A bm's updated guide to rebirth Delta.

Slivaf - Dreamweaver
Slivaf - Dreamweaver Posts: 2,106 Arc User
edited July 2011 in Blademaster
In this guide I will try to cover what you should do in rebirth delta as a bm.

If I miss something, please feel free to comment and have me fix/add your advice to this guide.


What path MUST I have to complete a full delta?

Actually you can complete a full delta with any ONE path; however I and other suggest that you be a multi path bm with at least axes, and fists to make it easier on the dds, and yourself.


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What path has the best chance of getting into squads?

Axe; however, if you hybrid all the class's paths, then you will be a lot more wanted if you can time your skills right, and know how to use them, so I suggest being an "All path bm."


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What aura(s) should I get?

(Note: you don't have to get it by the first/second/third time you set auras, just get them as I listed.)


First Time you set auras get:

Mana - 1

Second time:

Attack (as high as possible.) Usually 3 or 4.

Mana - Leave at 1

Chi - (1 or 2) Get, it not only helps keep your most loved skills going, it can also help you use Will of Bodhisattva to resist the incoming waves, as well as combo your hf along with it, and of course roar of pride.

Third Time:

(Here is where auras can be tricky sometimes, if you have an arcane wizard you should get def 1 and/or 2 before getting hp/chi up. You can also take requests from others, but honestly I don't suggest it unless the aoe DD is going to have a lot of aggro for a long/any period of time.) Wizards are overpowered, and very squishy, so hope that your wizard can handle a few mobs every now and then, as they have the highest risk of getting the dreaded 1k 'glitch.' (Too much damage/clicking can cause people to wind up in thousand streams (1k) which will cause your quests to fail.)

Attack - Get to 6

Mana - Get to 2 (it really does keep costs of other people's mana from taking up too much mana.)

Chi - leave it at 2 (you can sometimes get more if you have someone who you know can/will spam cragglord for every wave. I don't suggest getting higher than 3.

Health aura - Get to level 1

Defense aura - Get to level 2

Every time you set auras after those.

Set:

Attack - Should be at 6

Mana - At 2 (you can get higher, but I don't suggest it unless everyone is pretty flawless at what they are doing/the mobs are going down really fast)

Chi - At 2 (you can get 3, but no higher than that until you max defense, and health aura, getting chi 3, can really help the new class mystic keep there cragglord coming for every wave, which can really make the mobs die ridiculously fast.)

Defense - Get to 6 first (It can be alternated with the health aura to help keep people alive)

Health - Get to 6 (see above note)

After auras are set like that you should have enough beans to set chi or mana to 5, once the auras are as described above, you can set chi/mana however you what until you run out of beans.)

NOTE: Under no circumstances should you leave the dds to take on mobs, unless you are absolutely sure they can tank a few mobs until you get back... to set the auras. STAY and stun/hf. Stay cool, calm, and collected, you and your squad will have a much better chance to keep alive.
Sakubatou wrote:
Get mana aura level 1 for bb.
Get mana aura level 2 if your archer is using barrage, or your wizard uses DB.
If you have enough beans, check to see if your archer has level 11 barrage. They may need level 3.

Attack auras increase bb heals by increasing the clerics base magic attack. That is why the heal aura is a lower priority. Triple sparks will be overwritten by Attack Auras, but high level Attack Auras are usually actually better.

Defense Auras are actually nice. If you have Demon bell and a decent level defense the demon bell will actually underbuff the aura and weaken your barb, so be careful.

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What Skills should I get as the Blademaster of the group, and when should I use it?

All weapon path Roar of pride: Max it.

Use it as the mobs enter the aoe range of the dds, a good barb can run, and pull the mobs behind BB, into the dd's aoe's. (This skill is almost always on cooldown when mobs are still up in the aoes of the true aoe dd's for delta.
Sakubarou wrote:
And elaborating on what you said about where a barb pulls. Delta waves have a melee group and a ranged group. A good barb will pull the ranged group to the bubble then run back with the melee group so they are all nicely bunched around your bubble/aoe attacks. You can help keep them bunch with your first stun.

