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New page: Hello everyone! This guide will focus on the typical (and some non-conventional) roles for each class in Twilight Temple, the non-damage-dealing skills which can be useful, as well as prov...
 
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Luring:  
Luring:  
*A Venomancer sends pet.  When the pet hits the enemy once, unsummon the pet.  Now the venomancer will have aggro, so should be running back towards the tank, or whoever is grabbing aggro.  Not only should you be running towards the tank, you should also run past them.  Far past them in some situations.  Remember to have the skill Summer Sprint on, so you can run faster.  The ones catching should be standing in the predicted path of the monster.  Some monsters will run in a curve towards the venomancer, so beware of that.  Generally, if the Venomancer is running fast enough right after a lure, the monster will run in a relative straight line towards them.  The key here is to stand in the middle of their path, and hit them as soon as they come to you.  Stuns, seals, and freezes will all be useful in catching.  For monsters that run away, you will want to catch them in a way that pushes them toward the Venomancer.  This may sounds strange, but is actually very logical.  The venomancer was running towards a safe spot, presumably, and thus you will want to push this monster towards that area and not back into the group which he/she lured from.
*A Venomancer sends pet.  When the pet hits the enemy once, unsummon the pet.  Now the venomancer will have aggro, so should be running back towards the tank, or whoever is grabbing aggro.  Not only should you be running towards the tank, you should also run past them.  Far past them in some situations.  Remember to have the skill Summer Sprint on, so you can run faster.  The ones catching should be standing in the predicted path of the monster.  Some monsters will run in a curve towards the venomancer, so beware of that.  Generally, if the Venomancer is running fast enough right after a lure, the monster will run in a relative straight line towards them.  The key here is to stand in the middle of their path, and hit them as soon as they come to you.  Stuns, seals, and freezes will all be useful in catching.  For monsters that run away, you will want to catch them in a way that pushes them toward the Venomancer.  This may sounds strange, but is actually very logical.  The venomancer was running towards a safe spot, presumably, and thus you will want to push this monster towards that area and not back into the group which he/she lured from. Note: if only for the purpose of catching, a ranged attack is also good if you have the hp to withstand 1 or 2 hits before the tank retakes aggro.  This means any ranged moves of any class would be beneficial in this situation.





Revision as of 22:45, 30 July 2009

Hello everyone! This guide will focus on the typical (and some non-conventional) roles for each class in Twilight Temple, the non-damage-dealing skills which can be useful, as well as provide a general idea for actions and situations such as: luring, rushing, typical mob fights, and typical boss fights. Twilight temple, if you do not know about it yet, is a series of dungeons starting at level 60. I will assume some base knowledge of your own class (and perhaps a bit about other classes), and understand terms such as aggro, mobs, buff, debuff This guide is intended for those who are new to Twilight Temple, and those veterans who are interested in discussing their roles in TT (Twilight Temple). First I will go through each class, and it will be sorted alphabetically. The notable skills I will be mentioning are mostly mentioned for their effects and not their damage dealing output.


Typical Class Roles and Useful Skills

Archer: The Heavy Physical Artillery

  • With the ability to deal high damage, Archers are most commonly used for DD (Damage Dealing). The role of an archer is arguably simple: to provide physical damage. They do have a few stunning and sealing skills at their disposal, which are useful for monsters that run away from you (which you generally want to prevent since they may run into a giant group of monsters). As an archer, you must also be careful about dealing too much damage on normal monsters and bosses. Generally, you do not want to pull aggro (Unless you are saving a cleric from certain death). More often than not, this means you will need to hold back on your damage. A lot of this will be dependent on your experience and judgement.

Notable Skills:

  • Sharpened Tooth Arrow: This is a skill used on TT bosses. When maxed at level 85, it will reduce the boss’s maximum HP by 16% for 30 seconds. After the time has passed, the said boss will return to its original maximum health. However, since it will have lost the 16% due to this skill’s effect. This of course means the boss will have 16% less health for you to deal with.
  • Wings of Protection: This is your only squad buff. The increase in speed may help the slower classes in rushes, and the extra evasion is always nice.
  • Stunning Arrow: As mentioned before, this will help prevent certain mobs from running away, and thus saving the team a lot of grief from having to deal with the crowd that the mob has run into.
  • Aim Low: As a freezing skill, this is a great alternative to catch the mob after a lure has occurred (If you do not understand what I am talking about, please refer to the next section where I talk about actions and situations). Typically an archer does not want to be the one that catches a lured mob. But if everyone else has failed to catch a very fast monster, and the monster is closely approaching your Venomancer Lurer, then using this skill isn’t a bad idea. As a general rule of thumb, you might as well use it to allow the catcher more time.


