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Videos playable in 720px HD.
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With the update that has unleashed his latent powers of the Erudon blood line, Ronan legitimately wields a class of his own might. His class of swordsman and magic skills are no longer separate and so like most characters he now possesses only one skill set for combat. His default fighting style instead allows him to control when he wants to use sword or magic strikes. This added versatility grants him distinction from the initial stigma that saw him as an Elesis knockoff. Thankfully, he can still otto.
Dodge:
- Type: Aerial Maneuver
- A welcome addition to Ronan's repertoire; the Dodge skill allows Ronan to engage in his fast attack combos without worrying about counterattack threats.
- Magic Knight definitely needs this, as he's a stationary target for a lot of the time when attacking. Also especially useful for discharging Lunatic Force to the back of his opponents for great burst damage.
- None
Otto:
- Requires moving forward due to some hard knockbacks.
- Sustainability: Easy
- Attack speed has been effectively increased across all classes.
- Ronan's update has also granted him a 20% increase in basic attack damage.
- Basic combo has increased damage and number of hits from before.
- Ronan's reflexes have improved greatly, and this allows him to attack very swiftly with greater agility as well.
- Ronan's new dash attack makes for a very convenient juggle combo if done repeatedly.
- Magic Knight's Rune Gauge does not fill itself automatically, attacks must be dealt to fill the gauge. It is the only job which requires the player's efforts to fill it.
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Sword Attack: Throw Lv2
An extension to his current Throw attack, adding magic bolt attacks after the double slashes into the air.
Utilizing Dash: Dash Attack Combo
An alternate chain to Spell Knight's dash attack, allowing for high slashes that launches the enemy into the air.
Attack Magic: Ragna Bolt Lv2
Primarily used as a counter attack against chasers in PvP, rarely useful in dungeon situations. Lv2 allows Ronan to set off a large blast after the projectile shot against more persistent chasers.
Magic Attack: Rune Magic
A newly featured attack chain where Ronan uses purely his magic to strike his enemies.
Utilizing Combo: Additional Combo
Allows Ronan to alternately switch between Sword and Magic combos in mid-chain. The resulting switch attacks vary depending on how far you are into the combo chain. The ability to smash through Super Armor is mentioned if you attempt such attacks but be advised of some minor ill-effects.
1) Test on Gargoyles - It breaks them out of rest while they are stoned but they start flying around and attacking while still retaining their increased defense from the stoned state. As such they will become harder to kill for a while.
Jump Attack: Cast Rune Magic
Allows Ronan to fire off magic projectiles down toward an enemy. As long as he remains in the air, he can continue performing more shots until he lands. A regular jump allows up to 2 shots at most. Note that this technique will drain a small portion of MP each time you fire.
Dash Attack: Rune Dash
Allows Ronan to strike from a distance using his Rune magic. The attack projects itself about half a screen across. If your view is centered, the attack projects towards the edge of the screen. Deals only light damage but will cause knockdown. This technique also drains a small amount of MP with each use.
Special Skill: Erudon's Sword
A special "Combo Augmenting" technique which unleashes the Erudon Sword, allowing Ronan to wield the giant rune blade as his weapon and changing his attack style entirely for a default 20 seconds. While wielding Erudon's Sword, he has nearly 4x times melee range horizontally and 2x vertical range, able to strike enemies one platform above as well; And generally no additional techniques except a back-stepping move before he enters the critical attack. While in this mode, there are some liberties and restrictions to take note of-
- Ronan cannot use Illusion Edge (4th), but only his 3 extra skills in this mode.
- The gauge freezes when skills are in effect, until they end.
- During the conjuration phase of the Sword, his skills are momentarily sealed off until he resumes his idle stance.
- At the same time, he is impervious to attack when he is conjuring the Sword.
- Re-entering the "C↑" command while the Sword is active will immediately remove the Sword.
