Zoik
10-19-2008, 02:07 PM
Here are some tips and suggestions for making a Sieg build. I just wrote this off of my head so let me know if I missed something.
(phy) = Physical attack - Get's bonus from deadly blow(physical critical hit) which can be controlled with rage explosion.
(elem) = Elemental attack - Affected by elemental resistances and can be nulled by Magic Defense.
Kicking(phy) and Cross Cut(phy) - Since these are commonly used for long combos, leave these at level one each so that you will not use too much mana on stage. You can also consider these at level one on PvP for doing long combos on the opponent which buys you time for skill cool down and regain mana.
Destruction Fist(phy) - Max it because it can do great damage for its cool down.
Blow(phy) - Get it at level 1 if you plan on going to PvP for its stun effect. You don't really need this for staging but you can use it defensively by stunning a group of monsters to escape.
Finishing Blow - good substitute for down attack on PvP cause it can do good amount of damage for low amount of mana. Don't get this for staging because you would rather have the point on other skills for air combos which do more damage. I don't use this so I'm not sure if you get physical critical hit from this skill.
Counter Attack - Good for staging an PvP. Increase its level if you want lower cool down.
Sky Slashing - This is mainly used for picking up target off the ground to continue combos and resetting damage decay by letting the target hit the ground and picking it up again. Not very efficient in stage because you would rather wait for the target to get up to start a combo again and save the mana for other skills. The higher level it is, the more air height you will gain after using it.
Iron Hammer(phy)(elem) - You should get it at least level one. It's good to have something powerful up your arsenal.
Crescent Moon Sword(elem) - Good for mobs on stage but difficult to land on PvP because of its slow cast time. It is very predictable and easy to disrupt.
Hurricane Sword(elem) - Good if you want to have another ranged attack but it doesn't get air combo multiplier for staging and may hit your target only once instead of three times.
Thunder Sound(elem) - Good for slowing down your target. Can be used as a starter for combos.
Whirling Sword(elem) - Max it. It has low casting time, low cool down and good damage so it is very useful for PvP, it can do great damage on air combos on stage and you can continue doing combos after it.
Flash Fate(elem) - Good range attack for staging but it has slow cast time so it is very predictable in PvP. Get the Blow skill if you plan on using this for PvP. Level one is enough because you rather have to points on frequently used skills.
Whirlwind Wave(elem) - Level 4 - Does great damage on bosses on stage and it can be use to combo with a lot of skills in PvP. Going higher than level 4 becomes inefficient.
Wind Kick(phy) - Good finisher on stage because it continuously add more air combo hits which gets air combo multiplier. It is also easy to use in PvP.
Whirlpool Sword(phy) - Good for extending air combos.
Flying Dragon Sword(phy) - Get it at least level one because you can take advantage of its invincible frames. A finisher that can be used to escape attacks and it has good amount of damage at higher levels.
Infinity Meteor Sword(phy) - level 1-4 - It can do good amount of damage especially when you use it on air combo in stage but get's damage decay on PvP. At level 4 it will have min and max damage of 125. Going past level 4 is inefficient.
Magic Defense - Take advantage of being invincible against elemental attacks. It's great for unloading all your skills uninterrupted against some boss in stage and it's great against spell casters in PvP. The higher level it is, the longer it will last but watch out for the reagents needed to use it and that some bless skill can't be stacked with another.
Provocation(phy) - Definitely get it and definitely max it for staging. Take advantage of being able to control what the monsters will attack. You can voke monsters that are targeting your healer for example. With another knight with max voke, you can perform the strategy called voke chain which directs the monster to target between you and the other knights which keep the rest of the party safe from being targeted by monsters.
Rage Explosion - Get it if you want to be able to control when you will have constant critical hits on physical attacks. The higher level it is, the longer it will last but watch out for the reagents needed to use it and that some bless skill can't be stacked with another. It also uses HP to use so it's up to you if you want to give up some HP to do up to 160% damage melee and physical skills.
Protective Fortitude - You don't really need this if you have healers on your part. It is a good way to heal yourself in PvP. The higher level it is, the longer it will last but watch out for the reagents needed to use it and that some bless skill can't be stacked with another.
Play Dead - Some attacks can't hit you when you are down on the ground so you can use it to dodge certain attacks. Higher level will have low cool down and you can stay longer on the ground.
Increase Health - The more HP you have the more you will survive when you take damage. It's good to max this so you don't get one hit kill by some strong attacks on stages and you will last longer on PvP.
Deadly Blow - Get this to at least level 1 so that you will get random critical hits. It's a prerequisite if you plan on using Rage Explosion. The higher level it is, the higher the percentage of doing random critical hits.
Mana Recovery - Defiinitely get it and max it. This is your primary source of mana especially in PvP where you can't use potions.
Minimize Damage - Since most attacks have min and max damage, this is actually the percentage of taking the minimum damage when you get hit. I have yet to confirm if this is very useful for staging but it does help on PvP.
This skill is quite useless for sieg if u r going staging because most monster have a very close gap of min and max damage, esp bosses (u wont see it at all) unless u want to be certain about the damage u receive. In pvp, this could be helpful in eliminating the threat from opponents with high damage and keep u alive longer so I would consider level it up to at least 2-3lv if u wanna stay alive a bit longer
Increase Mana - You don't really need this if you can recover mana fast and it doesn't add much on your mana pool. you will rather use the points on other skills.