Barbarian: The Undisputed Tank

  • Along with a Cleric, this is perhaps one of the classes that is most well known for their typical roles. A barbarian’s typical role is to be a tank. The responsibilities of a tank is to hold down aggro on monsters and bosses. This is achieved using Flesh Ream. A tank is also typically responsible for pushing certain running mobs towards the party and away from danger. An example can be drawn from the archers in TT Chapter 1. The general idea is to run behind the monster, and hit it. This will cause the monster to run away from you. If you have positioned yourself correctly, this will then push the monster towards your patiently waiting party. Another typical role (but perhaps more advanced) for a barbarian is to rush (I will go into more detail in the later section).

Notable Skills:

  • Flesh Ream: This is an important skill which will help you hold aggro. You want to be spamming this skill (if you are the tank) on the boss and/or mobs.
  • Alacrity of the Beast: Another important skill. More often than not, even if you are not the Tank of the party, you will be asked to cancel. This spell cancels spells. Which means it includes boss aoe or single target spells. Almost every boss has the same timing on their spell-casting, so it is up to experience to learn this timing and cancel. Do note that some bosses casts aoe spells very often, so it is not completely possible to cancel this on your own. But it could be achieved with another barbarian or fist Blademaster.
  • Roar: This will draw aggro to monsters within 12 meters of you. This is an obvious skill for a tank. It isn’t often that you will want to do this unless you are significantly higher level than the TT you are attempting (or have several good clerics). This can also be used in tight situations to save your cleric (i.e. someone else has drawn aggro and just died).
  • Invoke the Spirit: Reduce damage taken by 90% but reduce movement speed by 50% for 20 seconds. This is an important skill to use in the tight situation described above. You will want to use this right after Roar. Also in a rush, you will want to use Invoke the Spirit towards the end while you wait for slower squad members.


Blademaster: The Stunning Addition

  • A very typical role expected of a Blademaster is to stun and deal damage. Generally most blademasters are axe wielders, but other classes may achieve the same thing by buying the 1 spark stun skill (Drake Bash) and carry around an axe (that you can equip). Of course, if you have enough spirit and coins to do it, get the Heaven’s Flame skill as well.

Notable Skills: There are different weapon routes which I will describe below.

  • All class skills:
    • Roar of the Pride: This is an aoe stun skill useful in various situations. It can be used immediately after a lure to assist in catching. Do note that the monsters in TT can run very fast, so cast time will have to be adjusted accordingly. If the monster runs out of range, then it will failed to be stunned. It can be used in combinations with a Barbarian’s Roar in a tight situation. Remember that it is most important to keep your clerics alive. Selflessness plays a big role in a squad/team situation.
    • Smack: This skill seals the monster for 2-3 seconds. This is, again, useful for catching monsters, and also stopping running mobs in their tracks.
  • Axe Skills:
    • Drake Bash: This is another stun skill you may have at your disposal. Its uses are similar to what I described above concerning Smack.
    • Heaven’s Flame: At lvl 86, this will amplify damage dealt to the target by 100% for 6 seconds after casting. This is useful for bosses, and helps the team deal significantly more damage to the boss in the time frame at which its affected.
  • Fist Skills:
    • Shadowless Kick: Cancels spell casting. It has a longer cooldown than the barbarian’s cancelling spell. Nonetheless it is a useful way to cancel boss spells.
  • Spear Skills:
    • Glacial Spike: Maxed out at lvl 86. reducing enemy physical defense and magical defense by 50% for 10 seconds. Similar to Heaven’s Flame, in that it helps the team deal more damage to the boss.
  • Sword Skills:
    • Myriad Sword Stance: Maxed out at lvl 86. Reduces enemy’s physical and magical attack by 50% for 15 seconds. Generally not extremely helpful in a team situation. It helps your tank take less damage, I suppose, and dishes out a lot of damage. But it is not an extremely important skill.


