Balance
RRARRRRGGHHH - Sanctuary
Posts: 212 Arc User
Read my post on page 3 as well, another interesting application of edited genie skillz.
I have recently played around with this genie skill and i must say...I am amazed by its potential. This skill is designed to work with alter marrows to give enormous amounts of defense. Basically what the skill does is it takes your average magical and physical defense and compares them. Whichever is higher it takes the lower value defense, and subtracts that from it. So if physical is higher than magical for example, it does physical - magical = some difference. This difference is then multiplied by a constant, and the resulting number is the amount of max damage of the lower defense that is absorbed.
Example: you have 5k physical defense and 2k magical defense, you use this skill, 5k - 2k = 3k. At level 1, multiply 3k by .1, 3000 * .1 = 300. Since avg. mdef < pdef, mdamage is absorbed. That means that over the time period of the skill the shield may absorb up to 300 magic damage.
This effect lasts for 12 seconds *AND* during this 12 seconds you are also immune to stun.
Now the amazing part about this skill is when you consider how it levels up, the only value that changes is the constant. Level 2 for example is .2, level 3 is .3 etc. Level 10 is 1. Now how is that amazing? Well now suddenly, the example above at level 10, absorbs up to 3k damage over 12 seconds...
Now lets use this with alter marrows, which can massively increase the difference in defense values. At level 10 an alter marrow increases one type of defense by 120%, and decreases the other by 120%. So we use this to bolster this skill.
Say you are fighting a wizard for example (or anything that casts), you could use alter marrow physical to increase the difference between pdef and mdef for about 2 seconds(stun the enemy first so they cant do sht to u during this time), during that time you use this skill, which means you should easily have over 10k difference between the two values of defense. (see note as to why this is done) After casting the shield you then cast alter marrow magical, because you have already used the defense difference to give yourself the massive magical shield, now you make yourself more resistant to magic as well. The reverse works with physical damage of course. But that is how alter marrows can work perfectly with this skill.
Note: the reason we switch marrows is because the shield absorbs damage done, so if your defense is still sht, then it takes less hits because more damage is hitting it, so we change it back to resist the right damage, after using it to significantly boost our shield.
This skill can of course be used normally; however, to get a physical defense shield magical marrow has to be used to get mdef higher than pdef. Also, not using marrows of course makes it less effective since the difference is smaller, but is better in some situations of course.
The stun immune for 12 seconds can be used to counter other blademasters along with will of bodhistava, giving you a fair set of countermeasures for stun.
This skill can be used in combination with true emptyness, which now in the air does probably almost as much as thunderstorm does on the ground in magic damage (x3 in air, 150 + 20x energy consumed (so 160 energy = 3 * ((20*160) + 150) damage)). Also now that true emptyness uses all energy to be cast, you can cast it even with 1 energy, making it a very nice last ditch defense against magic attacks. (another 2500 max magic damage resisted if valid target is within 16 meters to cast on)
Personally that is my opinion on these skills at least so far from what i have tested, if u guys find out any other new things please say so...and of if my info is incorrect cus some of it is theoretical based on trends in leveling.
I have recently played around with this genie skill and i must say...I am amazed by its potential. This skill is designed to work with alter marrows to give enormous amounts of defense. Basically what the skill does is it takes your average magical and physical defense and compares them. Whichever is higher it takes the lower value defense, and subtracts that from it. So if physical is higher than magical for example, it does physical - magical = some difference. This difference is then multiplied by a constant, and the resulting number is the amount of max damage of the lower defense that is absorbed.
Example: you have 5k physical defense and 2k magical defense, you use this skill, 5k - 2k = 3k. At level 1, multiply 3k by .1, 3000 * .1 = 300. Since avg. mdef < pdef, mdamage is absorbed. That means that over the time period of the skill the shield may absorb up to 300 magic damage.
This effect lasts for 12 seconds *AND* during this 12 seconds you are also immune to stun.
