Twilight Temple Class Roles and Situation Descriptions
Soaka - Heavens Tear
Posts: 11 Arc User
Hello everyone!
I don't post a lot in forums, but here I am with a present for everyone b:pleased
This guide will focus on the typical (and some non-conventional) roles for each class in Twilight Temple, the non-damage-dealing skills which can be useful, as well as provide a general idea for actions and situations such as: luring, rushing, typical mob fights, and typical boss fights. Twilight temple, if you do not know about it yet, is a series of dungeons starting at level 60. I will assume some base knowledge of your own class (and perhaps a bit about other classes), and understand terms such as aggro, mobs, buff, debuff
This guide is intended for those who are new to Twilight Temple. But veterans who are interested in discussing their roles in TT (Twilight Temple) can also contribute!
First I will go through each class, and it will be sorted alphabetically. The notable skills I will be mentioning are mostly mentioned for their effects and not their damage dealing output.
== Typical Class Roles and Useful Skills ==
Archer: The Heavy Physical Artillery
With the ability to deal high damage, Archers are most commonly used for DD (Damage Dealing). The role of an archer is arguably simple: to provide physical damage. They do have a few stunning and sealing skills at their disposal, which are useful for monsters that run away from you (which you generally want to prevent since they may run into a giant group of monsters). As an archer, you must also be careful about dealing too much damage on normal monsters and bosses. Generally, you do not want to pull aggro (Unless you are saving a cleric from certain death). More often than not, this means you will need to hold back on your damage. A lot of this will be dependent on your experience and judgement.
Notable Skills:
Sharpened Tooth Arrow: This is a skill used on TT bosses. When maxed at level 85, it will reduce the boss’s maximum HP by 16% for 30 seconds. After the time has passed, the said boss will return to its original maximum health. However, since it will have lost the 16% due to this skill’s effect. This of course means the boss will have 16% less health for you to deal with.
*Wings of Protection: This is your only squad buff. The increase in speed may help the slower classes in rushes, and the extra evasion is always nice.
*Stunning Arrow: As mentioned before, this will help prevent certain mobs from running away, and thus saving the team a lot of grief from having to deal with the crowd that the mob has run into.
*Aim Low: As a freezing skill, this is a great alternative to catch the mob after a lure has occurred (If you do not understand what I am talking about, please refer to the next section where I talk about actions and situations). Typically an archer does not want to be the one that catches a lured mob. But if everyone else has failed to catch a very fast monster, and the monster is closely approaching your Venomancer Lurer, then using this skill isn’t a bad idea. As a general rule of thumb, you might as well use it to allow the catcher more time.
Barbarian: The Undisputed Tank
Along with a Cleric, this is perhaps one of the classes that is most well known for their typical roles. A barbarian’s typical role is to be a tank. The responsibilities of a tank is to hold down aggro on monsters and bosses. This is achieved using Flesh Ream. A tank is also typically responsible for pushing certain running mobs towards the party and away from danger. An example can be drawn from the archers in TT Chapter 1. The general idea is to run behind the monster, and hit it. This will cause the monster to run away from you. If you have positioned yourself correctly, this will then push the monster towards your patiently waiting party. Another typical role (but perhaps more advanced) for a barbarian is to rush (I will go into more detail in the later section).
Notable Skills:
Flesh Ream: This is an important skill which will help you hold aggro. You want to be spamming this skill (if you are the tank) on the boss and/or mobs.
Alacrity of the Beast: Another important skill. More often than not, even if you are not the Tank of the party, you will be asked to cancel. This spell cancels spells. Which means it includes boss aoe or single target spells. Almost every boss has the same timing on their spell-casting, so it is up to experience to learn this timing and cancel. Do note that some bosses casts aoe spells very often, so it is not completely possible to cancel this on your own. But it could be achieved with another barbarian or fist Blademaster.
Roar: This will draw aggro to monsters within 12 meters of you. This is an obvious skill for a tank. It isn’t often that you will want to do this unless you are significantly higher level than the TT you are attempting (or have several good clerics). This can also be used in tight situations to save your cleric (i.e. someone else has drawn aggro and just died).
Invoke the Spirit: Reduce damage taken by 90% but reduce movement speed by 50% for 20 seconds. This is an important skill to use in the tight situation described above. You will want to use this right after Roar. Also in a rush, you will want to use Invoke the Spirit towards the end while you wait for slower squad members.
Blademaster: The Stunning Addition
A very typical role expected of a Blademaster is to stun and deal damage. Generally most blademasters are axe wielders, but other classes may achieve the same thing by buying the 1 spark stun skill (Drake Bash) and carry around an axe (that you can equip). Of course, if you have enough spirit and coins to do it, get the Heaven’s Flame skill as well.
Notable Skills: There are different weapon routes which I will describe below.
All class skills:
Roar of the Pride: This is an aoe stun skill useful in various situations. It can be used immediately after a lure to assist in catching. Do note that the monsters in TT can run very fast, so cast time will have to be adjusted accordingly. If the monster runs out of range, then it will failed to be stunned. It can be used in combinations with a Barbarian’s Roar in a tight situation. Remember that it is most important to keep your clerics alive. Selflessness plays a big role in a squad/team situation.