Cleric: To Serve and Protect

  • A typical role for a cleric is to keep up the buffs on all your members, heal, and debuff. With the new update, it is easier to see what buffs has fallen off, so consequently easier to keep buffs on your members. Healing is an important role for a cleric. You will want to be healing the tank of your party (which could potentially be any class, depending on your setup). It is important to remember not to heal a member, unless that member has already hit the monster. Otherwise you as a healer will draw aggro and this may lead to your death. Debuffs such as Elemental Seal and Dimensional Seal are both important to keep using on monsters/bosses if you are not healing your tank. This will speed things up significantly (by 30%, more or less). Note that you may not need to use Dimensional Seal if you have a Venomancer that knows what he/she is doing (i.e. spamming Ironwood Scarab)

Notable Skills:

  • Elemental Seal: Maxed at lvl 64. Reduces enemy magical defence by 30% for 20 seconds. As mentioned before, keep this debuff on monsters when you have the time to spare.
  • Dimensional Seal: Maxed at lvl 74. Reduces enemy physical defence by 30% for 20 seconds. Same as above, unless a good Venomancer is present
  • All buff skills: Buff the party in the beginning, and then again whenever it falls off. Before an anticipated long boss battle, you should also rebuff the party.
  • Ironheart Blessing: Due to the fact that this can be stacked, it is a common heal being spammed on tanks.
  • Stream of Rejuvenation: This is a more potent version of ironheart. Heals more, costs more, takes more time. May want to use this within a few ironheart blessing’s if it seems to be necessary (i.e. the tank’s hp dipping too low).
  • Regeneration Aura: otherwise known as BB. It is an aoe heal which also decreases damage taken by the party. Pets of Venomancers are not affected by this effect. It is extremely important to have this for certain bosses. This does drain your mana constantly. Either have an MP charm ready, or several apothecary/normal pots ready.
  • Heaven's Wrath: Known as RB. This will allow your team to attack faster and deal more damage. This can be used if you are not the main healer, or if you don’t need to heal at all.
  • Chromatic Seal: Puts enemy to sleep. Effective at lvl 1. It's a good skill for many tight situations. Or in the absence of a good catcher (to catch the lures), it's a great way to stop the monster from killing the person who is luring.
  • Wings of Protection: Cast a shield on the target, absorbs incoming damage that equals to 20% of target's maximum HP. The shield disappears after 30 seconds, or the damage it absorbs reach its capacity. This can be used in a tight situation when your tank is about to keel over. This is an instant cast, so is very useful and is up to an experienced player to use it quickly.


Venomancer: The Time Saver

  • Typically in a TT, they are used as damage dealers, and pullers (of course, I am not considering Venomancers with Hercules as a typical role. This will be discussed in the next section). Pets deal full damage to bosses in TT. Therefore, they are extremely useful in shaving down time needed to run any TT. A Venomancer is also used for their ability to pulling a single enemy (this will be explained in later sections under “Luring”).

Notable Skills:

  • Amplify Damage: Maxed at lvl 68. Makes target take 20% more damage for 20 seconds. (Sage version allows enemy to take 30% more damage. However, note that this is not currently available.) This can only be cast in fox form, and so a good venomancer should be switching between forms if they can.
  • Soul Degeneration: The only reason I named this one, is because of its sage skill possibility – Reduce max hp by 20% . Again, like Amplify Damage, this skill is not available yet.
  • Bramble Guard: This reflect buff should be cast on your squad. Usually it’s enough to put it on your tanks, but you never know what might happen in a TT.
  • Ironwood Scarab: Reduces enemy’s physical defense by 30% for 10 seconds. As I mentioned before in the cleric’s section. A good Venomancer should be trying to keep this debuff on the bosses at all times. Its cooldown allows for you to achieve this.
  • Feral Concentration: Immunize the caster of all coming damage at the cost of being unable to move for 10 seconds. Did you draw aggro? Use this character if you don’t have the hp to hold aggro, and you don’t have 2 sparks for Bramble Hood.
  • Bramble Hood: If you pull aggro, use this skill as soon as you can, and run away until a tank grabs the aggro back. Unless, of course, you are the tank.


