Tuesday, 14 October 2014

Daily Forex : USD Recovers Though Growth Concerns Weigh

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The U.S. Dollar regained earlier traction after falling against the Japanese Yen to its lowest price in nearly a month which came about as investor concerns over global growth began to escalate. A recent across-the-board selloff in equities has raised the debate on the dollar’s valuation with many critics calling for the Federal Reserve to step back from their rhetoric regarding a possible interest rate hike even as other central banks, including the European Central Bank and the Bank of Japan, are in the process of at least considering additional liquidity to pump up their respective economies.
As reported at 7:51 a.m. (BDT) in London, safe haven demand sent the USD/JPY and USD/CHF higher, but both pairs eased down; the USD/JPY was earlier trading at 107.180 Japanese Yen, up from 106.7950 Yen, while the USD/CHF was trading at 0.9550 Swiss Francs, moving away from the session low of 0.9481 Swiss Francs. The EUR/USD is currently lower at $1.2647.

UK Data Disappoints

In the U.K., the Pound Sterling was under pressure overnight after the release of some disappointing economic indicators, including the very important retail sales, which indicated growth concerns in the U.K., as well. Falling CPI, below expectations, is also likely to increase the argument that the Bank of England put a rate hike on the back burner. The GBP/USD was lower at 1.5948, which has thus far been the low of the day.

Monday, 15 September 2014

All about Heraldry Plates/Crests

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Introduction
Heraldry Plates/Crests are plates/crests that can be placed on your character to boost your stats and skills efficiency. You can even learn special skills from Nests Bosses by placing a Special Skill Heraldry Plate on your character. There are 8 Stats Heraldry slots, 4 Skills Heraldry Slots, plus 1 Special Skill Heraldry Slot.
1-8: Stats Heraldry Slots
A-D: Skills Heraldry Slots
Heart: Special Skill Heraldry Slot
Last but not least, there are 3 ranks of Heraldry, A (Orange), B (Blue) and C (Green). Rank A has the best overall stats, while Rank C has the lowest. Take note that only Special Skill Heraldry Plates are not being ranked.
How to get Heraldry Plates?
Rank C:
  1. Easily available almost in any Normal dungeons, for both Skills and Stats. These plates drop at a random rate, or appears at the chest reward after completing the dungeons.
Rank B:
  1. Available in Abyss dungeons, for both Skills and Stats. These plates drop at a random rate, or appears at the chest reward after completing the dungeons.
  2. Available for exchange in Dark Boundary. Upon completing 24R or 36R, you get a certain number of dimension pieces to trade for these Heraldry Plates.
Rank A:


  1. Available in Nests in Abyss Mode. There is a chance for it to appear after at the chest reward after completing the Nests. Only Stats Heraldry can be obtained from this. 
  2. Available when a rare Gold Dimension Box is being opened using the Dimension Key. Only Skills Heraldry can be obtained from this box. Video Example: Gold Dimension Box getting Rank A Heraldry
Special Skills:
  1. Available in various Nests in Hell Mode. There is a chance for it to appear after at the chest reward after completing the Nests. Take a look at this video on how a player can use a Nest Boss’ skill such as Cerberus’ Dark Lightning. Cerberus Dark Lightning Skill Heraldry
How do you produce Heraldry Plates that can be placed on your character:
Find the Heraldry NPC available in all towns, except the starters. You would requires several types of gems to produce them.
Other Heraldry Guide Links