Smack: This skill seals the monster for 2-3 seconds. This is, again, useful for catching monsters, and also stopping running mobs in their tracks.
Axe Skills:
Drake Bash: This is another stun skill you may have at your disposal. Its uses are similar to what I described above concerning Smack.
Heaven’s Flame: At lvl 86, this will amplify damage dealt to the target by 100% for 6 seconds after casting. This is useful for bosses, and helps the team deal significantly more damage to the boss in the time frame at which its affected.
Fist Skills:
Shadowless Kick: Cancels spell casting. It has a longer cooldown than the barbarian’s cancelling spell. Nonetheless it is a useful way to cancel boss spells.
Spear Skills:
Glacial Spike: Maxed out at lvl 86. reducing enemy physical defense and magical defense by 50% for 10 seconds. Similar to Heaven’s Flame, in that it helps the team deal more damage to the boss.
Sword Skills:
Myriad Sword Stance: Maxed out at lvl 86. Reduces enemy’s physical and magical attack by 50% for 15 seconds. Generally not extremely helpful in a team situation. It helps your tank take less damage, I suppose, and dishes out a lot of damage. But it is not an extremely important skill.
Cleric: To Serve and Protect
A typical role for a cleric is to keep up the buffs on all your members, heal, and debuff. With the new update, it is easier to see what buffs has fallen off, so consequently easier to keep buffs on your members. Healing is an important role for a cleric. You will want to be healing the tank of your party (which could potentially be any class, depending on your setup). It is important to remember not to heal a member, unless that member has already hit the monster. Otherwise you as a healer will draw aggro and this may lead to your death. Debuffs such as Elemental Seal and Dimensional Seal are both important to keep using on monsters/bosses if you are not healing your tank. This will speed things up significantly (by 30%, more or less). Note that you may not need to use Dimensional Seal if you have a Venomancer that knows what he/she is doing (i.e. spamming Ironwood Scarab)
Notable Skills:
Elemental Seal: Maxed at lvl 64. Reduces enemy magical defence by 30% for 20 seconds. As mentioned before, keep this debuff on monsters when you have the time to spare.
Dimensional Seal: Maxed at lvl 74. Reduces enemy physical defence by 30% for 20 seconds. Same as above, unless a good Venomancer is present
All buff skills: Buff the party in the beginning, and then again whenever it falls off. Before an anticipated long boss battle, you should also rebuff the party.
Ironheart Blessing: Due to the fact that this can be stacked, it is a common heal being spammed on tanks.
Stream of Rejuvenation: This is a more potent version of ironheart. Heals more, costs more, takes more time. May want to use this within a few ironheart blessing’s if it seems to be necessary (i.e. the tank’s hp dipping too low).
Regeneration Aura: otherwise known as BB. It is an aoe heal which also decreases damage taken by the party. Pets of Venomancers are not affected by this effect. It is extremely important to have this for certain bosses. This does drain your mana constantly. Either have an MP charm ready, or several apothecary/normal pots ready.
Heaven's Wrath: Known as RB. This will allow your team to attack faster and deal more damage. This can be used if you are not the main healer, or if you don’t need to heal at all.
Chromatic Seal: Puts enemy to sleep. Effective at lvl 1. It's a good skill for many tight situations. Or in the absence of a good catcher (to catch the lures), it's a great way to stop the monster from killing the person who is luring.
Wings of Protection: Cast a shield on the target, absorbs incoming damage that equals to 20% of target's maximum HP. The shield disappears after 30 seconds, or the damage it absorbs reach its capacity. This can be used in a tight situation when your tank is about to keel over. This is an instant cast, so is very useful and is up to an experienced player to use it quickly.
Venomancer: The Time Saver
Typically in a TT, they are used as damage dealers, and pullers (of course, I am not considering Venomancers with Hercules as a typical role. This will be discussed in the next section). Pets deal full damage to bosses in TT. Therefore, they are extremely useful in shaving down time needed to run any TT. A Venomancer is also used for their ability to pulling a single enemy (this will be explained in later sections under “Luring”).
Notable Skills:
Amplify Damage: Maxed at lvl 68. Makes target take 20% more damage for 20 seconds. (Sage version allows enemy to take 30% more damage. However, note that this is not currently available.) This can only be cast in fox form, and so a good venomancer should be switching between forms if they can.
Soul Degeneration: The only reason I named this one, is because of its sage skill possibility – Reduce max hp by 20% . Again, like Amplify Damage, this skill is not available yet.
Bramble Guard: Cast this reflect buff on your designated Tanks. This will include both the typical and non-conventional ones.
Ironwood Scarab: Reduces enemy’s physical defense by 30% for 10 seconds. As I mentioned before in the cleric’s section. A good Venomancer should be trying to keep this debuff on the bosses at all times. Its cooldown allows for you to achieve this.