Now the amazing part about this skill is when you consider how it levels up, the only value that changes is the constant. Level 2 for example is .2, level 3 is .3 etc. Level 10 is 1. Now how is that amazing? Well now suddenly, the example above at level 10, absorbs up to 3k damage over 12 seconds...
Now lets use this with alter marrows, which can massively increase the difference in defense values. At level 10 an alter marrow increases one type of defense by 120%, and decreases the other by 120%. So we use this to bolster this skill.
Say you are fighting a wizard for example (or anything that casts), you could use alter marrow physical to increase the difference between pdef and mdef for about 2 seconds(stun the enemy first so they cant do sht to u during this time), during that time you use this skill, which means you should easily have over 10k difference between the two values of defense. (see note as to why this is done) After casting the shield you then cast alter marrow magical, because you have already used the defense difference to give yourself the massive magical shield, now you make yourself more resistant to magic as well. The reverse works with physical damage of course. But that is how alter marrows can work perfectly with this skill.
Note: the reason we switch marrows is because the shield absorbs damage done, so if your defense is still sht, then it takes less hits because more damage is hitting it, so we change it back to resist the right damage, after using it to significantly boost our shield.
This skill can of course be used normally; however, to get a physical defense shield magical marrow has to be used to get mdef higher than pdef. Also, not using marrows of course makes it less effective since the difference is smaller, but is better in some situations of course.
The stun immune for 12 seconds can be used to counter other blademasters along with will of bodhistava, giving you a fair set of countermeasures for stun.
This skill can be used in combination with true emptyness, which now in the air does probably almost as much as thunderstorm does on the ground in magic damage (x3 in air, 150 + 20x energy consumed (so 160 energy = 3 * ((20*160) + 150) damage)). Also now that true emptyness uses all energy to be cast, you can cast it even with 1 energy, making it a very nice last ditch defense against magic attacks. (another 2500 max magic damage resisted if valid target is within 16 meters to cast on)
Personally that is my opinion on these skills at least so far from what i have tested, if u guys find out any other new things please say so...and of if my info is incorrect cus some of it is theoretical based on trends in leveling.
Post edited by RRARRRRGGHHH - Sanctuary on
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Comments
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'scuse me, I need to go find something to clean up this puddle of wee.0 -
Very nice, detailed, thorough post!! Thanks for a good explanation; I can't wait to get it!! b:victoryb:victory0
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sounds so interesting...
i will give it a try... hopefully it reduces alot DMG from skill like Tempest..0 -
Two words for you- Chromatic seal. ;D We just wait for your shield to time out, and BAM!!Full power to the Vagiroscope!0
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Camerlengo - Dreamweaver wrote: »Two words for you- Chromatic seal. ;D We just wait for your shield to time out, and BAM!!
4 words for you- Will of the Bodhisatva. ;D byebye chromatic seal. Either case if you do manage to get a chromatic seal on us... doesn't change the fact that the shield's still there0 -
A situation like that is a good reason to have true emptyness on your genie to compliment balance. Considering after balance's effect wears off you can still cast true emptyness regardless of your energy to block 2.5k magic damage over 8 seconds (or more with dex) if your enemy was stupid enough to stay within 16 meters of you. This should be more than enough time to move into stunning them.
How i will have my genie set up at least, i need about 190 energy to use level 10 cloud eruption (ma genie chi battery b:pleased). High energy like that works extremly well with balance. Considering as far as i know it sticks to using only 120 energy to cast, I would still be left with 70 energy, after the 12 seconds of the skill has passed, with 50 mag...2 energy per second recharge. I would then have 94 energy, which is why i kept tree at level 1, the low energy cost, so then at that point i could still cast tree, and then after tree true emptyness, thus giving me enormous amounts of defensive options to combat magic attackers.0 -
Filet - Heavens Tear wrote: »4 words for you- Will of the Bodhisatva. ;D byebye chromatic seal. Either case if you do manage to get a chromatic seal on us... doesn't change the fact that the shield's still there
Never heard of it, and it's not on ecatomb.Full power to the Vagiroscope!0 -
Filet - Heavens Tear wrote: »4 words for you- Will of the Bodhisatva. ;D byebye chromatic seal. Either case if you do manage to get a chromatic seal on us... doesn't change the fact that the shield's still there
good interpretationb:victory0 -
Camerlengo - Dreamweaver wrote: »Never heard of it, and it's not on ecatomb.
