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 Post subject: Re: [GUIDE]69:70 Heuksal
PostPosted: Mon Apr 13, 2009 6:37 pm 
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This build still in date? or need editing?
Thinking about making one :)

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 Post subject: Re: [GUIDE]69:70 Heuksal
PostPosted: Mon Apr 13, 2009 9:50 pm 
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Dean91 wrote:
This build still in date? or need editing?
Thinking about making one :)

It'd depend on how you plan to level your masteries. It'd need some editing only related to it's masteries in my opinion.

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 Post subject: Re: [GUIDE]69:70 Heuksal
PostPosted: Mon Jun 01, 2009 5:37 pm 
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hey cap 100 just came out can u make another guide on that? or should we change into pure int???


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 Post subject: Re: [GUIDE]69:70 Heuksal
PostPosted: Sat Jun 06, 2009 9:06 am 
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I think he has never played this build on higher level, so it's rather a theoritical than a practical guide. He made a very detailed and great guide, but I fear it has no empiric roots.

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 Post subject: Re: [GUIDE]69:70 Heuksal
PostPosted: Mon Jun 15, 2009 8:40 am 
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70:70 spear still works imo. You have to fix some masteries tho. IMO you have 3 options you can go:

1. 100 Heuksal / 100Ice / 100Light

2. 100 Heuksal / 100 Fire / 54 Light(15% mag increase) / 46 Ice(34% snow)

3. 100 Heuksal / 100 Fire / 34 Light(10% mag increase) / 66 Ice(42% snow).

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 Post subject: Re: [GUIDE]69:70 Heuksal
PostPosted: Sat Jul 04, 2009 2:24 am 
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what about 100 spear/fire 80 light 20 ice


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 Post subject: Re: [GUIDE]69:70 Heuksal
PostPosted: Sat Jul 11, 2009 6:44 pm 
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IntWarrior wrote:
what about 100 spear/fire 80 light 20 ice

Not enough snow sheild. 70:70 is fragile without snow sheild although not as much as almost any other int hybrid.
I would either go 100 Heuksal/Light/Ice or 100 Heuksal/Fire 66 Ice 34 Light

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 Post subject: Re: [GUIDE]69:70 Heuksal
PostPosted: Tue Jul 14, 2009 7:17 pm 
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Would be nice if you update actually, for 100 cap I think 100heuskal 100fire 100cold would be the best.


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 Post subject: Re: [GUIDE]69:70 Heuksal
PostPosted: Sun Jul 26, 2009 6:04 am 
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Barotix wrote:
69:70 Heuksal Guide

ImageImageImageImageImageImageImageImageImageImage



INTRODUCTION:


Why This build? Fire VS Light is the question all int based builds have to ask. It's a question of Power VS Speed. All in all Fire is the superior choice for a Hybrid. The point of going Hybrid is to capitalize on Physical Defense and HP; however, in exchange you sacrifice magical damage. Hybridizing removes the need for garms, puts less priority on Ice, and makes you stronger against both str and int. The more Hybrid you are the better you do against int and the longer you last against str. This build is all about PvP, Maxing at 22k HP and 21k MP this build has 4k less HP than a pure str, has Higher Physical and Magical defense than a pure int S/S, formidable offense, overwhelming DPS, 40% Snow Shield, and (overall) is the most balanced Chinese Build of the 90 cap!

INDEX :

  1. Lvl 90
    Image
  2. Lvl 90
    Image
  3. Lvl 60
    Image
  4. Lvl 60
    Image
  5. Lvl 90 Gear
  6. PvE
  7. PvP
  8. Q&A
  9. Credits

KEY:

  • Blue: Must Have
  • Green: Optional
  • Red: NO!
  • DPS: Damage Per Second

1. Lvl 90 Heuksal:

  • Annihilating Blade Series
      ImageImageImageImage
        I wouldn't recommend the Annihilating Blade Series because it adds nothing to your build. It can be used as filler during PvE but during PvP it will act more as DPS. The most Important part of this build is maintaining a High DPS. The Goal of Heuksal based builds is to maintain a high enough DPS to set your target at a specific HP amount from which you will be able to finish them. This move aids in that venture. I would restrict this move to group PvP. Get it if you have the SP, otherwise: skip it.
  • Fanning Spear Series
      ImageImageImageImage
        Fanning Spear Series: GET IT, GET IT, GET IT! This move is what puts you one step ahead of Pure Ints and Str Hybs! It increases your magical defense exponentially for 15 seconds! It effectively reduces the amount of damage int based builds can "dish out"! I like this move, it's a life saving move. Say a Wizard Nukes you while in LT/LC, the first hit won't kill you but the second hit will, but if you activate the third book before you're hit you won't die; furthermore, when used properly in conjunction with snow shield against pure int S/S you will have 30 more seconds of Higher defense. You only need the first and third book.
  • Heuksal Spear Series
      ImageImageImageImage
        This series is one of the most necessary because of dull and it's applications in PvE. Dull is a status effect that slows down the speed of movement and attacks, Heuksal Spear may not pack a punch but it's DPS is something you will hold dear and close to your "heart". It's faster than the soul-spear equivalents but dishes out slightly lower damage. A Trade in of Speed and Dull for damage is good.
  • Soul Departs Spear Series
      ImageImageImageImage
      The crux of Heuksal Spearmanship. This move comes with Stun and is the strongest move in your Heuksal arsenal. I especially enjoy this series because of it's raw power. The damage behind this set of moves is phenomenal and you won't regret spending sp on it.
  • Ghost Spear Attack Series
      ImageImageImageImage
      The ghost spear series is your finisher and another "life-saver." It has a slight delay so do not spam it after every other move. I love Ghost Spear because it's quick and can KB. The speed at which it acts (near instantaneous) makes it good for finishing off targets and for quickly knocking the target back (if necessary). Say a wizard attacks you, as mentioned earlier: The first hit won't kill you but the second one will. Once you're hit, activate Snake Storm, Phantom to your target, and quickly tap GS. Now you have a dead wizard on your hands.
  • Chain Spear Attack Series
      ImageImageImageImageImage
      This move can be used a group DPS move but IMO, it's purely aesthetic.
  • Flying Dragon Spear Series
      ImageImageImage
      This move serves the purpose of luring, killing rogues, killing wizards, and (at 100 cap) DPS. Get it if you plan on taking this build past 100 or if you need an extra lure; otherwise, skip it.
  • Cheolsam Force Series (Passive)
      Image
      Your HP increase Passive: MAX IT!

2. Lvl 90 Fire:

  • Fire Force Series
      ImageImageImageImage
      Your Imbue. You get 2/3 of your damage from your imbue, the other 1/3 is from physical attacks. Your Imbue should always be up to date. It is the strongest Imbue the Force series has to offer.
  • Fire Shield Series
      ImageImageImageImage
      Your immunity. Max it. You don't need a shield equipped to maintain it, you only need a shield to activate it.
  • Flame Body Series
      ImageImageImageImage
      This increases your physical damage by a set amount peaking at 9%. Max it.
  • Fire Protection Series
      ImageImageImageImage
      Increases your magical defense. Get it, you're not wearing Garments. Most Int based builds wear garms and go 90 ice/light/weapons. Going light hybrid with fire in garms puts you one step ahead of the game.
  • Fire wall-Tower
      ImageImageImageImage
      Optional. I would max it because it prevents: Stun, KB, KD, and all Status effects. This includes debuffs. The reason you want it maxed is because Chinese use both magical and physical attacks. Against a blader or force user you will find yourself in dire need of a maxed fire wall.
  • Flame Wave Series
      ImageImageImageImageImageImage
      Nukes. This is up to you. I have nukes but you may not want nukes. I will tell you this much: Your nukes still do formidable damage and it's a good way of opening a match against another player. They may not be the best but the damage it does do is enough to make a difference in how quickly you kill the enemy. The nukes are also great lures and good at transitions. When you nuke then do a physical attack, your character moves from nuke to attack smoothly. This is all about maintaining a considerably high DPS.
  • Fire Combustion
      ImageImageImage
      This move is useful in small close combat situations where you know a rogue or wizard is coming. I wouldn't bother maxing it get it.
  • Flame devil force
      Image
      Max it. This is your physical damage passive.