Feral Concentration: Immunize the caster of all coming damage at the cost of being unable to move for 10 seconds. Did you draw aggro? Use this skill if you don’t have the hp to hold aggro, AND you don’t have 2 sparks for Bramble Hood. Bramble Hood is preferred, of course, for its fast cast. Feral Concentration has a really slow cast time, and an undesirable effect of freezing yourself for 10 second. Having said that, it is still useful in some situations.
Bramble Hood: If you pull aggro, use this skill as soon as you can, and run away until a tank grabs the aggro back. Unless, of course, you are the tank.
Purge: in 2-2 and 2-3 the Ape Boss will self buff. You will want to purge him as often as you can. With 1 or 2 other Venomancers, you can keep him debuffed at all times which will make the job for your tank significantly easier.
Lending Hand: Passing a spark to someone who needs it more. This is useful for a cleric that needs spark for BB, or any other situations where people require sparks but don't have it.
Wizard: The Heavy Magic Artillery
The typical role for a wizard is to deal damage. Lots and lots of damage. Just like the archer, you have to be careful of drawing aggro. Refer to the archer descriptions if you are curious. A wizard also has 1 skill which heals. It takes a lot of time to cast, but can be useful in a tight situation.
Notable Skills:
Morning Dew: The previously mentioned healing skill. Beware its long cast time.
Force of Will: Interrupts channelling, silences, and making it unable to attack. It’s a great support spell to be considering, when you don’t need to be dealing damage.
Undine Strike: I am mentioning this mainly because it reduces water, fire, earth resistances by 60% for 12 seconds. It isn’t extremely important for the rest of the party, but it is for you.
== Non-Conventional Roles for Classes ==
Archer:
What could you be doing besides dealing damage? You could tank. If you have a high enough refinement level, a good healer, you can achieve this. It may not be for TT’s your own level, but ones lower level than you. The people who are in your squad would have to be more careful with their damage dealing if you are the same level as they are.
Barbarian:
What could you be doing besides tanking? You could deal damage. Quite the opposite of archers, but this one will be more common. If there is another, better-suited, tank available, then turn into human form (unless you are a demon Barbarian) and deal as much damage as you can.
Blademaster:
Again, an alternative role for a blademaster, instead of damage dealing, is to tank. Again, the squad members have to be more careful about pulling aggro.
Cleric:
A cleric could also potentially tank. But this is pretty rare as far as non-conventional roles go. You would, of course, need good gear, and another cleric assisting you. You would have to be dealing damage (more than anyone in your party), so it is unlikely that you can be healing yourself the entire time.
Venomancer:
A Venomancer can tank with his/her pet. This is the most common non-conventional role. With a Hercules, a Venomancer can tank a large variety of bosses, and thus opening up different roles for other classes to play. The pet deals full damage to bosses, as I mentioned before, so it is harder to steal aggro from the Hercules, with an exception of a flesh ream from a higher level Barbarian.
A Venomancer can also be a tank themselves.
Wizard:
Tank. Typically a light armoured wizard with high refinement can more or less tank a boss. Of course, you will require a cleric helping. I have read on several Chinese forums that Wizard tanks are desirable in Frostland Dungeons, but I won’t draw that tangent for now.
== Actions and Situations ==
Rush:
The tank of the group can lead a group quickly through some parts of the dungeon by grabbing aggro. The rest of the squad follows closely, and then at the end jump off to an area that mobs will not follow to. This can be achieved in Chapters 1, 2 and 3. If you are the barb leading the rush, then you will want to use Invoke the spirit towards the end like I suggested earlier. If you are not a barbarian, you should have several apothecary pots at your disposal.
Luring:
A Venomancer sends pet. When the pet hits the enemy once, unsummon the pet. Now the venomancer will have aggro, so should be running back towards the tank, or whoever is grabbing aggro. Not only should you be running towards the tank, you should also run past them. Far past them in some situations. Remember to have the skill Summer Sprint on, so you can run faster. The ones catching should be standing in the predicted path of the monster. Some monsters will run in a curve towards the venomancer, so beware of that. Generally, if the Venomancer is running fast enough right after a lure, the monster will run in a relative straight line towards them. The key here is to stand in the middle of their path, and hit them as soon as they come to you. Stuns, seals, and freezes will all be useful in catching. For monsters that run away, you will want to catch them in a way that pushes them toward the Venomancer. This may sounds strange, but is actually very logical. The venomancer was running towards a safe spot, presumably, and thus you will want to push this monster towards that area and not back into the group which he/she lured from. **note, if only for the purpose of catching, a ranged attack is also good if you have the hp to withstand 1 or 2 hits before the tank retakes aggro. This means any ranged moves of any class would be beneficial in this situation.
General monsters battle:
Those with high spike damages should be careful of dealing damage. The general idea is pretty simple: Kill them. For monsters that run away, it is important for the person holding aggro to be pushing them towards somewhere relatively safe.
