ULTIMATE CLASS GUIDE + BUILDS - EVERYTHING YOU NEED TO KNOW (2022 Lost Ark Launch) - UPDATED

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we're gonna be breaking down every single class a little bit more in detail in this video hopefully this gives you a better idea on what class you guys decide to main or what classes you decide to run your alts on all of the information that is in this video is up to date with the current balance patch in kr so the version that we get in west may be a little bit different considering that some of the nerf spuffs reworks may not have kicked in yet but they will eventually be what we see in this video here if you want a quick introduction to each class for the pve and pvp side of things check out my class guide video my first class guy video links to that will be in the description below or click on that link right up there as always i'm streaming on twitch almost every single day so if you need additional help or you just like to come hang out with my community and i that's where to find me we also have a discord with over 5000 people that's just super hyped for the lost ark launch so again you need additional help that's also a great spot because we've got so many guides posted up there that are always being updated regularly if you find this video helpful all i ask is for you to like and subscribe to the channel it really helps the growth it's completely free so please like and subscribe i would really appreciate it before beginning there are two things that you have to understand about lost ark if you want to understand this video the first thing you need to understand is that in lost ark there is something called engravings just think of engravings as traits to your character that customize the build or the play style of the character each class has two unique class engravings you can think of these as class specs in other games for example fury warrior vs arms warrior in world of warcraft in addition to these engravings there are also general engravings that every class has access to the second thing you need to understand is the identity and outside of every class obviously having their own unique skills they also have something called their own identity you can think of this as the core mechanic of the class that all the skills it has revolves around final note here everything that was recorded was recorded on the kr server so there might be some names that are not matching up to the n a names that you see on this screen however i am doing my best to call everything by their english names if they are available but there will be some classes and skills for example that aren't translated yet that i will be forced to call by the korean names so keep that in mind as we move forward all you have to do is match up the icons because the icons do not change and with that let's begin berserker's identity is pretty straightforward they have a meter which fills up as you do damage after filling up the meter you can consume it by hitting z putting you in a berserk state which i believe is called burst state in the nae version once you're in your burst state you'll have a 20 increased movement speed 20 increase attack speed and a 30 extra crit rate buff as well as an additional skill that you can use only during this state and yes it does hit like an absolute truck after the burst date is finished you'll have a short cool off period where you won't be able to build the meter again mayhem and berserker's technique are the two class engravings that you can choose from berserker's technique gives you an extra 50 crit damage during your burst date and removes the cool off period after you incur it very straightforward mayhem on the other hand has been completely reworked and is significantly different from what you tested in the beta which was recovering your hp while hitting a foe during your burst date hitting multiple foes would heal you only a little more the new version of this engraving allows you to be permanently in your burst state with increased damage attack speed movement speed and reduces the damage you take up to 65 percent however your max hp is reduced to 25 health with potions and shields only being 25 effective on you getting out of the birth state will heal you for 25 of your max health but you won't be able to re-enter it for another 30 seconds berserker's technique was the engraving that was taken by everyone before the rework of mayhem now mayhem is the much more popular engraving taken by most of the players in korea for mayhem the main stat to focus on is crit with the secondary stat being swiftness while berserker technique the main stat is specialty with the secondary stat being crit and swiftness and finally the synergy buff that the berserker provides is a damage taken debuff on the target that could either be traded to be 30 for your damage only or 18 for the party gun lancers also have a meter generating identity with two options to dump it building the meter requires you to land attacks on the target with the blue skills generally building more than the red the base generator being your shout of hatred skill since you have two options to dump your meter you'll have two identity skills the first is your defensive stance which gives you a cc immunity plus a shield but at the cost of movement speed this skill can be toggled on and off the second identity skill will have you leap to a designated place and provide damage reduction for your teammates while gaining