Wednesday, January 26, 2011

Summoned creatures

Around level 180 taoist and mystic get to use summoned creatures, these should be in the upcoming expansion for kh which we will be getting soon.
Taoist- Ice demon and evil sword summon
Mystic-Spirit sword and fire summon
















Latest kh taiwan expansion mounts



There are more, but these are the pics i could find of the new mounts.

Tuesday, January 25, 2011

Brief look at tactician types

Current reigning Tact/Scholar king of forbidden city, ZhaoZiLong.
+30 fan, GM shock dragon, GM rings x2, GM cape, amulet of the gods
Well known for his high spending and only player that rapes hard that is frequently accused of hacks even before acquiring a +30 fan

There are many possible ways to make a tact, so many combinations of stats and talents to create unique outcomes

Scholar
Very high int
Focus on damaging magic spells and traps of all elements
Uses fan+charm
Cannot upgrade healing skills past level 120, so skills are weaker than strategist
Several talent boosts to spell damage which strategist does not get
Exclusive access to upgrades to offensive magic skills+ exclusive trap type magic
Will usually too low to use deathblows and deathblows will not upgrade past level 120
Considered to be a conjurer with better heals
Eats mana extremely fast, requiring spiritual springs for battle or long boss fights

Strategist
Focus on soldiers/healing and deathbows
Has higher will to take advantage of better healing and deathblows
Uses fan+charm
Has lots of soldier passive buffs and even powerful short duration soldier buffs
Exclusive access to healing tact healing skill upgrades + new unique healing skills
Eats mana extremely fast, requiring spiritual springs for battle or long boss fights
Tends to have a higher mana pool due to high will stat

Brief look at conj types

Currently a well known water mystic conj 7unz from forbidden city, at present there is no conj, either taoist or mystic on forbidden city who is a massive ap whore

In general a conjurer is a magic type character, who relies on the power of the 4 elements, such as fire, water, spirit and evil.
There are once again, two main types of conjurers

Mystics
Tends to use a fan with a charm
Very high int stat
Wants as much magic power as possible to deal devastating high damage elemental skills
Has only 2 healing skills, one requires a soldier to steal hp from, the other has a cooldown and requires 1 chi to use
Fastest type of conj to level with, without a martial spirit due to high powered int aoes such as flame pillar
With mystic class, gets stronger upgrades to magic aoes and single target magic
Has mostly long cast time but high damage spells




Taoists
Due to class requirement, must use a concealed weapon (dagger) to be able to use deathblow skills
Tends to use charm with the dagger, such as drunken god flask or red lotus lamp
Focus on using magic darts for auto attack
Focus on deathblows that require a dagger
Deathblows tends to be ranged dmg based
Darts although can be spirit/fire/water/evil have a high ranged dmg component in each one also
Stat focus can be int/dex/str combined
Has only 2 healing skills, one requires a soldier to steal hp from, the other has a cooldown and requires 1 chi to use
Harder to grind as after 120 wont get aoe magic skill upgrades and taoist is mostly a single target type of character due to reliance on darts and deathblows
At 160+ gets sealing skills, to seal magic/deathblows  for a duration etc
Has mostly instant cast spells or darts but weaker on average compared to a mystic

Durability

In early levels, durability is hardly an issue, people change armour as they level up too frequently for it to matter but at higher levels, especially when the armour/weapon is well upgraded and enchanted, it will be used for a very long time.
Items, with the exception of rings/talismans/necklaces, will lose durability from either deaths not including kingdom war, or from taking damage in the case of armour, or hitting mobs in the case of a weapon.
Durability is not a big an issue as people make it out to be, you can play the game forever and never need to buy a spirit forging hammer from the item mall.
When durability reaches 5 or lower, you should head to a npc, such as a pawnshop or any selling npc will do and select repair and click on your item with the little hammer cursor.
When you do, your 5/100 item will become 90/90 and in future 80/80, 70/70 down to the minimum of 10/10 after which it will drop no further than 10/10 after each repair.
The spirit forging hammers in the item mall come into play when you want to remove these durability penalties on items, just use it on your weapon/armour and 10/10 will become 100/100 again.
You might wonder why anyone would need more than 10/10 durability if they can just repair often and save money but there is one specific case that causes durability issues.

Its when you use zhang zhao or xun yu martial spirits to boss mob grind for fast leveling.
Since durability on a weapon depends on how many times you hit a mob to make it go down, then it goes down very fast when using their damage reflection skills, 20 hit you continously at once till they die, then they respawn again, repeat for hours and hours, weapon loses durability extra fast.
There are times i've had to repair weapon twice a day, that was during a double exp weekend when i was rushing to level 150.

As a note of warning i should mention that in the past a GM gave wrong information about durability.
Mean had a +20 wolf fang hammer, he was told that when durability reaches 0/100, it would just become 90/90 by itself and that it would be ok.
When it reached 0/100 the axe actually broke, it became a destroyed item that required an intermediate repair stone to restore.
This may have been a bug and it may have been patched and fixed now, but this was a problem in the past, so just in case, please repair before it reaches 0/100

Brief look at fencer types

Current reigning fencer/blademaster king of forbidden city, DaFozz.
+30 bow, GM shock dragon, GM rings x2, GM cape, dragon set 4/4 missing chest piece so far though and 2x book of healing 5/5 talismans from a small GM tier.
A blademaster, much can be learned from his example.

Fencer is one of the most complicated classes, there are many ways to build fencers, but they do fall into 2 types.

Blademasters
Uses bows/crossbows/dual short swords.
Focus is on physical damage but has dex as highest multiplier on most skills, except for steel ring slice which requires str.
It is recommended to go for dex primary stat with str as secondary stat.
High attack speed, high crit, high dodge.
Relies on high damaging deathblows + auto attack in between deathblow barrages.
The most common type of fencer, so recommended over imperial guard

Imperial Guard
Can use bows/crossbows/dual short swords
Focus is on souls, fire arrows or fire cleaves etc
Is mainly int/will based
Can buff well, both players and soldiers
An underused class at the moment, but seems to have potential
Better healing skills
Has many ways to build and unfortunately not well understood at present

Brief look at warrior types


A common question is, what does each class actually do, this is especially important starting at level 120 when you must choose a 2nd class.
First, we'll start with brief overview of warriors.
Warriors have 3 main weapons, they are short sword, polearm and heavy weapon.


The 3 weapons
Short sword + shield


Short sword warriors specialise in slash damage based skills
They are the true tanks in the game + have weakest dmg of all warriors.
Boss farming king
Can learn 3 stuns, vital point stab/shield attack/sneak attack



Polearm + buckler

Specialist in stab damage.
Uses a buckler
Is like a hybrid between short/shield and axe warrior.
Can learn 2 stuns only, shield attack/sneak attack

Heavy Weapon




Highest damaging warrior
Lowest defense warrior, can farm baima/huainan bosses with alot of skill and +20 gear but is definitely harder compared to a polearm/buckler or a short/shield.
Uses two hands, so cannot equip shield/buckler/charm, this means you lose an item to enchant defense % on, making your defense lower by a potential 32% def enchant.
Can learn 2 stuns, sneak attack/shockwave and 1 paralyze which is knee strike
Specialist in crush based damage



As for 2nd class changes
short/shield-----> Fang captain
Heavy or polearm --->Tiger captain