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Basic RH PVP Guide for Beginners

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  • Class: {{esusrinfo_class350842}}
    Level: {{esusrinfo_level350842}}
    Guild Name: {{esusrinfo_guild350842}}

    Basic RH PVP Guide for Beginners

    *Overall disclaimer: This guide is only meant to be a recommendation, you are free to play the character however you wish to or see fit.
    ===Table of Contents===
    1. Raven’s Character System
    2. Skills/Passives
    3. Skill Build Recommendations
    4. Commands
    5. Dealing with Platforms
    6. Movement
    7. Gear
    Last edited by zack6607-solace-; 08-31-2018, 08:27 AM.
  • Class: {{esusrinfo_class350844}}
    Level: {{esusrinfo_level350844}}
    Guild Name: {{esusrinfo_guild350844}}

    #2
    ===Raven’s Character System===
    https://elwiki.net/w/Anger_of_Raven
    Last edited by zack6607-solace-; 08-30-2018, 01:03 PM.

    Comment

    • Class: {{esusrinfo_class350845}}
      Level: {{esusrinfo_level350845}}
      Guild Name: {{esusrinfo_guild350845}}

      #3
      ===Skills/Passives===
      *This guide assumes you are Lv.99 third job with all skills and passives unlocked. I.e. all skills have their final enhanced skill and skill traits are unlocked.
      *All values (damage, effect %s, etc.) are for PVP. I.e., the values listed here may be different for PVE.
      *This guide will only go over character/class specific skills. The only universal skills that will be mentioned are the free force passives and skills you obtain upon reaching third job.
      *While a PVP guide, this guide focuses more on the arena aspect of PVP over the sparring aspect of PVP.


      Base Raven
      Maximum Cannon
      [MP Cost: 100 MP | CD Time: 6 Seconds | Special Active: Tenacity]
      Rating: 2/5 (this is a decent skill in PVP, however, RH has better)
      Damage: Fireball (Magical): 146% x 6
      Traits:
      Light (recommended) Critical
      MP Usage decreased to 80% MP Usage increased to 120%
      Skill will ignore guard and 25% defense in PVP
      This is more of a utility skill.
      Use(s):
      • Good for catching.
      • Gives you a long period of i-frames, can be used to dodge or “out last” opponents’ skills if timed/used correctly.


      Cannon Blade
      [MP Cost: 200 MP | CD Time: 13 Seconds | Special Active: Strength]
      Rating: 2/5 (deals a lot of damage if all hits connect, however, RH has better skills for PVP, and is easily mana breakable)
      Damage: Fireball (Magical): 225% x 11
      Traits:
      Useful (recommended) Heavy
      Max Hits increased
      Damage decreased to 80%
      Damage increased to 140%
      Cooldown increased to 150%
      While this skill does deal more damage with the heavy trait, the damage difference is slight and not worth the extra mana cost.
      Use(s):
      • Deals good damage.


      Power Assault
      [MP Cost: 150 MP | CD Time: 12 Seconds | Special Active: Strength]
      Rating: 2/5 (a decent skill, but RH is a magical class)
      Damage: Shoulder Blow (Physical): 247% x 6
      Traits:
      Heavy Light (Recommended)
      Damage increased to 140%
      Cooldown increased to 150%
      MP Usage decreased to 80%
      Cost efficiency.
      Use(s):
      • This skill can be used for closing the gap between you and your opponent because it causes you to travel a good distance and there is a slight pause after- giving you a chance to catch even if you don’t hit the opponent. However, you must be above your opponent to make use of the skill. It is hard to predict, and if you do miss, you lose a good chunk of your MP.
      • Decent damage.


      Seven Burst
      [MP Cost: 300 MP | CD Time: 20 Seconds | Special Active: Bravery]
      Rating: ⅕ (RH has better skills for PVP)
      Damage: Fire Explosion (Magical): 252% x 10
      Traits:
      Light Useful
      MP Usage decreased to 80% Max Hits increased
      Damage decreased to 70%
      No recommended trait.
      Use(s):
      • Damage, but not worth the MP it costs.


      Shadow Step
      [MP Cost: 30 MP | CD Time: 7 Seconds | Active: Flexibility]
      Rating: 5/5 (this skill is very good for catching and dodging)
      Damage: Stab (Physical): 195% | Throw Incendiary Bomb (Magical): 102% x 3
      Traits:
      Haste Light (recommended)
      Cooldown decreased to 70% MP Usage decreased to 70%
      Cost efficiency.
      Use(s):
      • Can be used in midair.
      • Pressing Z after using this skill, you will strike the opponent with super armor and cause them to flinch. If awakened, this skill can trigger the core for an additional hit that will cause the opponent to flinch. This is a great way to catch opponents.
      • Pressing X after using this skill will consume 5 extra MP and drop three bombs. Each bomb that doesn’t hit a target will leave behind a flame. Getting hit by the bombs will cause the opponent to flinch. This is also an alternative way to catch opponents if you time the bombs to land on the opponent or throw the bombs in an area that you predict the opponent will land. The flames left by the bombs feeds your opponent mana, so be careful.