lol it is on ecatom. is the skill you get at 59 but you must max cloud sprint first I think (not sure). I have it anyways lol.
"Mana 100
Channel Instant
Cooldown 60.0 seconds
Weapon Melee weapons
Requisite Cultivation Transcendant
Focus vigor underfoot to move as graceful as a dragon in flight.
Increases movement speed by 100%, increases evasion while moving
by 100%, grants immunity to stun and freeze. Lasts 15 seconds.
Requires one Spark to cast." from ecatombe0 -
oh boy let the qq'ing begin0
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I maxed Balance to lvl 10, and have lvl 6 on both marrows.
I first tested it out on lvl ? normal pure magic mobs in OHT, that normally hit me for 600-800 damage with Marrow Magical on. I ran in and stunned, then marrowed physical, then Balance, and marrowed back to magical. The mobs then hit me for *7* damage while Balance was working.
Then I tried on the lvl 92 snowmen, which are pure physical. Stun, marrow magical, Balance, marrow physical. The mobs then hit me for *2* damage.
I haven't even tried experimenting in PvP yet. I don't think it's practical for grinding, because the stamina cost is so high, but this skill has a lot of potential. I highly recommend BMs to get this skill for their genies.0 -
Yes how balance and true emptyness work you take minor non consequencial damage from attacks, but good to see from some more realistic testing it works correctly vs both magical and physical attacks given marrow useage. The one thing left to see about is stun immunity of the skill, which of course is good to fight another bm with.0
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RRARRRRGGHHH - Sanctuary wrote: »Yes how balance and true emptyness work you take minor non consequencial damage from attacks, but good to see from some more realistic testing it works correctly vs both magical and physical attacks given marrow useage. The one thing left to see about is stun immunity of the skill, which of course is good to fight another bm with.
already tested that, just like heart of steel you can pop it while stunned, (no more easymode roar + dragon + thunderstorm on me) however, it does not remove the current stun aka you can pop it while frozen debuffed and all that so you dont take dmg, but it wont work as a remover, whereas for true emptiness, you cant use it while stunned and need a target, you can still get zapped by noob BMs
from my calculations, with my current stats, after i get buffed if i do NOT touch my marrows, balance gives me a 8k magical absorb. then 2.7k from TE
however, because my magical marrow is set for pvp (lvl 5) and im boosted on magical res items(as any smart BMs would have), if i use magical marrow before i use balance, itll barely give me 3k abosrb, and if you are being stunned by a BM, you cannot switch marrows to benefit from the shield more, therefor its a good idea to have a build where balance works BETTER without marrows, for those said situations
another test i did was trying my maxed out dragon and thunderstorm on my friend with phy marrow up, self buffed, that gives him about 18k phy def and 0 mag res, so 18k magical absorb, i stunned him, dragon him (he poped it, remember it works while stunned) and he took 69 dmg, fully absorbed, whereas when he had both balance and magical marrow up, he took 800
the downside is that when its mixed with TE, since balance is so strong and TE now takes all your energy, you might get the habit of holding up on using TE, to use balance on a critical moment, whereas you could use TE once every 20 seconds, since they changed TE, tanking loads of dmg over a long period of time in pvp never been easier.
