Update about Skill Rotation and Skill Plates
Hi, since the most important thing being a SH is how you can freely DPS in the air without getting bothered by boss's attacks, and by that case i recommend you to use Magic Arrow, Arrow Storm, Rising Wind, and Aerial Wild Shot all CD Plates to safely stay in Airborne even when you have WP and Harmo Buff, and with rotation starts with Rising Wind > Magic Arrow > Deluge Bolt + Arrow Storm > Aerial Wild Shot > Spiral Bolt > Tornado Shot > (Back to Magic Arrow again until Aerial Wild Shot or Spiral Bolt) > Liberty Attack + Tornado Shot EX Instant, yesh it's ended with you landing to the ground near boss and use the Tornado Shot EX Instant to maximize your DPS.
And after that, i recommend to keep DPS-ing in Airborne until Tornado Shot CD is done to use Liberty Attack + Tornado Shot EX Instant again to keep you for being damaged on the ground especially if you're still learning the boss's movement and attacks, if you're confident on your dodging skills then i suggest keep using Tornado Shot EX Instant whenever Liberty Attack is off CD like i did in the video below.
You may change the Rising Wind CD Plate to Deluge Bolt CD Plate or Tornado Shot Action Speed Plate, depends on your preference
Don't forget to use Flamingo or Air Raid regularly and the end of your skill rotation if you wish to keep staying in Airborne
Video Description
Hi everyone,
Since SH's boost is finally here (and Monkey Catch's second-jump-bug finally fixed), i just wanna share to y'all who maybe wanna try playing her for RUDN raids, here's a video of how you could utilize her flying ability to maximize your DPS even DURING mechanics.
Here are some explanations :
Scene 1 : If you fly high enough (but not that high tho) you could be invincible to every mech debuff that the raids gave you, like IDN's confuse debuff, or Managram's confuse debuff as well, but to other new debuff mechs i think we have to try it first (like Phoenix's rotating fire breath mechanic in VN, i tried to fly high enough but still got hit and instant death), well in RUDN i think you can dodge almost from all its debuff mechanic
Scene 2 : Beside debuff mech like Confuse, you could be invincible to mech's failure penalty as well, at the start of scene 2 if you look at the system image it was shown that i failed to kill all the minions but i didn't get hit by the explosion penalty cuz i was still in the air, and of course there's the Managram's fire breath mark which either you got the mark or your friend did, you could still DPS in the air without having to worry for anything, even spikes (refer to scene 3)
Scene 3 : In this scene you could see that spikes (and breath as well) won't bother you to DPS during the Crossroad mechanic, you could try to DPS above the breath as well but i wouldn't suggest it cuz if you somehow messed up your skill rotations to stays in airborne, the breath would instantly kill you, so DPS-ing above the spikes is a better option.
Scene 4 : Dark chaos room mechanic, yes you could DPS in here too BUT in raids you should consider your party members as well, so try to fly just right in front of the boss or a little bit to the left/ right so your friends could still walk through the mechanic without you being the self-ignorant-egoistic-partykiller-bastard, oh in this scene (which is my favorite stage to "steal" some DPS) is my entire DPS spots for stage 3 so take a look.
Scene 5 : Same at scene 4, DPS spot for stage 3 mechanics
Scene 6 : This is where your party member's envy you so much, during the Dragon Sign mechanic, while your friends are moving to the left/ right to line up the Fire Lines (i dunno what to call them), you can still DPS-ing as they move BUT you have to stay still above them Fire Lines so you wouldn't mess up the Fire Lines (i tried to read this and it's quite confusing to me as well, just watch the video), and when the dragon is flying to use its breath, you could either be a show-off-fvcker who gets to fly near the dragon like i did, or just simply walk through the breath with your friends.
Scene 7 : Just me being a show-off-fvcker who can stay alive by flying when those mechanics failed.
For you Silver Hunters who wanna try this as well i really really recommend that avoid using Rising Wind while there's spikes/ poison etc below you cuz Rising Wind's chained-to-the-ground bug is still exist.
Happy flying !
P.S.
Ignore my low damages cuz my main is not archer sorry, 240k matk in-town, 2k FD, 400k crit damage, 50% light
P.S.S.