To further explain this, he means for you to stun the mobs that you can, which are usually able to be stun, when barb is coming in and has the melee mobs on him, stun those in the aoes/bubble range, and let the range mobs just role into the aoes/bubble range.

Fist skill Bolt of tyreseus: Get it.

Use is sparingly, every other wave, and save it for boss waves, (the 5th set of mobs that comes in with every wave.) this skill can be real useful in delta. (Yes it costs a spark, and has a 2 minute cooldown, but what it does far outweighs the negative effects, it can, and has saved the dds a few times in my squad.)

Axe Skill Heavens Flame: Max it.

Use it when as many mobs as possible are in range of the area of the dd's attacks. (Namely the ones that are keeping the constant attacks up) You should be using this skill every single wave. (this skill is the sole reason that axe bms are 100% preferred in deltas than any other sole bm path.

Axe Skill Highland Cleave: Max it.

Use it, and spam it after you have used your HF/GS. (heavens flame/glacial spike respectively) It's a great skill to have, if there are just a few mobs left you can switch to your claws/fists, and help kill single mobs faster, but keep your axes on to do some actual damage while there are a lot of mobs out.

Axe Skill Fissure: Max it.

Use it, and spam it after you have used your HF/GS combo. (heavens flame/glacial spike respectively) It's a great skill to have, if there are just a few mobs left you can switch to your claws/fists, and help kill single mobs faster, but KEEP your axes on to do some actual damage while there are a lot of mobs out.

Pole Skill Glacial Spike: Max it.

Use it in combo with hf, before or right after. (This is were genie skills come in handy, if you have chi siphon, or cloud eruption, use it to make sure you get that combo, however if you have a wizard in squad, or dd's hp keep getting scary low, just use your HF, and alpha male when you need too.)

Pole Skill Meteor Rush: Level 1 suffices. I am serious about this skill as well as the Atmos strike below.
Sakubatou wrote:
Meteor Rush is also a useful skill for saving your wizzy/archer since its a linear knockback.

Too further elaborate on this since I know what he's talking about.

Sometimes the mobs can be right on top of the archer, and that will nerf their damage quite a bit, so if you see that happening use this skill after you have used your ROAR of the pride to stun mobs, to knock and stun the mobs away from the archer, so that they will get full damage to kill all the mobs before the next wave comes in. (Knock them back towards where the majority of the archers boa is attacking.) This skill can also obviously be used to save those fragile members of the team, if roar happens to be on cooldown. :)

Use it when mobs are out of aoe range, it unlike atmos strike, can knock more than one mob into the attacks of the actual long lasting aoes.

Sword Skill Atmos Strike Level 1 suffices. I am serious get this skill, it can help knock a mob into the attacks of the main dd's.

Use it then... when a mob isn't getting hit by the dd's, namely when the archers decide not to be attacked by your aoe dd's.

Sword Skill Myraid Sword Stance Max it. I am serious get this skill, it really is a nice skill to have in case someone dies/is dying, it reduces the damges mobs are doing to people.

Use it when people die/are dying, and also be sure to use it if your cleric dcs, it really can help a delta succeed.

All weapon path Cloud Sprint: Max it.

Use it for the run quests.

All weapon path Will of Bodhisattva: Get it, it will be maxed)

Use it during your run quests, and just as the barb is pulling the mobs on wave 3-4, 3-5, and ALL of wave 9.

Other optional All class skills that are useful, but not required:

Drake Sweep: (you can max it, but do it after you do the skills I listed above.)

Use it as an aoe skill to complement your other skills, but don't use it before you used the ones I listed above.

Fan of flames: (you can max it, but do it after you do the skills I listed above.)

Use it as an frontal aoe skill to complement your other skills, but don't use it before you used the ones I listed above. (I rarely use this one, as the skills I listed above are usually cooled down before I use this one.

Altar marrow physical: At least level 5.

