quadruple ring swapping hard D: i dont have nearly as much practice with it as i need to keep it all ordered in my head. idk what was going on with my mw2 usage either, i swear i was pressing it but it just didnt go off sometimes, which kind of makes sense since my instinct/illusion/fatal strike were lasting eons at times. boss ezpz though. also got pretty good curse swap luck in p4.
moonshine
히어로 윈브 닼나 비솝 아크 듀블
quadruple ring swapping hard D: i dont have nearly as much practice with it as i need to keep it all ordered in my head. idk what was going on with my mw2 usage either, i swear i was pressing it but it just didnt go off sometimes, which kind of makes sense since my instinct/illusion/fatal strike were lasting eons at times. boss ezpz though. also got pretty good curse swap luck in p4.
quadruple ring swapping hard D: i dont have nearly as much practice with it as i need to keep it all ordered in my head. idk what was going on with my mw2 usage either, i swear i was pressing it but it just didnt go off sometimes, which kind of makes sense since my instinct/illusion/fatal strike were lasting eons at times. boss ezpz though. also got pretty good curse swap luck in p4.
updated 2 years ago
quadruple ring swapping hard D: i dont have nearly as much practice with it as i need to keep it all ordered in my head. idk what was going on with my mw2 usage either, i swear i was pressing it but it just didnt go off sometimes, which kind of makes sense since my instinct/illusion/fatal strike were lasting eons at times. boss ezpz though. also got pretty good curse swap luck in p4.
The Origin half burst is supposed to be a significant dps increase, but if you are using a MuGong Soul, if you do not receive any server lag on Sword Illusion, your damage is the same across the 3 different burst cycles. Theoretically if you do receive server lag on Sword Illusion then burst cycles 2&3 are better, but I don't think there is a significant difference between cycle 2 and cycle 3.
From the bit of what I have tested and seen I believe 3% ATK soul now outperforms MuGong soul, so if the next test server update contains no changes you should change your MuGong soul.
:ok_hand: :fire: :fire:
The reason I am not doing the new tech, splitting origin and full burst, is because I use mugong2. with MuGong lvl2 I found its better to still send it together + it works out better in 2-4.
You can do this a bit lower if you are on very low ping, since being on high ping makes Kalos tps take a little bit longer than they should which adds up to a good bit of dps loss.
I show stats at the end and the buffs I used so you can verify, just remember to add 30 attack for the attack input because of the missing Spirit Blade.
Some thoughts on the changes this patch:
Up jump completely fine, Flash Slash is better in every way, the only time I use Up jump is to conserve Flash Slash stacks.
Burst nerf wouldn't have sucked so much if they actually comped the damage. The way it is is they expect the 15% delay reduction to mean 15% more dmg on the skill itself, which helps but in reality you aren't getting out that many more raging blows if you were already keeping good up time. the change really hurts the better Hero players because you're not going from like 80% up time or w/e to 90+.
The way they nerfed the Origin is really bad too, with the Combo Instinct buff being nerfed it is a direct nerf to the Origin damage, which turned out to be significant enough that the highest damage deal cycle has Origin being used 60s after your main burst with AB + Weapon Jump :skull: . Which is goofy as hell because they added extra parts to Soul of Burning Sword and Combo Instinct in the 2minute balancing that would have them attack while you were using Origin lmao.
On top of alllllll this now RoR and AB eat skills affected by server lag. If you saw me use the ring switching button a bit early that is because you have a much higher chance of getting extensions on Combo Instinct if you swap a tiny bit early, it's just unlucky that the RoR buff can still serverlag, without giving you the benefits, and still eat your Instinct. So effectively you now have a 20s Combo Instinct a majority of the time if you have a RoR5 unless you specifically delay using Combo Instinct juuuust enough that you have a 1-2s buffer. I manually cast it and I still don't have enough of a buffer a majority of the time.
the best fight that has been made in maple. absolute stratospheres above everything else.
hp values as of tespia:
easy: 570t
normal: 1.65q
hard: 11q
extreme: 35q
gauge goes up as you parry, goes down if you: do not parry for a while or get hit by adversary. depending on your gauge you can experience a penalty of up to -40 fd as well as losing 200 power on fma, or, if you've done well, you get up to +20fd and do not lose power.
this was my 3rd try after the ascent skill patch and i'm very surprised at how close it was. in a super close run you're forced to burst off cd such that you can origin 2-3 to phase into 2-4 then use your non-origin burst during the groggy. theoretically ascent skills should be used here but i needed them for better pacing in the earlier parts of the fight. i think with lvl 30 ascent i wouldn't have had to use 2 at once, but mine is only lvl 20 for now.