a shield and cc immunity for yourself your two class engravings combat readiness and solo knight are usually referred to as blue warlord or red warlord combat readiness or blue warlord is essentially the never die ignore mechanics spec you essentially gain up to 50 more shield when in your identity stance and gain a stacking buff every time you take hits that allow you to do more damage you sow kits power up from it then dish it back out expect to be toggling in and out of your identity stance and managing the meter solo knight or the red warlord plays a lot like destroyer and focuses more on burst damage by choosing this engraving you'll be burning through your meter twice as fast and won't be able to use your second identity skill shield of battlefield which isn't really a big deal considering it's not really used anyway in return you'll have an increased crit chance and damage for your red skills in a nutshell you taunt burst to the head or the front then wait for your cooldowns to come back up which are pretty long the split between blue and red warlord is pretty even across the board as there are more blue warlords in ru but more red warlords and kr regardless due to the different play styles here the stat priority for blue warlord is main stat specialty with the sub stat being crit while the red warlord's main stat is crit with the sub stat being swiftness last but not least gun lancers are known to be the superman class of lost ark because they can literally do everything including additional synergy buffs for his team as if being tanky and bursty wasn't enough they also offer two-party synergies compared to the usual one that most other classes provide the first synergy is from bash which applies a 12 damage taken debuff on the target and the second synergy being from shout of hatred which increases the damage of your front and back attacks for your party by 12 paladin is next and despite being a warrior class they are one of the current two soon to be three support classes if you count the upcoming artist class paladins have a meter much like the other two warriors where dealing damage builds it up similar to other classes after filling the meter you can consume it in two ways one you could use it for an offensive buff or two you can use it for a defensive buff the offensive buff increases your range and damage of your blue attacks while your defensive buff creates a large aura around your character that provides damage reduction to your teammates if you choose to play this class as a support class don't expect to be sitting in the back only performing support skills dealing damage and building meter is also a must so you'll always be doing something as far as the class engravings go you have the option to choose blessed aura which is the support build or judgement which is the dps pali build blessed aura build will instantly make you a top tier priority for all groups as you'll be the support backbone of your party as all mmos the supports are always in demand this engraving will make it so that holy aura or your support identity skill will provide extra damage reduction as well as healing your teammates for two percent for every two and a half to one and a half seconds depending on your level the judgment engraving will provide an extra 15 to 25 percent damage buff on all of your punishment skills or blue skills in addition to this you'll also gain meter twice as fast and stay in your offensive awakening stance for twice as long from a numbers perspective at the highest gear score values the split between dps and support paladin is actually kind of even don't be fooled by this though because most support players that are in the top 20 usually run with two different sets which includes one for dps those numbers would be very much factored into this leaderboard considering they'd spend a good amount of time in those specs for progression content if you're a die-hard dps palleting guy though you can certainly complete the content and even bust people around but just know that it requires a lot of gear to actually pull off and even then an actual dps class that's less geared than you would have comparable damage support baladin will be focusing on both the specialty and swiftness stats whereas the dps pally will focus on swiftness and crit synergy wise the paladin will provide an attack power buff for the party in addition to the other support buffs that it comes with such as damage reduction and shields striker is next and playing this class will make you feel like you're playing ryu from street fighter currently the only male fighter class striker is one of the burstiest classes in the game strikers have almost no range outside of the gap closes they have and require you to be right next to the target seeing as most of the hitboxes are pretty small the identity of this class is really simple you have a meter in the form of three orbs which allows you to use your more harder hitting or spending skills called the esoteric skills which consume two orbs for using them with the exception of spiral impact aka his hadouken skill which only consumes one orb as striker your two options in terms of class spec will be between either death blow or esoteric flurry death blow grants you another orb to spend so a total of four and is designed around building meter as fast as you can then dumping it into your two hardest hitting skills each orb you fill before you spend you get an increased damage buff allowing you to dish out