      Flame Sword
      [MP Cost: 30 MP | CD Time: 3 Seconds | Active: Flexibility]
      Rating: 2/5 (this skill gives super armor with the right trait, but it feeds MP, and RH has better skills for PVP)
      Damage: Fire Slash (Magical): 253% | Fire Bomb (Magical): 33% x 9
      Traits:
      Empowered Powerful (recommended)
      Damage increased to 120% Super Armor added to the skill
      Cooldown increased to 150%
      Gives the skill super armor.
      Use(s):
      • Decent for catching and contesting, but the i-frames are short.

      Focus Strength
      [Passive]
      Physical, Magical Attack Increase +600
      Over Taker
      Valkyrie Javelin
      [MP cost: 180 MP | CD Time: 14 Seconds | Special Active: Strength]
      Rating: 1/5 (deals damage, but RH has better skills for PVP)
      Damage: Nasod Spear (Magical): 652% x 8 | Spear Explosion (Magical): 109% x 7
      Traits:
      Enhanced Useful (recommended)
      Critical Hit Rate increased to 100%
      Damage decreased to 80%
      Max Hits increased
      Damage decreased to 70%
      Deals more damage.
      Use(s):
      • Damage.

      Charged Bolt
      [MP cost: 80 MP | CD Time: 7 Seconds | Special Active: Tenacity]
      Rating: 5/5 (great skill for catching)
      Damage: Spike (Magical): 184% x 4
      Traits:
      Gigantic (recommended) Useful
      Skill size increased to 120% Max Hits increased
      Damage decreased to 70%
      Larger hitbox to work with.
      Use(s):
      • Useful for catching. Easier to catch when awakened, as the core will land an additional flinching hit.

      Guardian Strike
      [MP cost: 300 MP | CD Time: 21 Seconds | Special Active: Bravery]
      Rating: 1/5 (RH has better skills for PvP)
      Damage: Cross Blast (Magical): 113% x 12
      Traits:
      Light (Recommended) Heavy
      MP Usage decreased to 80% Damage increased to 140%
      Cooldown increased to 150%
      Cost efficiency.
      Use(s):
      • Damage, but not worth the MP it costs.

      Hell Dive
      [MP cost: 30 MP | CD Time: 4 Seconds | Active: Flexibility]
      Rating: 2/5 (decent skill for PVP, but RH has better)
      Damage: Slash (Magical): 342% | Punch (Magical): 163% x 2
      Traits:
      Haste Heavy (Recommended)
      Cooldown decreased to 50% Damage increased to 140%
      Cooldown increased to 150%
      Deals more damage.
      Use(s):
      • This skill triggers the core on the second hit every single time, so it’s good for extra damage.
      • Not recommended for catching, as only the first hit gives super armor.

      Mega Drill Break
      [MP cost: 40 MP | CD Time: 7 Seconds | Active: Flexibility]
      Rating: 5/5 (long duration of super armor with the right trait, has an impressive hitbox, and deals decent damage)
      Damage: Blade Attack (Physical): 82% x 2 | Nasod Arm (Magical): 57% x 6
      Traits:
      Empowered Powerful (recommended)
      Damage increased to 130% Super Armor added to the skill
      Cooldown increased to 130%
      Gives the skill super armor, which is good for contesting other skills.
      Use(s):
      • Good for catching. Will also pull opponents towards you.
      • Be careful when using this skill. Missing it can leave you vulnerable, and better players can take advantage of the opportunity.

      Weapon Crash
      [MP cost: 30 MP | CD Time: 4 Seconds | Active: Flexibility]
      Rating: 5/5 (increases your survivability)
      Damage: Strong Hit (Magical): 216%
      Traits:
      Killing Blow (1) Killing Blow (2) (recommended)
      Effects last 130% longer Applied effect increased by 50%
      Lowers your opponent’s attack by an extra 15%.
      Use(s):
      • Land the skill on an opponent to lower their attack power by 30% for 7 seconds. (45% with Killing Blow 2 or 9.1 seconds Killing Blow 1).
      • Makes a significant difference in damage dealt by the opponent.