not looking forward to destiny kaling lmao. no clue how i'm getting the damage for that.
i tested a bit more after this and it turns out equipping ror and never swapping is the best oz ring setup for bossing.
the buff from the balancing is felt a lot more in something like limbo p3, i would say i got about 12% final damage with the balancing and changing rings, if you have just a ror4 it should be about the same on a dummy as cont5, which is to say about ~8%. in an actual boss run where you have trouble keeping 100% up time on something like soul blade it feels like much more than 8%.
very satisfactory balancing aside from how cheeks the traces from IC during origin is.
전분딜 최종뎀 보정할 경우, 584.39조
low server lag
this is about a 9% final damage increase compared to the table here: https://www.inven.co.kr/board/maple/5974/4480706
전분딜 최종뎀 보정할 경우, 573.16조
low server lag
this is about a 7% final damage increase compared to the table here: https://www.inven.co.kr/board/maple/5974/4480706
union champ mission possible at 66k now
flash slash top5 fun skill frfr
it is about 65k conversion
Live is on left and test server is on right. Conti first then RoRWJ switching. Video quality is not so good because of my complete incompetence with video editing software.
I tried to get as good data as possible. Due to the nature of tespia you have much less DMG% than you would on live, but your ATK% is the same, to offset this I unequipped my Secondary which is 42% ATK 30% BOSS and my Emblem which is 51% ATK. My thought process is that deflating my ATK% similarly would offset the deflation of my DMG%.
To try to offset the Conti being lvl 5 versus lvl 4 rings I set the conversions to be the same, but that, of course, is not perfect. The post-patch efficiencies on test server that were listed were: 53.69% for RoR, 25.18% for WJ, and 45.78% for Conti. The pre-path live server efficiencies listed were: 67.11% for RoR, 30.02% for WJ, and 31.65% for Conti. Which is just a way of saying those are the final damage increases my character had while those rings were active across the two servers.
Best way to describe the changes is that Hero no longer feels slow and heavy and weak off-burst. Flash Slash has to be my favorite unexpected change, it's actually so much fun to use lol.
wall of text below
p1:
-dog: fine, very standard kiting.
-tiger: a bit interesting because of how you can change your timings based around how cooperative he is. usually i would have activated right side and just been done with it, but because of how long it was taking to activate the first set of coils i decided to set up a back to back activation later in the run and just dps a bit with the 50% reduction.
-bird: hate this peril. this run i kept getting knocked back and had to play a bit slower because of gauge concerns.
p2:
i should have delayed entry by maybe 5 or so seconds for the sake of a better entry burst but it ended up working out.
i could not get into scroll rhythm, always being a tad too late because i was trying to squeeze in an extra action.
there is a very cool thing i found about this phase from watching another person's clear and that is that there is only 1 spawn in the bottom left corner during the test, if you clear that then you can just drop down into the corner and you're perfectly safe. i had absolutely no clue this was a thing until i watched his video, which you can also watch here: youtube.com/watch?v=0AkTUw-eRPg if you'd like.
p3:
very nice p3 aside from the one sequence that was botched. i don't like to swap rings at all in p3 because it's too hard for me to keep track of the perils, patterns, burst timing, and what ring i'm switching to at the same time. maybe when i get better i'll be able to pull swap normally.
re the teleport: very unlucky. i couldn't see the hand because the tornado was covering it and as the tornado disappeared they activated, but because of how i distributed my damage between tiger and bird as well as being able to passively take some gauge in tiger to help drain gauge in bird it was not as bad as it would have been had i been teleported to a position where i could not hit tiger.
cont vs swapping:
i tried cont in this boss and i found that my p1 timing was just too slow to make this work even though p3 was significantly better. i could have tried swapping until after using origin in p2 then going to cont but i figured why bother if swapping will get the job done anyway.
