Aomatsuri here this will be my first time making a guide here so if ever please point out any mistakes so I may change it. Currently its under construction as I am still busy with school
INTRODUCTION
Lightfury is a 2nd branch of the bringer class which focuses on light attacks, support, and the ever important heals. In this guide ill be focusing on the pvp aspect of this class. In pvp lightfurys are a child of light and darkness. He must use both light and dark skills to juggle enemies
Pros:
-All-rounder range. Can play close mid and long range
-Healz can reach the whole map (only in lost temple)
-Lightweight and very mobile ( run like the wind)
-High evasion class (like a phantom thief :3)
-High risk high reward class
-Above average SAB
Cons:
-Paper defenses ( ever been one hit before?)
-Small aoe skills (hard to use as defense in group)
-Medium damage
-Teammates can blame you for sucky healz
-Everything hits like a truck
Why to consider using this class?
Cuz its fun!! Kidding.. this class is for people who want to be evasive while providing support and damage for the whole team. Your healz can be casted anywhere and can heal the team in an emergency where you cant reach the low life team mate
KNOW YOUR ROLE
LFs are more into initiation , recatching and supporting.
So what should I do?
For beginners its best to try the lifeguard role and once you grasp how LF is you can apply the Phantom thief role. Battlefury is focused to holding strong troublesome enemy hunters.
All roles priority is
HEAL> everything eles
THE LIFEGUARD
Focus on healing and defending targets
This is the classic healer role where you focus on keeping your target alive while defending them.
Notes: personally I don't like this role not because I want to hunt but due to LF's lack of AOE and control skills. This is however a good class when defending against 1-2 enemy hunters
THE PHANTOM THIEF
The slippery snake, the phantom thief. Focuses on initiating and providing attack support for fellow hunters. As well as being bait for enemy crowd controls while allowing yourself to escape. You must be able to weave in and out of enemy defenses with the help of quantum trance. This role also focuses on TRUST in your teammates as your will not be defending (not that it would matter if you def cuz of your crappy AOE). This role can also seen as the invisible healer due to the fact that you can go hunting for enemy captains and still heal your captain even if they are halfway across the map ( lost temple) This role also requires you to be suicidal as you have to squeeze as much damage as your little life can permit. YOU WILL DIE.
Your main role here is to initiate, recatch, relift, control enemy defenses and waste every single evade of your target making it easier for your DPS mates to burst the target down.
Notes: effective for captain mode. Personal favorite as you can be very flexible and versatile
BATTLEFURY
RAAAWR defeat everything!! Kidding. This role is more on holding strong enemy hunters. Destroy destroy
Notes: don' forget to heal. Can heal anywhere anyways. Teammates may be mad at you. Just state you will hold the strongest hunter and make sure you hold em tight. Has high tendency to backfire causing increased team tension
SKILL BUILDS
Disclaimer
This is my prefferred skill build. Do not blindly follow it. Read the skills section and decide for yourself what should really be taken.
GROUP PVP
https://dnskillsim.herokuapp.com/sea...---00-----0--0
Reasons why:
Chakra cure
is now required to access some of our skills. Sad. Other than that its a bad skill
Chakra illusion vs. Awakened Chakra Illusion
For some people chakra illusion is just a movement skill. The skill does have good SAB around 400 and it lifts.so its up to you to take its awakened or not.
SKILLS
As I dont have the values of damage values per hit and that this guide isn't a conprehensive guide I will just give insights on the skill usage and utilities. I will try to provide damage coeficients when I learn where and how to get these values
SKILL SUPER ARMOR AND BREAK LIST BY SkitzoRoy
For us lightfuries or rather for pvpers in general. The knowledge of Super Armor is helpful to know what skill to use to break or use to tank skills while punishing enemy units with lower easy to cancel skills.
https://skitzodn.wixsite.com/dnpvpsi
LIGHT BRANCH ATTACK SKILLS
Outbreak ex
Your primary bait and escape skill. With low cd you can spam this every cd to bait enemies with its iframed backflip motion and for careless enemies who dont notice the orb left by the fury can be used as a good waste of aerial evasion and power tumbles. You can also use this for movement to reposition and can drag and throw enemies to the front if you didnt use its backflip animation. You can use it on grounded enemies by putting the orb on top of them to keep them on the ground and lifts them when the orb explodes. This skill can be chained to quantum trace both during the backflip and forward thrust animation
Iframe: only the first backflip part is iframed
Comments: good skill to keep grounded targets in place to setup a ringstrike combo. Effective as a bait skill as well . Maxed cuz of ease of making it hit.and low cd. You'll be spamming this often while waiting for a good oppurtunity
Update: as of May 2018 this skill now has a 10% increased damage recieved debuff on enemies for 5 sec. So its good to use during your combo.
Full brightness
This skill has slight suction really low. But it does suck a little. Damage is good but the range is really low so you need to cast it beside the enemy. Lifts targets in the air. This skill also has a fast animation so you can sneak it inside your combo incase you need to quantum trace out when your enemy defense arrives.
comments : very low range but can be used after using chakra grip as that skill ends up on top of your target. Quantum tracable
Ring strike Ex
One of your high damaging skills as long as you make every hit. This skill can be casted in the ground where you teleport in the air and spin downwards. This skill can also be used in the air where it will skip the teleport animation and drill downwards but do note that it will have a 100 SA value so use at your own risk if performing this method. You can quickly descend by pressing the spacebar.