      Burning Nasod Hand
      [Passive]
      Nasod Arm Skill Damage Increase: 10%
      Affected skills: Maximum Cannon, Cannon Blade, Seven Burst, Wild Charge, X Crash, Maximum Dive, Devastating Strike, Hell Dive, Mega Drill Break, Weapon Crash, Limit Crusher and Enchant Hand
      Converts all Nasod Arm attacks to Magical damage
      Affected combos: ZZXX, XXX, >>X, XX>XXX, >>^ZXX, ZZX > XX, >>^XX, ZZZX, >>ZXX

      Victor's Confidence
      [Passive]
      Reduce the knockdown rate of your attacks and deals more damage to enemies below 30% HP.
      Damage Increase: 20%
      Knockdown Rate Decrease: 36%
      Reckless Fist
      Infernal Arms
      [MP cost: 300 MP | CD Time: 180 Seconds | Hyper Active]
      Rating: 5/5 for 1vs1 (highly unlikely you will use this skill due to high MP cost and high CD time, but you might as well take it) | 5/5 for 2vs2 and 3vs3 (can greatly affect the outcome of a match)
      Damage: Grasp (Magical): 980% | Swing (Magical): 1085% x 3 | Crush (Magical): 240% x 3 | Explosion (Magical): 601% x 11
      Traits: N/A
      Use(s):
      • In 2vs2 and 3vs3, try to hit as many opponents as possible. Although hypers got significantly nerfed, they can still secure a win or change the tides of the battle. After the first round of deaths or as the skill is about to get off of cooldown, start being conscious of saving mana to hyper. Be aware of the situation. Don’t tank to preserve mana if you can’t afford to.

      Nuclear
      [MP cost: 300 MP | CD Time: 23 Seconds | Special Active: Bravery]
      Rating: 1/5 (RH has better skills for PVP. Feeds too much MP and awakening.)
      Damage: Spear Hit (Magical): 298% | Explosion (Magical): 97% x 30
      Traits:
      Heavy Light (recommended)
      Damage increased to 140%
      Cooldown increased to 150%
      MP Usage decreased to 80%
      Cost efficiency.
      Use(s):
      Damage, but not worth the MP it costs.
      Archenemy
      [MP cost: 150 MP | CD Time: 12 Seconds | Special Active: Strength]
      Rating: 5/5 (deals good damage)
      Damage: Nasod Spear (Magical): 245% x 5
      Traits:
      Reversed (Preference) Evil (Preference)
      MP Usage decreased to 70%
      Cooldown increased to 150%
      Skill will burn 10 MP per hit
      Reversed is good for cost efficiency. Evil lowers the chances of your opponents mana breaking during a combo when you are trying to land all 5 hits.
      Use(s):
      • Really good damage.
      • Summons 5 javelins. These javelins shoot out when you use command attacks or actives. Haunting Spirit will also cause a javelin to shoot out.
      • This skill doesn’t have much freeze frames, so be careful about when you use it.

      Wild Charge
      [MP cost: 200 MP | CD Time: 15 Seconds | Special Active: Strength]
      Rating: ⅖ (RH has better skills for PVP)
      Damage: Fist Blow (Magical): 1582% (not charged) → 2373% (fully charged)
      Traits:
      Light (Preference) Critical (Preference)
      MP Usage decreased to 80% MP Usage increased to 130%
      Skill will ignore guard and 25% defense in PvP
      Light is recommended for cost efficiency, but critical is useful for dealing more damage.
      Use(s):
      • Hold the skill key to charge. A full charge takes 1.5 seconds, but if you receive damage while charging it cause it to charge faster. You have super armor while charge.
      • Be careful if you fully charge the skill because it gives the opponent some time to move around before it goes off.
      • Decent horizontal and vertical hitbox. This skill also has a slight back hitbox.

      X Crash
      [MP cost: 100 MP | CD Time: 10 Seconds | Special Active: Tenacity]
      Rating: ⅘ (useful for dodging/catching)
      Damage: X Slash (Magical): 255% x 2 | Chain Explosion (Magical): 150% x 5
      Traits:
      Critical Light (Recommended)
      MP Usage increased to 120%
      Skill will ignore guard and 50% defense (25% defense in PvP)
      MP Usage decreased to 80%
      Cost efficiency.
      Use(s):
      • This skill can be used to escape opponents’ attacks, or catching your opponent from a distance.
      • Final enhanced skill allows you to recover 30% MP if you miss the skill.

      Limit Crusher
      [MP cost: 40 MP| CD Time: 7 Seconds | Active: Flexibility]
      Rating: 5/5 (great skill for catching/contesting)
      Damage: Explosion (Magical): 377%
      Traits:
      Empowered Light (Recommended)
      Damage increased to 130% MP Usage decreased to 80%
      Cost efficiency.
      Use(s):
      • This skill is very good for catching or contesting other skills. You have super armor while executing the skill, it ignores evasion, and has a chance to stun the opponent.