Credits:
Zoik - writing the guide
BloodySteel - details about Minimize Damage
(phy) = Physical attack - Get's bonus from deadly blow(physical critical hit) which can be controlled with rage explosion.
(elem) = Elemental attack - Affected by elemental resistances and can be nulled by Magic Defense.
Kicking(phy) and Cross Cut(phy) - Since these are commonly used for long combos, leave these at level one each so that you will not use too much mana on stage. You can also consider these at level one on PvP for doing long combos on the opponent which buys you time for skill cool down and regain mana.
Destruction Fist(phy) - Max it because it can do great damage for its cool down.
Blow(phy) - Get it at level 1 if you plan on going to PvP for its stun effect. You don't really need this for staging but you can use it defensively by stunning a group of monsters to escape.
Finishing Blow - good substitute for down attack on PvP cause it can do good amount of damage for low amount of mana. Don't get this for staging because you would rather have the point on other skills for air combos which do more damage. I don't use this so I'm not sure if you get physical critical hit from this skill.
Counter Attack - Good for staging an PvP. Increase its level if you want lower cool down.
Sky Slashing - This is mainly used for picking up target off the ground to continue combos and resetting damage decay by letting the target hit the ground and picking it up again. Not very efficient in stage because you would rather wait for the target to get up to start a combo again and save the mana for other skills. The higher level it is, the more air height you will gain after using it.
Iron Hammer(phy)(elem) - You should get it at least level one. It's good to have something powerful up your arsenal.
Crescent Moon Sword(elem) - Good for mobs on stage but difficult to land on PvP because of its slow cast time. It is very predictable and easy to disrupt.
Hurricane Sword(elem) - Good if you want to have another ranged attack but it doesn't get air combo multiplier for staging and may hit your target only once instead of three times.
Thunder Sound(elem) - Good for slowing down your target. Can be used as a starter for combos.
Whirling Sword(elem) - Max it. It has low casting time, low cool down and good damage so it is very useful for PvP, it can do great damage on air combos on stage and you can continue doing combos after it.
Flash Fate(elem) - Good range attack for staging but it has slow cast time so it is very predictable in PvP. Get the Blow skill if you plan on using this for PvP. Level one is enough because you rather have to points on frequently used skills.
Whirlwind Wave(elem) - Level 4 - Does great damage on bosses on stage and it can be use to combo with a lot of skills in PvP. Going higher than level 4 becomes inefficient.
Wind Kick(phy) - Good finisher on stage because it continuously add more air combo hits which gets air combo multiplier. It is also easy to use in PvP.
Whirlpool Sword(phy) - Good for extending air combos.
Flying Dragon Sword(phy) - Get it at least level one because you can take advantage of its invincible frames. A finisher that can be used to escape attacks and it has good amount of damage at higher levels.
Infinity Meteor Sword(phy) - level 1-4 - It can do good amount of damage especially when you use it on air combo in stage but get's damage decay on PvP. At level 4 it will have min and max damage of 125. Going past level 4 is inefficient.
Magic Defense - Take advantage of being invincible against elemental attacks. It's great for unloading all your skills uninterrupted against some boss in stage and it's great against spell casters in PvP. The higher level it is, the longer it will last but watch out for the reagents needed to use it and that some bless skill can't be stacked with another.
Provocation(phy) - Definitely get it and definitely max it for staging. Take advantage of being able to control what the monsters will attack. You can voke monsters that are targeting your healer for example. With another knight with max voke, you can perform the strategy called voke chain which directs the monster to target between you and the other knights which keep the rest of the party safe from being targeted by monsters.
Rage Explosion - Get it if you want to be able to control when you will have constant critical hits on physical attacks. The higher level it is, the longer it will last but watch out for the reagents needed to use it and that some bless skill can't be stacked with another. It also uses HP to use so it's up to you if you want to give up some HP to do up to 160% damage melee and physical skills.
Protective Fortitude - You don't really need this if you have healers on your part. It is a good way to heal yourself in PvP. The higher level it is, the longer it will last but watch out for the reagents needed to use it and that some bless skill can't be stacked with another.
Play Dead - Some attacks can't hit you when you are down on the ground so you can use it to dodge certain attacks. Higher level will have low cool down and you can stay longer on the ground.
Increase Health - The more HP you have the more you will survive when you take damage. It's good to max this so you don't get one hit kill by some strong attacks on stages and you will last longer on PvP.
Deadly Blow - Get this to at least level 1 so that you will get random critical hits. It's a prerequisite if you plan on using Rage Explosion. The higher level it is, the higher the percentage of doing random critical hits.
Mana Recovery - Defiinitely get it and max it. This is your primary source of mana especially in PvP where you can't use potions.
Minimize Damage - Since most attacks have min and max damage, this is actually the percentage of taking the minimum damage when you get hit. I have yet to confirm if this is very useful for staging but it does help on PvP.
This skill is quite useless for sieg if u r going staging because most monster have a very close gap of min and max damage, esp bosses (u wont see it at all) unless u want to be certain about the damage u receive. In pvp, this could be helpful in eliminating the threat from opponents with high damage and keep u alive longer so I would consider level it up to at least 2-3lv if u wanna stay alive a bit longer
Increase Mana - You don't really need this if you can recover mana fast and it doesn't add much on your mana pool. you will rather use the points on other skills.
Credits:
Zoik - writing the guide
BloodySteel - details about Minimize Damage