Guide on Paladin Skill Build

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Welcome to the Guide on Paladin Skill Build.
There are many types of Paladin skill builds available, depending on which skills to prioritize. In my skill build shown below, you will see that I prioritise more on defense and the party’s survivability. I have used up all the SPs available as these are the skills I would add for my Paladin. Nevertheless, I will be discussing about all the skills that you will be the one to decide which is better for you.
On the Physical Track, there is more defensive skills in which Physical Paladins will attack using mainly Armor Break, Half Turn Kick and Direct Kick. The DPS is ensured when dealing with single targets like Nest Bosses. On the Magic Track, there are more skills that deal considerably high damage in a huge AOE. The downside is that these skills have long cooldown.
Advantages of Hybrid build:
  • More skills to use, meaning better gameplay. Wouldn’t it be boring if you are simply normal attacking most of the time?
  • Able to have a good DPS plus good mob control.
  • Able to fend off mobs with either high physical defense or high magic defense.
  • Being a decent damage dealer, with good defensive skills plus the ability to heal make Paladins even more valuable.
  • Taunting mobs keep your party safe from damage.
Disadvantages of Hybrid build:
  • Lower skill damage as the SPs can be spent in levelling the skills high.
Without further ado, let’s take a look at the skill build I have in mind. Alternatively, if you want to create your own build, you can go to the Resources Tab of this blog for the simulator.
Cleric
  • Shield Blow – Leave it at pre-requisite.
  • Lightning Upper – Leave it at pre-requisite. Level this high if you have sufficient SPs.
  • Charge Volt – More for Magic Paladins. This skill is only very effective when there are numerous mobs near the point of casting, or the boss is huge to be hit by 4 waves at once. Leave it at pre-requisite, or level this high if you have sufficient SPs.
  • Block – Able to block any attacks. The higher the level, the more number of blocks you can achieve. However, the skill only lasts for 15 seconds. It is unlikely that you will be hit by more than 5 times within that period of time (unless due to certain boss skills that generate multiple hits, or you simply have to improve on your dodging skills). Minimum Lv3, recommended Lv5.
  • Holy Bolt -A far moving spell that binds enemies at their position for a few seconds. Leave it at pre-requisite.
  • Heal – As you increase the level of Heal above Lv7 (for 2nd job), the amount of Heal is increased based on the HP you have. Some Paladins find it useless as they are more focused on defending and attacking. For me, I believe being a secondary healer would be nice. The main changes on the heal calculation is based on these levels, 1,5,8 and 9. Thanks to Yggdrasil who pointed my mistake out. Those who wish to add Heal, the recommended levels are as stated.
  • Divine Combo – Some players say it’s for PvP, but I find this useless through the gameplay. Don’t add this, or add it to Lv1.
  • Hand of Healing – A skill that doesn’t require any SPs. Why not add it? Increases the amount of healing done from potions used and healing skills.
  • Sliding Step – Dodging skill. Max it. Nuff said.
  • Stomping Kick – Leave it at pre-requisite.
  • Half Turn Kick – One of the primary attacks for Physical Paladins.
  • Counter Blow – Gets you up after being knocked down on the floor. Add this to Lv1, or don’t add it.
  • Fly Kick – A plunging kick when you’re in the air. Useless, but it’s a pre-requisite for Direct Kick. Leave it at pre-requisite.
  • Direct Kick/Holy Kick – Another kick continued after Half Turn Kick. These 2 kicks are part and parcel of Physical Paladin’s DPS.
  • Axe Kick – Useless, don’t add it.
  • Sliding Knee Kick – More of a PvP skill. Add this to Lv1, or Lv3 for an additional kick, or simply don’t add it.
  • Aerial Evasion – At least Lv1. Add if you have extra SPs.
  • Toughness – At least Lv1. Add if you have extra SPs.
  • Physical Mastery – Max it.
  • Mental Mastery – Add if you have extra SPs.
  • Mental Training – Add if you have extra SPs.
Note: As you can see I’ve pretty much maxed skills for Aerial Evasion, Toughness, Physical Mastery, Mental Mastery and Mental Training. This is because I did not add the SPs to maximize damage of the Cleric skills.
Paladin
  • Holy Cross – Deals damage in an area in front of you. Leave it at Lv1, add it high if you’re going Magic.
  • Provocation – Taunt enemies which are not in an attacking motion. Some Paladins focus all on attack and defense, that they decided not to waste SPs on this. However, I find this very useful especially in Dark Boundary. In the Sea Dragon Nest, Provocation is a must-have for Paladins. I would recommend at least Lv4 and then use a Heraldry Plate to increase the duration. For me, I would increase it to Lv6, and save a Heraldry slot.
  • Stance of Faith – Grants you unlimited blocks for a period of time as long as you hold [space] down after casting the skill. Max this. Bread and butter for complete tanking duration.
  • Armor Break – 8 second cooldown for a splendid skill. Leave it at pre-requisite, but recommended to add as high as possible.
  • Sacred Hammering – Grants you a golden hammer when you use normal attack. Able to generate insane number of combos easily. Able to stun enemies considerably easily, excluding bosses. Leave it at pre-requisite.
  • Lightning Charger – Conjures multiple lightning waves from a focal point in front of you. The latest patch has reduced the number of affected targets to 5. Nonetheless, it is still a decent AOE skill. Leave it at pre-requisite, or add as high as you can.
  • Shield Charge – Dash forward while holding your shield in front to attack the enemies. Not meant to be a DPS skill, but an approaching/escaping skill. Add to Lv1, or higher if you have sufficient SPs.
  • Elemental Aura – Grants you Fire and Ice attack increment, plus Fire and Ice defense increment. As Paladins are light-based, this seems useless. However, for Sea Dragon Nest, it is incredibly useful to fend off various Bosses’ attack.
  • Smite – A superb damage skill for Paladin regardless of Physical or Magic. Max it.
  • Divine Punishment – Reflect damage when hit. You will try to avoid/block as many attacks as possible. And the damage is based on the damage you received. Leave it at pre-requisite.
  • Will of Iron -Increases your defense by a huge margin. Leave it at pre-requisite.
  • Conviction Aura – Increases light-based attacks and defense. Max it.
  • Auto Block – There is a small chance for you to block attacks automatically. Add this high if you’re going Guardian as your 2nd job.
  • Sin Breaker/Divine Breaker – A continuation attack after you slide. Leave it at pre-requisite.
  • Divine Ascension – When you block successfully, you can activate this skill to attack while remain invulnerable for a slight duration. Some Paladins find this useless, but some add this to have an additional threat generating attack. Leave it at pre-requisite or don’t add it at all.
  • Divine Vengeance – When you block successfully, you can activate this skill to attack while remain invulnerable for a slight duration. Some Paladins find this useless, but some add this to have an additional threat generating attack. Lv1 will do, or don’t add it at all.
  • Aerial Block – There is a certain chance for you to block attacks from above. Leave it at pre-requisite.
  • Thor’s Hammer/Divine Avatar – Only able to pick either one of them. Thor’s Hammer is a 3 successive hits within a huge AOE in front of you. Divine Avatar grants you invulnerability for 20+ seconds, plus various stat increment to boost your attack.
Feel free to add in any comments.

