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View Full Version : why is musician good at pvp


jusss
10-15-2009, 07:24 AM
hey everyoine im new to the game an ive heard that musician were one of best pvp classes i was just wandering what makes them so good liek what type of skills do they have and attacks??

thanks :)

Panzer213
10-15-2009, 08:03 AM
Well its real imple I have no idea. Your fighting one thinking your doing good then all of a sudden all of your formations health iis really low. I dont really know how it happens its just a freak of nature.

lol

Locksley
10-15-2009, 07:23 PM
that freak of nature is called "ravaging melody spam"

juss, i think it has been covered in another thread.

ravaging melody - dot. debuff atk and def. applies to all 9.
chaos wind - another dot. some like to stack with RM. applies to all 9 too.
melody of madness - make 1 merc lose control. can apply on main.
requiem - yet another dot. works row-based but with a big BOOM after a few turns if not removed by HG or purification.

Ur just getting "dotted" to death while they combine dot with other stuff like stun, snipe, etc.

playboiiz
10-20-2009, 01:30 AM
First i'm newbie and i also wonder why music main good at pvp.

I see in video ravaging melody deal about 300-500 damage(i see that when lv120 many merc have about15k+ hp maybe) but so many people have HG so it just like hit about 6 target and physical attack of music main is so weak.

If compare to Gun main they can normal shoot 1000+ 3target(just 1hit not consider when multihit) i see the damage output is higher. Don't know about gun main skill.

please correct me if i'm wrong.

Locksley
10-20-2009, 01:47 AM
musi main is NOT made for attacking in the first place. staff main attack sucks too. these 2 are more skill/spell-intensive mains.

musi main debuffs ppl with RM, and that spell is easily spammable. while 300-500dmg isn't a lot in one turn, when the musi main keeps that spell on you for many turns, the dmg just stacks up in the long run. its kinda silently killing u off in a uber slow way u dun detect until later.

melody of madness is underrated, but is handy to force the merc to atk randomly instead of doing smthing useful.

gunM wild shot sucks. period. at higher lvls, ur normal atk > wild shot. scorching bullets is decent as a form of spike dmg though.

playboiiz
10-20-2009, 02:19 AM
thank but i have few more question.

Does RM debuff has much effect in pvp?

And i just want to know if RM damage is so low compare to gun main normal attack why don't just shoot them instead i think spike damage is much better and harder to heal since it column and heal is row.

Also the advantage that u can focus kill some merc better than wait for DoT to Kill them all slowly.

U know i compare to gun because i dont see music advantage over gun.

ps.i'm staff main :P

Locksley
10-20-2009, 02:39 AM
thank but i have few more question.

Does RM debuff has much effect in pvp?

And i just want to know if RM damage is so low compare to gun main normal attack why don't just shoot them instead i think spike damage is much better and harder to heal since it column and heal is row.

Also the advantage that u can focus kill some merc better than wait for DoT to Kill them all slowly.

U know i compare to gun because i dont see music advantage over gun.

ps.i'm staff main :P

there's no "wrong" or "right" way to see it. If u prefer instant dmg than one that stacks up too slow for ur tastes, nothing wrong with preferring one over the other. there are those who prefer dot, and those who just don't.

Violynte
10-23-2009, 08:35 AM
One way of looking at it is that the musician casts once, and does damage to all 9 mercs for 3 turns.

The gun main regular attacking does more damage to individual targets, but must use an activation each time, and hits only 3 each time.

The DOT does more total damage, and WAY more damage per activation (9 mercs x 4 ticks x 300 dmg / 1 activation). The gun attack does less total damage, and takes more activations, but concentrates that damage on a smaller number of targets in a hard-to-heal pattern, and adds stun combo counters.

In some situations, activations are the most important thing to consider. In other situations, combo count or the damage pattern matters more. It is not meaningful to try and say that one or the other is better or more important - what is important is knowing what to pick in a given situation.