Iframe : only during the teleport upwards part
Comments: the higher you are higher the damage due to having more hits but still requires the enemy body to be in contact with you for the whole duration. (Hypothetically using double jump from top of LT then ring striking someone who got bone crashed lifted which is quite high will allow you more contact time with the target, highly situational but it does happen from time to time) . Dont descend too quickly to maximize the damage. Good skill to use after trapping a person under the outbreak orb
Maxed because of main damage skills
Sunshine Spark Ex
The spirit bomb of lightfurys. Damage is good to high damage depending on how many hit you can get with the ball. This skill can be casted in two ways. On the ground the lf will jump up and form a giant energy bomb and throw in a diagonal angle. 2nd method is just jumping and casting will just make the lf gather energy and throw the giant energy ball skipping the jumping part of the animation. This skill can be used as long as you are in the air so it can increase airtime in case of emergencies
Notes
Angle can be change to a horizontal angle by casting it just before landing after a jump. Future updates removes the debuff and puts it on outbreak
NEEDS TO BE PLATED WITH ACTION SPEED in order to do secret techniques o3o
Chakra grip
A simple and good damage skill. This skill can surprise enemies with its forward motion. It has good damage , and super armor break. This skill can be chained into quantum trace
Iframe: none
Notes:
-very useful skill for initiations and recatches
-has a bug where if you get a movement speed debuff will cause chakra grip to make your LF stuck in that position for sometime. When this happens you can quantum trace after 1 or 2 secs. Good as bait if ever but risky
-same bug can be used to make chakra grip hit 2 times. But needs the target to be in range of the 2 hits. (Very risky but fun once you see 12k now then 2 secs later another 12k)
DARK BRANCH
Line of darkness
One of your main dps skills. Yes its a dark skill but the damage is good even without the ex. Can also be used for evasion
Comments : you are a child of light and darkness. Balance the energies of yin and yang. Good damage and can be used to relift and to apply dark burn on targets. Level 11 is good enough for damage peak
UTILITY SKILLS
Quantum trance
One of the best things that came with the LF awakening set. This skill allows you to teleport upwards during or after using a light skill. Namely outbreak , full brightness, chakra grip, even heals like chakra energy and miracle chakra. The sheer usefullness of this passive makes a normal LF into the slippery phantom thief.
Note:
- if used against pro players they will notice it so randomly change patterns on when you quantum trace upwards to keep them confused
-sprint ( double jump) will not activatr after landing from quantum trance.
-there is a bug where pressing the special attack button after quantum trace causes you to walk in the air. (Rng based)
Sprint ( AKA double jump)
An underated utility which can be used to actually dodge stuff with low vertical hitboxes like halfmoon slash or ice beam( pray your out of the beam range by then) it also has quick cd so dont forget to use this.
Notes: for lost temple asassins its a basic requirement to learn how to climb bridge with this skill as it allows you to instantly backstab a defending enemy group.
Shadow hand
Your best of the few SAbreak skills you have. Recommended to take till level 6 for better sab and speed. The ease to land this skill can be a factor to max this skill.
Plasma burst
The bringers eagle dive. This skill's utility is tied to the lightfurys new passive quantum trace. This skill can be used in 2 ways. Directly using it on the ground will make the LF jump uo in the air and land diagonally. 2nd method is jumping manually or via airtime during quantum trace to skip the jumping animation of plasma burst. Has good SAB. Caution when using against high SA classes as well as aoe classes as this skill does not have much SA
Iframe: This skill has a 0.5sec iframe which is the jumping part of the normal version and 0.5 secs when the button is pressed during the air type version.
Comment: level 1 for utility only.Not very damaging. When mixed with quantum trace can be used to confuse enemies on where you will land. Experiment on using this skill at different points of the jump to changr direction and landing at will. The ease to land this skill can also be a factor in maxing it usually for 1v1 builds.
Rubicon
Your OH CRAP button. This skill can be used to teleport instantly in the air and has 2 forms. When normal attack button is pressed will spray the ground with small dark daggers will low sa and damage and increases air time. Pressing the special attack button makes you land immediately.
Notes: rubicon will only make your character teleport upward when inputed with forward button but will allow movement when inputed sideways or backwards. Forward movement via rubicon is possible only during :
Chakra illusion (both ex and non-ex) (use teleport animation then use rubicon to make your character fly forward)
Iframe: teleport upward part is iframed
Comments: can be used to cancel your skills in case of emergencies. And to reposition in combination with plasma burst
Chakra illusion
Your running skill. Can be used to run away or close the distance between your target. Pressin the normal attack will make you punch the target and pressing shift will make you teleport forward. Awaken has an added explosion at the end that can lift and SAB people.
Comments: I did nott put awaken as the extra chakra explosion from awakening isnt that appealing to me that i had to put 10 pts on it when its purpose for me is only movement. Awakened chakra illusion does allow the teleport + rubicon combo though with reduction to distance travelled by chakra illusion + rubicon. Level 1 only for utility. Up to you to take till awaken. Depends on your playstyle.
Shadow focus
Flashbang skill. This skill also has really good SAB. You can also blind people after inflicting dark burn on targets FACING YOU. This skill is requires target to look at you and has a darkburn debuff . It wont work if target does not have either the debuff or is not looking at you .
This skill is more on confusing your enemies by hiding in their blind spots during the 1 sec blind. Level 1 for utility
notes: This skill has a decieving animation range. Actual range of blinding enemies is just till your crosshair and not the creeping black things on the floor. Its very narrow range
if using the illusion strike +triple edge into shadow focus. Triple edge towards the target to make the target look at you then shadowfocus
Shadow guise
Summons a row of dark blades . Good for lifting and can block skills like a mini wall.This skill also has a 0.5 sec delay till the blades pop up so it can be used to bait some skills or intimidate some enemies. 1 sec duration. Level 1 for utility
Triple edge
Can be used to chain skills. Can be used to make people facd you for shadow focus. 1 for utility
Circle gore
Can be used to relift grounded targets or to bounce them more after a lift skill. This skill can also be used after coming out of quantum trace to descend quickly if you for any chance have plasma burst on cd
Summon shadow
Summon a shadow clone for 5 secs to wreck havoc on enemies. Level 2 for added damage and allows the clone to do 3 attacks.. level 1 only does 2 attacks
Blessing of anja
Summon a ninja racoon that boosts light attack and can be used to confuse enemies thinking it can attack. Ps: Racoon wont attack owo
Pact of anja
Ninja cat. Good for catching enemies off guard while it attacks them from behind as they look at you or vice versa . Try to sandwich the enemy between you and the cat to confuse them.