Use it when you have to pull aggro from the DD's that are doing most of the damage thanks to your hf/gs you will have to use this skill and then alpha male to pull aggro from the aoe dd's. This skill should only be used if you know over 90% of the mobs are physical if you aren't sure don't use this skill, or altar marrow magical.


Altar marrow magical: At least level 5.

Use it when you have to pull aggro from the DD's that are doing most of the damage thanks to your hf/gs you will have to use this skill and then alpha male to pull aggro from the aoe dd's. This skill should only be used if you know over 90% of the mobs are magical if you aren't sure don't use this skill, or altar marrow physical.

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What genie skills should I get? Use when?

Alpha male: Max this skill first (it draws in aggro, and reflects damage for a short period of time)

Use it when your dd's/clerics are in trouble/you see barb is struggling to pull all the mobs into the constant aoe damage from your seeker/wizard/archer/psy/mystic.

Holy Path: Max it asap (increases your speed for a short time)

This skill should be used when you have to do the run quests, (use it at the last possible second when your sprints are about to expire.) It IS a great combo skill to use, to help make sure you get all the necessary run quests done when you need too. (by the end of wave 2)

Chi Siphon Max it [it give you a guaranteed 2 sparks, and then some with the right stats on genie)

If your dd's can withstand it, and you don't have to use alpha male to constantly save them, use it after you Hit your heaven's flame skill, and then follow it up with glacial spike. It really helps dish out as much damage as possible in the first 6-10 seconds, if your dd's are powerful enough your heaven's flame wont even have a chance to cool down.

(Note about this skill, it costs more energy to use at max level than cloud eruption does, however chi siphon gives you more chi to play around with, and thus more chances at using other skills to throw in with your combos. Also it does cost less stamina to use than cloud eruption.

Bad thing about it is that I can't chain this skill, with my hf/gs with the other genie skill Tangling mire, but the extra chi I gain with it, is well worth is imo.

Another bad thing about this skill, is that you HAVE to have a mob/be fighting someone in a duel to use it, but that is no problem when throwing down your chain combos in delta.)

Tangling Mire Max it (It increases physical melee damage for a short period of time)

Use it as a chain combo with your hf/gs, or save it until there are a few mobs left still, and your other skills are on cooldown; however, save your genies stamina/chi and make sure you can chain combo your hf/chi siphon/gs combo before using this skill freely.

Generally if you see mobs coming from your mini map, don't use this skill, save the genies energy for chi siphon/cloud eruption. (both Cloud eruption, and chi siphon gain quick and fast chi)

Other optional genie skills.

Cloud Eruption (Substitute for Chi Siphon) It too can get you chi from no where, and it doesn't require a mob/player to be used.

Earthquake It can be used to knock mobs back. (it is wild, and hard to control, much like the barbarian's slam skill.)

Another useful skill to keep aoe dd's alive, or just simply keeping mobs in the attack range of the dd's.

Absolute DomainI have since changed my mind about this skill, it sucks for pulling in aggro and sometimes if your the only bm in squad the job falls to you with pulling in aggro. Which if you don't pull in aggro during archer mob waves, and no one else does it just leaves the cleric to die especially during those waves. Not to mention this skill is no longer an area of effect... thank goodness too.

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So with all those skills explained, what is the best combo of skills to use when mobs are inside the attack area of the aoes dd's?

Stun with roar of pride, then use Heaven's Flame, Chi Siphon (or) Cloud Eruption, and Glacial Spike in that order, with the right auras set up/the right aoe dd's you will be able to do this every single wave that comes in.

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What are these tickets I get when I start the delta run? When should i run them? Why do I run them?

You can take, anywhere from 4-6 of the "Happy Valley Tickets," and give all the rest to the barb.

You will usually run these quests when the bosses are being kept alive for 15 minutes. (You can't/wont be able to run more than 6 if you have to wait for the boss to come in to run. Even when you can run during waves I don't advise taking more than 6, even if you can 'suicide' on a mob at the end of the run, bms require a lot of chi to successfully run these quests.)

