Sieghart: Gladiator

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Sieghart shares his roots with Elesis, yet their combat styles vary by a lot. He features a lot of techniques instead of power, and is actually much speedier than Elesis is. His core weakness is his difficulty in controlling enemy mobs which occurs due to seemingly long intervals between each attack, the slow recovery from his attack combo and lack of hard stuns. While he can evade better, it is not always reliable either. Gladiators should be prepared to cut their attacks short and evade a lot.

Dodge:
  • Type: Ground Roll
  • Although Sieghart has the Reverse Trampoline technique, it's usage is restricted to the basic attacks before the critical attacks kick in, therefore limiting it's use.
  • Gladiator has a very slow and long combo string which just leaves him in the thick of counterattacks everywhere. Dodge now let's him get out of danger especially during those combo strings.
Inherent Techniques:
  • None



Otto:
  • Requires "Jump Attack Lv2" in order to otto.
  • Easy to fall off platforms while executing.
  • Sustainability: Hard
Notes:
  • Soul Extinction may save you a lot, but it won't be easily available now with the MP regen slowing down a lot. You're going to have to rely a lot on alternative methods to get by comfortably.
  • Sieghart lacks a lot of raw power, and most of his skills are actually none too reliable when it comes to crowd control.
  • Sieghart's jump is lower than most. The same when dashing.
  • Rage & hotkeys are best friends.
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Skill Tree Setup: 


Jump Attack: Jump Attack Lv2
This is the only option you can afford to take if you want to otto. It doesn't work with Lv1, and if you take Leap, your attack reverts to Jump Attack Lv1, which doesn't allow you to otto. So there's a tradeoff here.

Utilizing Combo: Use Combo Lv2
The Lv2 attack keeps Sieghart longer in the air by doing a double spin rather than descending from a spin kick. Timing this combo right can help him slip past an oncoming counterattack if you're lucky.

Double Dash: Double Dash
Adds an additional dash to the default dash, doubling the distance covered. Allows Sieghart to blaze across the battlefield with ease.

Dash Attack: Dash Attack Lv2
The preference is yours here. There's no real technical difference between these two.

Critical: Critical Lv2
The effect from this attack provides knockdown on the enemy, Lv1 simply provides a stun from it.

Double Attack: Double Attack Lv2
Does a sword-twirling attack that deals many hits, but has no knockdown. Lv1 however has a knockdown to it's attack. A matter of preference but you'll seldom get the combo this far to use this technique due to how often he has to evade.


Berserker: Berserker Lv2
*Catches breath* Yeah, I'll say it again. You'll never see this happen in the dungeons. But hey! Shared skills are free anyway.

Evasion: Reverse Trampoline
This is really Sieghart's lifesaver. Now with this permanent evasive by his side, he can evade oncoming attacks instead of having to skill out or take a punch to the face. Usable while on normal or dash attacks.

Defense: Defense Lv2
You won't see much projectiles that'll let you do this, but yeah. Just go ahead and add the one you like.

Invincibility: Easy Breezy
Sieghart idles for 4 seconds, rendering him invulnerable to all attack until he gets up. Has a 60 second cooldown after use.

Rage: Mad Rage Lv3
This determines what your rage meter does for you in general. Be it Mad or Quiet Rage, the effects are from Lv1 to Lv3 are cumulative. Take note that the default Rage effects and duration differ across all 4 of Sieghart's jobs, the only similarity is that it freezes whenever a skill is used. While they are not all that significant when it comes to dungeoning, take note just in case.

Gladiator's Rage
  • 5 second duration. 
  • 8% Increase in attack and defense. 
  • Dashing speed increase.
  • Gladiator has the 2nd fastest rage gain, right behind Warlord.
Quiet Rage (Rage regen slows by 50%)
  • Lv1: Increases your base defense by 20%.
  • Lv2: Recovers 10% of your total HP. Requires and consumes the entire meter.
  • Lv3: Uses the direction key to create a block when attacked. Consumes 10% of the rage meter when successful. But useless for 2 reasons-
  • ^ There is no buffer time like Aegis Knight's shield block.
  • ^ Requires accurate timing to pull off.
Mad Rage
  • Lv1: Rage duration increased from 5 -> 10 seconds.
  • Lv2: Rage gained per hit is almost doubled.
  • Lv3: When Rage is activated, Sieghart's combos create additional hits for every attack landed.
  • ^ Ideally, Mad Rage is best for Sieghart.
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Skill Recommends:


Tier 1:

Iron Crasher Lv2
  • Type: Close-In, Impact
  • Range: Short
  • Damage: Multi
  • Animation: Short
  • Sieghart goes in with a stroke before the actual skill delay, then delivers a crushing blow and ending with a knockback blow.
  • Rage Mode: Delivers 3 hits before the skill delay, then follows up the same way as default version.
Armor Crusher Lv2
  • Type: Impact
  • Range: Short
  • Damage: Multi
  • Animation: Short
  • Sieghart smashes his sword down twice and delivers the knockback blow.
  • Rage Mode: A 4th hit is added to this combo and it loses the "Impact" property of this attack.
Mach Strike Lv2 (Skill Key req.)
  • Type: Impact
  • Range: Mid
  • Damage: Multi
  • Animation: Long
  • A melee combo of Sieghart's sword and footwork.
  • Rage Mode: Follows the same combo style with additional hits in between, but ends with a kick that delivers an "Impact" blow.
Sword Boomerang Lv2 (Skill Key req.)
  • Type: Projectile, Linear, Pierce
  • Range: Mid
  • Damage: Burst - Multi
  • Animation: Short
  • Sieghart tosses out a boomerang-cross projectile and knocks back enemies with it as it deals damage.
  • Rage Mode: Distance covered by the boomerang is slightly increased.
  • Useful if required to attack from a distance without closing in.
  • But ineffective against narrow-bodied monsters that cannot be moved, especially some bosses.


Tier 2:

Flame Sword Lv2
  • Type: Linear
  • Range: Long
  • Damage: Multi
  • Animation: Long
  • Sieghart grinds his gladius against the ground and sparks off dark flames which he lashes forward twice at the enemy.
  • Rage Mode: After the double lash of flames, Sieghart stamps his foot and ignites a ball of flames at mid range.
  • This attack is generally ineffective at close range, usage at some distance is desirable.
Ultimate Sword Lv2
  • Type: Melee Combo, Splash
  • Range: Short
  • Damage: Multi
  • Animation: Long
  • Strikes the ground around him in flames and proceeds with a flaming double slash.
  • Rage Mode: At the end of the combo, an extra ball of flame ignites in mid-air to catch the launched enemy.
Death Knell Lv2 (Skill Key req.)
  • Type: Linear, Close-In
  • Range: Mid
  • Damage: Multi
  • Animation: Short
  • Spins around twice with the sword enveloped in lashing flames. Hits enemies in both directions.
  • Rage Mode: After spinning twice, Sieghart punches the sword to the ground and generates a flame cage around him, knocking enemies away.
  • This attack sometimes prematurely knocks away his enemies before he deals the finishing blow.
Phantom Rush Lv2 (Skill Key req.)
  • Type: Linear, Pierce
  • Range: Mid
  • Damage: Multi
  • Animation: Short
  • Gathers his dark flames in hand and dives across his enemies, moving through them.
  • Rage Mode: Deals more hits than usual. When the dive stops, Sieghart ignites the energy in hand, creating a chain explosion.
  • The only skill that displaces Sieghart's position, considered as an evasive maneuver as well.


Tier 3:

Grinding Punisher Lv2
  • Type: Splash
  • Range: Mid
  • Damage: Multi
  • Animation: Short
  • Sieghart strikes at the enemy and launches them with his flaming sword, diving down afterwards to meet them with an explosion of flames again.
  • Rage Mode: Increases the number of hits during the launching and diving attacks. The skill animation seemingly slows down to add to the effect.
Triple Slash Lv2
  • Type: Close-In, Splash
  • Range: Mid
  • Damage: Multi
  • Animation: Short
  • Flaming sword in hand, delivers a trio of flaming slashes.
  • Rage Mode: Executed the same way, with the final slash dealing multi-hit damage instead.
  • Due to the harsh Close-In effect, Sieghart might sometimes leap over the enemy instead if their bodies are low.
Mortal Impact Lv2 (Skill Key req.)
  • Type: AoE: Medium
  • Range: Wide
  • Damage: Multi
  • Animation: Long
  • Creates a dark vortex which draws enemies in and subjects them to a whirling sprout of flames around Sieghart.
  • Rage Mode: Increases damage in general. No extra effects found.
Mocking Blade Lv2 (Skill Key req.)
  • Type: Direct
  • Range: Direct
  • Damage: Multi
  • Animation: Long
  • Sieghart shrouds himself with his dark energy, rendering him invulnerable and damaging anything that comes in contact with his body.
  • Rage Mode: Increases damage a little. The fast-hitting effect from Rage Mode appears to have been removed.
  • While the skill is active, Sieghart cannot dash nor attack. Jumping and walking is only available.


Tier 4:

Soul Extinction
  • Type: AoE: Wide
  • Range: Wide
  • Damage: Burst
  • Animation: Short
  • Sieghart gathers all the dark energy within him and releases a violent explosion that crushes his enemies with massive damage.
  • Rage Mode: Increases damage dealt by nearly 10%. Although the damage can easily be capped by a good critical spec.
  • Contrary to popular belief, Soul Extinction has limited range. Specifically it can hit up to 6 platforms in both vertical directions, and horizontal range is not infinite, although it can reach far distances.
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