Guide on Acrobat Skill Build

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Welcome to the Guide on Acrobat Skill Build!
And again, this is a Hybrid skill build for Acrobat as well. I believe none of the Acrobat players chose the Pure build because the skills in the 2 paths are all extremely important for Acrobats. Nonetheless, there will still be a choice of the number of SPs invested in different skills.
So, why play Acrobats?
  • You probably have heard that Acrobats are one of the best PvP class in game. However, I believe that only applies to situation on 1 vs 1. I am not saying that Acrobats do not do well in mass PvP either, but just that it shines more in 1 vs 1.
  • The ability to jump and tumble all around. Probably the fastest moving class. Chain Tumble, Top Spinning, Spirit Boost, and even Show Time in 2nd job (Wind Walker).
  • Most skills have fast cooldown, which means the ability to generate combos consistently. However, this will make Acrobats run out of MP fast.
  • The best evasion class. Acrobats have the most number of evasion skills, which greatly improves its survivability if a skilled Acrobat is in play. Without survivability, no matter how high DPS you get is useless in the game.
Now let’s take a look at this skill build. Take note that I have used up all the SPs available as this would be the build I will be using if I play an Acrobat. Nonetheless, I will be discussing all the arguable skills below. If you want to create your own build, you can go to the Resources Tab of this blog for the simulator.

