Ray09 2 Report post Posted December 29, 2023 Which do you guys prefer to use if you are a 13x knight? Brandish works great and has a higher damage than piercing for all types of monsters except for mutants. The only thing bad is you need to run around after 10 - 15 brandish because it can't reach the ranged monsters. Piercing at level 1 deals more damage than brandish at level 10 when dealing with mutant monsters. The same problem arise for ranged mosnter, Piercing needs at least level 5 to work effectly against ranged monster. So you can sit still and still get the ranged monster such as archers. But the attack width and angle is so narrow, its all about luck if you can hit the archers at the the outer range. Piercing also has a slightly shorter casting time. So which do you guys use? I am currently exp at 110, 120, 135 daily quest maps. Not sure if the choice of skill would change if you advance to other maps such as 14x + SOJ is perfect for pvp without damage reduction but the casting time and cooldown is so slow, its meaningless when compare with piercing and brandish. Quote Share this post Link to post Share on other sites
RaiseAgain 262 Report post Posted December 29, 2023 Brandish all the way 💪💪 Quote Share this post Link to post Share on other sites
Gematria 67 Report post Posted December 29, 2023 Some years ago when diq was frequently on the chat party, and as a person who didn't like to just beying running all around the map luring, i tried a Piercing lvl 10 build to have a place as a killer sometimes, it was fun, but nowadays in a general way i think that brandish is a better skill in any aoe situation. You could have both on lvl 10 but, i don't think it's worthy. Quote Share this post Link to post Share on other sites
Yakissoba 27 Report post Posted December 30, 2023 Brandish is better for AoE. But piercing is also good when you have a lot of mutant monsters or if the lure doesn't spread too much Quote Share this post Link to post Share on other sites
Overlady 5,187 Report post Posted January 1, 2024 Piercing does more damage than Brandish even against non-mutants because it is much faster, but the circle AoE of brandish is more effective to reach more monster compared to the linear damage of piercing. Best, Overlady 3 Quote Share this post Link to post Share on other sites
Diell 951 Report post Posted May 17, 2024 (edited) On 1/1/2024 at 2:28 PM, Overlady said: Piercing does more damage than Brandish even against non-mutants because it is much faster, but the circle AoE of brandish is more effective to reach more monster compared to the linear damage of piercing. Best, Overlady I confess that I was a little disappointed in relation to the effectiveness of brandish, after rebalancing the Fs with Cyclone strike, and Ms with impulse, both with 2 hits to nearby monsters, raised these classes to a great level, as they are skills of constant use without cooldown, the Ks should also follow this same line, it still remains very dependent on the LS. Without a doubt, the increase in Brandish's damage helped a lot, but it would have been better to have used the same dynamics of Cyclone strike and impulsion. Cyclone strike still has critical damage, implosion with boost with great range for Rangers, if you take brandish in relation to other aoe skills, ks is undoubtedly far behind. Ata with 3 hits in extreme rage, with high speed attack, archer with bomb shot and perforation, ps with high-range tornado, ass with pollute, shadow bomb and gust Slash, all quick skills with satisfactory hits. the magic classes don't even need to be mentioned. ks being a melee weapon with a low ability to hit distant targets and with low attack and movement speed, it could at least have a good effect on nearby targets. Edited May 17, 2024 by Diell Quote Share this post Link to post Share on other sites
erickloro 373 Report post Posted May 18, 2024 8 hours ago, Diell said: I confess that I was a little disappointed in relation to the effectiveness of brandish, after rebalancing the Fs with Cyclone strike, and Ms with impulse, both with 2 hits to nearby monsters, raised these classes to a great level, as they are skills of constant use without cooldown, the Ks should also follow this same line, it still remains very dependent on the LS. Without a doubt, the increase in Brandish's damage helped a lot, but it would have been better to have used the same dynamics of Cyclone strike and impulsion. Cyclone strike still has critical damage, implosion with boost with great range for Rangers, if you take brandish in relation to other aoe skills, ks is undoubtedly far behind. Ata with 3 hits in extreme rage, with high speed attack, archer with bomb shot and perforation, ps with high-range tornado, ass with pollute, shadow bomb and gust Slash, all quick skills with satisfactory hits. the magic classes don't even need to be mentioned. ks being a melee weapon with a low ability to hit distant targets and with low attack and movement speed, it could at least have a good effect on nearby targets. Wtf bro Ks brandish sucks, ok i can agree with that But, says cyclone and impulsion make ms and fs stronger than ks its madness Lightning sword is literally most overpower aoe skill that i saw Its kills a lot and stuns every enemies around.......kkkkkkk it is too ??????????? Most nonsense skill of all tale word 2 Quote Share this post Link to post Share on other sites