3. Lvl 60 Ice:

  • Ice river force
      ImageImageImageImage
      You have an imbue already, skip Ice. It serves no purpose in PvE or PvP when left at 60.
  • Weak guard of ice
      ImageImageImageImage
      Do want, this skill is Physical defense and when put on top of the passive, protector set. and 69% str balance you should still be able to tank physical based mobs and players well.
  • Cold Wave Attack Series
      ImageImageImageImage
      Not worth it, don't bother.
  • Frost Wall Series
      ImageImageImageImage
      Although I have this set as optional I would Highly recommend allocating sp in this series because it is a great help against pure ints that can KB, KD, stun, or cause status effects. It also helps against rogues and pure str European characters.
  • Frost Nova Series
      ImageImageImageImage
      I set this one as optional because it isn't a requirement for this build but I would get it anyway. This series is great against Europeans without Cleric subclass, giving that upper hand needed to combat them.
  • Snow Storm Series
      ImageImageImage
      Not worth it, don't even bother.
  • Snow Shield Series
      ImageImageImageImage
      DO WANT! 40% Snow Shield means 40% of all damage is allocated to your MP reducing damage received by 2/5ths for 2 minutes. The move has a one minute cool-down (30 seconds against int based builds) and one should learn not to rely to heavily on Snow Shield.
  • Cold Armor Series (Passive)
      Image
      Physical defense passive. This is part of the equation to a solid PvP build.

4. Lvl 60 Light:

  • Thundertiger force
      ImageImageImageImage
      IMO, you should get the first 3 light imbues for transfer purposes: It transfers all status effects, and increases the range of all AoE by 4m and 2 targets. Use it to Group mobs together, then kill with Fire Imbue.
  • Piercing Force Series
      ImageImageImageImage
      This increases your magical damage by a certain percentage. For you it peaks at 15%.
  • Wind Walk Series
      ImageImageImageImage
      The grasswalk series is your speed increase, max it as far as you can. Phantom is essential for chasing down foes who try to run, running down foes at a distance, escaping danger, and increasing the speed of grinding.
  • Lion Shout Series
      ImageImageImageImage
      When you're level 90 and this is level 60 it won't pack a punch in PvP but in PvE it will be your principle lurer. You can use the skills back to back so lure often and wisely.
  • Concentration Series
      ImageImageImageImage
      Concentration increases your parry ratio. "What is parry." Parry can be described as the stat like defense. It reduces the amount of damage you receive pushing it towards the lower end of your target's damage spectrum.
  • Thunderbolt Force Series
      ImageImageImageImage
      Effective luring is good luring. I set this as green because some people may not want the light nukes but I think they're a great aid in AoE grinding.
  • Heaven's Force Series (Passive)
      Image
      This increases your parry: Max it!

5. Lvl 90 Gear:

  • Your Offense:
    ImageImageImage
    • The Sword should be +5. Prioritize the following:
        High AR 41%+
        High Magical Reinforce 41%+
        High Magical Damage 41%+
    • The Shield should be +5. Prioritize the following:
        High BR 41%+
        High Magical Defense 41%+
        High Physical defense 41%+
        High Magical Reinforce 41%+
        High Physical Reinforce 41%+
    • The Spear should be no less than +7. Prioritize the following:
        Physical Attack 41%+
        Magical Attack 41%+
        Magical Reinforce 41%+
        AR 41%+
        Physical Reinforce 41%+
        Critical 41%+
  • Your Defense:
    Image
    • Your protector set's average plus should be at least +4. Prioritize the following:
        High Physical Defense 41%+
        High Physical Reinforce 41%+
        High Magical Defense 41%+
        High Magical Reinforce 41%+
        Parry 41%+
  • Your Jewels:
    ImageImageImage
    • Your jewels should at least be +3. Make sure to max magical and physical absorption
  • Major Blues:
      Int
      Str
      Parry
      Critical
      HP
      MP
      Blocking

6. Player VS Environment:

PART ONE: Where to grind.
  • From level 1-7 Grind on these:
      ImageImage
  • From level 8-12 grind on these:
      ImageImage
  • From level 13-17:
      ImageImageImage
  • From level 18-24:
      ImageImage
  • From level 25-27:
      ImageImageImage
  • From level 28-32:
      ImageImage
    MOVE TO EUROPE
  • From level 33-35:
      ImageImage
  • From level 36-38:
      ImageImage
  • From level 39-42:
      ImageImage
    MOVE TO HOTAN
  • From level 43-45:
      Image
  • From level 46-50:
      ImageImage
  • From level 51-55:
      ImageImage
  • From level 56-60:
      ImageImage
    MOVE TO DW CAVES
  • From level 61-70
      Image
    MOVE TO TAKLAMAKAN
  • From 71-75:
      ImageImage
    MOVE TO ROC MOUNTAIN
  • From 76-80:
      ImageImage
  • From 81-90:
      ImageImageImage

HOW TO GRIND:

Know how to grind is essential to good leveling. You don't want to use moves because they look pretty or moves that will leave you open for to long (I.E.) Standing in one place because everything is on cooldown:
Here is your PvE Arsenal from 32-41:
  • When you first start:
    ImageImageImageImageImageImage
  • When you finish:
    ImageImageImageImageImageImageImageImage

In the beginning you will use: Lionshout~>Heuksal Spear~>Ghost Spear. Later @58+ you will use Lionshout~>Soul Spear~>Ghost Spear.