some serious burst damage awakening skills for all classes are supposed to be ultimates that hit the hardest with limited use death blow allows your esoteric skill tiger strike to potentially hit as hard as an awakening skill every time it's off cooldown the stat priority for this build is specialty crit favoring spec specialty stat not only increases your damage for spender skills but is needed to build meter as fast as you can death blow needs at least 1 000 spec to even be considered so mind that fact before choosing it if you're limited to tier 1 content in your region since i'm a striker mate myself i'll tell you that i'm personally going to wait until tier 3 comes out before even considering the spec esoteric flurry runs you with the standard three ore build and instead of giving you extra damage per orb spent you only spend one orb instead of two this spec allows you to run more spender skills and thus focusing more on the swiftness stat which will make your class feel faster and more fluid due to the attack speed and cooldown reductions you get from it you'll have less burst damage here but more sustained compared to death blow it's important to know that this engraving was actually buffed in korea recently pre-buff and likely the version we get this engraving actually penalizes you damage unless you have it maxed at level 3. in the current patch there is no change to the damage at level 1 and increases in damage at level 3 which makes this a lot more attractive even at end game death blow is the vastly more popular spec between the two seeing as the vast majority of korean players are playing it 18 out of the top 20 to be exact a big part of this though is due to the fact that esoteric flurry was only recently buffed in korea as mentioned earlier death blow you'll be running specialty crit as your primary and sub stat to build that meter as fast as you can while esoteric flurry you'll be running primary stat swiftness with some crit and spec and gain that cool down reduction in attack speed the synergy buff for striker is a very solid and desired one as they have the skill lightning whisper which reduces a target's critical resistance by up to 18 sulfus the dragon ball z character of lost ark will have access to both ranged and melee skills this martial artist class has an identity that's in the shape of power stances soul fists have a power stance identity that allows it to charge up three times for a set duration each time you charge up you'll be doing more damage have faster attack speed and lower cooldowns including on your space bar and roll skills once you go through all the levels there will be a cool down period before you can go back into your super saiyan mode soul fists also have a yellow energy bar that's consumed when using skills this bar recovers relatively fast compared to the traditional mana bars the soul fist class engravings are pretty easy to understand you'll be choosing between a pink engraving called robust spirit and the blue engraving called energy overflow the pink engraving robust spirit puts you straight into your final stance this essentially makes you alternate between your strongest and weakest stance versus the blue engraving energy overflow that encourages you to use all your stances with a lot more uptime and micromanaging resources and cooldowns this engraving also allows you to never dip below one energy thus allowing you to never run out of energy to use skills energy overflow can be fun for those who love to constantly mash buttons due to a damage buff that's applied when using skills with less than 30 percent of your total energy why is this the more difficult engraving you ask well sophists to begin with have a ton of self buffs that they apply to themselves managing those buffs team synergy buffs three stances while managing your cooldowns to constantly stay below 30 energy is not the easiest thing to do especially with how challenging the pve is in this game of the top 20 geared sulfus in korea only four of them are currently using the blue engraving i should note that the blue engraving is not particularly weaker but it's just more difficult to pull off which is why the majority choose the more simple pink engraving notice that most people that go for the blue engraving only actually take it to level one allowing them to take other engravings to a higher level the stats to run here for the pink engraving would be main stat spec subset crit while the blue engraving would be running main stat swiftness with crit being the sub stat here as well synergy wise sulfus can provide a six percent attack power buff for her party for 16 seconds with the skill energy release also known as in fighter everywhere else in the world scrapper is another small hitbox melee class that separates itself from the other fighters with its ability to do solid impairment and destruction damage if you don't know what that is it's essentially just a boss interrupting mechanic which is actually very important overall speaking of boss mechanics countering is also another important pve mechanic that allows you to interrupt bosses as well scrapper happens to be one of the two classes out of the current 24 classes in the game that has access to two counter-attack skills one of which is on a very low cooldown furthering its value in pve its kit is quite unique as its identity plays around two different meters that directly affect each other you have a yellow and green meter as well as yellow and green skills