Boss Battles:
I have mentioned this several times. Debuffs should consistently placed on the boss for quickness. For any in-depth guides on bosses, please do a bit of research on the other topics related. I will not go on a tangent and describe each boss here.
~~That's it for now, Guys,
If you have any questions, please ask them! I will do my best to answer them
**Yet to come:
- an expanded Genie Skill section. My recommended genie skills for TT uses for each class. For now, Holy Path is one that you may want for rushes
- improved formatting with more colors and pictures!
I don't post a lot in forums, but here I am with a present for everyone b:pleased
This guide will focus on the typical (and some non-conventional) roles for each class in Twilight Temple, the non-damage-dealing skills which can be useful, as well as provide a general idea for actions and situations such as: luring, rushing, typical mob fights, and typical boss fights. Twilight temple, if you do not know about it yet, is a series of dungeons starting at level 60. I will assume some base knowledge of your own class (and perhaps a bit about other classes), and understand terms such as aggro, mobs, buff, debuff
This guide is intended for those who are new to Twilight Temple. But veterans who are interested in discussing their roles in TT (Twilight Temple) can also contribute!
First I will go through each class, and it will be sorted alphabetically. The notable skills I will be mentioning are mostly mentioned for their effects and not their damage dealing output.
== Typical Class Roles and Useful Skills ==
Archer: The Heavy Physical Artillery
With the ability to deal high damage, Archers are most commonly used for DD (Damage Dealing). The role of an archer is arguably simple: to provide physical damage. They do have a few stunning and sealing skills at their disposal, which are useful for monsters that run away from you (which you generally want to prevent since they may run into a giant group of monsters). As an archer, you must also be careful about dealing too much damage on normal monsters and bosses. Generally, you do not want to pull aggro (Unless you are saving a cleric from certain death). More often than not, this means you will need to hold back on your damage. A lot of this will be dependent on your experience and judgement.
Notable Skills:
Sharpened Tooth Arrow: This is a skill used on TT bosses. When maxed at level 85, it will reduce the boss’s maximum HP by 16% for 30 seconds. After the time has passed, the said boss will return to its original maximum health. However, since it will have lost the 16% due to this skill’s effect. This of course means the boss will have 16% less health for you to deal with.
*Wings of Protection: This is your only squad buff. The increase in speed may help the slower classes in rushes, and the extra evasion is always nice.
*Stunning Arrow: As mentioned before, this will help prevent certain mobs from running away, and thus saving the team a lot of grief from having to deal with the crowd that the mob has run into.
*Aim Low: As a freezing skill, this is a great alternative to catch the mob after a lure has occurred (If you do not understand what I am talking about, please refer to the next section where I talk about actions and situations). Typically an archer does not want to be the one that catches a lured mob. But if everyone else has failed to catch a very fast monster, and the monster is closely approaching your Venomancer Lurer, then using this skill isn’t a bad idea. As a general rule of thumb, you might as well use it to allow the catcher more time.
Barbarian: The Undisputed Tank
Along with a Cleric, this is perhaps one of the classes that is most well known for their typical roles. A barbarian’s typical role is to be a tank. The responsibilities of a tank is to hold down aggro on monsters and bosses. This is achieved using Flesh Ream. A tank is also typically responsible for pushing certain running mobs towards the party and away from danger. An example can be drawn from the archers in TT Chapter 1. The general idea is to run behind the monster, and hit it. This will cause the monster to run away from you. If you have positioned yourself correctly, this will then push the monster towards your patiently waiting party. Another typical role (but perhaps more advanced) for a barbarian is to rush (I will go into more detail in the later section).
Notable Skills:
Flesh Ream: This is an important skill which will help you hold aggro. You want to be spamming this skill (if you are the tank) on the boss and/or mobs.
Alacrity of the Beast: Another important skill. More often than not, even if you are not the Tank of the party, you will be asked to cancel. This spell cancels spells. Which means it includes boss aoe or single target spells. Almost every boss has the same timing on their spell-casting, so it is up to experience to learn this timing and cancel. Do note that some bosses casts aoe spells very often, so it is not completely possible to cancel this on your own. But it could be achieved with another barbarian or fist Blademaster.
Roar: This will draw aggro to monsters within 12 meters of you. This is an obvious skill for a tank. It isn’t often that you will want to do this unless you are significantly higher level than the TT you are attempting (or have several good clerics). This can also be used in tight situations to save your cleric (i.e. someone else has drawn aggro and just died).
Invoke the Spirit: Reduce damage taken by 90% but reduce movement speed by 50% for 20 seconds. This is an important skill to use in the tight situation described above. You will want to use this right after Roar. Also in a rush, you will want to use Invoke the Spirit towards the end while you wait for slower squad members.
Blademaster: The Stunning Addition
A very typical role expected of a Blademaster is to stun and deal damage. Generally most blademasters are axe wielders, but other classes may achieve the same thing by buying the 1 spark stun skill (Drake Bash) and carry around an axe (that you can equip). Of course, if you have enough spirit and coins to do it, get the Heaven’s Flame skill as well.