Diell 951 Report post Posted May 18, 2024 1 hour ago, erickloro said: Wtf bro Ks brandish sucks, ok i can agree with that But, says cyclone and impulsion make ms and fs stronger than ks its madness Lightning sword is literally most overpower aoe skill that i saw Its kills a lot and stuns every enemies around.......kkkkkkk it is too ??????????? Most nonsense skill of all tale word It's just a matter of analysis if you stop to play with ks for a few hours you will see how boring the class has become. Remember that 2 seconds were removed from the LS, while the cooldown ends, the other ks skills are not good enough. Also remember that flame vortex is basically the same thing as LS, it lasts for 8 seconds, and unlike LS, FV can move during execution, while the cooldown carries fs has other excellent area skills, combined with swifts to give extra speed attack, and has 2 cyclone strike hits with a critical chance. And I also didn't say that LS was a bad skill, just that Ks is very dependent on LS, as his other AOE skills are bad. Imagine the Fs only having FV as their best skill and not having other skills to intersperse while the cooldown doesn't charge. In any case, it doesn't matter, this is a problem that hasn't been resolved for a long time in relation to the KS and may not even be resolved, I'm going to leave my Ks on standby and play with another class, if one day it improves I'll play with it again . It's just my personal opinion and feedback. Quote Share this post Link to post Share on other sites
colzcane 71 Report post Posted May 18, 2024 18 hours ago, Diell said: I confess that I was a little disappointed in relation to the effectiveness of brandish, after rebalancing the Fs with Cyclone strike, and Ms with impulse, both with 2 hits to nearby monsters, raised these classes to a great level, as they are skills of constant use without cooldown, the Ks should also follow this same line, it still remains very dependent on the LS. Without a doubt, the increase in Brandish's damage helped a lot, but it would have been better to have used the same dynamics of Cyclone strike and impulsion. Cyclone strike still has critical damage, implosion with boost with great range for Rangers, if you take brandish in relation to other aoe skills, ks is undoubtedly far behind. Ata with 3 hits in extreme rage, with high speed attack, archer with bomb shot and perforation, ps with high-range tornado, ass with pollute, shadow bomb and gust Slash, all quick skills with satisfactory hits. the magic classes don't even need to be mentioned. ks being a melee weapon with a low ability to hit distant targets and with low attack and movement speed, it could at least have a good effect on nearby targets. Don't worry about MS damage on Impulsion... It hits twice but slow animation and not really that big of a dmg. also when on 2h can't tank unlike KS... XD better to use mech bomb ATM unless for mobs with low electric element resistance or if combined with mage Watornado.. but MS rarely is accepted in party with those scenarios anyway XD I do agree KS has been boring for a long time, that's why I changed class.. but I think it's more of a luxury class because mobs get stunned while being damaged on LS unlike FS and Mech they don't.. this is what's making KS boring XD KS life's too easy. Quote Share this post Link to post Share on other sites
FredderickS 78 Report post Posted May 19, 2024 (edited) On 5/17/2024 at 11:09 AM, Diell said: I confess that I was a little disappointed in relation to the effectiveness of brandish, after rebalancing the Fs with Cyclone strike, and Ms with impulse, both with 2 hits to nearby monsters, raised these classes to a great level, as they are skills of constant use without cooldown, the Ks should also follow this same line, it still remains very dependent on the LS. Without a doubt, the increase in Brandish's damage helped a lot, but it would have been better to have used the same dynamics of Cyclone strike and impulsion. Cyclone strike still has critical damage, implosion with boost with great range for Rangers, if you take brandish in relation to other aoe skills, ks is undoubtedly far behind. Ata with 3 hits in extreme rage, with high speed attack, archer with bomb shot and perforation, ps with high-range tornado, ass with pollute, shadow bomb and gust Slash, all quick skills with satisfactory hits. the magic classes don't even need to be mentioned. ks being a melee weapon with a low ability to hit distant targets and with low attack and movement speed, it could at least have a good effect on nearby targets. Brandish (Casting Time 1 sec) Elemental Type: None (Not, you can reduce your damage due to resistance %) Always [You Damage 100% + 240% Dmg Boost Total DPS into 1 sec 340% Impulsion (Casting Time 1 sec) Elemental Type: Light (Yes, you can reduce your damage due to resistance %) If not Nearby Bonus [You Damage 100% + 48% Dmg Boost] * [2 Hit] Total DPS into 1 sec 296% If Nearby Bonus [You Damage 100% + 78% Dmg Boost] * [2 Hit] Total DPS into 1 sec 356% Cyclone Strike (Casting Time 1 sec) Elemental Type: None (Not, you can reduce your damage due to resistance %) If not Nearby Bonus [You Damage 100% + 14% Dmg Boost] * [2 Hit] Total DPS into 1 sec 228% If Nearby Bonus [You Damage 100% + 44% Dmg Boost] * [2 Hit] Total DPS into 1 sec 288% If almost x1 hit with Critical Bonus + Nearby Bonus [You Damage 100% + 44% Dmg Boost] * [2 Hit] + [You Damage 100% + 44% Dmg Boost] * [1.7 Critical] Total DPS into 1 sec 532.8% I can't give you the reason vs the Impulsion, but maybe if you are right vs the Cyclone Strike that was part of my post about the last patch. Edited May 19, 2024 by FredderickS Quote Share this post Link to post Share on other sites