if you use your yellow skills you consume your yellow meter which boosts your green meter and vice versa with the green skills the two class engravings a scrapper can choose is taijutsu which is also known as the yellow skill engraving or shock training which is also known as the green skill engraving the taijetsu engraving is much more spammy and much more mobile between the two engravings your stamina energy or your meter will recover significantly faster and while your skills do more damage your green skills will do 30 percent less you'll be running one to two green skills while the rest of your skills will be yellow burn your yellow skills and dump your green meter when it's full via green skills pretty straightforward shock training is the engraving that focuses on the green skills by increasing its damage as well as green meter gain while the green meter recovery isn't even close to the regen rate of taijetsu's yellow meter recovery it's still nice to have but will require you to have some yellow skills in your kit to build that green meter the concept is pretty simple here as you'll just build meter then burn it using the green skills one of the notable downsides however is that some of the green skills have longer animations which make it a little bit more challenging considering how fast paced and mobile a lot of the bosses and fights are as far as the meta goes in kr the scrapper-class engravings are pretty evenly played so meta-slaves don't need to panic here play the style you prefer the stats you'll want to run for the taijetsu spec is crit agility making the faster pace engraving feel even faster while the shock training engraving you'll want to pump in that specialty stat along with crit not only do scrappers have two counters but they also have three different skills to choose from for their party synergy skill judgment crushing smite and fierce tiger strike are three different skills each providing the same six percent party damage debuff on target for eight seconds on an 8 second cooldown war dancer also known as the battle master in other regions is the female version of striker despite having a bunch of identical skills to stryker the play style is a bit different the foundation is the same though as you'll have a meter in the form of three orbs build meter by landing attacks and burn the meter on your spender skills called esoteric skills the two engravings war dancers have is the esoteric skill enhancement and first intention esoteric skill enhancement increases your orb meter from three to four with esoteric skills or your spender skills doing additional damage first intention prevents you from gaining any meter thus preventing you from using any esoteric skills but in return dealing additional damage on your non-esoteric skills really not much to explain for both specs here as word answer is known to be an easy to play class that's really straightforward as far as the kr rankings go esoteric skill enhancement would be considered the more popular spec but as you can see here there are still plenty of players running first in tension as for the specs with esoteric skill enhancement you'll be running main stat agility with specialty as the sub stat while first in tension you'll be running crit as your sub stat with agility still being your main stat ward answers can provide a few buffs for their team such as attack speed and movement speed their team's energy skill is the same as striker though lowering the target's critical resistance by up to 18 dead eye more commonly known as devil hunter in the east is a tri-wielding gunner that carries pistols a shotgun and rifle to deal his damage the identity of this class is actually just having the ability to swap between the three weapons giving you a new skill set for each gun devil hunters along with their female counterpart gunslinger have the ability to use a total of 16 skills compared to the usual 8. as a dead eye your two engraving specs are enhanced weapon and pistolier enhanced weapon which is the wildly more popular engraving will increase your crit rate when changing stances despite being more popular and confirmed to be able to deal more damage than the pistolier engraving during this patch it's also much more difficult to play despite being a ranged class that has three weapons you'll actually only be using two to deal damage your pistol and shotgun and you'll be forced to not only stay in melee range the majority of the time but also on the backside of your target very much like other melee dps classes the rival is only really used for the destruction phases or part break phases as they'll be called in our region the unique pistol engraving forces you to only use your pistols but increasing its damage its destruction or heartbreak damage as well as its awakening skill damage the pistolier engraving was recently buffed in korea so this is also another engraving that is different to the one you may have experienced in the beta test which only increased your damage while forcing you to stay in your pistol stance in kr the split is overwhelmingly in favor of enhanced weapon if you're counting you'll see only 5 players in the top 100 actually using the pistolier build shout out to my boy handgunner who is one of the few running pistol here and is the third highest in the world using that engraving little nugget of knowledge but if he can be the top dps on a pistol lure build at the latest end game raid april then you should have no issues running