Feint
A must skill. In a world of 1 hit magic combos and that flurry ghost explosion. Feint gives you a second chance at life. It gives you a 3 sec iframe. Abuse this 3 secs to either: A. Dps the enemy one last time.(usefull in cap mode as a suicide attacker since they can't touch you during thr 3 secs. B. Heal yourself and escape.
Special Note: debuffs and hurricane dance will still go through feint so don't be confident because you have it.
frozen status will also negate feint from activating and will use feint up making you die immediately.
time stop goes through but unlike frozen you will still retain your iframe.
Chakra ring
summons a giant blue tunnel that gives added ms to allies running inside it. Valuable for helping your team chase a high speed target. It can also be used as an indicator for teammates which path is safe to take when all hell breaks lose and skills are flying. I use mine after casting sunshine spark so that the sunshine spark rams the crap out of evrything on the path of chakra ring. Plus its shiney and can be used to confuse enemies by making them think your inside thr ring but is actually hidng somewhere.
FILLER SKILLS
Piercing star awakened
Gives piercing star light element and bonus damage as well as added speed. Can be used to harrass enemies from afar to staggering SAless targets. Throw after every lift as it has fast cd. If possible mix this skill inbetween skills. Can be used after shadow hand to down targets if close enough.
Maxed level 19
Illusion strike
Showers the target with a lot of dark daggers. Best used on grounded targets then follow up with triple edge into shadow focus.. level 1 only for dark debuff. Max level for 1v1 builds as this skill has a long cast to do full hits.
Nightexplosion
Used for lifting in a distance.level 1 only
OTHERS
Unseen art
your very preety golden magic circle that barfs golden thingeys each time you use a light skill. This circle only does damage so be carefull when using this as it does not add anything but added damage only
notes: its crap. I only use mine as a victory dance or something can also be used to scare people who dont know what it does. Its very pretty
YOU FEELZ I HEALZ
Healing for dummies
1. Priority in healing is
Captain mode
Captain> You > team mates
Rounds group
Teammates > you
-you have 4 heals use the most appropriate heal for the situation.
-Healing of Anja is only for you so cast it for yourself
- Chakra energy is for you and captains
-Miracle chakra is reserved for your captain or if you know your captain wont be damaged anytime soon. Your hp is really low and most likely youll die anyways so might as well reserve it for your captain.
- Chakra of healing aka the float is best used in a very defensive environment where you can float all you want while healing (note always make sure your team is alert during the float as they may feel to safe and get hit by the hunting team real bad as this skill wont heal much. But it's unli heals)
Group rounds
-same with captain but this time make sure your team's ACE is properly healed and supported
-try to keep alive by using the heals for yourself as well. You are not as sturdy as the other healers.
2. Heal range
Only 1 heal needs you to be beside the healed target. Miracle chakra has around 20m range ( not sure) but it will heal from base of lost temple till the enemy base .
When healing targets on top of bridge be careful as sometimes the heals range wont reach your intended target.
3. Lightning debuff does not allow healing. So watch your allies debuff bar.
4. Always be aware of your teams hp and improvise accordingly.
5. You can cast chakra energy first to test wether target is within vertical height of yohr heal in order for you not to waste miracle chakra
6. Announce heal times. There are times your already dying teammate is waiting for you to heal them. Some may get chat killed in the process. So take time to tell them which heal is on cd. This will reduce their anxiety of getting healed. It will also help with morale as they have something to wait for in x secs.
HEAL SKILLZ
UPDATED MAY 2018 (HEALER TANK PATCH)
All heals got changed
Chakra energy
As of May 2018 all of our heals run on a 60 sec cd this skill now heals the whole team for 2.5% heal anywhere anytime.
Range: whole map. Yes whole map. In captain mode you can just heal just as you respawn
Notes:dont be greedy in healing yourself. This is the skill for yourself as well. A dead healer is a useless healer. Also make sure to cast every cd to heal a lot.
Healing of anja
Your cute bunny healer. She heals you for 0.25% every 2 secs for 60 secs on a 90 sec cd (yo dawg i heard your like secs) Optional because the heal amount is over time so you need to keep the bunny alive to reap its maximum benefits. Also the rabbit can be killed so total heal may decrease a lot if killed very early
Heal computation
0.25% x 60 ÷2 = 7.5% total heal for 60 secs
0.25% x 4 ÷2 = 1% every 8 secs.
Note: optional heal as the rewards of keeping the bunny alive vs the risks of it dying is low. But hey every heal bit counts.
Miracle chakra awakened
our primary heal skill. This skill heals for 10%hp every and an additional 5% of your attack as added heal in a regeneration manner every 2 secs for 5 times equal to 10 secs of heal with a cd of 60 secs.
Notes: don't be an idiot healer.
This heal isnt for you. Its for the captain or team.
Chakra of Healing
as of May 2018 (SEA) this skill now gives 0.4% heal per sec. And an added 35% based on physical attack added heal. It heals reaaaaaallly slow so make sure someones defending you. Or keep floating like a healing relic while people pole dance around you. Also it won't stop till you stop so unli healz.
Note: this skill requires you to float, good thing is there is no limit so float all you can. This setup requires your captain and another def to cover you as you are useless floating there.