balance would be when you see a pure magic arcane mage doing his triple spark / sutra combo, you pop balance and watch, or even the sleep + tempest thing but frankly i think balance only surpasses TE in 2 senarios, when noob BMs zaps you with thunderstorm, and when you see a mage sutra, for everything else TE every 20s is much better than waiting to recharge 1 balance, that is my take on it0 -
Wow i must say, being able to use that while stunned etc is fairly bad ****. Also balance is better when you need to absorb alot more damage, like in pve fb/tt (when things start to go to sht), where multiple things casting your may be hitting over 2000 a shot and you might have to hold out for awhile under those conditions, being able to resist 9k+ damage there could be lifesaving. It is good to see both skills have alot of uses now with the update b:pleased.0
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All good until a veno debuffs you.0
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Balance rocks! b:victory0
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RRARRRRGGHHH - Sanctuary wrote: »I have recently played around with this genie skill and i must say...I am amazed by its potential. This skill is designed to work with alter marrows to give enormous amounts of defense. Basically what the skill does is it takes your average magical and physical defense and compares them. Whichever is higher it takes the lower value defense, and subtracts that from it. So if physical is higher than magical for example, it does physical - magical = some difference. This difference is then multiplied by a constant, and the resulting number is the amount of max damage of the lower defense that is absorbed.
Example: you have 5k physical defense and 2k magical defense, you use this skill, 5k - 2k = 3k. At level 1, multiply 3k by .1, 3000 * .1 = 300. Since avg. mdef < pdef, mdamage is absorbed. That means that over the time period of the skill the shield may absorb up to 300 magic damage.
This effect lasts for 12 seconds *AND* during this 12 seconds you are also immune to stun.
Now the amazing part about this skill is when you consider how it levels up, the only value that changes is the constant. Level 2 for example is .2, level 3 is .3 etc. Level 10 is 1. Now how is that amazing? Well now suddenly, the example above at level 10, absorbs up to 3k damage over 12 seconds...
Now lets use this with alter marrows, which can massively increase the difference in defense values. At level 10 an alter marrow increases one type of defense by 120%, and decreases the other by 120%. So we use this to bolster this skill.
Say you are fighting a wizard for example (or anything that casts), you could use alter marrow physical to increase the difference between pdef and mdef for about 2 seconds(stun the enemy first so they cant do sht to u during this time), during that time you use this skill, which means you should easily have over 10k difference between the two values of defense. (see note as to why this is done) After casting the shield you then cast alter marrow magical, because you have already used the defense difference to give yourself the massive magical shield, now you make yourself more resistant to magic as well. The reverse works with physical damage of course. But that is how alter marrows can work perfectly with this skill.
Note: the reason we switch marrows is because the shield absorbs damage done, so if your defense is still sht, then it takes less hits because more damage is hitting it, so we change it back to resist the right damage, after using it to significantly boost our shield.
This skill can of course be used normally; however, to get a physical defense shield magical marrow has to be used to get mdef higher than pdef. Also, not using marrows of course makes it less effective since the difference is smaller, but is better in some situations of course.
The stun immune for 12 seconds can be used to counter other blademasters along with will of bodhistava, giving you a fair set of countermeasures for stun.
This skill can be used in combination with true emptyness, which now in the air does probably almost as much as thunderstorm does on the ground in magic damage (x3 in air, 150 + 20x energy consumed (so 160 energy = 3 * ((20*160) + 150) damage)). Also now that true emptyness uses all energy to be cast, you can cast it even with 1 energy, making it a very nice last ditch defense against magic attacks. (another 2500 max magic damage resisted if valid target is within 16 meters to cast on)
Personally that is my opinion on these skills at least so far from what i have tested, if u guys find out any other new things please say so...and of if my info is incorrect cus some of it is theoretical based on trends in leveling.0 -
Very Nice, Balance FTW.
Well, i got a lvl 50 genie, LP 45/50, and now i have Thunderstorm and Balance. I put some points into vit, to have the enough energy to use Balance, and all the rest into STR (big dmg with thunderstorm).