Archer
  •  Twin Shot – A fast-cast attack with only a 4.5 second cooldown. Definitely one of the best DPS skills available in both PvP and PvE. Just spam it as often as you can as a filler in between your skill combos. Max this or level it high.
  • Piercing Shot – Put this on pre-requisite level as this skill is not really used in my game.
  • Revolving Hit – One of the chaining combo skill. Not a good DPS skill, leave it at pre-requisite.
  • Multi Shot – This is a 7-arrow mid range attack that deals quite a fair bit of damage. The down side is only the long cooldown time. Level this high since Piercing Shot is not as useful for a melee class.
  • Magic Arrow – Not a good DPS skill, but it is a good attack skill that forces enemies to be immovable for a slight moment. Quite a decent skill for PvP. You can choose to add this, but it works well ONLY in PvP.
  • Owl’s Insight – Gives you additional chance to score a critical in your attacks. It is usually used when you are using a high damage skill such as Astral Illusion. However, as you level higher and your equipment gets better, this may be rendered useless as your Critical Chance will be decently high due to the Agility Stats. Either add this at Lv1, or don’t add it.
  • Eagle’s Rage – A party Critical buff that last for about 10 seconds. A skill that doesn’t requires any SP, so a definite must-have skill.
  • Spin Kick – Default skill. Leave it.
  • Low Spin Kick – Default skill. Leave it.
  • Tumble – Your bread and butter to dodge any attack. Max it.
  • Moon Sault Kick – This is activated by pressing right click when you are in the air. As there are several skills that allow Acrobats to sustain certain air time, this skill is good in generating consistent combos. As it is not meant to be a DPS skill, some Acrobats do not add them. Put this skill at Lv1 or don’t add this.
  • Pin Wheel – When you are being knocked down on the ground, you can attack the surrounding enemies with multiple kicks and regain your position. As you attack, the animation will be slower because of the attack. However, with Top Spinning, you can start generating combos right after you regain your position. Put this skill at Lv1 or don’t add this.
  • High Spin Kick – Useless for Acrobats.
  • Somersault Kick – The pre-emptive skill to activate Double Flying Kick. A must-have skill. Leave it at Lv1.
  • Urgency Trick – Gives you an additional chance to avoid attacks, or regain your position after being attack. Put this at minimum Lv1. Increase it if you have spare SPs.
  • Aerial Evasion – Regains your position when you are being hit to the air. Put this at minimum Lv1, and increase it if you have spare SPs.
  • Mental Mastery – Increases your MP limit. Useless as skill’s MP consumption is based on percentages. However, this is a pre-requisite for Mental Training. If you have spare SPs to add to Mental Training, put this at pre-requisite level.
  • Physical Mastery – Increases your HP limit. HP is very important in Dragon Nest, however, Acrobats usually have low HP and this increment from the skill may not be as great. Add this if you have spare SPs.
  • Mental Training – Having trouble with insufficient MP? Add this for faster MP regeneration if you have spare SPs.
Acrobat
  • Kick & Shoot – A skill usually used to start a combo. Able to flip enemies in the air for a slight duration. Leave it at pre-requisite.
  • Circle Shot – Grants you a little air time while attacking surrounding enemies and knocking them away from you. At it to Lv1.
  • Eagle’s Descent – As it is activated while in air, it is usually used after using Air Walk, Double Flying Kick, or Chain Tumble. Leave it at pre-requisite, or level it high for high damage if you have spare SPs.
  • Binding Shot – Another skill that is usually used to start a combo. A very nice skill to gather mobs together. As you know the mobs in Dragon Nest have good AI. They sometimes scatter all around to prevent you from killing them easily with a few AOE skills. Binding Shot is incredibly useful in situation like this. Not only that, it allows you to use Somersault Kick without having to stun the enemies. Leave it at pre-requisite.
  • Spirit Excellation – Increases your Agility stat for 1 minute. Add this high if you have enough SPs, if not just leave it at Lv1.
  • Blooming Kick – Either you manually press the skill to activate the stunning kick, or right click twice to activate. As stunning a target gives you a chance to activate Somersault Kick, some Acrobats level this to have a 100% stun rate (not 100% against Nest Bosses). Leave it at pre-requisite, or level it to Lv6.