Even when you got the ASPD + MSPD from Harmonize and WP, you could still stay airborne with the right skill rotations, give it a try or check my raid video using SH in here https://www.youtube.com/watch?v=HlgksvYzVkQ&t=346s
Hi, since the most important thing being a SH is how you can freely DPS in the air without getting bothered by boss's attacks, and by that case i recommend you to use Magic Arrow, Arrow Storm, Rising Wind, and Aerial Wild Shot all CD Plates to safely stay in Airborne even when you have WP and Harmo Buff, and with rotation starts with Rising Wind > Magic Arrow > Deluge Bolt + Arrow Storm > Aerial Wild Shot > Spiral Bolt > Tornado Shot > (Back to Magic Arrow again until Aerial Wild Shot or Spiral Bolt) > Liberty Attack + Tornado Shot EX Instant, yesh it's ended with you landing to the ground near boss and use the Tornado Shot EX Instant to maximize your DPS.
And after that, i recommend to keep DPS-ing in Airborne until Tornado Shot CD is done to use Liberty Attack + Tornado Shot EX Instant again to keep you for being damaged on the ground especially if you're still learning the boss's movement and attacks, if you're confident on your dodging skills then i suggest keep using Tornado Shot EX Instant whenever Liberty Attack is off CD like i did in the video below.
You may change the Rising Wind CD Plate to Deluge Bolt CD Plate or Tornado Shot Action Speed Plate, depends on your preference
Don't forget to use Flamingo or Air Raid regularly and the end of your skill rotation if you wish to keep staying in Airborne
Video Description
Hi everyone,
Since SH's boost is finally here (and Monkey Catch's second-jump-bug finally fixed), i just wanna share to y'all who maybe wanna try playing her for RUDN raids, here's a video of how you could utilize her flying ability to maximize your DPS even DURING mechanics.
Here are some explanations :
Scene 1 : If you fly high enough (but not that high tho) you could be invincible to every mech debuff that the raids gave you, like IDN's confuse debuff, or Managram's confuse debuff as well, but to other new debuff mechs i think we have to try it first (like Phoenix's rotating fire breath mechanic in VN, i tried to fly high enough but still got hit and instant death), well in RUDN i think you can dodge almost from all its debuff mechanic
Scene 2 : Beside debuff mech like Confuse, you could be invincible to mech's failure penalty as well, at the start of scene 2 if you look at the system image it was shown that i failed to kill all the minions but i didn't get hit by the explosion penalty cuz i was still in the air, and of course there's the Managram's fire breath mark which either you got the mark or your friend did, you could still DPS in the air without having to worry for anything, even spikes (refer to scene 3)
Scene 3 : In this scene you could see that spikes (and breath as well) won't bother you to DPS during the Crossroad mechanic, you could try to DPS above the breath as well but i wouldn't suggest it cuz if you somehow messed up your skill rotations to stays in airborne, the breath would instantly kill you, so DPS-ing above the spikes is a better option.
Scene 4 : Dark chaos room mechanic, yes you could DPS in here too BUT in raids you should consider your party members as well, so try to fly just right in front of the boss or a little bit to the left/ right so your friends could still walk through the mechanic without you being the self-ignorant-egoistic-partykiller-bastard, oh in this scene (which is my favorite stage to "steal" some DPS) is my entire DPS spots for stage 3 so take a look.
Scene 5 : Same at scene 4, DPS spot for stage 3 mechanics
Scene 6 : This is where your party member's envy you so much, during the Dragon Sign mechanic, while your friends are moving to the left/ right to line up the Fire Lines (i dunno what to call them), you can still DPS-ing as they move BUT you have to stay still above them Fire Lines so you wouldn't mess up the Fire Lines (i tried to read this and it's quite confusing to me as well, just watch the video), and when the dragon is flying to use its breath, you could either be a show-off-fvcker who gets to fly near the dragon like i did, or just simply walk through the breath with your friends.
Scene 7 : Just me being a show-off-fvcker who can stay alive by flying when those mechanics failed.
For you Silver Hunters who wanna try this as well i really really recommend that avoid using Rising Wind while there's spikes/ poison etc below you cuz Rising Wind's chained-to-the-ground bug is still exist.
Happy flying !
P.S.
Ignore my low damages cuz my main is not archer sorry, 240k matk in-town, 2k FD, 400k crit damage, 50% light
P.S.S.
Even when you got the ASPD + MSPD from Harmonize and WP, you could still stay airborne with the right skill rotations, give it a try or check my raid video using SH in here https://www.youtube.com/watch?v=HlgksvYzVkQ&t=346s
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