      Enchant Hand
      [MP cost: 50 MP | CD Time: 9 Seconds | Active: Flexibility]
      Rating: 5/5 (prevents opponents from mana breaking)
      Damage: Explosion (Magical): 476%
      Traits:
      Light (preference) Killing Blow (1) (preference)
      MP Usage decreased to 80% Skill effect's duration increased to 130%
      Light is good for cost efficiency. With Killing Blow (1), opponents will not be able to mana break for an extra 0.45 seconds.
      Use(s):
      • Prevents opponents from mana breaking for 1.5 Seconds. (1.95 seconds with the Killing Blow 1 trait).
      • Great way to get in some extra damage before the opponent mana breaks.

      Exploding Nasod Hand
      [Passive]
      When attacking with certain combos, you have a 10% chance of proc’ing an explosion. After the proc, the next 5 hits will have a 100% critical hit rate and critical damage will be increased by 10% for the next 10 seconds. (The explosion counts as one of the hits.)
      Explosion Attack (Magical): 73%
      Affected Combos: ZZXX, XXX, >>X, XX>XXX, >>^ZXX, ZZX>XX, >>^XX, ZZZX
      Refined Physique
      [Passive]
      Damage Reduction Increase: 5%
      MP Gain when attacking: 5%
      Awk. Charge when attacking: 5%
      Subliminal Rage
      [Passive]
      Able to Re-Awaken yourself while in Awakening, consuming 1 Awakening bead upon use. Re-Awakening recovers the core to maximum charge.
      This passive gives RH more chances to catch with awakening. This also allows you to have more flexibility to choose when you want to awaken, because you do not have to wait for your awakening to fade before awakening again.
      Magic Attack Increase: 5%
      Awk. Charge Speed: 16%
      Awk. Duration Decrease: -30%
      Re-Awaken Duration: 21 Seconds
      Last edited by zack6607-solace-; 08-31-2018, 06:57 AM.

      Comment

      • Class: {{esusrinfo_class350847}}
        Level: {{esusrinfo_level350847}}
        Guild Name: {{esusrinfo_guild350847}}

        #4
        Reckless Fist (Transcendence)
        Maximum Dive
        [MP cost: 80 MP | CD Time: 8 Seconds | Special Active: Tenacity]
        Rating: 4/5 (decent for catching, deals decent damage)
        Damage: Chain Explosion (Magical): 267% x 5
        Traits:
        Heavy (Recommended) Enhanced
        Damage increased to 140%
        Cooldown increased to 150%
        Critical Hit Rate increased to 100%
        Damage decreased to 80%
        Heavy recommended for extra damage.
        Use(s):
        • Can be used in the air
        • Catching
        • Does a lot of damage if all hits land on an opponent (Ex. If they are in are in a corner, etc.)

        Power Bomb
        [MP cost: 200 MP | CD Time: 15 Seconds | Special Active: Strength]
        Rating: 4/5 (decent damage, large hitbox)
        Damage: Shockwave (Magical): 880%
        Traits:
        Critical Haste
        MP Usage increased to 120%
        Skill will ignore guard and 50% defense (25% defense in PvP)
        Cooldown decreased to 70%
        No recommended trait.
        Use(s):
        • Reduces target all speeds by 15% for 5 seconds.
        • Useful for dealing a finishing/heavy blow to opponents who tend to run.
        • Be careful when using because it does launch opponents.

        Devastating Strike
        [MP cost: 300 MP | CD Time: 14 Seconds | Special Active: Bravery]
        Rating: 2/5 (deals good damage, but high cost and long CD)
        Damage: Power Strike (Magical): 2352% | On Super Armor (Magical): 2823%
        Traits:
        Heavy Light (recommended)
        Damage increased to 140%
        Cooldown increased to 150%
        MP Usage decreased to 80%
        Light is recommended for cost efficiency.
        Use(s):
        • Damage

        Spread
        [MP cost: 40 MP | CD Time: 6 Seconds | Active: Flexibility]
        Rating: 5/5 (skill has super armor, which is good for catching/contesting)
        Damage: Shockwave (Magical): 538%
        Traits:
        Empowered Regenerating (1) (Recommended)
        Damage increased to 120% 50% chance of regaining 50% of the MP Usage
        Chance to regain MP.
        Use(s):
        • This skill is good for catching and contesting because of the super armor it gains when you reach third job.

