. One final note, the party stat boosts (Party's Critical/Maximize/Additional Damage/Reduced Damage) are a trap, as they are normalized and use a weird formula that's based off of how much Critical/Maximize/Additional Damage you already have. Party's Attack Speed is the only one that's not normalized, but Magic Attack is a much higher priority than speed.

            Q: How should I socket at end game?
            A: With stat revamps constantly changing what's needed for socketing, it can be a tad overwhelming if you don't understand what each stat does. To put it simply though, in order to increase your damage, you'll want to focus on Maximize and Critical. You'll generally want to get as much Maximize as you can without sacrificing too much Critical, as it's the most important stat for consistent damage. If you can spare some space for Specialization B, it can also be a viable option on Innocent, as your Combination Skills are some of your strongest skills. MP Gain on Attack/Attacked becomes useless the second you equip a Magic Necklace, because the normalization past 30% is so harsh it's a waste of sockets to try and get any higher, so you can safely ignore those.

            Q: What passives should I get for El Resonance?
            A: Again, this really depends on how you're playing Innocent. Max HP/MP is almost always a solid choice, since it gives you a larger MP pool to work with. Skill Cooldown Reduction isn't really needed at all, thanks to both Nobility and Innocent Duet reducing your cooldowns. MP Cost Reduction is an alright choice, since if you're actively trying to maintain stacks, you'll use up a lot of MP. For the skill damage options, Strength and Bravery contain IN's heaviest hitters, so those are the go-to skill passives. Innocent is a class that's actually quite capable even without the aid of El Resonance, so if you so choose, you could also invest into Item Drop Rate or Experience if you plan to use them for farming.

            Q: Which rings are the best for Innocent?
            A: Due to the Transcendence slots only working in Awakening, a Ring of Fury is never a bad choice for any character, so I highly recommend getting one. You should also try to pick up a skill ring for your chosen build (usually Strength), and if you really want a little bit of extra stats, like a Magic Necklace, it can be upgraded by doing Ereda Island.

            That about covers the basics of Innocent. There's no feasible way I could explain everything, as a lot of things simply have to be learned through experience, but hopefully this guide has given you a good start on your journey. With that, I bid you good luck on mastering Ishtar and Chevalier!
            Last edited by Vornehmheit-solace-; 05-03-2018, 10:02 AM.
            Previously known as ShadeMalkior | Bring Back Skill Slot Switching | PvE Noblesse Guide


            • Class: {{esusrinfo_class5210}}
              Level: {{esusrinfo_level5210}}
              Guild Name: {{esusrinfo_guild5210}}

              Part VII-A: Sources

              - All class and skill images are sourced from Elwiki
              - The image used above is fan art drawn by ハクジ [Pixiv profile] [Illustration]
              - All skill information was researched using Elwiki, but the skill descriptions used in this guide were written by me
              - A huge thanks to [EternalDream/DreamerVG] for notifying me of numerous skill functions and changes, and always having helpful comments to improve the guide
              Part VII-B: Helpful Resources and Info


              Elwiki - The most complete and detailed source of Elsword information from every official server. All of the skills in this guide will take you to Elwiki's page for them if you click on their names. Do be warned though, since it's still a Wiki, anybody can edit it. This means that it is not always 100% accurate.

              Elwiki's Elsword Mini-Sigs - A cool section of Elwiki that allows you to make custom signatures showcasing your characters, based on the now defunct RemovedFromGame Mini-Sig Creator (RIP).

              Basic Endgame Knowledge For Newer/Returning Players by Gluecklich - An absolute must-read if you're new to Elsword, or are returning to the game after a long break. Required items, gear progression, socketing, professions, this has all of the general info you'll need. Seriously, go read this now, it's extremely good.

              Heroic Gear Guide by zack6607 - I touch on the basics of Heroic gear for Innocent in this guide, but this is a much more in-depth look at how to get said gear, and how to know if you've gotten a piece worth keeping.

              A Guide to Elrianode Equipment by Dralard - I linked this in the FAQs, but I'll put it here too, since Elrianode gear can be very overwhelming at first.

              A Beginner's Guide on How to Make ED by Reveed - The basics on how to farm and profit from playing the game.

              Last edited by Vornehmheit-solace-; 02-09-2018, 08:09 PM.
              Previously known as ShadeMalkior | Bring Back Skill Slot Switching | PvE Noblesse Guide


              • Class: {{esusrinfo_class8684}}
                Level: {{esusrinfo_level8684}}
                Guild Name: {{esusrinfo_guild8684}}

                Some small errors:

                -Eschaton increases in size and range with souls. The damage remains the same.

                -Soul Spread deals more damage than Soul Eruption and has way better homing too. See here for more info on why both are perfectly acceptable actives: their main issue is that they hardly fit NBs playstyle and are only good for bossing, but even then, they're not safe to use unless you gimp Eruption's damage by getting Powerful, and you WILL get knocked out of Soul Spread.