this build if you want to run them dualies don't be a meta slave if your inner pistols are calling run them as for the stats the enhanced weapon build will be prioritizing specialty swiftness while the pistolier build will focus on specialty crit synergy wise dead eyes have access to two of the same buffs or debuffs from the skills spiral tracker and grenade which provide a 10 crit resistance debuff on the target pistoliers will usually run grenade while enhanced weapon users can use both known as the hawkeye in the other regions sharpshooter is your bow wielding class that utilizes both ranged and melee attacks like most other classes sharpshooters will have a meter generating identity when filling up your meter you'll be able to summon a hawk that you can use to attack your enemies while you have your hawk out you'll be burning through your meter slowly and have access to an additional ranged attack skill on short cooldown or be able to sacrifice your hawk and your remaining meter on a single powerful attack your options when it comes to your class engravings will be between loyal companion and death strike when we look at these separately loyal companion will increase your party's movement speed while increasing your hawks attack range and auto attack damage the duration of your hawk staying out is also increased up to double at level 3 applies a 14 damage taken debuff on the target for the sharpshooter only and give you a passive meter recovery the place thought to this engraving exclusively is essentially just the always stay at range spec you'll be continually setting up your buffs and sniping from range making this definitely the easier to play spec you will have periods where you will have to wait for cooldowns however deathstrike is a bit more straightforward but also very powerful as it not only returns 50 percent of your meter after consuming it but also applies a 40 damage taken debuff for the sharpshooter only for eight seconds after using the other identity skill that sacrifices your hawk and burns your meter while the engraving itself is pretty straightforward the playstyle is not deathstrike users will have to weave both ranged and melee skills for the full effect sharpshooters to begin with have to set up all their damage with buffs from their skills and identity deathstrike takes this to another level by requiring you to burn your meter immediately for the 40 damage boost quickly burn all of your hard-hitting skills in that window then close back into melee range to rebuild that meter quickly then back to range rinse and repeat this can feel much faster pace and requires a lot more skill to pull off effectively this however is definitely the higher damaging engraving when pulled off correctly sharpshooters are one of the rare classes that can actually take both class engravings in fact after the buffs it received in korea the absolute best in slot build right now as far as damage goes is to take both engravings to level three however a lot of time and a full commitment is required to be able to achieve a viable setup for it in fact a lot of people would probably not recommend it considering how much investment you would have to make and it certainly isn't necessary to complete the endgame content if you look at the current kr rankings you'll notice that the top geared players are indeed running both engravings at max but you'll also notice a bunch of variety taking either one or a mixture of both engravings the reason for that is because both of these class engravings can work very well together regardless the main stats to prioritize for all builds here is crit swiftness while some players do try to pump in maybe five to six hundred points and game into specialty for the purpose of building meter faster finally the synergy skill for sharpshooter is from your atomic arrow skill providing a six percent damage taken debuff on the target for eight seconds even though there are no tanks in this game artillerist also known as blaster is not only the tankiest hunter class but it also is one of the tankiest classes in the game period artillerists have a meter generating identity that builds up as you deal damage with your massive gun you'll notice that your meter has three different colors and a circle on the top left that blinks red when you build your meter and you get to where the orange part starts your damage will increase by ten percent when you get to where the pink purplist section starts your damage will increase 20 percent and finally when you fill up your meter completely your damage will increase 30 for the next 20 seconds before your meter goes back to zero after you fill your meter you'll notice that blinking red light is now flashing very brightly this means you'll be able to now enter a turret form where you can not only deal damage but also give yourself shields and cc immunities after exiting the turret mode you'll be unable to go back into it for 20 seconds due to a cooldown period the class in general is quite unique as a lot of the damage it deals is in the form of delayed hits the two class engravings you'll have access to are firepower enhancement in barrage firepower enhancement is about as simple as it gets as it can be also considered to be very boring since it doesn't really significantly change the class at all as all it does is reduce your damage taken by 20 and increase your crit rate up to 40 percent barrage however is another engraving that has been changed from the original build