        Awakened Will: Reckless Fist
        [Passive]
        Additional awakening done during awakening enhances self even more. Awakening Charge speed during awakening increases. Hit amount needed for Core's recharge and generation decreases. Core also regenerates after certain time even without hitting.
        Re-Awaken Buff
        Damage Increase/Defense Increase: 2.5%
        Max Stack: 4
        Awaken Buff
        Awk. Charge Speed Increase: 20%
        Hits Required: 2
        Core Regeneration: 10 seconds
        Awakened One
        [Passive]
        Enhances the body even further.
        Physical/Magical Attack Increase: 10%
        Physical/Magical Defense Increase: 10%
        Base HP Increase: 10%
        Unending Rage
        [Passive]
        Actives and some commands using Nasod Hand and Nasod Spears are affected by Burning/Exploding Nasod Hand.
        Skill affected: Hell Dive, Mega Drill Break, Weapon Crash, Limit Crusher, Enchant Hand
        *The benefits from Burning Nasod Hand will only be half as effective on skills as opposed to combos.
        Combos affected: ZZXX, XX>XXX, ZZX>XX, XXX, XXvX, >>^XX, >>X, >>^ZXX, ZZZX
        Rage Hearts
        Annihilate Forces
        [MP cost: 300 MP | CD Time: 180 Seconds | Hyper Active]
        Rating: 1/5 (RH’s first HA does more damage)
        Damage: Ground Strike (Magical): 1496% | Summon Nasod Spear (Magical): 630% x 9 | Nasod Spear Explosion (Magical): 2432%
        Traits: N/A
        Use(s):
        • If for some reason you don’t have RH’s first HA unlocked, but have his 2nd HA unlocked, you can use this HA the same way you’d use his first HA.

        [Mod] Valkyrie's Javelin
        [MP cost: 200 MP | CD Time: 14 Seconds | Special Active: Strength]
        Rating: 1/5 (deals damage, but RH has better skills for PVP)
        Damage: Nasod Spear (Magical): 304% x 10 | Spear Explosion (Magical): 176% x 7
        Traits:
        Enhanced Useful (recommended)
        Critical Hit Rate increased to 100%
        Damage decreased to 80%
        Max Hits increased
        Damage decreased to 70%
        More damage.
        Use(s):
        • In the modded version, Valkyrie’s Javelin has a decent horizontal hitbox- making it possible to catch with, but it feeds a lot of MP and the hitstun is short.
        • Damage

        [Mod] Nuclear
        [MP cost: 300 MP | CD Time: 23 Seconds | Special Active: Bravery]
        Rating: 1/5 (deals damage, but RH has better skills for PVP. Feeds too much MP and awakening.)
        Damage: Spear Hit (Magical): 248% | Explosion (Magical): 64% x 30
        Traits:
        Heavy Light (Recommended)
        Damage increased to 140%
        Cooldown increased to 150%
        MP Usage decreased to 80%
        Light is recommended for cost efficiency.
        Use(s):
        • The modded version leaves behind a cloud of smoke that reduces an opponent’s magical defense by 20%, reduces their elemental resistance by 150, and burns 2% HP for 4 seconds making it slightly less useless than its non modded version. However, it is still a highly non viable skill for PVP.

        [Mod] Wild Charge
        [MP cost: 200 MP | CD Time: 15 Seconds | Special Active: Strength]
        Rating: 2/5 (deals damage, but RH has better skills for PVP)
        Damage: Drop Attack (Magical): 129%193.5% (Infinite) | Shockwave (Magical): 299%448.5% x 6
        Traits:
        Light (Recommended) Critical
        MP Usage decreased to 80% MP Usage increased to 130%
        Skill will ignore guard and 50% defense (25% defense in PvP)
        Cost efficiency.
        Use(s):
        • Damage

        [Mod] Charged Bolt
        [MP cost: 100 MP | CD Time: 7 Seconds | Special Active: Strength]
        Rating: 5/5 (good for catching and disrupting opponent(s)’s movement)
        Damage: Spike (Magical): 179% x 5
        Traits:
        Gigantic (Recommended) Useful
        Skill size increased to 120% Max Hits increased
        Damage decreased to 70%
        Larger hitbox to work with.
        Use(s):
        • Good for catching. Casts a series of spiked spheres that lasts for a duration of time and will inflict damage to opponents who come in contact with the spikes. It will cause opponents to flinch within the first few seconds after casting.

        [Mod] Guardian Strike
        [MP cost: 300 MP | CD Time: 21 Seconds | Special Active: Bravery]
        Rating: 1/5 (RH has better skills for PvP)
        Damage: Fire Blast (Magical): 303% x 9
        Traits:
        Light (Recommended) Heavy
        MP Usage decreased to 80% Damage increased to 140%
        Cooldown increased to 150%
        Cost efficiency.
        Use(s):
        • Instead of having a cross-like hitbox, the modded version shoots vertically in one direction. Better damage, but still not worth the MP it costs.