They are pretty simple, just go through the portal, speak to to first person you see (after 5 minutes after the run has started) and then head down the paths and speak to each npc further down the path.)

Once you speak to the last person you can either use home teleport once, and get back to the forges and re-speak to the first npc, and get beans faster that way, or if your uncharmed attack 1 - 2 mobs and just let it kill you. You can also get some teleport incenses from the boutique to teleport back quick. (Do NOT get the teleport stones from the pw boutique agent, and use it in here, you WILL be teleported out!)

(Another note to be aware of while you run, you only have 10 minutes to complete each run, so do NOT start it if you are going back up to help, you will lose out of the beans you would get if you complete the run.)

You run these quests because you are usually the second fastest runner in squad, and once you complete these runs you will get 150 celebeans for doing them. (the "veno" is normally digging/killing mobs.) You can sometimes get others to do the run quests as you dig, but I have always ran these quests while others dug/killed the mobs underneath for the extra beans.

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Is demon or sage more wanted?

Neither, just a bm, that can help make a run smoother/help complete the run as fast as possible.

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Is delta, like gamma? Do I have to avoid aoeing mobs?

No you do not have to worry about mobs reflecting your damage, so aoe to your hearts content. :)

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What are these celebeans?

It is what you use to set the auras I mentioned earlier in this thread.

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Anything else I should be aware of?

Contrary to popular belief a bm, nor barb has to have insane gear/refines to successfully complete a full delta, that part of the job lies more on the shoulders of your aoe dd's, (your dd's dont have to have +5 lvl 99+ weapons to complete a delta) if their weapon sucks, and they with the skills of a good bm/barb can not kill over 90% of the mobs before the next wave has to come in, then you will all fail the run. Likewise the delta can also fail if the dd's weapon is a +11 or more, and their defense can't handle mobs long enough for their overpowered attacks to kill mobs before they die due to there subpar defense.

Though yes if you or the barb completely fail, then that can sometimes cause squads to wipe out completely, it will almost always fail, if both you and barb really fail.

Gear does indeed help you survive better if you have to pull aggro from dds, it is not necessary at all, to have +10 gears/weapons to complete a full delta.

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To cover the topic about the eye asked below.

This GOES for all classes, and anyone who stays up to do a full delta the 'long, but ultimately easier' (thanks to the auras) way do NOT hit the eye unless you are told its ok to do so. (Two of any one class means it is ok to hit and/or use the eye.

The only reason you shouldn't hit the eye until someone says it is ok to do so, is because if you do you will lose the chance of bonus beans which really help supply more auras for the whole squad to use.
Ah, Mistakes are so easily made. ~ laura resnick

What kind of message are you sending when you insult my intelligence? ~ Me ~ 5/29/2015 (Yes it is possible someone said this before just no idea who/where.)
Post edited by Slivaf - Dreamweaver on

Comments

  • Sakubatou - Sanctuary
    Sakubatou - Sanctuary Posts: 4,001 Arc User
    edited July 2011
    Pretty well written, and I agree with most of it. I think some explanation needs to be given to the role of the leader in a delta squad, when to stun, and why you pick what Auras.

    On Sanctuary Server the BM is almost always designated to collect the Rebirth Orders and start. Not sure about other servers. Make sure you have 6-8 empty quest spots beforehand because Delta takes up one spot, and each of the 5 auras take up one. Everyone should buff outside and chi up, and you should discuss before hand if its an eye run or a spawn point. Make sure no one is embraced or meditating because they wont enter the instance. If it is a spawn point delta, your only job is to wait until your party runs to the spawn point, then start, then run to catch up. If its an eye delta than check to see if you have a rainbow squad. If you do, after you talk to the first npc a second will appear. If everyone is in close range, talk to her and you'll recieve celebeans.

    Get mana aura level 1 for bb.
    Get mana aura level 2 if your archer is using barrage, or your wizard uses DB.
    If you have enough beans, check to see if your archer has level 11 barrage. They may need level 3.

    Attack auras increase bb heals by increasing the clerics base magic attack. That is why the heal aura is a lower priority. Triple sparks will be overwritten by Attack Auras, but high level Attack Auras are usually actually better.