on cont as a whole it's in a very weird spot because of how boss hps are being split recently, where in mincuts you are expected to origin twice. in a 6 minute, contextless ba cont5 is far superior to switching, but in real boss scenarios you have to consider your damage split. a good example of this is extreme lotus. in extreme lotus if youre clearing p1 of the boss in the time after your 3rd burst but before your origin cont would be superior, if you're trying to eke out a mincut then swapping would be superior, especially if you crisis your first burst because of how strong hero's origin burst is relative to the non-origin bursts (in korean maple)
문의: open.kakao.com/me/Siegfried
문의: open.kakao.com/me/Siegfried
on lower ping you should be able to abuse it more, the main drawback you would face using this is if you're on higher ping switching is laggy as hell and just not fun to do because you have to wait a little bit to confirm switching. ideally you want to start with boss slayer for this since it gives you the time to switch + esc out and burst, but that's not possible after the first burst, if you want to use this for origin bursts after the first one you have to have low ping so you can cycle between fatal to boss slayer back to fatal during the sword illusion cast time. with all that said it is very easy to do in things like kaling p2, kalos groggy, your entry origin bursts, and gpq if you build around it. hopefully people on lower ping than i am can abuse this in creative ways :).
also found out a neat thing about final attack that i've not really seen talked about that you can read about here: https://www.inven.co.kr/board/maple/2294/390448?category=%ED%9E%88%EC%96%B4%EB%A1%9C
it is the first paragraph numbered 1. if you just translate page you should be able to understand it well enough, but basically final attack does not target highest health mob so if you hit summons or w/e it can cut your final attack dmg a lot.
i think the mincut playing like this is around ~26750.
50/50 if i end up doing extreme suu.
ba at the end if you want to see my p3 splits :)
i did half the attempts with 4 ring swapping at 5.39 and the reason i ultimately decided to go for 2 at 5.45 was because doing 4 ring swapping at a lower amount of damage was a lot more luck dependent and mentally fatiguing.
it is actually impossible to do this boss at a spec lower than 5.39. i think 5.39 is the absolute lowest you can bring it to in kms and it would have to be a run where you get insane serverlag and very good luck in dawn with falling swords. this is the best run i had in ~50 tries, and i decided to give up before successfully clearing at this spec just because it is too reliant on not getting bad luck rather than playing well.
54070 @ 380 헥사
p2 is the hardest phase in this boss, do not let anything fool you into thinking otherwise
pretty fast run ngl. wb is 86k and the bishop is 70k unlib. very fun boss! i sound cringe when i speak korean
dumb server lag dependent damage output class
edit: redid my converted and i am a bit lower than i thought, so i am not as mentally down bad anymore
쓰레기 직업
진짜 쓰레기 직업
pls buff this class is absolute trash. this class gets absolutely gapped by dark knight of all classes.
the 2nd to last burst, had i not jumped out of ror i would have done about 2% more. over the course of the fight i made a few small mistakes that added up to, i think, about 5-6% hp. so about the amount of damage i would get from another 2minute burst cycle with my origin. currently i would need to shave off an entire origin burst from my p1+p2 to clear.
some things i learned while practicing: in p1 the shield comes up 30s after it is destroyed, if you time your bind properly you can make sure that most of your burst hits the raw hp bar and its not sent into empty hp. you only really need to do this once and as long as you keep playing in the middle you should have no problems with managing shield timing. there are very obvious down times in the boss that allow you to swap rings with no issue in all phases, it's not nearly as daunting as it may seem. it is a lot easier to play on top of suu than it is to play to the side, this is for a variety of different reasons. in phase 2 its significantly easier to play the boss in the middle of the map, and phase 3 its a lot easier if you play in the bottom left corner. the hitboxes in all phases are fairly lenient; you can cut it very close with your dodges. phase 2 is by far the deadliest phase thanks to the little, blue lightning balls suu summons, this and the falling debris in phase 2 are the only exceptions to the lenient hitboxes i mentioned.
4시드링 스위칭
제단 버프 타이밍
쓰레기 직업 진짜 쓰레기
i cant believe that if this class doesnt get good server lag a lara using just a wji4 clears faster lmfao
i think before the patch a 7.0 clear was definitely possible with 4 seed ring switching. with the annihilation mode coming more frequently now and the health buffs i think the minimum conversion needed is around 8.5 or 8.6. just from the few runs i did hero feels like it has a lot of flaws in this fight, the main one being how stiff it is in kms. the patterns in phase 3 of extreme suu are rapid and endless, with how long the cast animations are on things like sword of burning soul and deathfault you can find yourself stuck at inopportune times. that's not even speaking of the endless chip damage that you can only mitigate with blitz shield and the end lag on raging blow.
the boss itself is very fun. my favorite boss that they've put out so far. 10/10. i look forward to learning phase 3.