Also I have 1 free slot for 1 skill, and now, what should I do? Which skill should i choose? (for PVP). And how about the points, all into STR? Or add some more into Vit to have more energy to use more skills at same time? Thanks.[SIGPIC][/SIGPIC]0 -
HatheR - Sanctuary wrote: »Very Nice, Balance FTW.
Well, i got a lvl 50 genie, LP 45/50, and now i have Thunderstorm and Balance. I put some points into vit, to have the enough energy to use Balance, and all the rest into STR (big dmg with thunderstorm).
Also I have 1 free slot for 1 skill, and now, what should I do? Which skill should i choose? (for PVP). And how about the points, all into STR? Or add some more into Vit to have more energy to use more skills at same time? Thanks.
Having Thunderstorm and Balance on the same genie is kind of weird. Balance is a defensive move, and Thunderstorm is offensive. Considering both require a ton of energy 112 and 120 respectively, you're not going to be able to use both right after each other. Also Balance is much more effective against magic users. BM vs. BM/Barb is a pointless fight anyway, so I'd put Balance on another genie that's geared towards fighting magic users.0 -
Bwahahahaha, i have just thought up another evil scheme with genies. Explosion now uses all energy, so it is effectivly like true emptyness, you can use it even with no energy. The damage has been increased alot as well, level 5 is around 731 fire damage, so 10 i would assume goes over 1.2k at least, double up close. This is less than thunderstorm (1.4k * 5) BUT, who says you cant use it right after you use thunderstorm to inflict even more magical pain. Heavens > thunderstorm > explosion = ouchies to anyone not using balance. b:shocked This also means you can use explosion every 12 seconds to deal magic damage...not a bad deal. You could also toss on an extreme poison as well.
Of course bramble rage is always an option if your genie is level 85+ (when it starts to do more than thunderstorm) for even more damage.0 -
RRARRRRGGHHH - Sanctuary wrote: »Bwahahahaha, i have just thought up another evil scheme with genies. Explosion now uses all energy, so it is effectivly like true emptyness, you can use it even with no energy. The damage has been increased alot as well, level 5 is around 731 fire damage, so 10 i would assume goes over 1.2k at least, double up close. This is less than thunderstorm (1.4k * 5) BUT, who says you cant use it right after you use thunderstorm to inflict even more magical pain. Heavens > thunderstorm > explosion = ouchies to anyone not using balance. b:shocked This also means you can use explosion every 12 seconds to deal magic damage...not a bad deal. You could also toss on an extreme poison as well. Oh and it gets better, using both true emptyness and explosion your genie has both offense AND defense at 0 energy ftw, which means, make a genie with those two skills, switch to it when primary genie uses all energy on its skills, and bam, u got more lovely skills to use. But hold on, just when that wasent enough, our secondary genie for using 0 energy skills needs no vit, nor mag, therfore we can pump strength or dex ONLY. True emptyness gains 1 second duration per 40 dex, and 10 damage absorbed per 1 dex, so we make the genie 120 pure dex, and have an 11 second magic shield absorbing 3.7k damage, and all we need to do to use this is switch genies, wow. On offense you could do 120 strength genie, thus making even the damage from explosion better by over doubling it again, so you could then spam every 12 seconds, so, switch from your full strength thunderstorm genie, to your full strength explosion genie in middle of heavens to destroy your opponent. Wow i literally just thought of that as i was writing this lol.
Of course bramble rage is always an option if your genie is level 85+ (when it starts to do more than thunderstorm) for even more damage.