    Defense Auras are actually nice. If you have Demon bell and a decent level defense the demon bell will actually underbuff the aura and weaken your barb, so be careful.

    My normal route is Mana1, Attack 1, Attack 2, Chi 1, Man 2, Def 1, Attack 3, Attack 4, Def2, Health 1, then attack max, then def max.



    Meteor Rush is also a useful skill for saving your wizzy/archer since its a linear knockback.

    And elaborating on what you said about where a barb pulls. Delta waves have a melee group and a ranged group. A good barb will pull the ranged group to the bubble then run back with the melee group so they are all nicely bunched around your bubble/aoe attacks. You can help keep them bunch with your first stun.

    I use Bolt right when the wizzy or archer starts pulling mobs off and aoe freeze them outside of melee range. This buys a few seconds for either the barb to reaggro, or to just plain kill the mobs. Bolt's cooldown is 2 minutes and I believe waves come in 2 minute increments so you can use Bolt to time waves.
    Seven 100+ characters leveled the hard way. Free to play. Mystic, Psychic, and Wizard left to level. b:victory
  • Slivaf - Dreamweaver
    Slivaf - Dreamweaver Posts: 2,106 Arc User
    edited July 2011
    Pretty well written, and I agree with most of it. I think some explanation needs to be given to the role of the leader in a delta squad, when to stun, and why you pick what Auras.

    On Sanctuary Server the BM is almost always designated to collect the Rebirth Orders and start. Not sure about other servers. Make sure you have 6-8 empty quest spots beforehand because Delta takes up one spot, and each of the 5 auras take up one. Everyone should buff outside and chi up, and you should discuss before hand if its an eye run or a spawn point. Make sure no one is embraced or meditating because they wont enter the instance. If it is a spawn point delta, your only job is to wait until your party runs to the spawn point, then start, then run to catch up. If its an eye delta than check to see if you have a rainbow squad. If you do, after you talk to the first npc a second will appear. If everyone is in close range, talk to her and you'll recieve celebeans.

    Get mana aura level 1 for bb.
    Get mana aura level 2 if your archer is using barrage, or your wizard uses DB.
    If you have enough beans, check to see if your archer has level 11 barrage. They may need level 3.

    Attack auras increase bb heals by increasing the clerics base magic attack. That is why the heal aura is a lower priority. Triple sparks will be overwritten by Attack Auras, but high level Attack Auras are usually actually better.

    Defense Auras are actually nice. If you have Demon bell and a decent level defense the demon bell will actually underbuff the aura and weaken your barb, so be careful.

    My normal route is Mana1, Attack 1, Attack 2, Chi 1, Man 2, Def 1, Attack 3, Attack 4, Def2, Health 1, then attack max, then def max.



    Meteor Rush is also a useful skill for saving your wizzy/archer since its a linear knockback.

    And elaborating on what you said about where a barb pulls. Delta waves have a melee group and a ranged group. A good barb will pull the ranged group to the bubble then run back with the melee group so they are all nicely bunched around your bubble/aoe attacks. You can help keep them bunch with your first stun.

    I use Bolt right when the wizzy or archer starts pulling mobs off and aoe freeze them outside of melee range. This buys a few seconds for either the barb to reaggro, or to just plain kill the mobs. Bolt's cooldown is 2 minutes and I believe waves come in 2 minute increments so you can use Bolt to time waves.

    Thank you for the reminders, and the compliment. ^^ Added, and hopefully made it a bit... more... easier for people to understand what you/I understood what needs to be done in delta/by what you said. :)
    Ah, Mistakes are so easily made. ~ laura resnick

    What kind of message are you sending when you insult my intelligence? ~ Me ~ 5/29/2015 (Yes it is possible someone said this before just no idea who/where.)
  • Michael - Harshlands
    Michael - Harshlands Posts: 348 Arc User
    edited July 2011
    With level 10 or demon fissure, Earthquake becomes alot more useful.