Note2: Speed plate for extra healz
Chakra Cure
only forced to take for the passives. Its a bad skill as debuffs in pvp only last 4-5 seconds. By the time you finish the animation the debuff would be alreadt over. Another bad point is its range. Its so small that you would endanger yourself just to cure someone who's debuff is almost already over.
SKILL PLATES
As there are many styles to using this class we have different skill plate recomendation. Use JimRiyos skill plate recomendation for a more balanced feel. My plate recomendation is more on dealing more damage in a single hit.
UPDATE : As of May 2018 all heal plates are removed
Aomatsuri's Recomendation
This plate build requires you to use all of your skills and link skills via jump kunai attacks as you may have down times due to skill cooldowns
Only essential plate is sunshine spark action speed
The last 3 plates can be
Line of Darkness dmg
Outbreak dmg
Ringstrike dmg
Chakra healing action speed
Usually I picked damage plates because LFs dont have a down time in skill rotation due to the quick cds of outbreak and chakra grip.
JimRiyo's Recomendation
Skill Heraldry Plates for Group PvP:
•Chakra Heal [Action Speed]
•Chakra Miracle [Cooldown]
Sunshine Spark [Damage]
Ring Strike [Damage]c
Chakra Energy [Cooldown/Heal Rate]
The top 2 plates are a necessity for LF in group PvP, since your main role is still to support as usual. The last 3 plates are my recommendations, but it's up to you which two of those you plan to fill up the remaining slots.
Skill Heraldry plates for 1v1 PvP:
Because both evasion and speed are LF's greatest assets in 1v1, I think these plates will do just fine for your survival:
Ring Strike [Cooldown]
Line of Darkness [Cooldown]
Sunshine Spark [Action Speed]
Chakra Miracle [Cooldown]
WHAT TO DO WHEN: by JimRiyo
Fighting against melee classes: (Flurry, Ripper,Guardian, etc.)
• It's best to keep your distance from them a bit. Once you get caught in their combos, you're good as dead. So be sure to observe their moment and keep evading, while at the same time counterattack and combo if given the opportunity.
Fighting against mid-ranged classes: ( Dark Summoner, Elestra, Moonlord, etc.)
• Depending on the situation, you need to either stay back or get close. Being just within their reach will grant them an opportunity to lock you down, so you have to lock them down first before they do the same. If they run away, that will give you some time to heal up and attack with long ranged skills. You still need to be careful about their disables though.
Fighting against long-ranged fighters: (Sniper,Gear Master, Black Mara, etc.)
• You will now have to chase them and lock them down, since they can even hit you from a distance and you may not even have time to heal up. But beware, once you get close to them, it can get more dangerous.
SECRET SCROLLS
In this section I'll be discussing tips on uncommon uses of skills that can be used to confuse and or change the utility of the skill
Horizontal Sunshine Spark
The regular sunshine spark is always casted at a diagonal angle. In order to cast it horizontally you must cast it when you are about to land. For 1v1s its quite dangerous as you will be on floor level when casting. But for groups it is very useful to break tough enemy defenses and scatters your enemies for you and your team to insert themselves into the defense area. To do this you need to manually jump and when you are close to the ground cast Sunshine Spark
Video Link:
https://youtu.be/ygxBdwlB8LY
Diving Sunshine Spark
Though as stated earlier Sunshine spark casted horizontally is dangrous . With this method however it is a little more safer as it is faster. This is in conjuction with plasma burst's 0.5 sec airtime during landing. After landing plasma burst you can cast Sunshine spark either on top of the target as seen in the video or you can do a horizontal sunshine spark from that angle.
Video Link: skip to 1:25 as it was filmed with chakra illusion + rubicon video
https://youtu.be/DNQezXIxTNs
Outbreak spark
Same mechanics as plasma burst extra air time. Outbreak has the same mechanic. Best used when your opponent doesn't have any wake attacks left. Can also be used as an opening when you try to break enemy defenses.
In the same video you can also see infinite hit range of illusion strike and proper usage of edge fan for those who use a hybrid PVE PVP build
Credits to SkitzoRoy
https://youtu.be/XGn9E0fRCPI
Flying rubicon
You may noticr that rubicon allows slight movement when used alone. But using it after chakra illusion will allow rubicon to retain the momentum of the teleport from chakra illusion thus allowing you to fly over defenses. To do this just chakra illusion then use the teleport animation then use rubicon. The range should be around 1 LoD range. This technique can be used in both Awakened and Non-Awakened version
Thanks SkitzoRoy for testing awakened version
Video Link
https://youtu.be/DNQezXIxTNs
Gameplay Videos
Pardon the bad gameplay. This is when the enemy team is wary of your presence. Usually they don't bother with me because I'm a lightfury.
https://youtu.be/4P-gVVAAuMM
FUTURE UPDATES
KR 03/07/2018 - Labyrinth (95.11.KR)
Light Fury
Outbreak EX
•3s cooldown reduction added.
•Damage increase of the last slamming attack changed from 30% to 50%.
Ring Strike EX
•Damage increase changed from 30% to 50%.
[Awakened Passive] Piercing Star
•Damage increase changed from 20% to 200%.
[Awakened Passive] Chakra Illusion
•Damage increase changed from 20% to 100%.
Chakra Grip
•Cooldown reduced from 12s to 10s.
Unseen Art
•Cooldown reduced from 45s to 35s.