        [Mod] Archenemy
        [MP cost: 150 MP | CD Time: 12 Seconds | Special Active: Strength]
        Rating: 1/5 (unreliable hitbox)
        Damage: Nasod Spear (Magical): 1632%
        Traits:
        Reversed (Recommended) Evil
        MP Usage decreased to 70%
        Cooldown increased to 150%
        Skill will burn 10 MP per hit
        Cost efficiency.
        Use(s):
        • Good damage, but hard to land a hit.

        [Mod] Maximum Dive
        [MP cost: 80 MP | CD Time: 8 Seconds | Special Active: Tenacity]
        Rating: 5/5 (teleports you to enemies)
        Damage: Chain Explosion (Magical): 901%
        Traits:
        Heavy Enhanced
        Damage increased to 140%
        Cooldown increased to 150%
        Critical Hit Rate increased to 100%
        Damage decreased to 80%
        No recommended trait.
        Use(s):
        • Catching
        • The opponent needs to be on your screen in order for the skill to teleport you to them.

        Relentless Power
        [Passive]
        Using Nasod hand special active skills consecutively will increase skill damage of the following skill by 10%.
        Affected skills: Cannon Blade, Seven Burst, Wild Charge, X Crash, Maximum Dive, Power Bomb, Devastating Strike
        Using skills midair will decrease cooldown by 25%.
        Affected skills: Valkyrie's Javelin, Guardian Strike, Maximum Dive, Power Bomb
        Awakened Rage
        [Passive]
        • Critical/Maximize/Critical Damage increased by 10% for 20 seconds when Awakened
        • When Awakened, increase casting speed of Charged Bolt, Guardian Strike, Nuclear, Power Bomb, and Devastating Strike by 40%
        • Core has a 25% chance of causing a second attack that doesn't flinch. Deals 264% Physical/Magical Damage.

        [Rare] Haunting Spirit
        [MP Cost: 0 MP | CD Time: 60 Seconds | Active Force Skill]
        Launches an evil spirit that will track the nearest opponent for a short amount of time. Will cause the opponent to flinch if it hits. The opponent’s movement and jump speed will be decreased by 20% for 3 seconds. This will cause one spear from archenemy to hit the opponent if archenemy is activated. Haunting spirit’s effects can be negated by any super armor skill.
        [Rare] Hyper Acceleration
        [MP Cost: 0 MP | CD Time: 30 Seconds | Active Force Skill]
        Movement Speed and Jump Speed will increase 1.3 times for 4 seconds, then attack speed will be reduced by 20% for 3 seconds after. This skill has super armor when casting and can be used to negate the effects of Haunting Spirit.
        [Rare] Illipia's Aura
        [Passive Force Skill]
        Max HP is increased by 10,000 and 0.24% HP is recovered per second while you are not engaged in battle after 9.9 seconds of not being in combat.
        Last edited by zack6607-solace-; 08-31-2018, 08:03 AM.

        Comment

        • Class: {{esusrinfo_class350849}}
          Level: {{esusrinfo_level350849}}
          Guild Name: {{esusrinfo_guild350849}}

          #5
          ===Skill Build Recommendations===
          Tier One Skills (Highly recommended):

          Tier Two Skills (other viable skills worth taking along):


          For your trans skill slots, put skills that either dish out a lot of damage/skill you wish to finish off with and/or skills you wish to reduce the CD of and use more often. For more information on the trans slots, check this page: https://elwiki.net/w/Transcendence
          Recommended skills to put on the trans skills slots:
          Last edited by zack6607-solace-; 08-31-2018, 08:12 AM.

          Comment

          • Class: {{esusrinfo_class350850}}
            Level: {{esusrinfo_level350850}}
            Guild Name: {{esusrinfo_guild350850}}

            #6
            ===Commands===

            *This guide only lists commands that Rage Hearts can perform.
            *Most commands are listed going in the right direction, but they can also be performed going in the left direction. Ex. >>^zx can also be done <<^zx.
            *This guide tries to cover the main commands, but does NOT go over every single command that can be executed.

            Main Commands for Damage

            ZZXX (tap >)^vX (loop) aka “X-Drop”
            Variations:
            ZZXX ^vX (loop)
            *for against walls
            ZZXX *pause* ZZXX *pause* (loop)
            *lazy x-drop

            XX >X XXXX
            Starting from >X RH has super armor during the whole duration of the combo. This combo is good for charging at enemies during 2vs2 and 3vs3 matches due to the super armor (this method is however, not highly recommended for 1vs1). This command also deals a lot of damage due to RF’s [find later] passive.