    Sample combo

    Roar>heavens flame or Cleave (just 1 skill)>fissure>EQ when the mobs get back (due to the 50-65% slowdown) roar has cooled down again and can be used to restun the mobs, this allows even extremely vunerable mages (<5k buffed hp and no charm) to survive even till 9th wave. Bolt works well for this too when its ready but I prefer to save it for the mobs than cant be stunned as bolt still effects them.

    A bm has a nearly infinite variety of options to allow the DD's to survive longer the issue mostly is judging the ability of your DDs to determine which skills and or combinations will be the most effective for the squad. Such as for an extremely tanky squad in which your not worried about the DD's going down, you can focus on purely amping the mobs with your skills and moving them into range. For more squishy squads you focus more on survival for the DD's and amp when you can.

    Most of the effects a BM produces are actually based on the skills you use and not your weapon, so regardless of your build you can use the skills (even if you are a pure fist build you can use low level axes for HF, Fissure etc). Never allow your build to limit the skills and weapons you have available because honestly almost every bm skill has a purpose and status effects dont care if its a level 1 or level 100 weapon.
  • Joshcja - Sanctuary
    Joshcja - Sanctuary Posts: 3,502 Arc User
    edited July 2011
    With level 10 or demon fissure, Earthquake becomes alot more useful.

    Sample combo

    Roar>heavens flame or Cleave (just 1 skill)>fissure>EQ when the mobs get back (due to the 50-65% slowdown) roar has cooled down again and can be used to restun the mobs, this allows even extremely vunerable mages (<5k buffed hp and no charm) to survive even till 9th wave. Bolt works well for this too when its ready but I prefer to save it for the mobs than cant be stunned as bolt still effects them.

    A bm has a nearly infinite variety of options to allow the DD's to survive longer the issue mostly is judging the ability of your DDs to determine which skills and or combinations will be the most effective for the squad. Such as for an extremely tanky squad in which your not worried about the DD's going down, you can focus on purely amping the mobs with your skills and moving them into range. For more squishy squads you focus more on survival for the DD's and amp when you can.

    Most of the effects a BM produces are actually based on the skills you use and not your weapon, so regardless of your build you can use the skills (even if you are a pure fist build you can use low level axes for HF, Fissure etc). Never allow your build to limit the skills and weapons you have available because honestly almost every bm skill has a purpose and status effects dont care if its a level 1 or level 100 weapon.

    I see barbs die so much more than DD's b:surrender
    Gifs are hard to make work here
  • Steopie - Heavens Tear
    Steopie - Heavens Tear Posts: 576 Arc User
    edited July 2011
    my eyes hurt. b:bye
    [SIGPIC][/SIGPIC]
  • Okeano - Harshlands
    Okeano - Harshlands Posts: 4,943 Arc User
    edited July 2011
    I skimmed through it and didn't noticing you mention the eye. I advice BM to AoE on the eye instead of selecting mobs to AoE so you don't have to chase around or worry about keep tabbing to another mob.
  • Sakubatou - Sanctuary
    Sakubatou - Sanctuary Posts: 4,001 Arc User
    edited July 2011
    I skimmed through it and didn't noticing you mention the eye. I advice BM to AoE on the eye instead of selecting mobs to AoE so you don't have to chase around or worry about keep tabbing to another mob.

    Actually have wanted clarification on this. If you hit the aura's that are around the eye you don't get bonus beans in a rainbow squad, right? Some people say its if you attack the eye.

    Edit: Oh, and I wouldn't suggest aoeing on the eye for a few reasons. One is the above, if you are in a rainbow squad you lose bonus beans by hitting auras. Two, most squads set up bb in about 15 meters in front of the eye where the cave bottlenecks so that the mobs are closer together and easier to zhen. Three, I prefer to Aoe out front of the bb so any late mobs that the barb hasn't aggroed catch my aoe dmg and attack me instead of the cleric or a squishy.
    Seven 100+ characters leveled the hard way. Free to play. Mystic, Psychic, and Wizard left to level. b:victory