Skills Questions

Ciccily - Heavens Tear
Ciccily - Heavens Tear Posts: 10 Arc User
edited September 2009 in Blademaster
At the moment I am a pure sword BM using Shinrotwins. I have read that Atmos Strike is a must-have skill but I haven't found a use for it. Against magical enemies it gives them more time to hit me and I have to chase them and against physical enemies it just means i have to chase them and possibly aggro a bunch of extras. I am having a similar problem with Smack..It just seems to make things run...I hate chasing things...Please let me know how and why BladeMasters use these skills. The two macros that I have made as my standard grinding tools are: for magical creatures 1. bleed 2. aolian blade 3. Ocean's edge and for physical creatures I use 1. drakes ray 2. spirit chase 3. bleed. They have worked for me pretty well but I would like your opinion and any suggestions for improvement would be appreciated. Thanks in advance!
Post edited by Ciccily - Heavens Tear on

Comments

  • Pervs - Lost City
    Pervs - Lost City Posts: 256 Arc User
    edited September 2009
    Thats why you only use push back skills as finishing moves or if you have farstrike. Even then though it just makes you chase after your loot. The only time I would see those skills useful would be say against a mob that explodes when it dies.
    [SIGPIC][/SIGPIC]
  • Svenchan - Harshlands
    Svenchan - Harshlands Posts: 30 Arc User
    edited September 2009
    im a pure sword bm two and i dont have smack yet, but i do have atmos strike and i must say its amazing.

    Atmos shines in three areas: phys only mobs, running mobs, and bosses

    For phys only mobs it pushes them away and out of there attack range. You can spirtchase/drakes ray them when they run back to you, or give breathing room to heal and marrow while they run at you.

    For runners you cirlce around them and atmos strike them towards your group so they can wreck them, and not worry about ohter mobs joining in.

    As for bosses Strike doesn't make them move, so it easy deals a lot of dmg quick and is easily spamable. Plus i love to spark and strike to finish them.


    Thats my view on Atmos for Smack well um ill have to get to that lvl to tell you.

    Hope this helped b:victory
  • Divine_Death - Dreamweaver
    Divine_Death - Dreamweaver Posts: 1,491 Arc User
    edited September 2009
    Those 2 are better for PvP.
    [SIGPIC][/SIGPIC]

    "Closing this for excess letter Q's" - hawk
  • RRARRRRGGHHH - Sanctuary
    RRARRRRGGHHH - Sanctuary Posts: 212 Arc User
    edited September 2009
    In TT nothing can be knocked back.
    In fb pure melee mobs cannot be knocked back.
    Bosses cannot be knocked back, but most mini bosses can.
    Pets in pvp can be knocked back, players cannot.

    As was said before atmos can be used to give you breathing room when fighting melee enemies, or being a "controller" of sorts against mobs that run away. A slow (oceans edge/fissure) + knockback (atmos/meteor rush) combo is extremely effective to keep enemies away from you if they can be knocked back. Archers and pure magic mobs tend to run away from your party, using atmos or meteor rush from the spear tree lets you control where they go (hit them in the right direction of course..) to some extent, especially in fbs. You can also use this if there are other bms in party to help bunch enemies together to be aoed.

    Atmos strike can also be used on exploding mobs (that are not pure melee) as the finishing hit, most of the time if it connects they explode the distance away they were knocked back, dealing nothing to you.

    Smack is more of a pvp thing + extra ranged attack for you...also an enemy running away from you is an enemy that isent attacking you, thus buying you time if its needed, or possibly saving an ally.

    Just a few ideas, im sure there are more.
  • Escorian - Dreamweaver
    Escorian - Dreamweaver Posts: 2,802 Arc User
    edited September 2009
    its a good thing to have for RB you can use it to knock the mobs into the zhen
    [SIGPIC][/SIGPIC]
    ty Nowitsawn

    Everything has its beginnings, but it doesn't start at one. It starts long before that... The world is born From zero. The moment zero becomes one is the moment the world springs to life. One becomes 2. 2 becomes 10. 10 becomes 100. taking it all back to one solves nothing. so long as zero remains... One.. Will eventually grow to 100 again.
  • Ciccily - Heavens Tear
    Ciccily - Heavens Tear Posts: 10 Arc User
    edited September 2009
    Thanks to everyone who replied to my question. Your responses will be very helpful to me. I will continue to keep watch on this post and see if anyone has anything else to add. Thanks again!!
  • Granrey - Sanctuary
    Granrey - Sanctuary Posts: 2,050 Arc User
    edited September 2009
    depending on the level of the atmos and the magic range of the mob you can cancell mag attacks.

    While the mob is casting. Knock him back. then leap towards the mob.

    Again there are better ways to do this.

    in fb79. Knock runners toward squad when they run.

    for regular melee mobs.
    slowdown, bleed, and knockback, then range skills.
  • Granrey - Sanctuary
    Granrey - Sanctuary Posts: 2,050 Arc User
    edited September 2009
    In fb pure melee mobs cannot be knocked back.
    .

    not totally correct.

    you can knock back some melee mobs in fbs while there are some you cant. However, I have not found a rule for it.
  • Svenchan - Harshlands
    Svenchan - Harshlands Posts: 30 Arc User
    edited September 2009
    not totally correct.

    you can knock back some melee mobs in fbs while there are some you cant. However, I have not found a rule for it.

    Only from what ive seen in FB 49 and lower, the little to medium size mobs can be knocked back. The mobs that bigger than you don't. All from what ive seen so far.