CLASS CHANGES DOC BY FABULOUS
https://drive.google.com/open?id=1M6...GDkx-GD1BosC54
Change log
02/21 added roles
02/25 added secret scrolls
05/19 updated from healer tank patch
SPECIAL THANKS
SkitzoRoy for the technical aspects of this guide
JimRiyo for helping with general techniques against enemies in pvp
Xirumeia my videographer
TO BE ADDED
Chakra grip bug
Quantum trace ex (thanks for Skitzo havent fully tested it yet as I sometimes fail using it)
INTRODUCTION
Lightfury is a 2nd branch of the bringer class which focuses on light attacks, support, and the ever important heals. In this guide ill be focusing on the pvp aspect of this class. In pvp lightfurys are a child of light and darkness. He must use both light and dark skills to juggle enemies
Pros:
-All-rounder range. Can play close mid and long range
-Healz can reach the whole map (only in lost temple)
-Lightweight and very mobile ( run like the wind)
-High evasion class (like a phantom thief :3)
-High risk high reward class
-Above average SAB
Cons:
-Paper defenses ( ever been one hit before?)
-Small aoe skills (hard to use as defense in group)
-Medium damage
-Teammates can blame you for sucky healz
-Everything hits like a truck
Why to consider using this class?
Cuz its fun!! Kidding.. this class is for people who want to be evasive while providing support and damage for the whole team. Your healz can be casted anywhere and can heal the team in an emergency where you cant reach the low life team mate
KNOW YOUR ROLE
LFs are more into initiation , recatching and supporting.
So what should I do?
For beginners its best to try the lifeguard role and once you grasp how LF is you can apply the Phantom thief role. Battlefury is focused to holding strong troublesome enemy hunters.
All roles priority is
HEAL> everything eles
THE LIFEGUARD
Focus on healing and defending targets
This is the classic healer role where you focus on keeping your target alive while defending them.
Notes: personally I don't like this role not because I want to hunt but due to LF's lack of AOE and control skills. This is however a good class when defending against 1-2 enemy hunters
THE PHANTOM THIEF
The slippery snake, the phantom thief. Focuses on initiating and providing attack support for fellow hunters. As well as being bait for enemy crowd controls while allowing yourself to escape. You must be able to weave in and out of enemy defenses with the help of quantum trance. This role also focuses on TRUST in your teammates as your will not be defending (not that it would matter if you def cuz of your crappy AOE). This role can also seen as the invisible healer due to the fact that you can go hunting for enemy captains and still heal your captain even if they are halfway across the map ( lost temple) This role also requires you to be suicidal as you have to squeeze as much damage as your little life can permit. YOU WILL DIE.
Your main role here is to initiate, recatch, relift, control enemy defenses and waste every single evade of your target making it easier for your DPS mates to burst the target down.
Notes: effective for captain mode. Personal favorite as you can be very flexible and versatile
BATTLEFURY
RAAAWR defeat everything!! Kidding. This role is more on holding strong enemy hunters. Destroy destroy
Notes: don' forget to heal. Can heal anywhere anyways. Teammates may be mad at you. Just state you will hold the strongest hunter and make sure you hold em tight. Has high tendency to backfire causing increased team tension
SKILL BUILDS
Disclaimer
This is my prefferred skill build. Do not blindly follow it. Read the skills section and decide for yourself what should really be taken.
GROUP PVP
https://dnskillsim.herokuapp.com/sea...---00-----0--0
Reasons why:
Chakra cure
is now required to access some of our skills. Sad. Other than that its a bad skill
Chakra illusion vs. Awakened Chakra Illusion
For some people chakra illusion is just a movement skill. The skill does have good SAB around 400 and it lifts.so its up to you to take its awakened or not.
SKILLS
As I dont have the values of damage values per hit and that this guide isn't a conprehensive guide I will just give insights on the skill usage and utilities. I will try to provide damage coeficients when I learn where and how to get these values
SKILL SUPER ARMOR AND BREAK LIST BY SkitzoRoy
For us lightfuries or rather for pvpers in general. The knowledge of Super Armor is helpful to know what skill to use to break or use to tank skills while punishing enemy units with lower easy to cancel skills.
https://skitzodn.wixsite.com/dnpvpsi
LIGHT BRANCH ATTACK SKILLS
Outbreak ex
Your primary bait and escape skill. With low cd you can spam this every cd to bait enemies with its iframed backflip motion and for careless enemies who dont notice the orb left by the fury can be used as a good waste of aerial evasion and power tumbles. You can also use this for movement to reposition and can drag and throw enemies to the front if you didnt use its backflip animation. You can use it on grounded enemies by putting the orb on top of them to keep them on the ground and lifts them when the orb explodes. This skill can be chained to quantum trace both during the backflip and forward thrust animation
Iframe: only the first backflip part is iframed
Comments: good skill to keep grounded targets in place to setup a ringstrike combo. Effective as a bait skill as well . Maxed cuz of ease of making it hit.and low cd. You'll be spamming this often while waiting for a good oppurtunity
Update: as of May 2018 this skill now has a 10% increased damage recieved debuff on enemies for 5 sec. So its good to use during your combo.
Full brightness
This skill has slight suction really low. But it does suck a little. Damage is good but the range is really low so you need to cast it beside the enemy. Lifts targets in the air. This skill also has a fast animation so you can sneak it inside your combo incase you need to quantum trace out when your enemy defense arrives.
comments : very low range but can be used after using chakra grip as that skill ends up on top of your target. Quantum tracable
Ring strike Ex
One of your high damaging skills as long as you make every hit. This skill can be casted in the ground where you teleport in the air and spin downwards. This skill can also be used in the air where it will skip the teleport animation and drill downwards but do note that it will have a 100 SA value so use at your own risk if performing this method. You can quickly descend by pressing the spacebar.