  • Spiral Vortex – Creates a spiraling vortex in front of you. Another mob gathering skill with a nice damage. Max it.
  • Spirit Boost – Increases both movement and attack speed for all party members including self. This is usually used before using Astral Illusion. Leave it at Lv1, or add it to Lv2 for an additional second and speed.
  • Cyclone Kick – Kicking multiple times while moving forward, and then kicks enemies up in the air with another few kicks in a cyclone. A good damage skill, max it.
  • Air Walk – Press space in the air to activate this. Can activate it consecutively up to 3 times (5 times or even more if you level this high). You may be able to activate this multiple times in PvE, but definitely not PvP because players can dodge it with Aerial Evasion. Leave it at pre-requisite.
  • Spiral Kick – A ground kick activated straight after you tumble. Leave it at pre-requisite.
  • Cancel Circle Shot – This is a Circle Shot activated when you are being hit to the air. A second Aerial Evasion skill that you have. Usually you don’t get hit in the air too often, except during PvP. Hence this seems to be a redundant skill for some PvE Acrobats. Either add this to Lv1, or don’t add this.
  • Chain Tumble – Another tumble activated after your tumble. Superb skill for evasion as it increases your invincibility time for another second. Level this as high as possible if you have sufficient SPs. Minimum place it at Lv5 for fast cooldown of the skill.
  • Spirit Flame – A small spirit bomb shot after you tumble. A shot with incredible range. It works similar to Magic Arrow in terms of making enemies immovable for a slight duration. Leave it at Lv1.
  • Double Flying Kick – Another superb skill. A 3 second cooldown skill with decent damage and numerous combo generation. It can only be activated after you activate Somersault Kick. Usually, you will be able to use this twice within a short time due to Blooming Kick and Binding Shot.
  • Top Spinning – Able to tumble slightly when you are in the air. Remember that Top Spinning can only tumble forward or backward, not sideways. Put this at minimum Lv1. Lv1 is recommended as this is not a skill meant to be spammed.
  • Short Bow Mastery – Max this for higher damage.
  • Astral Illusion/Spiral Edge – Astral Illusion is a series of fast attack. It can deal a very significant amount of damage when all attacks hit. However, Spiral Edge is a fast aerial plunging attack with incredible AOE. The damage may not be as high as Astral Illusion, but it may not be that easy to hit a target with all the attacks, especially, in PvPs.
Skill Combos
PvE:
Kick&Shoot->Spiral Kick->Revolving Hit->Air Walk (3times)->Moon Sault Kick->Binding Shot->Somersault Kick->Double Flying Kick->Eagle’s Descent->Blooming Kick->Somersault Kick->Double Flying Kick->Spiral Vortex->Cyclone Kick
Of course, if you spam this in PvE, your MP will definitely run out very fast. In PvE, the trick is to gather mobs together and kill them with your AOE skills such as Binding Shot, Double Flying Kick, Spiral Vortex, Cyclone Kick and Eagle’s Descent. Hence, the PvE combo I’ve provided is probably more useful in PvE BOSSES. Do take note that Blooming Kick’s stun may not work 100% on BOSSES.

PvP
:
Kick&Shoot->Spiral Kick->Revolving Hit->Air Walk (3 times)->Moon Sault Kick->Binding Shot->Somersault Kick->Double Flying Kick->Eagle’s Descent->Kick&Shoot->Circle Shot(Forward)->Spiral Kick->….  [Repeat the bolded skills]
This combo is meant to be an unlimited chained one. As I have not played my Acrobat for quite a long time, the combo may not be 100% working, so fellow Acrobats please test this yourself. Please note that even though it is said to be an unlimited chained combo, in order to succeed in that, you have to be precise in your aiming and directioning, plus the enemy did not perform any evasion techniques. Afterall, this combo only serves as a guidance but not a complete mimicking. The situation changes whenever you enemy performs certain actions.

Fun with Top Spinning
:
  1. Tumble->Chain Tumble->Spirit Flame->Top Spinning->Spiral Kick
  2. Circle Shot->While in the air, Top Spinning->Spirit Flame/Spiral Kick
  3. Binding Shot->Somersault Kick->Double Flying Kick->Top Spinning->Spirit Flame/Spiral Kick
The combos are probably endless, as there are many different ways to activate Top Spinning as long as you are in the air.
That’s all for now. Feel free to ask any questions or give any comments to improve on this guide.

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