- Every hit dealt will replenish the Rune gauge partially. However, when against only a single target like a boss eg, the drain will eventually be faster than what you can replenish. Constant attacking can extend it to minimally about 40 seconds or even longer depend on your skill.
- The back-step attack does not grant Ronan any invincibility frames. While he may slip behind a charging enemy that comes from behind him, if the attack somehow connects with his body, the hit is taken.
- Weapon Change will wipe your Rune gauge clean and remove your Sword if it is active!
- Trivia: Ronan's eyes glow a shade of light blue when the sword is in use. The blade also flashes green when Dodge is used.
Tier 1:
Soul Breaker
- Type: Linear
- Range: Medium
- Delay: Short
- Similar to Rune Spiral but with greater range, Ronan stabs his enemies with the Sword and forces them back.
Tier 2:
Cross Breaker
- Type: Melee Combo, Impact
- Range: Medium
- Delay: Short
- Ronan slashes twice at the enemy which draws them in towards him as he releases a burst of energy around him that sends enemies flying off when it hits.
Tier 3:
Tempest Blade
- Type: Melee Combo
- Range: Medium
- Delay: Short
- Ronan furiously slashes his enemy repeatedly in a brutal onslaught, ending it with a rending slash.
- While it is a sure-fire skill to kill any regular monster, it is not overwhelming to a point where it can surely OHKO bosses all the time. It is nonetheless, very powerful against minor forces.
- Ronan can slowly inch back and forth, jump and even descend while in the midst of Tempest Blade.
- The last blow deals surprisingly the least damage of the entire skill.
- Has the same name as Abyss Knight's 4th Skill.
Rune Gauge:
Ronan's Rune Gauge is an additional bar just below his Dodge meter which controls his ability to use Erudon's Sword; It must be completely filled for him to do so. Because of it's nature, his magic attacks will increase the gauge faster than regular sword attacks, and especially so the more hits you deal at once.
Rune Shield now has 2 levels with different usage. Both shields have similar defensive properties, that allows Ronan to absorb one hit from most attacks. They are however, useless against multi-hit or any beam-type attack and neither can they block their enemies from moving through them.
- Lv1: An instance-based shield which momentarily absorbs one hit that would be dealt to Ronan. Works against melee attacks as well but has to be timed right. The cooldown begins the moment the shield is cast.
- Lv2: A deployed shield which can last 4 seconds (as long as its cooldown) and then expires. The shield is stationary once cast, and like Lv1, will absorb only one hit from melee or projectile attacks.
- There is a slight delay between command input and the shield being cast. If Ronan gets attacked before he brings out the shield, it will fail and the cooldown gets effected nonetheless.
Enchant:
All Enchants are available for 15 seconds and have a 10 second cooldown then after. Lightning and Curse enchants only last for one hit and cooldown begins once a blow is dealt.
- Fiery Enchant: Embers fall on the ground where the enemy is struck. They deal very rapid damage but is sometimes not safe for use against bosses, as it triggers continuous counterattacks. Also works excellently with Abyss Knight due to high hit count.
- Lightning Enchant: Deals extra damage on one hit only and adds the Status Inflict: Shock to enemies.
- Curse Enchant: Deals additional damage of a non-substantial amount.
- Vampiric Enchant: Recovers ~1% of HP on every hit dealt. Does not work with pet attacks or skills. Hitting a larger group of enemies guarantees a faster rate of recovery.
Activating an Enchant will render Ronan immobile until he completes the animation. If you face danger, use Dodge to immediately move out of the way (The enchant is granted the moment you press "CC", so you can dodge almost immediately)
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Skill Setup:Rune Spiral
- Type: Linear
- Range: Short
- Damage: Burst
- Animation: Short
- The old Lv3 Rune Spiral is now the new and default Rune Spiral
- Generates a rune which Ronan uses to cast a magical blow with his sword.