Iframe : only during the teleport upwards part
Comments: the higher you are higher the damage due to having more hits but still requires the enemy body to be in contact with you for the whole duration. (Hypothetically using double jump from top of LT then ring striking someone who got bone crashed lifted which is quite high will allow you more contact time with the target, highly situational but it does happen from time to time) . Dont descend too quickly to maximize the damage. Good skill to use after trapping a person under the outbreak orb
Maxed because of main damage skills
Sunshine Spark Ex
The spirit bomb of lightfurys. Damage is good to high damage depending on how many hit you can get with the ball. This skill can be casted in two ways. On the ground the lf will jump up and form a giant energy bomb and throw in a diagonal angle. 2nd method is just jumping and casting will just make the lf gather energy and throw the giant energy ball skipping the jumping part of the animation. This skill can be used as long as you are in the air so it can increase airtime in case of emergencies
Notes
Angle can be change to a horizontal angle by casting it just before landing after a jump. Future updates removes the debuff and puts it on outbreak
NEEDS TO BE PLATED WITH ACTION SPEED in order to do secret techniques o3o
Chakra grip
A simple and good damage skill. This skill can surprise enemies with its forward motion. It has good damage , and super armor break. This skill can be chained into quantum trace
Iframe: none
Notes:
-very useful skill for initiations and recatches
-has a bug where if you get a movement speed debuff will cause chakra grip to make your LF stuck in that position for sometime. When this happens you can quantum trace after 1 or 2 secs. Good as bait if ever but risky
-same bug can be used to make chakra grip hit 2 times. But needs the target to be in range of the 2 hits. (Very risky but fun once you see 12k now then 2 secs later another 12k)
DARK BRANCH
Line of darkness
One of your main dps skills. Yes its a dark skill but the damage is good even without the ex. Can also be used for evasion
Comments : you are a child of light and darkness. Balance the energies of yin and yang. Good damage and can be used to relift and to apply dark burn on targets. Level 11 is good enough for damage peak
UTILITY SKILLS
Quantum trance
One of the best things that came with the LF awakening set. This skill allows you to teleport upwards during or after using a light skill. Namely outbreak , full brightness, chakra grip, even heals like chakra energy and miracle chakra. The sheer usefullness of this passive makes a normal LF into the slippery phantom thief.
Note:
- if used against pro players they will notice it so randomly change patterns on when you quantum trace upwards to keep them confused
-sprint ( double jump) will not activatr after landing from quantum trance.
-there is a bug where pressing the special attack button after quantum trace causes you to walk in the air. (Rng based)
Sprint ( AKA double jump)
An underated utility which can be used to actually dodge stuff with low vertical hitboxes like halfmoon slash or ice beam( pray your out of the beam range by then) it also has quick cd so dont forget to use this.
Notes: for lost temple asassins its a basic requirement to learn how to climb bridge with this skill as it allows you to instantly backstab a defending enemy group.
Shadow hand
Your best of the few SAbreak skills you have. Recommended to take till level 6 for better sab and speed. The ease to land this skill can be a factor to max this skill.
Plasma burst
The bringers eagle dive. This skill's utility is tied to the lightfurys new passive quantum trace. This skill can be used in 2 ways. Directly using it on the ground will make the LF jump uo in the air and land diagonally. 2nd method is jumping manually or via airtime during quantum trace to skip the jumping animation of plasma burst. Has good SAB. Caution when using against high SA classes as well as aoe classes as this skill does not have much SA
Iframe: This skill has a 0.5sec iframe which is the jumping part of the normal version and 0.5 secs when the button is pressed during the air type version.
Comment: level 1 for utility only.Not very damaging. When mixed with quantum trace can be used to confuse enemies on where you will land. Experiment on using this skill at different points of the jump to changr direction and landing at will. The ease to land this skill can also be a factor in maxing it usually for 1v1 builds.
Rubicon
Your OH CRAP button. This skill can be used to teleport instantly in the air and has 2 forms. When normal attack button is pressed will spray the ground with small dark daggers will low sa and damage and increases air time. Pressing the special attack button makes you land immediately.
Notes: rubicon will only make your character teleport upward when inputed with forward button but will allow movement when inputed sideways or backwards. Forward movement via rubicon is possible only during :
Chakra illusion (both ex and non-ex) (use teleport animation then use rubicon to make your character fly forward)
Iframe: teleport upward part is iframed
Comments: can be used to cancel your skills in case of emergencies. And to reposition in combination with plasma burst
Chakra illusion
Your running skill. Can be used to run away or close the distance between your target. Pressin the normal attack will make you punch the target and pressing shift will make you teleport forward. Awaken has an added explosion at the end that can lift and SAB people.
Comments: I did nott put awaken as the extra chakra explosion from awakening isnt that appealing to me that i had to put 10 pts on it when its purpose for me is only movement. Awakened chakra illusion does allow the teleport + rubicon combo though with reduction to distance travelled by chakra illusion + rubicon. Level 1 only for utility. Up to you to take till awaken. Depends on your playstyle.
Shadow focus
Flashbang skill. This skill also has really good SAB. You can also blind people after inflicting dark burn on targets FACING YOU. This skill is requires target to look at you and has a darkburn debuff . It wont work if target does not have either the debuff or is not looking at you .
This skill is more on confusing your enemies by hiding in their blind spots during the 1 sec blind. Level 1 for utility
notes: This skill has a decieving animation range. Actual range of blinding enemies is just till your crosshair and not the creeping black things on the floor. Its very narrow range
if using the illusion strike +triple edge into shadow focus. Triple edge towards the target to make the target look at you then shadowfocus
Shadow guise
Summons a row of dark blades . Good for lifting and can block skills like a mini wall.This skill also has a 0.5 sec delay till the blades pop up so it can be used to bait some skills or intimidate some enemies. 1 sec duration. Level 1 for utility
Triple edge
Can be used to chain skills. Can be used to make people facd you for shadow focus. 1 for utility
Circle gore
Can be used to relift grounded targets or to bounce them more after a lift skill. This skill can also be used after coming out of quantum trace to descend quickly if you for any chance have plasma burst on cd
Summon shadow
Summon a shadow clone for 5 secs to wreck havoc on enemies. Level 2 for added damage and allows the clone to do 3 attacks.. level 1 only does 2 attacks
Blessing of anja
Summon a ninja racoon that boosts light attack and can be used to confuse enemies thinking it can attack. Ps: Racoon wont attack owo
Pact of anja
Ninja cat. Good for catching enemies off guard while it attacks them from behind as they look at you or vice versa . Try to sandwich the enemy between you and the cat to confuse them.
