Fire/Dark: have a skill #2 that does DoT 100% chance (can still be resisted though)
Light/Water: have a skill #2 that gives target ally a full attack bar and a attack power buff
Wind: have a skill #2 that stuns 100% (can still be resisted)
I am sure that the fire/dark versions could be quite useful in a debuff focused team build, but right now I am interested in doing a comparison between the skills for Light/Water and Wind.
Note: I do not know if Light and Water have the same Awakened skill. Will need to look it up and come back to update this post.
Wind has 3 attack skills, and all of them are focused around stun.
Skill #
|
Description
|
1
|
attack with 24-64%
chance to stun
|
2
|
Stun target enemy
|
3
|
Stun Target enemy
|
Light has 1 attack skill, 1 strategic skill, and 1 revive/team heal skill.
Skill #
|
Description
|
1
|
attack with 24-64%
chance to stun
|
2
|
target ally 100%
attack bar and increased attack power (4-2 turn)
|
3
|
revive target ally
and heal team for 20-50% max hp (7-5 turn)
|
Water has 1 attack skill, 1 strategic skill, and 1 revive/team heal skill.
Skill #
|
Description
|
1
|
attack with 24-64%
chance to stun
|
2
|
target ally 100%
attack bar and increased attack power (4-2 turn)
|
3
|
Remove all debuffs from allies and heal team for 15-45% max hp (5-3 turn)
|
Which is more useful? My answer is: Situational. Wind = mostly PvE whereas Light = mostly PvP
Wind seems to be a more useful PvE boss hunter as the perpetual stunning can really make it a whole lot easier to kill higher leveled bosses. Wind might also be useful in PvP, but that is hard to say as people are aware that stun and sleep are wonderful debuffs, so their mobs might have buffed up resistance.
Light seems to be a great PvP mob. The ability to chose another team member to attack again will be extremely important for taking down a mob early on. Since PvP is only a max of 4 mobs with no reinforcements, taking out a damage source or healing source early will greatly increase the chances of getting the "W".
11/3/14: UPDATE
After review, the wind garuda is not very good against bosses. Most bosses have stun resistance, which means that monsters main claim to "fame" is worthless. *feeds wind version to light version*
Water and Light are both very good choices though. Both have the same #1 and #2 skills, but their #3 skills are very similar and very good. The water garuda will be very useful for debuff removal and for very quick 45% max hp heals. The light garuda will be very useful for the revive and the 50% max hp heals to recover from a sudden nuke on one of my monsters. The #3 skill for Light can also be used without a dead ally to just recover the 50% hp.
What does this update mean? It means I have a water and a light garuda. Each still need to be raised to 4* and max leveled to check out their true effectiveness, but I believe in good things with them.
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