Wizard: The Heavy Magic Artillery

  • The typical role for a wizard is to deal damage. Lots and lots of damage. Just like the archer, you have to be careful of drawing aggro. Refer to the archer descriptions if you are curious. A wizard also has 1 skill which heals. It takes a lot of time to cast, but can be useful in a tight situation.

Notable Skills:

  • Morning Dew: The previously mentioned healing skill. Beware its long cast time.
  • Force of Will: Interrupts channelling, silences, and making it unable to attack. It’s a great support spell to be considering, when you don’t need to be dealing damage.
  • Undine Strike: I am mentioning this mainly because it reduces water, fire, earth resistances by 60% for 12 seconds. It isn’t extremely important for the rest of the party, but it is for you.


Non-Conventional Roles for Classes

Archer:

  • What could you be doing besides dealing damage? You could tank. If you have a high enough refinement level, a good healer, you can achieve this. It may not be for TT’s your own level, but ones lower level than you. The people who are in your squad would have to be more careful with their damage dealing if you are the same level as they are.


Barbarian:

  • What could you be doing besides tanking? You could deal damage. Quite the opposite of archers, but this one will be more common. If there is another, better-suited, tank available, then turn into human form (unless you are a demon Barbarian) and deal as much damage as you can.


Blademaster:

  • Again, an alternative role for a blademaster, instead of damage dealing, is to tank. Again, the squad members have to be more careful about pulling aggro.


Cleric:

  • A cleric could also potentially tank. But this is pretty rare as far as non-conventional roles go. You would, of course, need good gear, and another cleric assisting you. You would have to be dealing damage (more than anyone in your party), so it is unlikely that you can be healing yourself the entire time.


Venomancer:

  • A Venomancer can tank with his/her pet. This is the most common non-conventional role. With a Hercules, a Venomancer can tank a large variety of bosses, and thus opening up different roles for other classes to play. The pet deals full damage to bosses, as I mentioned before, so it is harder to steal aggro from the Hercules, with an exception of a flesh ream from a higher level Barbarian.


Wizard:

  • Tank. Typically a light armoured wizard with high refinement can more or less tank a boss. Of course, you will require a cleric helping. I have read on several Chinese forums that Wizard tanks are desirable in Frostland Dungeons, but I won’t draw that tangent for now.

Actions and Situations

Rush:

  • The tank of the group can lead a group quickly through some parts of the dungeon by grabbing aggro. The rest of the squad follows closely, and then at the end jump off to an area that mobs will not follow to. This can be achieved in Chapters 1, 2 and 3. If you are the barb leading the rush, then you will want to use Invoke the spirit towards the end like I suggested earlier. If you are not a barbarian, you should have several apothecary pots at your disposal.


Luring:

  • A Venomancer sends pet. When the pet hits the enemy once, unsummon the pet. Now the venomancer will have aggro, so should be running back towards the tank, or whoever is grabbing aggro. Not only should you be running towards the tank, you should also run past them. Far past them in some situations. Remember to have the skill Summer Sprint on, so you can run faster. The ones catching should be standing in the predicted path of the monster. Some monsters will run in a curve towards the venomancer, so beware of that. Generally, if the Venomancer is running fast enough right after a lure, the monster will run in a relative straight line towards them. The key here is to stand in the middle of their path, and hit them as soon as they come to you. Stuns, seals, and freezes will all be useful in catching. For monsters that run away, you will want to catch them in a way that pushes them toward the Venomancer. This may sounds strange, but is actually very logical. The venomancer was running towards a safe spot, presumably, and thus you will want to push this monster towards that area and not back into the group which he/she lured from. Note: if only for the purpose of catching, a ranged attack is also good if you have the hp to withstand 1 or 2 hits before the tank retakes aggro. This means any ranged moves of any class would be beneficial in this situation.


General monsters battle:

  • Those with high spike damages should be careful of dealing damage. The general idea is pretty simple: Kill them. For monsters that run away, it is important for the person holding aggro to be pushing them towards somewhere relatively safe.


Boss Battles:

  • I have mentioned this several times. Debuffs should consistently placed on the boss for quickness. For any in-depth guides on bosses, please do a bit of research on the other topics related. I will not go on a tangent and describe each boss here.




    • Yet to come: an expanded Genie Skill section. My recommended genie skills for TT uses for each class. For now, Holy Path is one that you may want for rushes :)