Feint
A must skill. In a world of 1 hit magic combos and that flurry ghost explosion. Feint gives you a second chance at life. It gives you a 3 sec iframe. Abuse this 3 secs to either: A. Dps the enemy one last time.(usefull in cap mode as a suicide attacker since they can't touch you during thr 3 secs. B. Heal yourself and escape.
Special Note: debuffs and hurricane dance will still go through feint so don't be confident because you have it.
frozen status will also negate feint from activating and will use feint up making you die immediately.
time stop goes through but unlike frozen you will still retain your iframe.
Chakra ring
summons a giant blue tunnel that gives added ms to allies running inside it. Valuable for helping your team chase a high speed target. It can also be used as an indicator for teammates which path is safe to take when all hell breaks lose and skills are flying. I use mine after casting sunshine spark so that the sunshine spark rams the crap out of evrything on the path of chakra ring. Plus its shiney and can be used to confuse enemies by making them think your inside thr ring but is actually hidng somewhere.
FILLER SKILLS
Piercing star awakened
Gives piercing star light element and bonus damage as well as added speed. Can be used to harrass enemies from afar to staggering SAless targets. Throw after every lift as it has fast cd. If possible mix this skill inbetween skills. Can be used after shadow hand to down targets if close enough.
Maxed level 19
Illusion strike
Showers the target with a lot of dark daggers. Best used on grounded targets then follow up with triple edge into shadow focus.. level 1 only for dark debuff. Max level for 1v1 builds as this skill has a long cast to do full hits.
Nightexplosion
Used for lifting in a distance.level 1 only
OTHERS
Unseen art
your very preety golden magic circle that barfs golden thingeys each time you use a light skill. This circle only does damage so be carefull when using this as it does not add anything but added damage only
notes: its crap. I only use mine as a victory dance or something can also be used to scare people who dont know what it does. Its very pretty
YOU FEELZ I HEALZ
Healing for dummies
1. Priority in healing is
Captain mode
Captain> You > team mates
Rounds group
Teammates > you
-you have 4 heals use the most appropriate heal for the situation.
-Healing of Anja is only for you so cast it for yourself
- Chakra energy is for you and captains
-Miracle chakra is reserved for your captain or if you know your captain wont be damaged anytime soon. Your hp is really low and most likely youll die anyways so might as well reserve it for your captain.
- Chakra of healing aka the float is best used in a very defensive environment where you can float all you want while healing (note always make sure your team is alert during the float as they may feel to safe and get hit by the hunting team real bad as this skill wont heal much. But it's unli heals)
Group rounds
-same with captain but this time make sure your team's ACE is properly healed and supported
-try to keep alive by using the heals for yourself as well. You are not as sturdy as the other healers.
2. Heal range
Only 1 heal needs you to be beside the healed target. Miracle chakra has around 20m range ( not sure) but it will heal from base of lost temple till the enemy base .
When healing targets on top of bridge be careful as sometimes the heals range wont reach your intended target.
3. Lightning debuff does not allow healing. So watch your allies debuff bar.
4. Always be aware of your teams hp and improvise accordingly.
5. You can cast chakra energy first to test wether target is within vertical height of yohr heal in order for you not to waste miracle chakra
6. Announce heal times. There are times your already dying teammate is waiting for you to heal them. Some may get chat killed in the process. So take time to tell them which heal is on cd. This will reduce their anxiety of getting healed. It will also help with morale as they have something to wait for in x secs.
HEAL SKILLZ
UPDATED MAY 2018 (HEALER TANK PATCH)
All heals got changed
Chakra energy
As of May 2018 all of our heals run on a 60 sec cd this skill now heals the whole team for 2.5% heal anywhere anytime.
Range: whole map. Yes whole map. In captain mode you can just heal just as you respawn
Notes:dont be greedy in healing yourself. This is the skill for yourself as well. A dead healer is a useless healer. Also make sure to cast every cd to heal a lot.
Healing of anja
Your cute bunny healer. She heals you for 0.25% every 2 secs for 60 secs on a 90 sec cd (yo dawg i heard your like secs) Optional because the heal amount is over time so you need to keep the bunny alive to reap its maximum benefits. Also the rabbit can be killed so total heal may decrease a lot if killed very early
Heal computation
0.25% x 60 ÷2 = 7.5% total heal for 60 secs
0.25% x 4 ÷2 = 1% every 8 secs.
Note: optional heal as the rewards of keeping the bunny alive vs the risks of it dying is low. But hey every heal bit counts.
Miracle chakra awakened
our primary heal skill. This skill heals for 10%hp every and an additional 5% of your attack as added heal in a regeneration manner every 2 secs for 5 times equal to 10 secs of heal with a cd of 60 secs.
Notes: don't be an idiot healer.
This heal isnt for you. Its for the captain or team.
Chakra of Healing
as of May 2018 (SEA) this skill now gives 0.4% heal per sec. And an added 35% based on physical attack added heal. It heals reaaaaaallly slow so make sure someones defending you. Or keep floating like a healing relic while people pole dance around you. Also it won't stop till you stop so unli healz.
Note: this skill requires you to float, good thing is there is no limit so float all you can. This setup requires your captain and another def to cover you as you are useless floating there.
