Elesis: Saviour

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Saviour doesn't possess any exceptional traits, she is but an amalgamation of her preceding jobs put together, sharing traits of speed, power and technique. While this does not seem much, Eternity has since put Savior back on track in dungeoning after balancing her lacklustre skill set. Similar to the Knight, Savior is more agile and has more maneuvers at her disposal for advanced combat.

Dodge:
  • Type: Ground Roll
  • Most of the time, you will be relying automatically on her default rolling skill, and you should as well. While the dodge is handy to have, it does not allow you to use skills while dodging, negating her surprise back attacks in this manner.
  • Similar to Knight, Saviour has no problem performing standard evades. For the slick-fingered players, Dodge can increase her distancing if you perform a roll or Backstep earlier. Not an exceptionally important technique, but only one that Saviour can execute alone in her class.
Inherent Techniques:
  • Falling Smash: (↓Z during a jump) 
  • A freefall smash attack (able to move) performed in mid air. Elesis can roll away using Roll upon landing.
  • During execution, Saviour spins upwards some into air and with enough height, will land on a platform instead.
  • Rising Slash: (↑ZZ during a jump)
  • Allows Saviour to slash in an upward arc twice. The second swing will keep Saviour hovered in the air for longer)
  • Backstep: (→→ + ←)
  • Used to quickly dodge backwards during the start of a dash, not during or after it. Backstep can now slip past enemy sprites on the retreating dash.
  • Pressing "Z" follows up with a forward charge attack. This attack will not slip past enemies of course.


Otto:
  • Has some sweeping range
  • Able to hit enemies positioned directly above her
  • Sustainability: Moderate
Notes:
  • Her roll ability makes her face the opposite direction as soon she tumbles, allowing you to hotkey a skill almost immediately during the roll before her enemies turn around.
  • This is different from Jin's style, as Jin must complete the animation frames before he faces behind.
  • Provocation does not work with Savior
  • Like Sword Master, Savior can roll out of harm's way after she lands with her jumping stomp attack (Press Down to trigger upon landing)
  • Backstep can now slip past enemy sprites in your back path.

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Skill Tree Setup:


Magic Defense:
  • Completely eliminates a projectile attack if successful (not all types of projectiles)
  • Causes 1 hit of chip damage if used in direct contact with a foe.
  • Reduces incoming melee damage to 60%, and keeps Elesis standing if successfully deflected.
  • MP gauge sealed while activated until 1-sec cooldown ends
  • Projectile attack causes stance to end
  • Direct attack will keep the stance going until it ends
  • Cannot be used while in Hyper Armor state
Defense: Firebolt Slash
Not so reliable and difficult to pull off a precise-timed slash. Better off just evading anything that comes your way.

Evasion: Roll Lv1
Lets her roll to the back for evasion and/or execute skill attacks

Berserker: Super Berserker Lv1
You won't get hit by enough arrows for this to activate.

Hyper Armor Lv1:
The ultimate technique in invincibility and last ditch offense. Once activated-
  • Elesis is invulnerable to death for 10 seconds
  • Hyper Armor no longer drains her HP.
  • Elesis now takes full damage while in Hyper Armor, but-
  • Absolutely nothing can kill Elesis, not even OHKO attacks from Boss-enemies
  • Any MP-Break occurrence will not kill Elesis, only triggers the skill cooldown timer
  • Elesis must have at least 1 HP to reactivate Hyper Armor (30-sec cooldown)
  • Magic Defense is unusable in this state
  • Protects you from "Jump" attacks, petrification & freezing status
  • *Curse is not negated
  • Beware of Super Armor & your earrings' effects during this technique, as they will turn you back into a tangible target and backfire on you, causing Elesis to take extensive damage from certain attacks that otherwise could be evaded.

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Skill Setup:


Tier 1:

Round Crash
  • Type: Impact
  • Range: Short
  • Damage: Multi
  • Animation: Short
  • Elesis swings once and gathers both swords overhead, sending them with a crash to the ground, also knocking back enemies.


Tier 2:

Flame Circle
  • Type: Direct Contact, Projectile
  • Range: Direct ~ Mid
  • Damage: Multi
  • Animation: Long
  • Saviour joins her swords together, whirling them with flames before throwing a flaming circle out ahead.
  • Pressing "Z" interrupts the spinning phase and cuts to the throwing phase. Useful for cutting the delay short for tactical reasons.
  • The flame circle (when tossed) cannot hit targets at point blank range. While the flames does push back enemies touching Elesis, circumstances may depend.


Tier 3:

Chaos Savior
  • Type: Close-In, Projectile
  • Range: Mid
  • Damage: Multi
  • Animation: Long
  • Elesis pirouettes with her swords extended like a rotor and closes in on her enemies while damaging them, followed by a sword wave of energy thrown forward which again hurts enemies as it travels towards the ground.
  • The push factor is quite low, and thus the sword wave usually doesn't do full damage to the smaller and lesser enemies. It works well on wide-bodied enemies instead, allowing them to take full damage until impact.


Tier 4:

Annihilate
  • Type: Lock-On, Projectile
  • Range: Full
  • Damage: Multi
  • Animation: Very Long
  • Elesis fades and appears a second later, with her swords primed and creating a whirlwind of energy on her position. The resulting whirlwind will pick its first target and swirl around it until it is defeated, before moving to the next. Unfortunately, it doesn't always pick the nearest target, and may result in damage loss over time while it travels around.
  • Bunching enemies first helps to reduce said loss.
  • Damage begins as soon as the whirlwind manifests on her position, using it directly on an enemy stack is most productive.
  • The whirlwind lasts for 10 seconds before it expires. If no targets are left, it travels off screen.
  • No whirlwind is generated if Annihilate is used when there are no enemy targets left on the current stage of play.
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