FredderickS 78 Report post Posted May 19, 2024 6 hours ago, FredderickS said: Brandish (Casting Time 1 sec) Elemental Type: None (Not, you can reduce your damage due to resistance %) Always [You Damage 100% + 240% Dmg Boost Total DPS into 1 sec 340% Impulsion (Casting Time 1 sec) Elemental Type: Light (Yes, you can reduce your damage due to resistance %) If not Nearby Bonus [You Damage 100% + 48% Dmg Boost] * [2 Hit] Total DPS into 1 sec 296% If Nearby Bonus [You Damage 100% + 78% Dmg Boost] * [2 Hit] Total DPS into 1 sec 356% Cyclone Strike (Casting Time 1 sec) Elemental Type: None (Not, you can reduce your damage due to resistance %) If not Nearby Bonus [You Damage 100% + 14% Dmg Boost] * [2 Hit] Total DPS into 1 sec 228% If Nearby Bonus [You Damage 100% + 44% Dmg Boost] * [2 Hit] Total DPS into 1 sec 288% If almost x1 hit with Critical Bonus + Nearby Bonus [You Damage 100% + 44% Dmg Boost] * [2 Hit] + [You Damage 100% + 44% Dmg Boost] * [1.7 Critical] Total DPS into 1 sec 532.8% I can't give you the reason vs the Impulsion, but maybe if you are right vs the Cyclone Strike that was part of my post about the last patch. CORRECTION If almost x1 hit with Critical Bonus + Nearby Bonus [You Damage 100% + 44% Dmg Boost] * [2 Hit] + [You Damage 100% + 44% Dmg Boost] * [0.7 Critical] Total DPS into 1 sec 388.8% If almost x2 hit with Critical Bonus + Nearby Bonus [You Damage 100% + 44% Dmg Boost] * [2 Hit] * [1.7 Critical] Total DPS into 1 sec 489.6% it certainly depends on luck... Quote Share this post Link to post Share on other sites
TigerShark22 488 Report post Posted May 20, 2024 On 5/18/2024 at 6:17 AM, Diell said: It's just a matter of analysis if you stop to play with ks for a few hours you will see how boring the class has become. Remember that 2 seconds were removed from the LS, while the cooldown ends, the other ks skills are not good enough. Also remember that flame vortex is basically the same thing as LS, it lasts for 8 seconds, and unlike LS, FV can move during execution, while the cooldown carries fs has other excellent area skills, combined with swifts to give extra speed attack, and has 2 cyclone strike hits with a critical chance. And I also didn't say that LS was a bad skill, just that Ks is very dependent on LS, as his other AOE skills are bad. Imagine the Fs only having FV as their best skill and not having other skills to intersperse while the cooldown doesn't charge. In any case, it doesn't matter, this is a problem that hasn't been resolved for a long time in relation to the KS and may not even be resolved, I'm going to leave my Ks on standby and play with another class, if one day it improves I'll play with it again . It's just my personal opinion and feedback. LS got 2 seconds of it removed, by the cooldown in PvE decreased to 18 from 24. Generally speaking, its the same DPS, but its actually a buff. Reasons: 1. If you get stunned- 8 secs LS is ruined. yet you can use another LS again soon. 2. In cases you have to pot ( For example didnt stun well/ ranged mobs blasting you/ dungeons when the party attacks too and you dont stun), you will be able to use LS sooner. 14 hours ago, FredderickS said: CORRECTION If almost x1 hit with Critical Bonus + Nearby Bonus [You Damage 100% + 44% Dmg Boost] * [2 Hit] + [You Damage 100% + 44% Dmg Boost] * [0.7 Critical] Total DPS into 1 sec 388.8% If almost x2 hit with Critical Bonus + Nearby Bonus [You Damage 100% + 44% Dmg Boost] * [2 Hit] * [1.7 Critical] Total DPS into 1 sec 489.6% it certainly depends on luck... Luck over time isn't luck. With sword, a fs will have 42% chance to crit. Though FS has his own problems. Also implusion isn't too much of a threat to brandish yet ( And shouldn't be, mech has other strengths. Though its the problem in the current gameplay meta, Yet this class was always meta in the past decade, but ofc can be adjusted if the community agree to nerf auto mech to the ground, so power mech can be boosted, yet it still should have lower DPS than ks due to the fact that it tanks better, a lot better due to higher deff and block, higher hp and in most cases- his abs of tank is worth more than the damage reduction ks has). Lastly- nice idea about counting DPS, yet gotta check the animation speed of each skill. their speed will differ from each class ( Yet in PvE gotta count the MP SP cost, PvP- pure speed and ignore the MP SP cost due to the nature of those activities). Quote Share this post Link to post Share on other sites