                -Light Magdonic Cannon shares the same MP to CP ratio as Flick Shot; if you're running a Strength (cheap good damage with proper aiming) or Bravery stacking build (quick cheap CP) it's very helpful to choose that over Empowered. Ofc if you dont care about MP, empowered's the way to go. Both traits are good.

                Everything else looks good. Maybe add the fact that a Bravery build is also absolutely viable if you're good at keeping up CP. Soul Infest is actually prefered there over FI2 because it's much faster and only loses out on about 1 to 2k% damage. FI2 wastes a lot of your precious Bravery stack's seconds before you can gather CP again.


                • Vornehmheit-solace-
                  Editing a comment
                  I can't believe I thought Eschaton got extra damage this whole time... I feel like an idiot. Still, thank you for the helpful comments as always, I've updated the skill info for Eschaton, Soul Spread, and Magdonic Cannon. I'm still a little iffy on Bravery-stacking NB, since keeping up CP isn't nearly as guaranteed now that we have to hit enemies. Maybe I've just gotten too used to running with a certain overpowered Ain partner, but things die so fast that I often have to scramble to gather CP for the next Eschaton. For bossing though, I could totally see Bravery-stacking working very well.

                  Also, I added you into the Sources section as a thank you for all of the info you've provided for this guide, it's really helpful to have a reliable second opinion to improve the guide bit by bit~
              • Class: {{esusrinfo_class13008}}
                Level: {{esusrinfo_level13008}}
                Guild Name: {{esusrinfo_guild13008}}

                Great guide overall!
                One thing I'd like to disagree about this guide is about Specialization B being niche.
                It's pretty good to invest some sockets to Spec B since it increases the damage of Eschaton and Rain of Chaos (both of which are your main damage skills).
                With just 2431 invested Spec B , it almost has the same damage boost as a Bravery Skill Ring.
                Idk at what values it normalizes so I guess somewhere between 20~30% should be good.


                • DreamKR-solace-
                  DreamKR-solace- commented
                  Editing a comment
                  Spec B is definitely good to invest in when keeping in mind the free 7% Crit/Max you get from Awakened Will. Using a combination skill sets your CP to 0 so you'll always get that bonus on them no matter what. You can easily forgo a little bit of crit/max stats to get 20% spec B instead.

                • Innoscent-gaia-
                  Innoscent-gaia- commented
                  Editing a comment
                  There's that too! It's a strong passive but I still hate KoG for basically copy pasting it to all Luciel classes. They even have different art portraits for the passive but they basically are the same, doesn't give off any type uniqueness at all compared to other characters. But that's for another day.
                  Now that you mention it, the guide still has the old values of Awakened Will.
                  Last edited by Rurillulu-gaia-; 07-31-2017, 03:00 PM.

                • Vornehmheit-solace-
                  Editing a comment
                  Thank you both for the advice, I've fixed the values for Awakened Will, and added Spec. B into the "How should I socket?" answer. I did one last check over the guide, and I think I've gotten everything fixed up for now (but don't hesitate to tell me if I missed something else). I really hope the character limit on posts gets raised, because I'd like to fit the guide in five posts again instead of this long, weirdly divided mess x.x
              • Class: {{esusrinfo_class26364}}
                Level: {{esusrinfo_level26364}}
                Guild Name: {{esusrinfo_guild26364}}

                [Guide Update: August 8th, 2017]
                - Traits and info for Rain of Chaos updated
                - Elrianode gear is now noted in the FAQs
                - Note about Bravery stacking added to Heroic effect recommendations
                - Dralard's guide to Elrianode equipment is now linked in both the FAQs and VI-B

                The most notable change for Noblesse with this balance patch is the new Rain of Chaos. The skill has finally been knocked down from god-tier to a more reasonable damage number, though it's still very powerful. We now also have 15sec Bravery damage stacking on Heroic and Elrianode gear, making Bravery builds much more viable for Lu/Ciel in general, though I feel like Strength is still going to outpace it for NB thanks to Shadow Bolt's absurd damage.
                Previously known as ShadeMalkior | Bring Back Skill Slot Switching | PvE Noblesse Guide


                • Class: {{esusrinfo_class40948}}
                  Level: {{esusrinfo_level40948}}
                  Guild Name: {{esusrinfo_guild40948}}

                  Noblesse Magdonic Cannon
                  폭발(Magical) : 1494% Multi hit
                  영혼 방출(Magical) : 73% Multi hit

                  폭발(Magical) : 507% Multi hit
                  영혼 방출(Magical) : 24% Multi hit
                  폭발(Magical) : 466% Multi hit
                  영혼 방출(Magical) : 272% Multi hit

                  폭발(Magical) : 158% Multi hit
                  영혼 방출(Magical) : 92% Multi hit
                  ^ from

                  would this skill still be viable after these nerfs (im assuming its a nerf)
                  Oh i found this that's pretty cool.