to the current one in kr currently in korea it's a flat 40 damage to your turret skills at the highest level you gain meter up to 30 percent faster and the cooling period is removed when you fill the meter back to full also in korea the firepower engraving is a must while taking barrage at level 1 is one of the last things you do if you choose to do so seeing as it's best to only do it when you have at least a 9-7 ability stone some do take both class engravings to level 3 but many would argue that you're actually gimping yourself by doing so stat wise if you're not running barrage you'll be focusing on swiftness crit while barrage users will be prioritizing specialty swiftness last but not least artillerists have two options as far as their synergy goes enhanced shell and the summon turret skill this is really just the style thing as they both apply the same type of synergy on the target which is a 12 defense reduction debuff despite the male version of this class deadeye actually being considered a melee class gunslinger is not like their male counterpart gunslinger's identity is not a meter or a skill like most classes but instead having the ability to swap between three weapon stances handguns shotgun and rifle one of the major differences between deadeye is that deadeye deals most of its damage with their shotgun forcing them into melee range while trying to position themselves for back attacks versus gunslingers who have a lot of their hardest hitting skills come from their rifle without any need to hit targets from behind despite having a lot of skills and stances to manage gunslingers have extremely good uptime on their damage since they can deal their damage from anywhere as all classes do you'll have two options for your class engravings the peacemaker engraving or the time to hunt engraving peacemaker will provide you a unique buff every time you change stances when switching to handguns you gain an attack speed buff when switching to a shotgun you gain a crit rate buff and when you swap to a rifle you gain a damage buff these buffs do not carry over and are replaced every time you swap weapons with the next corresponding buff this spec will require you to actively change between all three of your stances tracking cooldowns you can't see across 16 skills while managing your buffs you give yourself due to the fact that leveling this all the way to three have lackluster gains in comparison to other engravings the vast majority who do take this engraving actually only take it to level 1 giving them the option to push other general engravings to a higher level time to hunt increases your crit rate for both your handgun and rifle skills but remove the ability to use shotgun this spec is considerably easier to play since you only need to juggle between two stances and manage 12 skills rather than 16. timed on actually synergizes very well with the peacemaker class engraving so those who do take time to hunt take peacemaker as well in korea the vast majority choose peacemaker over time to hunt due to the fact that it just simply outperforms it as its damage ceiling is higher at the end of the day shotguns do deal pretty good damage and the crit rate that you gain for the rifle and pistol doesn't outweigh having an additional shotgun as well as the potential of the extra general engraving you're able to get by going peacemaker i will say though if you thoroughly enjoy the playstyle of time to hunt it's likely that this spec eventually gets buffed just like the handgun respect did for deadeye generally speaking peacemaker users will be prioritizing main stat crit substat swiftness or specialty while time to hunt users will focus on main stat swiftness with this sub step being specialty finally gunslingers have three options when it comes to their party synergy skill spiral tracker equilibrium indexerous shot all providing a 10 crit resistance debuff on the target that allows you and your party to more often death blades have been shown a lot of love in recent time and also had one of their class engravings reworked before getting into that though blades like most other melee classes need to be close range and at the back side of your target to deal maximum damage blades have a meter generating identity in the form of three orbs that fills up as you deal damage activating the meter provides you with mana recovery an attack speed buff a damage buff and a cool down reduction on all your skills in addition to that if you hit your identity skill again you can consume the rest of your meter for a strong hitting attack called burst in korea but for the sake of this video we'll just call that skill the identity skill so no one gets it confused due to the fact that one of their class engravings literally has the same name speaking of which deathblade's two class engravings are called remaining energy and burst the burst engraving was reworked recently in korea and is very much different from the version we had during the beta test remaining energy is the first engraving that we're going to talk about and it could be seen as the high uptime sustained damage focus spill that will have you just constantly rotating skills non-stop you'll have fantastic dps but you'll lack in the burst damage department essentially you'll build your meter as fast as you can and upon doing so you'll activate it at max gauge then use your identity skill to dump the meter and repeat the process this engraving gives you a damage buff upon activating