Thought you couldn't switch genies in battle0 -
Well at the very least the first part of that was valid...i will have to actually see if the 2nd part works lol, thinking of genies like they are weapons lol...prior to these skills though doing this mid combat really was never a good idea because energy resets to 0, thus one would have to wait for a recharge before doing anything, hence why i have no idea if switching is possible. Anyway, ill have that issue ironed out soon enough lol. Gah always must be a kink in the plan somewhere b:surrender
Yeah, cant switch during combat...EVIL!!!!!....so yeah i just trashed that lol...0 -
this skill is amazing i have stress tested it on several high wiz and clerics..taking a 2 spark hit from doing 4600dmg, and reducing it to a mere 10dmg...simply amazing!!b:victory0
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what genie skills should i use on tw? its pissing me off that its so hard to kill barbs in tw and for axe bms to be great in tw we need alot dex, but with out alot of dex we miss to much, and alot of bms are pure dex bms but that when were pure dex bms we have to little hp, that way archers can just kill us very easily, and so can barbs with their accuracy buffs:(
so what should we do about the build? and what genie skills are the best for tw ? that i wanna know lol0 -
I have this skill on my genie and I must admit i don't see anything special at all with it.. Dosn't seem to do much at level 7, is it because my marrows are only level 3? I'm considering trashing the skill for something offensive but decided to look for help here first.Seems no matter what marrow i use i get physical buff from it and even that is weak (Tried it against a few mobs and in pvp and saw no difference)
Am i doing something wrong?0 -
what genie skills should i use on tw? its pissing me off that its so hard to kill barbs in tw and for axe bms to be great in tw we need alot dex, but with out alot of dex we miss to much, and alot of bms are pure dex bms but that when were pure dex bms we have to little hp, that way archers can just kill us very easily, and so can barbs with their accuracy buffs:(
so what should we do about the build? and what genie skills are the best for tw ? that i wanna know lol
First of all, barbs are going to be hard to kill not matter what you do, its simply physical damage vs. high physical defense and at least 33% more hp than you have, without magical attacks or lucky crits killing them is extremely difficult. In fact many bm vs barb fights just end up being charm burners, pointless and lasting forever. Good genie skills for helping to take them down include: thunderstorm, extreme poison, explosion and bramble rage. All of those genie attacks either amp your damage, or deal magical damage to the enemy, tho to use them to greatest effect against a barb you must combine them with things like heavens flame and a heavy barrage of attacks to deal as much damage as possible in a short time. Remember, genie skills can be used at the same time as your skills, so stack damage accordingly at the right time for max effect.
As for the dex problem, misty forest rings are now only 33 chips, bust open the supply stash with first hammer, get 40 chips, and ther ya go, 50% more accuracy for under 1m. You also only will need accuracy to hit dex bms, archers, and pve mobs for the most part.
Good tw genie skills include: balance, which will help to solve the wizard/archer problem, by giving you a magic blocking shield, considering archers hit the most on you using metal attacks, and wizards is no brainer. Tree of protection can heal over 50% of your hp over 6 seconds...obviously nice if u need to buy time for charm tick. Bramble rage is great offensivly due to the fact its 15 meter aoe mass destruction, and chi drain as well. True emptyness can be useful for last second defense against magic attacks. Extreme poison is good for amping things like barbs/other bms/anything else hard to take down to help your team kill them. Holy path for getting the hell outta dodge. Absolute domain to save yourself and others (aoe invincibility)...there really is many useful skills, just think about how you could use a skill to the advantage...the ones i just outlined are more for teamwork/defense however.
Build wise, there are many guides already on this forum, simply look around some, just be careful of bias in them, some of the guides are heavily biased.I have this skill on my genie and I must admit i don't see anything special at all with it.. Dosn't seem to do much at level 7, is it because my marrows are only level 3? I'm considering trashing the skill for something offensive but decided to look for help here first.Seems no matter what marrow i use i get physical buff from it and even that is weak (Tried it against a few mobs and in pvp and saw no difference)
Am i doing something wrong?
Try using the skill without marrows first against magical mobs and see how it goes, you should be getting 70% the difference between your pdef and mdef avg as the strength for a magic shield just using with no marrows. Once you have the hang of that then you can try more advanced use with marrows. And yes a higher level of marrows would probably help, mine are at 5 atm.0
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