            After XX>X, even if you end the combo early, the last X you press will still KD, so you need to cancel the last X by using an active. Ex. XX >X XXX *enchant hand*. This combo is viable to use in 1v1, but it's best not to abuse it and use variety.

            >>^ZX (loop)
            >>^ZX can be looped as is one of RH’s most viable combos. It can be looped like >>^ZX >>^ZX… etc. or you can mix actives with it. Ex. >>^ZX *enchant hand*... etc. It has a long hitstun.
            Other Commands for Damage
            ZZZ <<> (loop) aka “Z-loop”

            ZZZ *insert active* (loop)

            ZZ(X)<<> (loop) aka “ZZ-loop”
            not beginner friendly, very hard to pull off
            Utility Commands
            >>X
            Viable way for catching due to the fact you move a decent amount vertically and the X causes hitstun.

            >>^ZX aka “derp dive”
            The X has an long hitstun. The combo has a slight back hitbox, so you have some room for error. Do not spam >>^ZX too much for catching. Try to mix it up with other forms of catching, or else this becomes very predictable.

            >>^XX
            >>^X in the air can be used for catching, however, this burns mana so be careful not to abuse it.

            >>^X can also be looped (>>^x >>^x >>^x etc. or >>^x <<^x >>^x <<^x etc.). This keeps you in the air and may throw off your opponent if they anticipate you to land (but instead you do another >>^x and continue to stay in the air). This also burns mana so be careful not to abuse it.

            >>^Z
            Good for latching. When you move towards a platform and time >>^z, it will cause you to “latch” onto the platform, making going up platforms faster and more efficient. After you latch onto the platform, if you hold ^>, you will continue to move upwards and sideways after latching.

            ^vZ ^vz
            Can be used to confirm hits or catch.
            *make sure ^vz are all pressed before Raven hits the ground and make sure they are all released before he hits the ground or else it will not properly loop
            Last edited by zack6607-solace-; 08-31-2018, 08:19 AM.

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            • Class: {{esusrinfo_class350852}}
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              #7
              ===Dealing with Platforms===
              *this does not list all possible ways RH can deal with platforms and only serves to give a few examples

              Going up platforms:
              • ZZXX >>^ZX
              Going down platforms:
              • >>X (pause and wait for a second for the opponent to fall off the ledge) vX Z
              • >>^ZX >vXZ
                • This command will not work if the opponent is too close to the ledge.
              • >>X >>VZX
              • >>^ZX >>vZX
              Avoiding platforms:
              These are ways to get on the other side of an opponent when they reach the edge of a platform so you don’t have to platform convert.
              • >>^v< <<^zx (most viable)
              • ZZX>XX
              • >>^X or >>vX
              Last edited by zack6607-solace-; 08-30-2018, 01:12 PM.

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              • Class: {{esusrinfo_class350854}}
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                #8
                ===Movement===
                *It is probably best you go on youtube and search up tutorials or ask someone in game to show/teach you. Learning from just seeing the inputs is very hard.
                *This does not list all the movements you can perform on RH and only servers to list some of the more well-known movements. Most of these steps can be built upon and made into more fanicer movements.


                Spring Step | Difficulty *
                Helps you move faster around the map.
                Input: >>(hold >)v^v^v^... etc.

                High Jump | Difficulty *
                Helps you get up to higher platforms or skip a platform in between.
                Inputs:
                • >>^<
                • >>(hold)^<(hold)
                  • this high jump you can perform without turning around

                Circle Step | Difficulty *
                Useful to use if you’re not attacking or being attacked. The movement will make it harder for opponents to catch you.
                Input: >>^<<v (repeat)

                V Step | Difficulty **
                Useful to use if you’re not attacking or being attacked. The movement will make it harder for opponents to catch you.
                Input: >>(hold >)^v<^v>... etc.

                Platform Sweep | Difficulty ***
                (To look fancy)
                Input: (can only be done on platforms) >> (hold >) >vZ >vZ

                Video reference:
                https://www.youtube.com/watch?v=4Euntclz9vY&t=120s
                Last edited by zack6607-solace-; 08-30-2018, 01:15 PM.