In High Spawn areas you use a level 1 light imbue, your fire nuke, light nuke, and LionShout to AoE. Once you have a Large Group, use Heuksal Spear and Ghost Spear to kill them. This is most effective after level 41 when you have 2 Ghost Spears, 2 Soul Spears, Jade Breaking Spear, and more "Force based AoE". Gather them, then target one and use GSP(etal), then target another one and use GSP(rince), then target another and Use a Light Nuke followed by Jade Breaking Spear. Kill the spares with Soul Spear*2. That is the basic to AoE Grinding. Lure them with Nukes, Lion Shout, and Light Imbue then kill them with GS, Fire Imbue, SS, and HS.

7. Player VS Player:

Part1: HP

Heuksal builds need to keep one very important thing in mind: The amount of HP the Target has.
  • S/S Ints have 13k HP
  • Int Spears have 17k HP
  • All Str builds except Glaivers have 26k HP
  • Glaivers have 31k HP
  • Vital Increasing Warriors have 35k HP
I'm not to sure about the last one.



Part 2: S/S

When going against an int S/S the First thing you need to know before charging in like a raging viking that took to many shots of vodka is that they can't kill you but you can kill them.

Secondly: Int S/S can and will try to debuff you. An easy counter to this is throwing up an Ice Wall. Ice walls and fire walls stop debuffs and KD from effecting you. You now have the upper hand. The physical damage an S/S dishes out is so pitiful that your Ice wall will seldom be down.

Third: Knowing their disadvantages and advantages. Their Snow Shield is 13% higher, they have a physical defense buff, they can debuff you, and they can interrupt you with KD, they have a shield constantly equipped; however, they have 13k hp, no magical defense buff, weaker moves, weaker imbue, and less DPS. You can deal more damage than they can in a shorter amount of time and you can outlast them in a serious battle. Their advantages are offset by the following tactical advantages: Their Snow Shield is as much an adherence as it is a God-Send. Sure they can tank for 2 extra minutes but when those two minutes are up they're mince meat and during those two minutes the damage done on them and the mp their moves use take a serious tole on their defense. Meaning what? They don't stand a snowball's chance in hell. Just keep in mind their low HP and low damage. When they have Snow Shield wait for a crit, follow up with a Windless then GSSC. It will finish them. The reason you use Windless before GSSC is because the Heuksal Spear series keeps a good and fast flow between your moves. Make sure to equip your Shield after using GSSC.

Part 3: Glaiver

You should see a routine forming: First off cast a firewall. Glaivers may not have debuffs but they can KB, stun, and dull you. Fire Wall removes the fear of interruption from the back of your head.

Next Lesson is DPS: Maintaining a high DPS is essential to good PvP. An example of low DPS is:SSE~>SSS~>GS and repeat. Because Glaivers have such a massive amount of HP you want to maintain a steady stream of quick attacks, good EX: SSE~>SSS~>WS. Keep using that pattern until you get Dull. If Dull isn't pilled away start using SSE followed by SSS. When you stun them after a strong crit throw in a Flame Wave Wide to set them, then to keep the speed up launch WS and finish with GS.

Just keep this in Mind: Glaivers aren't who you should be worried about. The true adversary of this build is the W/C. The worst Glaivers can do to you is reduce your magical damage and it's only for 15 seconds. Just practice your shield switching and you should be fine.

Part 4: Blader

@Blader:
A Blader has a shield and the ability to increase it's defense for 15 seconds. It has the ability to cast 3 major debuffs: division, bleed, and impotent.

@Debuffs:
Because most bladers are pure str and lack a physical based stun casting a firewall will prevent all debuffs (except bleed) and knockdown techniques from being cast. This gives you a large advantage offensively. Without debuffs and a quad stab the Blader won't kill you. Use the shield and buff tactics that were reviewed earlier to prevent the Blader from gaining Momentum. Use your shield when you're knocked down, use your shield after Ghost Spear, use Snow Shield sparingly, and always recast firewall.