헥사 380 80296
hella high
히어로 보스 솔플 문의 open.kakao.com/me/Siegfried
ezpz lemon squeezy
보스 380 헥환 66703
템환 70362
히어로 보스 솔플 문의 open.kakao.com/me/Siegfried
헥환 6.2
maybe 5.8 is possible
caliber still feels plenty strong even though the ba says it has been significantly nerfed, and the overall feel is the important part i suppose.
i think the skill promotes more of a consistent dps approach. while the dmg share is not astronomical, it's not even really past final attack, it does promote immediate skill usage play in solo bossing. i want to say it feels like its around an 8-9% fd gain in bosses.
i am very much so looking forward to using it on live server since it promotes the type of play i find fun.
raging blow feels a good amount stronger though, it is easily out damaging all other skills even in a boss like seren where you can only fit in so many raging blows per pattern.
i think 4s would be a comfortable amount of cooldown to have for this skill. i think
i think lvl 1 mastery is around a 4% fd increase to your consistent dps? somewhere around there. it boosts raging blow and rage uprising damage by about 5.5% fd and 12% fd respectively, something like that. if you have a 3s hat and 250 merc. these numbers were provided by a 25s ba comparison on a dummy. 25s because i was timing it based off of my sword illusion cooldown.
300 환산 1.759
scam class lol
pls make it so that you can swap rings in capture mode and that certain mechanics like taking portals and getting blinded do not take you out of capture mode. also why can you not feed your pets in capture mode, baffling.
coordinating the fight and playing tiger with the updated patterns sux. big shout out to drew for picking up my slack at times re: gauge management. we really should have cleared earlier, but schedules lining up to practice was not in the cards most days, very unfortunate that we couldnt line up our schedules.
as far as hero specific notes go:
p1
fighting dog is relatively easy compared to other classes that do not have a tp, this is mainly due to the added range of raging blow 6. with rb6 you can outrange and kite dog around the map and it turns into a simple fight. the one big thing you have to watch out for is if you are lower on damage you are better off saving sword illusion to break the gauge that shows up over dog's head when a smoke cloud spawns. that is absolutely the most effective use of both sword illusion and worldreaver, when you are lower on damage. it is, the only way i have found, that lets you consistently, and relatively safely, break the gauge. thankfully i am strong enough at this point to not need to save/time skills specifically for the purpose of breaking gauge :).
for bird it is the most simple of all the perils. the biggest thing you should learn for bird is how to simultaneously jump and cast sword of burning soul, this lets you do things like pick it up from its installed state with minimal end lag, or install it with minimal end lag. aside from that just raging blow while jumping past the 2 knock back attacks and youre golden to just holding down the key, and time your sword illusions so that the buff isnt up while bird disappears.
tiger is the trickiest of the perils for this class, mainly because you cant just outrange and kite it like you can with most bosses now lol. be very aware of your rush spacing when dodging attacks, rush can very easily take you over lightning puddles, and those things tick instantly, so you can end up building tiger gauge while evading attacks. in my experience the trident attack and the tornado attack are usually linked together, so if you rush to dodge one chances are you should be prepared to rush back instantly to dodge the other. the only other thing he does after that attack is rush, your rush can carry you past the hitbox of his rush if youre playing close enough to tiger, otherwise youre going to need to iframe. when installing sword of burning soul for your burst, if youre lighting up the third tesla coil on the ground, you should set your soul blade inside of the triangle that is going to be made. you should be prepared to dodge inwards to dodge tiger attacks when setting the third coil, if it is on the ground, so that if tiger rushes he rushes further into the triangle instead of out of it.
p2
hero very good at phase 2. raging blow outranges most attacks, and you can even out range the scroll if your kiting is perfect. even if your kiting isnt perfect you can stay at the absolute edge of scroll range and just rush/jump out of range in anticipation when kaling pauses. be careful of rushing over puddles and of activating the black flames and rushing back over them as theyre going into the hit animation. if possible save worldreaver in preparation for emergence.
p3
despite how i played and made it look, hero is very good at phase 3 as well. tiger patterns are a bit tricky to get the hang of, but with some practice youll get the hang of it. the big thing to watch out for is your rush range. with how awkward some of the spacing can be at time for things like: tp hands, buttons, tiger lightning, peril boundaries, etc. the long range of hero rush can easily take you out of one pattern and into another. the rush is a very nice way of dodging though if you can get a feel for the distance it takes you.
outside of tiger up jump is your best friend. it lets you evade all of kaling's base patterns, the ones before any perils die, and it lets you evade dog's attack, and all the hazardous map elements on the ground. i do not at all recommend up jumping when possible in tiger, you lose a lot of control over your character when you up jump and it is very easy to get got by a lightning pattern.
added note about p3 for higher ping players. if you have high ping getting hit by 1 tick of lightning can easily kill you. high ping in bird is a detriment because of the stun on the tornados, but with how much easier bird patterns are to dodge i dont think it is as much of an issue. i recommend people with high ping to not play in tiger due to how much deadlier it makes the lightning pattern.
i hope this helps :).