- Type: Splash
- Range: Short
- Damage: Burst
- Animation: Short
- Ronan deploys 3 energy spheres in front of him, slashing and detonating them for light splash damage.
- Each sphere deals only one instance of damage to every enemy that touches them.
- As such, bigger monsters will easily take all 3 hits from the spheres while smaller ones usually hit only 2 of them.
- This skill isn't very powerful to begin with, but if you must choose this out of fancy, consider the general size of your enemies before picking this skill as well.
- Type: Linear, Pierce
- Range: Medium
- Damage: Multi
- Animation: Short
- Stabs the ground to create a triple burst of magic and slashes across in a flash.
- Effective means of evasion since it moves through your enemies.
Holy Bless
Tier 2:
Giga Crash
Tier 3:
Kanavan Strike
Shadow Slicer
Tier 4:
- Type: Self, Allies
- Range: Medium
- Damage: Nil
- Animation: Short
- Powers up to Lv5, providing a maximum 50% and 30% boost in attack and defense respectively. Includes a 2 second shield absorbs a single hit upon casting.
- Skill delay completely removed. Invincibility still applies during spell casting.
- The increment in boosts, again Attack and Defense respectively, is 10% and 6% each time, so it reaches the maximum of 50% and 30% at Lv5. However, the actual rates are about 40% and 20% in real use. There could be explicit factors I'm not aware of, but as far as my own Ronan is concerned, these are the rates I'm getting out of Holy Bless. Still substantial though.
- Each consecutive Holy Bless buff beyond Lv1 refreshes the countdown back to 25 seconds. If the timer runs out before the next increment, the player must restart from Lv1 again.
- Type: Allies
- Range: Short
- Damage: Nil
- Animation: Short
- Adds a 10% increase in Attack damage for 7 seconds to Ronan and nearby allies.
- Despite the part that says "Hidden from view", Ronan is completely visible to enemies and that purplish dust does nothing to help. Whatever "Transparency" means on the buff icon, isn't explained either.
- In any case, the invisibility buff does apply to only his teammates, and not to himself. The invisibility also does not dispel upon attacking.
- Type: Impact
- Range: Short
- Damage: Burst - Multi
- Animation: Short
- Ronan slams the ground producing a shockwave around him that tosses enemies into the air, and performs a standing uppercut with wind shears that cuts into them.
- You can catch flying enemies with Wind Fist but the hits will not be 100% taken because of accuracy.
Tier 2:
Giga Crash
- Type: Close-In
- Range: Medium
- Damage: Multi
- Animation: Long
- Engages in a swift melee combo and jumps up into the air, slamming the ground to drive a vertical pillar of energy into his enemies.
- The energy pillar has very narrow range and thus may miss its mark often.
- Delay for this skill has also been reduced.
- Type: Splash, Linear
- Range: Medium
- Damage: Multi
- Animation: Short
- Strikes with dark magical force and blasts a huge dark beam of energy across.
- Weak in damage
- Type: Projectile, Linear, Pierce
- Range: Medium
- Damage: Multi
- Animation: Short
- Ronan tosses out 2 magic circular-saw projectiles and unleashes a faster 3rd one, ploughing through his enemies with it.
- Despite its ability to attack enemies in a line, it's not very effective for damage.
- Type: Linear, Splash
- Range: Vertical
- Damage: Multi
- Animation: Short
- Ronan drops 3 really fast-falling meteors onto himself (initial landing point). He can now shift the position of the drop all the way across the screen, covering a larger bombardment distance. Embers no longer appear as well.
- Falling position of meteors can be moved before the first meteor lands.
- The meteors materialize at a high up position,and will damage anything that they touch even before the explosions on impact. However, due to speeding up, the damage they used to deal while falling isn't as much anymore.
- Type: Impact
- Range: Medium
- Damage: Nil
- Animation: Short
- Casts a vortex barrier dome around himself, which lasts 10seconds as it sits there launching off enemies that touch the wind barrier.