@DPS:
Use Emperor, Soul, and Windless until you cast dull. Once dull is cast focus on Emperor and Soul. It is safe to use FWW for extra damage. It's good and should do about the same damage as a full Soul. Make sure to keep his HP (~26k compared to your 22k) and the damage you have done in mind. Once he hits what I like to call the critical period tap GSSC to finish him.

Part 5: Bow

@Bowmen:
---*There are only a few things you need to worry about when fighting a Bowman.
---*The first thing is match resets. It doesn't happen often but some Bowmen have a habit of using phantom when Arrow combo is on cool-down and their hp is low. This resets the match allowing both of you to regain HP.
---*The second thing is strongbow. The strongest physical attack in the Chinese arsenal. It boast a critical increase, range increase, and a low stun probability.

@Phantom:
When they use phantom it's usually followed with a strongbow to prevent your hp from going back up. What he's doing is capitalizing on his range. They use it when you cast Fire-Wall or Ice-Wall and they use it when their HP is running low. Your nukes can't keep up and neither can Dragon flow. What you're going to need to do is equip your shield and follow through with a phantom. The average Bow is 90 light. That gives them 23.5m of range. You have 19m. Thats 4.5m difference. It isn't much but once you close the gap switch back to your spear and use the last dragon flow book followed by Emperor. Just play it safe and don't let them lead you around.

@Strongbow:
The solution is simple: Whenever you see strongbow equip your shield. Reduces the probability of a critical, it might block, and it reduces damage. Your shield will become your best friend.

Part 6: Warrior/Cleric

Part 7: TACTICS&EXPLANATIONS

  • The Shield: Why do you have a shield? Simple really, it's to reduce the damage received when KDed and to give you defense during the delay GS has. When you're knocked down equip your shield, it cuts the damage down by a considerable amount. When you're low on HP tap GS and equip your shield then reequip your spear and follow up with a Soul*2 then Windless. Keep their HP in Mind.
  • Ghost Spear: When to use it and why. You use Ghost Spear after you have done considerable damage on your opponent or to recover HP. If you have a decent memory this shouldn't be a problem. Just keep in mind how much damage you have done and how much HP your enemy has. Don't just Hit GS after you see a Heavy crit unless that crit has followed other moves or was preceded by a previous crit. Never use GS just because it isn't on cool down. There's like a 2.5 second delay after using a GS. If you just keep pressing it every time the cool down is done you won't kill anyone. When you're HP is below 1/2 use GS. The reason you use it at that point is to give yourself room to breath, that KB can and will save you.
  • The Sword: When you saw sword on the weapons list you were probably thinking, "what?" Well, it's quite simple actually. After Using GS, if you KB equip your shield and sword quickly tap FWW (flame wave wide), then reequip your shield and follow up with SSS. The sword is there to allow you to throw in a nuke in safety. It is also there to battle those pesky warriors that have a habit of retreating into their turtle shell.
  • Nukes in PvP: Against pure str always open the Match with a Nuke. The best nuke to use would be FWW. Start the match with it to set them then follow up with SSE followed by SSS then windless and repeat. When a stun follows a high crit use FWW then Windless and finish with GSSC

8. Q&A:
If you have any questions about fighting other builds feel free to post them and I will respond accordingly.

Q: Is the sword Mandatory?
A: The Sword is Optional but I like to have it anyway.

9. Credit:

GIVE CREDIT WHERE CREDIT'S DUE:

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 Post subject:
PostPosted: Sun Jul 26, 2009 3:46 pm 
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Ok..i'm not sure why u quoted the whole guide but...nice guide barotix. Personally i think it's a little bit too theoretic but it explains things nicely.

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 Post subject: Re: [GUIDE]69:70 Heuksal
PostPosted: Sun Mar 14, 2010 10:32 pm 
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i wonder if this will b good wen 110 cap comes out


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 Post subject: Re: [GUIDE]69:70 Heuksal
PostPosted: Tue Jun 08, 2010 6:15 am 
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Hey Baro can you help me on how to distribute the skills tree on 100 cap?

should it be like heuk 100, fire 100, cold 60, and light 40 :?

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 Post subject: Re: [GUIDE]69:70 Heuksal
PostPosted: Tue Aug 31, 2010 10:53 am 
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At cap 110 this build is work ?


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