your identity then another one for dumping it this damage buff will allow you to deal a lot more damage on your regular skills as you rebuild the meter to dump it again using the identity skill for the buffs burst is the other class engraving and much like its name it most certainly is the burst damage spec of blade the new version of the skill sets up a unique play style as it revolves around building and consuming stacks after building your meter you'll be able to activate it to be in your identity stance at which point you'll use as many abilities as you can until your meter depletes to build burst enhancement stacks to a maximum of 20 stacks naming the stack subject to change of course when you reach the max amount of stacks or before your meter is about to run out you'll consume it by using your identity skill to a very hard hitting attack on the target which its damage will be determined by how many stacks you are able to build also after dumping your meter and using that skill you'll automatically get back a certain amount of meter based off of how many stacks you are able to generate for example if you are able to build 20 stacks you'll get a full three orb meter back after dumping it seven stacks will give you one orb back and 14 stacks will give you two orbs back also note that stacks are determined by hits not damage and there is about a 0.7 second cooldown between each stack in korea remaining energy is hands down the more popular engraving to play while in most instances this means that it deals more damage but in the case of blade the burst engraving actually has the potential to do more damage than remaining energy but that's only under the assumption that the player lands everything perfectly constantly which isn't realistically possible considering how difficult and random the boss fights are in this game regardless both specs will be running main stat spec followed by crit as both specs require you to build that meter as fast as possible spin cutter is known to be the main synergy skill 4 blade which applies a flat damage plus a back attack damage debuff on the target for her party members while also having access to a key skill called maelstrom which provides a movement and attack speed buff for her party despite being a hybrid range class for pvp shadowhunters are most certainly a melee class for pve furthermore they're one of the rare melee classes that do have the option to not be a back attacking class like most other classes shadowhunters have a meter generating identity they can choose to consume some of it to make select traded skills do more damage or fill it all the way up to activate a transformation into a demonic form giving her a new set of skills for those of you who are waiting for the transformation scouter build and would like to play something similar to it demonic is the only other class that has a transformation identity when transformed all of your skills will be melee with no attacks that have any back attack modifiers allowing you to attack from any angle you'll also have access to solid stagger damage for those impairment phases on boss fights as well as a couple of level 1 part break or destruction damage as they call it in korea after exiting your demonic form you'll be unable to transform again for 30 seconds perfect suppression and demonic impulse are the class engraving options for shadowhunter perfect suppression being known as the human form engraving while demonic impulse being known as the demonic form engraving perfect suppression is about as straightforward as it gets your skills do 20 to 30 percent more damage while gaining meter 50 faster but you lose the ability to transform if you're wondering what's the point in building meter if i can't transform the answer to that is that there are regular skills that consume parts of your meter that does increase damage when doing so when it comes to demonic impulse outside of the crit rate buff you get on your transformation skills this engraving removes the 30 second period you have to wait before being able to rebuild your meter again as well as resetting all your cooldowns when coming back into form in korea the use of both engravings are pretty evenly split from a performance perspective you can just see it as both of these engravings doing pretty similar damage technically perfect suppression does have the higher ceiling in terms of damage but it's also much more difficult to execute compared to demonic impulse stat wise if you go human form engraving you'll be prioritizing swiftness crit with most prioritizing swiftness while the demon form engraving will have you focus on mainstat specialty sub stat crit this energy skill that the demonic has is called howl which provides a 12 damage taken debuff on the target for six seconds on a relatively long cooldown of the two mage classes bard is also one of the two support classes in the game for those of you who prefer to play a female support look no further bards would be considered a ranged support and lost arc that has a meter generating identity like most other classes the harp shaped meter may look a little confusing at first but it works the same way as every other meter does deal damage build meter you'll notice that the meter has three gauges to it each gauge will distinguish how strong your meter dump skill will be you may choose to dump your meter on a very nice attack buff for you and your team or use it for a very nice healing feel that replenishes health for teammates