- Note that the barrier itself is not 100% efficient as it sometimes has a latency before it ricochets an enemy away. Especially when they barge in with their SuperArmor-states active. So don't be complacent with the barrier's presence.
- It does not protect anyone from damage nor does it deal any, only performs repulsion.
- Type: AoE: Small
- Range: Short
- Damage: Multi
- Animation: Short
- Casts a sizable dark rune that deals rapid damage while absorbing bits of HP from enemies.
- The recovery rate is about 5% of HP at most. But that depends on the number of hits and enemies afflicted.
- It hits like Dragon Knight's "Spell the Rune" skill.
- It's cast point is movable from in front of Ronan all the way off-screen.
Tier 3:
Kanavan Strike
- Type: AoE: Medium, Splash
- Range: Medium
- Damage: Multi
- Animation: Short
- Delay shortened to one phase. Ronan now jumps straight into the air and initiates the single-phase delay.
- Ronan leaps into the air and stabs the ground with a magic circle, bringing forth a barrage of magical swords around him to bear on his enemies.
Shadow Slicer
- Type: Projectile, Linear
- Range: Mid
- Damage: Multi
- Animation: Short
- Ronan releases two whirling magic blades and sweeps up a large shockwave of energy ahead into his enemies.
- Type: Splash
- Range: Short
- Damage: Multi
- Animation: Short
- Ronan slashes multiple times at a dark energy sphere causing eruptions in each slash, then detonating the sphere for a final blow of damage.
- Effective for its concentrated damage factor. High critical ratings make this skill the most viable for boss destruction (next to Lunatic Force for its stun property and burst damage)
- Type: Projectile, Stun
- Range: Long
- Damage: Burs
- Animation: Short
- The previous Lv2 version is now a Lv1 version.
- Fires two slow moving frost orbs straight ahead, dealing damage and stun to anything struck by it.
- Despite the ice element, it does not inflict freeze but merely stuns the primary target that it strikes
- If any enemies come into secondary contact (via moving/jumping) with the frost flowers, damage is dealt without the stun.
- Type: Pierce, Splash
- Range: Medium
- Damage: Multi
- Animation: Short
- Fires 3 lance-shaped projectiles in a diverging fan formation. The lances travel a short distance before exploding altogether.
- Enemies struck by Bram Gash are spun into the air.
- As a result, if any lance makes enemy contact it will trigger further explosions behind their target, which also deal aerial damage.
- Type: Close-In, Projectile, Stun
- Range: Short
- Damage: Burs
- Animation: Short
- Lunatic Force's new spell form, which features 5 converging frost orbs onto Ronan's central position. A vacuum effect also occurs within the sphere of influence of the spell, pulling them towards Ronan for a better chance of hitting them.
- Using an upper hemisphere as a reference, the frost orbs materialise from 5 vectors - (left) 0°, 45°, (top) 90°, 135° and (right) 180°, and they slowly converge on his location striking anything that enters their path. Any frost orbs that reach Ronan and has hit nothing will simply disappear. So its effective range is really limited.
- When compared to Lv1, each orb deals about 70% less damage. But the combined force of all 5 orbs is 150%, which means a lot if your critical ratings were to trigger generously. Allowing more damage to be dealt than Lv1 could. However, do note accuracy is an issue especially if your target is the mobile kind or too small to have all the orbs strike it.
Tier 4:
Illusion Edge
- Type: Linear, Splash
- Range: Long
- Damage: Burst - Multi
- Animation: Long
- Ronan summons an array of swords in position, and sends them zipping across their aimed flight paths
- The main sword goes straight ahead, while the multiple smaller blades move towards the center-edge of the screen in convergent flight.
- This attack does not have infinite horizontal range, despite speculations.
- Illusion Edge does not deal massive damage in total, and while damage saturation is heavy due to the multitudes of blades present, the accuracy is another concern as they have a converging and then diverging trajectory.
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