Notable Skills: There are different weapon routes which I will describe below.
All class skills:
Roar of the Pride: This is an aoe stun skill useful in various situations. It can be used immediately after a lure to assist in catching. Do note that the monsters in TT can run very fast, so cast time will have to be adjusted accordingly. If the monster runs out of range, then it will failed to be stunned. It can be used in combinations with a Barbarian’s Roar in a tight situation. Remember that it is most important to keep your clerics alive. Selflessness plays a big role in a squad/team situation.
Smack: This skill seals the monster for 2-3 seconds. This is, again, useful for catching monsters, and also stopping running mobs in their tracks.
Axe Skills:
Drake Bash: This is another stun skill you may have at your disposal. Its uses are similar to what I described above concerning Smack.
Heaven’s Flame: At lvl 86, this will amplify damage dealt to the target by 100% for 6 seconds after casting. This is useful for bosses, and helps the team deal significantly more damage to the boss in the time frame at which its affected.
Fist Skills:
Shadowless Kick: Cancels spell casting. It has a longer cooldown than the barbarian’s cancelling spell. Nonetheless it is a useful way to cancel boss spells.
Spear Skills:
Glacial Spike: Maxed out at lvl 86. reducing enemy physical defense and magical defense by 50% for 10 seconds. Similar to Heaven’s Flame, in that it helps the team deal more damage to the boss.
Sword Skills:
Myriad Sword Stance: Maxed out at lvl 86. Reduces enemy’s physical and magical attack by 50% for 15 seconds. Generally not extremely helpful in a team situation. It helps your tank take less damage, I suppose, and dishes out a lot of damage. But it is not an extremely important skill.
Cleric: To Serve and Protect
A typical role for a cleric is to keep up the buffs on all your members, heal, and debuff. With the new update, it is easier to see what buffs has fallen off, so consequently easier to keep buffs on your members. Healing is an important role for a cleric. You will want to be healing the tank of your party (which could potentially be any class, depending on your setup). It is important to remember not to heal a member, unless that member has already hit the monster. Otherwise you as a healer will draw aggro and this may lead to your death. Debuffs such as Elemental Seal and Dimensional Seal are both important to keep using on monsters/bosses if you are not healing your tank. This will speed things up significantly (by 30%, more or less). Note that you may not need to use Dimensional Seal if you have a Venomancer that knows what he/she is doing (i.e. spamming Ironwood Scarab)
Notable Skills:
Elemental Seal: Maxed at lvl 64. Reduces enemy magical defence by 30% for 20 seconds. As mentioned before, keep this debuff on monsters when you have the time to spare.
Dimensional Seal: Maxed at lvl 74. Reduces enemy physical defence by 30% for 20 seconds. Same as above, unless a good Venomancer is present
All buff skills: Buff the party in the beginning, and then again whenever it falls off. Before an anticipated long boss battle, you should also rebuff the party.
Ironheart Blessing: Due to the fact that this can be stacked, it is a common heal being spammed on tanks.
Stream of Rejuvenation: This is a more potent version of ironheart. Heals more, costs more, takes more time. May want to use this within a few ironheart blessing’s if it seems to be necessary (i.e. the tank’s hp dipping too low).
Regeneration Aura: otherwise known as BB. It is an aoe heal which also decreases damage taken by the party. Pets of Venomancers are not affected by this effect. It is extremely important to have this for certain bosses. This does drain your mana constantly. Either have an MP charm ready, or several apothecary/normal pots ready.
Heaven's Wrath: Known as RB. This will allow your team to attack faster and deal more damage. This can be used if you are not the main healer, or if you don’t need to heal at all.
Chromatic Seal: Puts enemy to sleep. Effective at lvl 1. It's a good skill for many tight situations. Or in the absence of a good catcher (to catch the lures), it's a great way to stop the monster from killing the person who is luring.
Wings of Protection: Cast a shield on the target, absorbs incoming damage that equals to 20% of target's maximum HP. The shield disappears after 30 seconds, or the damage it absorbs reach its capacity. This can be used in a tight situation when your tank is about to keel over. This is an instant cast, so is very useful and is up to an experienced player to use it quickly.
Venomancer: The Time Saver
Typically in a TT, they are used as damage dealers, and pullers (of course, I am not considering Venomancers with Hercules as a typical role. This will be discussed in the next section). Pets deal full damage to bosses in TT. Therefore, they are extremely useful in shaving down time needed to run any TT. A Venomancer is also used for their ability to pulling a single enemy (this will be explained in later sections under “Luring”).
Notable Skills:
Amplify Damage: Maxed at lvl 68. Makes target take 20% more damage for 20 seconds. (Sage version allows enemy to take 30% more damage. However, note that this is not currently available.) This can only be cast in fox form, and so a good venomancer should be switching between forms if they can.
Soul Degeneration: The only reason I named this one, is because of its sage skill possibility – Reduce max hp by 20% . Again, like Amplify Damage, this skill is not available yet.
Bramble Guard: Cast this reflect buff on your designated Tanks. This will include both the typical and non-conventional ones.