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                • Class: {{esusrinfo_class350855}}
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                  #9
                  ===Gear===

                  Gear
                  You should have a seperate gear and costume set for PVP. The main reason being that you need different sockets for PVP opposed to PVE.
                  Example of Gear Progression for PVP and PVE:
                  PVP PVE
                  Start off with:
                  • Spar Gear or
                  • SD Gear (if you can afford a SD set for PVP and PVE)
                  • You can also do SD ⅘ and take a heroic bottom piece with a party buff such as attack speed, etc.
                  • SD
                  Work for:
                  • 4D (you can either have 5/5 4D or ⅘ 4D + void weapon)
                  • Heroic Gear (you can either have 5/5 Heroic or ⅘ Heroic + void weapon)
                  Current Endgame:
                  • Purple Elrianode Gear + Void Weapon/Rosso Weapon
                  • Red/Blue Elrianode Gear + Void Weapon/Rosso Weapon
                  For more information on Heroic Gear, please refer HERE
                  For more information on Elrianode Gear, please refer HERE

                  Recommended PVP build for a purple PVP Elrianode set:
                  Triangle Square Hexagon Circle
                  Top R29 (or the highest rank you can afford) Archenemy
                  • Party's Critical
                  HP
                  Bottom R29 (or the highest rank you can afford) Archenemy
                  • Party’s Magical Attack
                  • Party’s Attack Speed
                  HP
                  Gloves R29 (or the highest rank you can afford) Archenemy
                  • Add. DMG
                  HP
                  Shoes R29 (or the highest rank you can afford) Archenemy
                  • Party’s Maximize
                  HP

                  Stats
                  Sockets/Stats you should go for:
                  Critical/Maximize = aim for at least 40-50%
                  Add. Damage (PVP only)/Red. Damage (PVP only) = Up to you how much you want, but it is highly suggested you do not go without these stats in PVP. Add. makes you hit harder, red. Makes you more tanky.
                  Attack Speed (prevents opponents from jumping out of your combos, generally easier to perform combos with higher attack speed)

                  Do not socket for these stats unless you need to, but it is suggested that you have at least 2k jump and movement speed and 4k MP gain on attack and 4k MP gain when attacked. (Most people get the 4k MP stats from having a Magic Necklace of some sorts.)

                  You can increase your socket slots by using Ancient Guardian Wedges on your armor pieces. You can increase your socket slots on your weapon by using an Ancient Iron Wedge. Remember, all costume pieces can be socketed as well for extra stats. IB costumes give 2 socket slots opposed to IM costumes only giving 1.
                  Costumes
                  For IB costumes and IB accessory sets, go for sets that give HP, Red. Damage, Add. Damage and/or PA/MA increase. Sets that give skill damage and/or critical damage are not recommended because skill damage and critical damage are nerfed by 40% in PVP. If you can’t afford an IB set, using an IM costume, event costume, etc. will at least give you the extra socket slots.
                  Accessories
                  These are 2 accessories that you should definitely have:
                  Magic Necklace or any variation (you can replace this with a velder necklace if you have stage 8 on your void weapon or some other alternate way to have decent MP gain)
                  Ring of Fury or any variation

                  Besides IB accessories, here are accessories that are recommended:
                  Ignia's Accessories 3/3 set effect: PA/MA +4%
                  Sinister Intent Control Set ⅔ set effect: Skill damage +1%
                  3/3 set effect: PA/MA +3%
                  Corrupted Elrianode Accessory Set 3/3 set effect: PA/MA +3%
                  The weapon guard can give 10% of a certain skill damage.
                  The earrings have have a skill damage ID. (Those this is very hard to get and it is not recommended that you roll for it.)
                  Radiant Champion's Accessory Set 2/4: Debuff removed when Awakened (Cooldown: 60 seconds)
                  ¾: 15% chance to increase Knockdown by 20% for 7 seconds (5 stacks)
                  4/4: HP +10%
                  Warrior’s Chronicle Gives 20% of a certain skill damage
                  Skill Ring Gives 20% of a certain skill damage

                  Elements
                  For weapon, wind, water or a combination of both is recommended.
                  For armor, put resist in whatever element you personally have the hardest time dealing with and also what you find people are using a lot in arena. However, when you socket attributes on your armor, make sure you socket the expensive elements first and the cheaper elements later.
                  ERP
                  Invest in MP Cost Reduction, Strength Skill Damage and/or Max HP/MP increase.
                  Last edited by zack6607-solace-; 08-31-2018, 08:38 AM.

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                  • Class: {{esusrinfo_class350856}}
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                    #10
                    Reserved post 1
                    Last edited by zack6607-solace-; 08-31-2018, 08:26 AM.

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                    • Class: {{esusrinfo_class350857}}
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                      #11
                      Reserved post 2
                      Last edited by zack6607-solace-; 08-31-2018, 08:27 AM.

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                      • Class: {{esusrinfo_class350859}}
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                        #12
                        Reserved post 3
                        Last edited by zack6607-solace-; 08-31-2018, 08:27 AM.

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                        • Class: {{esusrinfo_class351225}}
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                          #13
                          Finished for now uwu

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                          • Class: {{esusrinfo_class351245}}
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                            #14
                            Yay, I'm counting on you and looking forward to read your fully developed guide.

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