Note2: Speed plate for extra healz
Chakra Cure
only forced to take for the passives. Its a bad skill as debuffs in pvp only last 4-5 seconds. By the time you finish the animation the debuff would be alreadt over. Another bad point is its range. Its so small that you would endanger yourself just to cure someone who's debuff is almost already over.
SKILL PLATES
As there are many styles to using this class we have different skill plate recomendation. Use JimRiyos skill plate recomendation for a more balanced feel. My plate recomendation is more on dealing more damage in a single hit.
UPDATE : As of May 2018 all heal plates are removed
Aomatsuri's Recomendation
This plate build requires you to use all of your skills and link skills via jump kunai attacks as you may have down times due to skill cooldowns
Only essential plate is sunshine spark action speed
The last 3 plates can be
Line of Darkness dmg
Outbreak dmg
Ringstrike dmg
Chakra healing action speed
Usually I picked damage plates because LFs dont have a down time in skill rotation due to the quick cds of outbreak and chakra grip.
JimRiyo's Recomendation
Skill Heraldry Plates for Group PvP:
•Chakra Heal [Action Speed]
•Chakra Miracle [Cooldown]
Sunshine Spark [Damage]
Ring Strike [Damage]c
Chakra Energy [Cooldown/Heal Rate]
The top 2 plates are a necessity for LF in group PvP, since your main role is still to support as usual. The last 3 plates are my recommendations, but it's up to you which two of those you plan to fill up the remaining slots.
Skill Heraldry plates for 1v1 PvP:
Because both evasion and speed are LF's greatest assets in 1v1, I think these plates will do just fine for your survival:
Ring Strike [Cooldown]
Line of Darkness [Cooldown]
Sunshine Spark [Action Speed]
Chakra Miracle [Cooldown]
WHAT TO DO WHEN: by JimRiyo
Fighting against melee classes: (Flurry, Ripper,Guardian, etc.)
• It's best to keep your distance from them a bit. Once you get caught in their combos, you're good as dead. So be sure to observe their moment and keep evading, while at the same time counterattack and combo if given the opportunity.
Fighting against mid-ranged classes: ( Dark Summoner, Elestra, Moonlord, etc.)
• Depending on the situation, you need to either stay back or get close. Being just within their reach will grant them an opportunity to lock you down, so you have to lock them down first before they do the same. If they run away, that will give you some time to heal up and attack with long ranged skills. You still need to be careful about their disables though.
Fighting against long-ranged fighters: (Sniper,Gear Master, Black Mara, etc.)
• You will now have to chase them and lock them down, since they can even hit you from a distance and you may not even have time to heal up. But beware, once you get close to them, it can get more dangerous.
SECRET SCROLLS
In this section I'll be discussing tips on uncommon uses of skills that can be used to confuse and or change the utility of the skill
Horizontal Sunshine Spark
The regular sunshine spark is always casted at a diagonal angle. In order to cast it horizontally you must cast it when you are about to land. For 1v1s its quite dangerous as you will be on floor level when casting. But for groups it is very useful to break tough enemy defenses and scatters your enemies for you and your team to insert themselves into the defense area. To do this you need to manually jump and when you are close to the ground cast Sunshine Spark
Video Link:
https://youtu.be/ygxBdwlB8LY
Diving Sunshine Spark
Though as stated earlier Sunshine spark casted horizontally is dangrous . With this method however it is a little more safer as it is faster. This is in conjuction with plasma burst's 0.5 sec airtime during landing. After landing plasma burst you can cast Sunshine spark either on top of the target as seen in the video or you can do a horizontal sunshine spark from that angle.
Video Link: skip to 1:25 as it was filmed with chakra illusion + rubicon video
https://youtu.be/DNQezXIxTNs
Outbreak spark
Same mechanics as plasma burst extra air time. Outbreak has the same mechanic. Best used when your opponent doesn't have any wake attacks left. Can also be used as an opening when you try to break enemy defenses.
In the same video you can also see infinite hit range of illusion strike and proper usage of edge fan for those who use a hybrid PVE PVP build
Credits to SkitzoRoy
https://youtu.be/XGn9E0fRCPI
Flying rubicon
You may noticr that rubicon allows slight movement when used alone. But using it after chakra illusion will allow rubicon to retain the momentum of the teleport from chakra illusion thus allowing you to fly over defenses. To do this just chakra illusion then use the teleport animation then use rubicon. The range should be around 1 LoD range. This technique can be used in both Awakened and Non-Awakened version
Thanks SkitzoRoy for testing awakened version
Video Link
https://youtu.be/DNQezXIxTNs
Gameplay Videos
Pardon the bad gameplay. This is when the enemy team is wary of your presence. Usually they don't bother with me because I'm a lightfury.
https://youtu.be/4P-gVVAAuMM
FUTURE UPDATES
KR 03/07/2018 - Labyrinth (95.11.KR)
Light Fury
Outbreak EX
•3s cooldown reduction added.
•Damage increase of the last slamming attack changed from 30% to 50%.
Ring Strike EX
•Damage increase changed from 30% to 50%.
[Awakened Passive] Piercing Star
•Damage increase changed from 20% to 200%.
[Awakened Passive] Chakra Illusion
•Damage increase changed from 20% to 100%.
Chakra Grip
•Cooldown reduced from 12s to 10s.
Unseen Art
•Cooldown reduced from 45s to 35s.
CLASS CHANGES DOC BY FABULOUS
https://drive.google.com/open?id=1M6...GDkx-GD1BosC54
Change log
02/21 added roles
02/25 added secret scrolls
05/19 updated from healer tank patch
SPECIAL THANKS
SkitzoRoy for the technical aspects of this guide
JimRiyo for helping with general techniques against enemies in pvp
Xirumeia my videographer
TO BE ADDED
Chakra grip bug
Quantum trace ex (thanks for Skitzo havent fully tested it yet as I sometimes fail using it)
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