                  • Vornehmheit-solace-
                    Editing a comment
                    It is a nerf, yes. The first half of the skill (Soul Explosion) does five hits, while the second part (Unleash Soul) does 20 hits. The current damage values we have on NA total to 8,930% damage, while after this change, they'll total to 7,770%. This means that Magdonic Cannon is still stronger on a single target than Twilight Judgment, but Twilight Judgment still always beats Magdonic in raw damage for groups due to splash damage. It should also be noted that these are both still weaker than single-target Flick Shot, which does 8,364% (or 12,546% with triple bullets).

                    Overall, I still think Magdonic is a very viable option. It may be the weakest of the Ciel 200MPs now, but it retains the advantage of being able to be used in mid-air, which is really helpful if you need CP and all that's left are flying enemies (or you have a lauch-happy party). I'd mostly leave it to personal preference between Magdonic and Twilight, except in certain cases like Energy Fusion Theory, where the number of mobs makes Twilight Judgment a much better choice.
                • Class: {{esusrinfo_class41975}}
                  Level: {{esusrinfo_level41975}}
                  Guild Name: {{esusrinfo_guild41975}}

                  Thanks for the guide I only have the following questions:

                  What is the maximum hp that can have a nb?

                  How does specialization B work in NB?


                  • Kdl-solace-
                    Kdl-solace- commented
                    Editing a comment
                    thanks n.n

                  • Vornehmheit-solace-
                    Editing a comment
                    Actually finding out the max possible HP of a character is... complicated, to say the least. It doesn't really help that KoG seems to refuse to explain how half of the stat calculations in the game work. I'm not sure if HP still works this way, but in the past, your max HP was determined by the armor you were wearing, where the maximum HP you could have was the total value of all the white HP numbers from your gear + your base HP value, and then an extra 50% of that could be gained from sockets or the green HP bonuses from set effects and such. This is info from years ago though, so who knows how KoG's messed with it since then (plus there's the extra HP/MP you can get from El Resonance too). If anyone does know how HP works now, I'd also be interested in it.

                  • Kdl-solace-
                    Kdl-solace- commented
                    Editing a comment
                    Oh, I see. Thanks for responding.n.n
                • Class: {{esusrinfo_class60959}}
                  Level: {{esusrinfo_level60959}}
                  Guild Name: {{esusrinfo_guild60959}}

                  I hope I am not necromancing a thread. My advanced apologies if this counts as one.

                  Firstly, your guide is very in-depth and it's insightful for any person who wishes to try Noblesse. I also agree with most of your trait selections for each skill. I'm glad you explained each skill choice and functionality, and not like other guides that have one-liners that scream "GET THIS SKILL COS IT'S GOOD."

                  I guess just some things to note, Ring of Fury works on Ciel as well - and personally I think it is better on him due to his usage of commands and Flick Shot. If you equip it on him and start in town/rest area with him as the active character, the ring's effect of 3 Awk Beads will work.

                  Curiously, I'd like to ask your opinion if you would suggest bringing the Marriage skill when doing solo runs. Thanks.


                  • Vornehmheit-solace-
                    Editing a comment
                    I believe it only counts as a necro after a month, so you're fine. And thank you for the compliments, I'm always glad to see people getting some help out of my ramblings, lol.

                    As for the Ring of Fury working on Ciel, I probably never noticed that because I usually stay in a field on my NB to start my Awakening before the dungeon, and I've only ever seen it work on Lu there. It's good to know that it works outside of fields for Ciel as well, so thank you for letting me know.

                    For the marriage skill, I'd say it comes down to personal preference. I could see it being handy as an emergency heal in Henir Challenge, but otherwise, I'm not sure how I feel about sacrificing a skill slot I could use for another damage or I-frame tool. I personally don't carry it even though my NB is married, because I don't like the ridiculous cooldown, but if you feel like you can make use of it, then go for it!

                  • Tiano-solace-
                    Tiano-solace- commented
                    Editing a comment
                    Guides are exempt from being necro'd unless it's heavily outdated
                • Class: {{esusrinfo_class74122}}
                  Level: {{esusrinfo_level74122}}
                  Guild Name: {{esusrinfo_guild74122}}

                  I'm happy to announce that finally, we no longer have to double-fund our Lu and Ciel. The balance patch containing the stat setting option for Lu/Ciel is here, and the guide's been updated to reflect that.
                  Previously known as ShadeMalkior | Bring Back Skill Slot Switching | PvE Noblesse Guide


                  • Class: {{esusrinfo_class74923}}
                    Level: {{esusrinfo_level74923}}
                    Guild Name: {{esusrinfo_guild74923}}

                    I need some clarifications on this one. Is it only for stats and not item effects like ring of shrength or ib special effects?


                    • Vornehmheit-solace-
                      Editing a comment
                      It's for everything. If you choose Lu stats, then both Lu and Ciel will be treated as wearing everything Lu has on, and vice-versa with Ciel stats. You could even have one character be completely naked if you wanted to.
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