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[Four Skill Types]
Skills in the game are divided into four types: command, passive, active and chase.
Command and passive skills have a 100% rate of being triggered, whereas active and chase skills have a probability of being triggered.
Effects are: Chaos (Unable to act, launch physical attacks, do spirit attacks), Fire Strike, Cowardice (Limits Physical attacks), Waver, Hex, Panic (Limits Spirit attacks), Stillness (Limits Spirit attacks), Rage (Indiscriminate attacks), Repair, Avoid, Calm down, Wisdom (Immune from negative effects), Upper Hand, etc.
The following are ordinary skills:
Command Skills:
Reinforcements: Starting from the round 5 of the battle, allied team will recover a certain amount of soldiers (recovery rate 38%, affected by spirit) (Bergelmir).
Rescue: Starting from the round 5 of the battle, allied team will recover a certain amount of soldiers (recovery rate 51.5%, affected by spirit) (Saxnot)
Wild Throw: Increases the siege attributes of the archery of the army during this battle by 6.5 (affected by spirit) (Priam).
Avoid: Makes allied team enter avoidance status and become immune from the next one attack for once (Atepomarus, Lounn).
Rockfall: Deals a spirit attack to the enemy army (damage rate 46.1%, affected by spirit), and decreases their defense attributes by 2.6 (affected by spirit), which lasts 1 turn. (Hecate).
Active Skills:
Fire Attack: 1 turn Prepares and deals a spirit attack to the enemy army (damage rate 34.5%, affected by spirit) and makes target enter burn status and lose a certain number of soldiers each round (damage rate 34.5%, affected by spirit), which lasts 1 turn (Heimdallr, Baldr; use if unable to use Spirit Flames).
Bandage: Recovers a certain amount of soldiers in allied team (recovery rate 49%, affected by spirit) (Asclepius)Harvest: Makes team enter recovery status and recover a certain amount of soldiers each round (recovery rate 43.5%, affected by spirit), which lasts 2 turns (Hermoor).
Startle: 1 turn Prepares and makes the enemy army enter panic status and lose a certain number of soldiers each round (damage rate 42.5%, affected by spirit), which lasts 2 turns (Bia).
Counterattack: Counterattack will be launched when hit by a normal attack (damage rate 37.5%), which lasts 2 turns (Hoenir).
Roar: Makes the enemy enter panic state and lose a certain number of soldiers each round (damage rate 23.8%, affected by spirit), which lasts 2 turns (Gronru, Loourr).
Spiritual Imprisonment: Makes a single enemy troop into cowardice status, causing it unable to launch normal attacks, which lasts 2 turns (Saturnus).
Confuse: Makes a single enemy troop enter stillness status, causing it unable to cast active skills, which lasts 2 turns (Saturnus).
Repeated Attack: Allows allied team to launch twice normal attacks in this round (Var).
Contrition: Deals a spirit attack to the enemy army (damage rate 39.9%, affected by spirit), and decreases their attack attributes by 5 (affected by spirit), which lasts 2 turns (Nefertum; similar to Fire Attack; ordinary skill).
Chase Skills:
Chase: Launches another attack against the target after a normal attack (damage rate 50%) (Triton).
Passive Skills:
Elite Army: Increases all the attack, defense, spirit, and speed attributes by 16 (Mani, Njoror).
Now I’ll talk abit about skill combinations. I’ll be mainly using The Ancient Giants Gairo Group (Iapetus, Corus and Oceanus) to explain the concept.
In the front is Iapetus, in the center is Coeus, and in the rear is Oceanus. This combination of three Epic Gairo is the easiest to advance and it is recommended because you can draw them using coins. Other Epic combinations are not advised as it is harder to advance them.
1: Iapetus has a high defense attribute so he is put at the front, add all stat points to attack (don’t add defense). Pair his second skill with Avoid and his third skill with Elite Army (if you don't have Elite Army you can change it to Repeated Attack). You can achieve Mani in the quests which can be dismantled for the skill Elite Army.
2: Coeus has a high attack attribute so he is put in the center, also add all stat points to attack. Pair his second skill with Chase and his third skill with Elite Army.
3: Oceanus is a healer who is put in the rear, add all stat points to spirit. Pair his second skill with Rescue and his third skill with Bandage.
The team is assembled and it is very important to group as such. Many novices are confused about matching skills. There are too many skills and Gairo so it's difficult to view them all, much less choose from them. Actually the essentials are really simple and you can use them to make any combination.
Generally speaking, you want to confirm the path you want your Gairo team to take. Do you want them to be a fierce attack team, a spirit attack team or a combination of the two? Only by assessing this first can you pick the right skills. For example, the Gairo Group above would be a pure fierce attack team.
After you have confirmed their development, you can start choosing skills. How do you do this? The key is using the main skill as a base and then choosing other skills that can enhance its power and effects. Take Oceanus as an example, his main skill heals the team, so you could pair other healing skills to leverage on his healing abilities. Then there is Coeus, whose main skill is a chase damage output. This can be paired with a passive attribute bonus such as Elite army to enhance his damage output. This is the basic idea.
A third point is how you determine if a skill is good or bad. Command and passive skills are first choice because they have 100% trigger rate. Let's now talk about the two other skill types, active and chase. These two skills have trigger percentages. If the chance of a skilled being triggered is lower than 35%, then it shouldn't be considered except as a last resort. Secondly, let's look at the number of rounds for skill preparation. Some skills, like Fire Attack, have a trigger percentage that also requires one round of preparation. There are also other skills that have a trigger percentage and require two rounds of preparation before they can be deployed. Personally, I'm not a fan of these skills. A battle only has 8 rounds after all. How many times can you use it? Thirdly, going back to negative states, of course the preferred state is Chaos, but there is no need to discuss this again. The states and effects have already been explained. Finally, on to damage effects. Of course, when all other conditions are the same, you will want to choose the one who has higher damage effects. For example, with Reinforcements and Rescue, one has a 38% recovery rate, the other has a 51% recovery rate. Of course you will choose the one with the higher effect.
These are just some things that I have experienced and wanted to share with everyone. There are too many skills so I don't even know where to start. I think it's best to look at examples of commonly used skill combinations, which I hope will help everyone.
These are just my opinions. There is no set standard and welcome for everyone’s ideas and suggestions.
Note: This guide is provided by players and does not represent the official stance of Immortal Conquest. |
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