Ironwood Scarab: Reduces enemy’s physical defense by 30% for 10 seconds. As I mentioned before in the cleric’s section. A good Venomancer should be trying to keep this debuff on the bosses at all times. Its cooldown allows for you to achieve this.
Feral Concentration: Immunize the caster of all coming damage at the cost of being unable to move for 10 seconds. Did you draw aggro? Use this skill if you don’t have the hp to hold aggro, AND you don’t have 2 sparks for Bramble Hood. Bramble Hood is preferred, of course, for its fast cast. Feral Concentration has a really slow cast time, and an undesirable effect of freezing yourself for 10 second. Having said that, it is still useful in some situations.
Bramble Hood: If you pull aggro, use this skill as soon as you can, and run away until a tank grabs the aggro back. Unless, of course, you are the tank.
Purge: in 2-2 and 2-3 the Ape Boss will self buff. You will want to purge him as often as you can. With 1 or 2 other Venomancers, you can keep him debuffed at all times which will make the job for your tank significantly easier.
Lending Hand: Passing a spark to someone who needs it more. This is useful for a cleric that needs spark for BB, or any other situations where people require sparks but don't have it.
Wizard: The Heavy Magic Artillery
The typical role for a wizard is to deal damage. Lots and lots of damage. Just like the archer, you have to be careful of drawing aggro. Refer to the archer descriptions if you are curious. A wizard also has 1 skill which heals. It takes a lot of time to cast, but can be useful in a tight situation.
Notable Skills:
Morning Dew: The previously mentioned healing skill. Beware its long cast time.
Force of Will: Interrupts channelling, silences, and making it unable to attack. It’s a great support spell to be considering, when you don’t need to be dealing damage.
Undine Strike: I am mentioning this mainly because it reduces water, fire, earth resistances by 60% for 12 seconds. It isn’t extremely important for the rest of the party, but it is for you.
== Non-Conventional Roles for Classes ==
Archer:
What could you be doing besides dealing damage? You could tank. If you have a high enough refinement level, a good healer, you can achieve this. It may not be for TT’s your own level, but ones lower level than you. The people who are in your squad would have to be more careful with their damage dealing if you are the same level as they are.
Barbarian:
What could you be doing besides tanking? You could deal damage. Quite the opposite of archers, but this one will be more common. If there is another, better-suited, tank available, then turn into human form (unless you are a demon Barbarian) and deal as much damage as you can.
Blademaster:
Again, an alternative role for a blademaster, instead of damage dealing, is to tank. Again, the squad members have to be more careful about pulling aggro.
Cleric:
A cleric could also potentially tank. But this is pretty rare as far as non-conventional roles go. You would, of course, need good gear, and another cleric assisting you. You would have to be dealing damage (more than anyone in your party), so it is unlikely that you can be healing yourself the entire time.
Venomancer:
A Venomancer can tank with his/her pet. This is the most common non-conventional role. With a Hercules, a Venomancer can tank a large variety of bosses, and thus opening up different roles for other classes to play. The pet deals full damage to bosses, as I mentioned before, so it is harder to steal aggro from the Hercules, with an exception of a flesh ream from a higher level Barbarian.
A Venomancer can also be a tank themselves.
Wizard:
Tank. Typically a light armoured wizard with high refinement can more or less tank a boss. Of course, you will require a cleric helping. I have read on several Chinese forums that Wizard tanks are desirable in Frostland Dungeons, but I won’t draw that tangent for now.
== Actions and Situations ==
Rush:
The tank of the group can lead a group quickly through some parts of the dungeon by grabbing aggro. The rest of the squad follows closely, and then at the end jump off to an area that mobs will not follow to. This can be achieved in Chapters 1, 2 and 3. If you are the barb leading the rush, then you will want to use Invoke the spirit towards the end like I suggested earlier. If you are not a barbarian, you should have several apothecary pots at your disposal.
Luring:
A Venomancer sends pet. When the pet hits the enemy once, unsummon the pet. Now the venomancer will have aggro, so should be running back towards the tank, or whoever is grabbing aggro. Not only should you be running towards the tank, you should also run past them. Far past them in some situations. Remember to have the skill Summer Sprint on, so you can run faster. The ones catching should be standing in the predicted path of the monster. Some monsters will run in a curve towards the venomancer, so beware of that. Generally, if the Venomancer is running fast enough right after a lure, the monster will run in a relative straight line towards them. The key here is to stand in the middle of their path, and hit them as soon as they come to you. Stuns, seals, and freezes will all be useful in catching. For monsters that run away, you will want to catch them in a way that pushes them toward the Venomancer. This may sounds strange, but is actually very logical. The venomancer was running towards a safe spot, presumably, and thus you will want to push this monster towards that area and not back into the group which he/she lured from. **note, if only for the purpose of catching, a ranged attack is also good if you have the hp to withstand 1 or 2 hits before the tank retakes aggro. This means any ranged moves of any class would be beneficial in this situation.