that are standing in it i should note that this is the only actual heal the bard has like paladin bards have a support and dps class engraving to choose from desperate salvation and true courage desperate salvation is the support engraving that provides a nice burst heal for your party members that are in the area of your identity healing field when it expires true courage is a very straightforward engraving that boosts your damage and crit rate in regards to the dps spec and build i want to mention a few things here that may help you better understand the vibe and expectation of one like paladin dps bards can certainly dish out damage to the point where they can even bust or carry groups through content however the damage they'll be putting out won't match that of an actual dps class of the same gear score level dps bars will need to be at least 1445 item level in tier 3 to get a gear set that will allow them to actually do some decent damage this item set will provide additional attacks in the form of meteors or explosions that you see here that deal damage keep in mind that you will be able to complete all of your progression content just fine as a full support bard as well it'll just take you a little bit longer is all don't get the impression that by going full support you'll never be able to get anything done by yourself as expected like paladin there's a mixture of both support and dps specs on the kr leaderboard the fact that players that are at this level most certainly have two sets will highly influence the amount of dps engraving specs you see on this leaderboard seeing as they'll be running that spec for a lot of their progression content stat wise you'll be running specialty or swiftness on support bard with the option of choosing which you'd prefer to be the main stat swiftness giving you the ability to build meter faster which allows you to have higher up time on heals and attack buffs through your identity while swiftness will give you more uptime on your base skills by lowering the cooldowns dps bard will be running main stat spec or crit with the sub stat always being swiftness outside of being able to provide almost every buff that this game has to offer outside of various class energy skills of course sonic vibration and heavenly tune would be considered to be your offensive synergy contribution which provides a nice attack damage bonus for your party these two buffs do not stack grounding on our final class we have the sorceress she's a ranged damage dealer and the only real dps mage class at launch sworks have a meter generating identity that can be consumed gradually by using magic discharge or magic release as it'll be called in the west which provides a ton of buffs including faster cast times cooldown reduction more damage as well as part break and stagger damage buffs the other option to dump your meter is by using the teleport skill which will blink you to where your mouse cursor is located up to 15 meters the two class engravings you can choose from will be between ignite or reflux ignite is the burst year of the two engravings as the playstyle revolves around building meter as fast as you can and always consuming it via magic release the igniting engraving will allow your magic release identity buff to give you a huge crit rate and crit damage buff as well as reducing your cooldowns on the skills you've already burned use as many skills as possible outside of your awakening skill during this window then build your meter again rinse and repeat the reflex engraving can be seen as a boring one as it's just the passive buff to your damage and reduces cooldowns but at the cost of your magic release identity skill similar to gunslinger and devil hunter this engraving will lock you out of using this identity skill despite not having a quick hard-hitting burst window that ignite has reflex has steadier damage that will feel overall faster and more mobile since you'll be pumping points into swiftness on top of the reduced cooldown times while consuming your meter by using your blink only making a lot of raid fights much more forgiving the kr leader boards show the vast majority run the ignition build as the burst output damage is just on another level however don't let this deter you from reflux just think of it as big dick burst damage with low mobility versus sustained damage with high mobility stat wise the bursty ignite build will be running main stat spec substat crit while reflex will usually run main stat crit with swiftness as the sub stat synergy wise storks have two skills blaze and energy blasts which both provide a six percent damage taken debuff for your party you
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Channel: Kanon
Views: 369,758
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Keywords: pvp, patch, balance, berserker, warlord, holy knight, destroyer, arcana, bard, summoner, reaper, blade, demonic, blaster, devil hunter, gunslinger, hawk eye, hawkeye, scouter, battle master, infighter, scrapper, lance master, soul master, striker, wardancer, soulfist, artillerist, deadeye, sharpshooter, shadowhunter, deathblade, sywo, pve, dungeon, raid, p2w, sorceress, kr, korea, class, launch, 2022, na eu, specialist, yinyangshi, weather artist, alchemist, gunlancer, painter, moba, battle royale, 2d, mod, 로아, saintone, stoopz, fox
Id: 4oIb35347MQ
Channel Id: undefined
Length: 40min 7sec (2407 seconds)
Published: Wed Jan 26 2022
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