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Ranking of the skills!!!

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Ranking of the skills!!! Empty Ranking of the skills!!!

Post by unipanthers14 Mon Oct 29, 2012 3:48 pm

Does anyone have a link or can share some information were each skill/group of skills are ranked from least to greatest of importance???

This would be very helpful!

My ranking would be the following:

Top 6 skills in no particular order


  1. Increase Party Attk
  2. Increase Party Def
  3. Decrease Enemy Attk
  4. Decrease Enemy
  5. Health Up
  6. Agility (early on)

7 through 11


  1. Impulse Down
  2. Covert Down
  3. Physco Down
  4. Hells Blaze
  5. Artic Freeze

12 through 16


  1. Demon Down
  2. Brute Down
  3. Preemptive Strike
  4. Critical Rate
  5. Slumbering Breath

17 through ???


  1. Venomous Breath
  2. Increase Dodge Rate
  3. Heal
  4. Celestial Lightning (worthless IMO)
  5. Mystic/Creation down

unipanthers14

Posts : 10
Join date : 2012-09-11

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Post by Horg Mon Oct 29, 2012 4:02 pm

unipanthers14 wrote:

  1. Agility (Requirement for anything less than Full AA+)
  2. Health Up (Only Full AA+ Team, right above Celestial Lightning for A+)
  3. Increase Party Attk
  4. Decrease Enemy Def
  5. Increase Party Def
  6. Impulse Down
  7. Demon Down
  8. Decrease Enemy Attk
  9. Psycho Down
  10. Covert Down
  11. Preemptive Strike
  12. Hells Blaze/Artic Freeze
  13. Venomous Breath
  14. Brute Down
  15. Creation down
  16. Celestial Lightning (Skill 20 is intensely overpowered, but skill 1 is terrible.)
  17. Critical Rate
  18. Heal
  19. Other Species Down
  20. Increase Dodge Rate
  21. Slumbering Breath

Horg
Horg

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Age : 36
Location : North Carolina

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Post by silentsong Tue Oct 30, 2012 6:27 am

Max level veno breath is just about as strong as hell's blaze or arctic tempest

silentsong

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Post by larry378 Tue Oct 30, 2012 12:05 pm

It's impossible to establish a 'hard ranking' because most of the skills are contextual (more on that momentarily)

It is best to group skill by their relative use

'Universal'
-Agility:self explanatory; you want to have this on your team. 4AA+s backed up with an agility A+ of the same species (and possibly sharing wings) is an endgame team (e.g. 4x AA+ winged wyrms and a Lindwurm, or 4xAA+ winged brutes +WWE, etc...)

A Essentials
-IPA
-DEA
*the vast majority of legitimate A formations deal with high attack output and flimsy defense/health. Although exceptions do exist (e.g. cov mystics, sin wyrms); it makes more sense to orient towards countering the more commonly encountered opponent. The increase/decrease skills work on a percentage basis, therefore what you want to do is apply modifiers to greater stats for greater return. On average; attack will be the highest stat for both teams in a confrontation between two A formations. Increasing yours, and decreasing theirs by as much as possible is a numerically concrete way of tipping the odds in your favor.

AA Essentials
-IPD
-DED
-Health Up
*For the same reason as the A essentials; taking into account that AA forms deal with high def/health)

NOTE: Having IPD/DED/Health Up on an A team or IPA/DEA on an AA team is not an entirely bad idea (well, except for health up on an A team). I am simply saying that they are less important than their 'essential' counterparts; obviously what you do in reality will be limited by skilled species/guild relevant monster availability unless you just buy spirits for everything.

Guild Down Skills
1. Impulse Down
2. Psycho Down
3. Covert Down
*ranked in order of utility (1 being most, and 3 being least). There are simply more sin guilders than tyrrany guilders, and more tyrrany than rancor. that will determine the mileage you will get out of these contextual skills; making the most frequently useful one the best investment.

Species Down Skills
1. Demon Down
2. Brute Down
3. Beast/Wyrm Down
4... Etc
*ranked in order of utility(same as above). Top A forms for sin/tyrrany are demons, AA demons are plentiful. Brute Down is somewhat more useful for fighting AAs rather than As (as A-rarity brute teams are among statistically weaker A teams, therefor you don't really need a maximally effective team to beat one). Beast/Wyrm are both popular teams as well, but not as much so as demons and brutes. Finally; the other species down skills may certainly be legitimized pending the release of additional agility monsters that diversify the formation pool.

Offensive odds and ends
1. Critical Rate (note: this skill really shines at higher levels, and fortunately it is very cheap to upgrade)
2. Preemptive Strike
*unlike the 'essentials' which affect the entire party, these skills add to the offensive capacity of your team by increasing the abilities of a single member. These are not skills that you would try build a formation around, but they are good choices to fill in remaining gaps in your formation.

Defensive odds and ends
1.Preemptive Strike
*holy crap, it's preemptive strike again. 'defensive' here means regarding situations where another player attacks you, not your monsters' defense stats. preemptive strike ignored agility, and having a couple p-strike monsters on an A-team is a pretty good way to prevent a first round defensive loss by removing up to 2 damage sources; pretty strong teams can be built with this feature AND agility AND 2 more skills; e.g. psy demons (Leth, Sekh, DCC, SDD, Lewd) or sin demons (Spite, Asura, Pit, Astaroth, Sear) either of which is a pretty good all around team!

Post-emptive Strikes
+Venom Breath
-Arctic Tempest
-Hell Blaze
+Celestial Lightning
*Venom/Tempest/Blaze are functionally identical, magnitudes are a bit different, Venom breath is the only 'cost-justifiable' one of the three (due to the scalable nature of cost in skills to upgrade (I mean a (4) stack of venom breath goes for 1 ep, you can realistically max it for under 30ep; how much do you think it's going to cost to get tempest or blaze to 4 or 5?). Basically those three are not particularly great skills; there are two major issues with them; These are attacks which take lower precedence than normal attacks, you run the risk of losing your venom/tempest/blaze monster to enemy preemptives, or AA attacks, or higher agility and regular attacks. Secondly even if you attack first, the skill is overkill (with no bleed-over) on an already damaged (probably lowest-hp since most people use that targeting system) monster which is like blowing up a spider missing half of its legs with a missile. That's all well and good if you had a scud or katyusha which cost you all of 10 bucks, but it's a pretty crap return on investment do the same with a multi-million dollar ICBM.
Celestial Lightning when leveled up is insanely powerful, and has an incredibly useful effect (by hitting EVERYTHING, finishing off weakened targets, and softening others); at low level it is pretty crap, As an investment, it is justifiable only if you have the resources or the capacity to generate the resources to level it. Fortunately, lightning is much cheaper than tempest/blaze (which is not to say that it is cheap in absolute terms, but something you could realistically max or get to a decent level)

Miscellaneous
-Dodge Rate
-Slumber Breath
-Heal
-Revive
*don't use these lol they're not good
larry378
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Post by kyan Tue Oct 30, 2012 10:16 pm

I'll actually switch dea and ded from A+ and AA+. DED is more important for an A+ information as most A+ are attack focus so anything that increase attacking is more useful that defensive skill on a paper tiger team. After IPA, DED is the best way to increase attack for the entire team.

For AA+, defense becomes much more important as you mentioned because of the high health and defense so dea is actually very very useful. Virtually every AA+ team has a dea member as DoW gave very good monster with dea and dea is a relatively cheap spirit to get.

Kyan
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