General monsters battle:
Those with high spike damages should be careful of dealing damage. The general idea is pretty simple: Kill them. For monsters that run away, it is important for the person holding aggro to be pushing them towards somewhere relatively safe.
Boss Battles:
I have mentioned this several times. Debuffs should consistently placed on the boss for quickness. For any in-depth guides on bosses, please do a bit of research on the other topics related. I will not go on a tangent and describe each boss here.
~~That's it for now, Guys,
If you have any questions, please ask them! I will do my best to answer them
**Yet to come:
- an expanded Genie Skill section. My recommended genie skills for TT uses for each class. For now, Holy Path is one that you may want for rushes
- improved formatting with more colors and pictures!
Post edited by Soaka - Heavens Tear on
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Comments
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ooh technicaly difficulties, reserving space0
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Very informative thanks Soaka b:pleased0
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Soaka, Drakes ray is better used to catch a lured mob...since its ranged...it will cast...then you can stun if necessary or just start dealing some good damage.....using roar to catch one mob sucks...
now if its some crazy barb who likes to round up every mob in a room and run right back at you....you use Roar of the Pride. b:chuckle use apothecary pots and aoe like crazy...and hope the cleric notices your life bar...b:thanksb:victoryb:victory
Otherwise...a BM's roll is to pay attention to all mobs stun accordingly attack appropriately and that if someone grabs aggro that shouldn't have it (squishy) we are to stun the mob...and take it back...
Smack isn't an easy skill to come by. If you would like a real good long ranged skill to protect lure and draw aggro i would go with the Spears Farstrike skill.....it is most excellent.Retired
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Nice guide overall...some comments:
Barb Skills: Inspiration of the Beast King buff: to give extra HP to the squad.
Strength of the Titans: to give extra strength buff to squad.
Also, roar is not a good skill inside TT. Too many strong mobs roaming around. (IMO) It's better to use Flesh Ream to catch, hold and maintain aggro.
Good Job Soaka...very informative.[SIGPIC][/SIGPIC]
Lvl10XBarb
Lvl10XArcher
lvl10XAssassin0 -
I will add the following to the Luring section:
"note, if only for the purpose of catching, a ranged attack is also good if you have the hp to withstand 1 or 2 hits before the tank retakes aggro. This means any ranged moves of any class would be beneficial in this situation."
The main reason I didn't put it in notable skill section was because it doesn't provide an effect. I want to keep the notable skill set to just ones with useful effects for now.
And agreed on the points concerning crazy barbs. I may add something to the General Monsters Battle section later on.
(This isn't aimed at you, AdvanceZero, but I think I should mention the following first:) For people who intend on replying in the future... I do not intend this to be in any way condescending to any class (i.e. making their job appear easy). If you think I am making your class look super simple to play... that's not what I set out to do!! b:shocked Of course I realize there is a lot going on for each class in an expert's hands, but I am basically providing some information for those who are new to TT and/or veterans who want to discuss their experiences.b:laugh0 -
I hear you man. Just wanted to let you know what works.b:cuteRetired
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A couple of things about Venos.
Feral Conc: It's an ok skill, but its fatal flaw is that it takes 3 seconds to channel and 1 second to cast. 4 seconds is a long time when a mob is running at you. Bramble Hood is usually a better option if you have the sparks.
Purge: Fairly useful skill for certain bosses that buff themselves. Not really needed till TT 2-2 though.
Bramble Guard: This skill is should really only be cast on BMs and Barbs. The last thing the squishy classes want is to generate aggro on a mob that is melee attacking them.0 -
You are completely right!
I will make the changes b:pleased
Feral Conc does have a long cast time, which is why I wrote that bramble hood is the better choice.
You're right about purge, I completely forgot about the Ape for some reason hehe. I will add that in.0 -
Thanks Soaka, this is very helpful for running tts and learned a few things about venos and their foxform!0
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This was very informative, thanks Soaka!! TT's will run more smoothly when everyone knows what they are doing or what they should be doing.0
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Thanks for the positive feedback guys!
I will be continuously revising and adding new information, so feel free to ask any questions you may have concerning your roles in a Twilight Temple! Questions concerning non-conventional roles are welcome too! b:victory0 -
Your archer writeup was very nice but I think you missed a few subtleties:
Archers do not have seals (except sage archers with level 92 "Aim Low"). We do have freeze (aim low) and slow (frost arrow) and stun (stunning arrow). Aim low is our best "stop monster from running" skill but it uses a spark.
(If you really need stuns, you probably want an axe blademaster, but any stun can help in a pinch...)
Also, Wings of Grace (our level 59 skill which can not be leveled) can give us a couple seconds of invulnerability and 33% damage reduction, which can save our lives if we pull aggro. Its limitations can be annoying (one second delay before invulnerability, and after 15 seconds we lose our speed buff, and uses a spark), but every archer in TT probably has occasion to use this skill.