As with last time the maps I chose all have very simple rotations, and this time I chose a lot of maps that I don't think will be too popular/crowded, the maps before Arteria at least should not be too popular. The rotations in this video are specific to Hero, but the map choices are not, I think they're great maps that give kill rates that range from acceptable to fantastic.
Bear with me on the segmentation of the video, I do not know the mob or map names in English, so instead I will be dividing the video into Grandis areas. I hope it's not confusing to people and that you're able to find what you're looking for with minimal fuss. As far as the kill rates in the videos go all you have to know is that 250/min is 15k, 267/min is 16k, 284/min is 17k, and 300 is 18k, with anything above 300 being great. I tried to restart BAs if I noticed that I was starting in the middle of a spawn cycle, but I probably didn't catch every instance, so in some cases kill rates may be lower than advertised.
Thanks for watching.
00:00 intro
00:14 Cernium
04:51 Hotel Arcus
07:11 Odium
09:24 Shangri-la
13:40 Arteria
18:03 Carcion
300 환산 1.759
엔버 화이팅
If you're really squeezing out the absolute most you can, you are timing things like a fiend, have monstrous dps up time, swapping rings constantly, etc. you can probably clear this at around 7.2 or 7.3 380 hexa conversion. That is very difficult to do though and would probably take me more practice than I would care to do.
i love soul blade
I have too many thoughts about this boss to really put down in the description so I'll try my best to briefly capture everything I want to say. Hero is a very good class, in my opinion there are only a handful of classes that are stronger than it right now. With that said, Kalos highlights the few flaws that the class has. If I think Kaling is a boss where Hero shines, then Kalos has to be the hardest boss for this class to solo, at least at this point in time. This is judging based off of needing to get out most of your burst and also needing to keep dps uptime to a fairly high level, both things that Hero is not bad at, but is not particularly good at either. All the chip damage in the boss adds up, and with a 10 second potion cooldown and no damage mitigation outside of blitz shield or recovery outside of the mediocre passive, the flaws of the class start to become apparent. Your only real tool to keep up with dpsing is World Reaver, and after a few runs you learn that you cannot use it outside of certain situations or you will not have it up for when you need it. World Reaver is the key to this fight, all of your dps revolves around using this skill effectively. You need it to burst, you need it to survive sticky situations, and you need it to cleanse. It is the single most important skill in the run.
As for the positives. The class is very strong and Sword of Burning Soul keeps your off burst damage very high. This skill is probably my favorite skill on the kit just because of how versatile it can be and, aside from P3 Kaling, Kalos is where this skill really overtakes all the other 5th job skills. Blitz Shield is fantastic as always, and Sword Illusion being able to do damage in tandem with Sword of Burning Soul while you're safe from Kalos and not able to use Raging Blow as effectively is a god send. I especially enjoy how much range Raging Blow has, being able to hit Kalos from the top platform in 2-2 is something very few classes can do, and even less classes can hit Kalos from below with just a jump. A neat thing Hero can do that most other classes can't is that because of it's short cooldown iframe you can go out of your way to cleanse machines during the segment tests without any fear. This is probably the biggest strength of the class because it means that you can always stay on a steady pace with your cleansing, you won't ever really fall behind solely because of easy it is to cleanse machines during segment test. Cleansing, in general, is one of the strong points of the class, with World Reaver up you are able to stay incredibly safe while cleansing in tricky situations.
Fun fight though.
That's all I can really say without getting more in depth with the boss/mechanics of the class. Thanks for watching :).
would have cleared if i had mvp super power or if i remembered to refresh my cake buff or if i hit that sword illusion like a bit before i bursted but i was not paying attention to the time left in the fight, if i was more conscientious of the time it might have been different. i was actually so surprised by the fail message, i was actually wondering how i failed because not much time passed since all 4 machines were active lol
헥사 환산 보스 380 6.8
i got hella scared at the end lmao
thank you to drew for the thumbnail
보스 300 36555
원트 원클
6차 코강
어나이얼레이션 1
남은 0