Also (and i am sorry I am so disorganized):
When fighting archer monsters, if an elf archer tanks (just use your normal attacks), they will not run from you. You need a cleric of course, and this will hurt, but fighting one archer can be better than having your squad pull aggro on three or four tt monsters when the archer runs. If you are not tanking, frost arrow can help your melee tank catch up before it runs too far. And, of course, aim low can give you 8 seconds of unmoving archer.
When pulling aggro from a healing cleric, aoe attacks are usually best (because this usually happens when battle opens and the real tanks have not pulled aggro on enough monsters). Depending on your location, you should be prepared to run (teleport portals will lose aggro) or tank. Invulnerability can help you tank and can help someone else pull aggro off of you. If you run a long distance before you lose aggro, tell your squad about the returning monster so they will not be too surprised.
When fighting Fataliqua, you should stand on the ledge -- if you pull aggro, you can jump off.
If you have a veno tanking and her herc dies, and you do not have any better backup tanks, you should both have already decided whether you will tank long enough for her to ressurect the tank and pull aggro back (tranquilizing orbs can help here, and so can wings of grace and your spark skill) or whether you will run.0 -
Nice guide, Soaka thanks ! b:victory0
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Very good information, thank you Soaka b:victory0
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nice guide soaka. just as a note smack should NEVER be used as a catching skill, it causes mobs to run away (seal inheritly does this)0
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wow
if anyone who has ever been called a noob for not being able to play their class, they should definitely come read this. In fact, all new players should be reading this if they intend on doing TT
Besides general information on the concept of TT, there's no real guide in the forums about what to do. (in fact, i am a bit surprised that people don't know how to play their class when they reach 60... b:surrender)
I don't know how many failed runs i've participated in, where some (and sometimes all) players don't know what the hell they're doing! b:angry
this is a great guide for the new players. It will need expansion, but I think the OP intends on refining it. so I look forward to more!
p.s. this should be stickied!!0 -
Fleuri: I did mention Aim low and Stunning arrow. I am having an internal debate as to whether or not I should put frost arrow in there. Yes it is a helpful skill... But I wanted to keep the notable skills to a minimum. If i start throwing in slow skills, then the other classes will have a lot more to offer! b:shocked Which isn't a bad thing, but it just defeats my original purpose. So I will see about that.
I also have seen Wings of Grace in action. I will think about putting that one in as well.
You mentioned jumping off the ledge on Fataliqua. That is definitely a good point. I will be putting these more specific roles that people should consider when they fight bosses. I didn't originally want to go there, because there is another guide written about this. But it seems that some things aren't mentioned (such as the jumping off). As long as we're talking about jumping off the ledge when it gets dangerous, Astralwalker is another one where you can do that.
There are many subtle points that I have yet to mention. That is because there is a lot to playing any class really well! I have tried my best to build a framework for new players to work with. I will, of course, be adding more to this guide as I go along. Please look forward to that, and thank you for your contributions! b:pleased
Nevlik: You're right about the mobs running away. But I believe it is still a great catching skill, especially if the player lacks farstrike (15 meter distance). If somehow the lured target eludes both the tank and your initial Drake's ray, then Smack is an useful alternative (at 18 meters). If the lured target is already at that point, then the running after seal won't really matter because they will be running back towards the Venomancer (who ran after lure) who should already been in a safer area by that point. I will have to expand the luring section a little and give it a more deserved look, and perhaps cover more potential situations. I apologize if I was being misleading in the initial post. I think I was intending on listing the available sealing/freezing/stunning skills which players have. I may have to revise that form of thinking.
XMindyX: Thanks for your kind words. I believe that everyone starts out inexperienced, and there's nothing wrong with that! I can only hope that my contribution will make new player's life easier. I have participated in failed runs myself, and it definitely was caused by the inexperience of team members. I do want to keep refining this guide as we continue discussing various aspects of TT roles and situations, I hope I won't disappoint you!
Thanks all for your encouragements and comments. b:thanks0 -
Job well done on TT guide and class tasks Soaka.b:victory
Tho i do beg to differ about myraid sword stance as useless skill(you did mentioned that it helps tankers to sustain phy. dmg. and its quite handy if boss has magical aoe or phy. aoe which helps your party in overall to sustain any unnecessary dmg. like "squishes"(eg. like drummer or tentacles or even horse boss at 2-1run.)so it does have its purpose in TT runs as well.
But all in all the guide is excellent for all the new participants of TT instance.
Keep up the good work Soaka b:thanks .[SIGPIC][/SIGPIC]0 -
Invoke the spirit does last near 15 seconds, not 20[SIGPIC][/SIGPIC]0
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Invoke the spirit lasts 20 secs as far as I know.
and great guide, Soaka! keep up the good work0 -
Hmm I find Devour more usefel than Flesh Ream when tanking and NOT tanking. It builds my aggro yes, and right now not even a BM with 10 levels on me can take aggro when I use it. And when I'm NOT tanking, it makes the tank do more damage, which makes it harder to steal aggro from him.b:cool
The 50% reduction in physical defense is nice unless you're in an all mage/cleric party. It makes Hercs that much better at holding onto the aggro too.b:bye0
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