par morgul » Dim Avr 11, 2004 5:47 pm
oui on peut faire l'analogie ... A noter que sur le forum anglais un gars a fait un guide du Seraphin que je vous mets ici ( si vous comprenez rien à l'anglais utilisez un traducteur web )
The BeeEffGee Seraphim v.1.0
By Kevin Molen
aka Sandma.Gettysburg
Background
When I first logged onto Ascaron net, I was unsure of the character I wished to create. I first attempted making a Wood Elf, yet I found that this choice was shared by an increasing percentage of the A.net population. I soon became frustrated by the amount of characters similar to mine, and I moved on to a different class. I chose Seraphim, because I had not noticed many characters of this type while I was using my Wood Elf. I saw potential in some of the combat arts the Seraphim had to choose from, so I began experimenting with various builds. It was in this period I discovered a connection between two unrelated skills: Energy Bolts and BeeEffGee. Through many test characters it was revealed to me that by leveling up the Energy Bolts combat art it significantly increases the damage output of BeeEffGee when compared to BeeEffGee alone. Thus my character, Gettysburg, was born. This build is highly specialized and may not be the right choice for everyone. It is also ironic in many ways; its main combat art never rises above level 1, and, differing to most other Seraphim builds, this one does not require weapons at all.
Combat Arts
Introduction : There are only two main skills: Energy Bolts and BeeEffGee. Although, other skills can be chosen for other purposes as well. All skills/attributes/combat arts that are non-essential or of special note will be listed in parentheses.
BeeEffGee : Your main attack will be BeeEffGee, but it is very important that you do not raise this skill above level 1, at least while at low levels. You will use Energy Bolts to increase this skill's power without increasing its regen time. This is very important.
Energy Bolts : This is the skill you put all your runes towards. Raise it as high as possible; the damage output of BeeEffGee will increase dramatically with each point.
( Lightning Bolt ): I use this skill for pulling single mobs, and that's it. This skill is not required, and it is not recommended to raise it above level 1, as the damage output of BeeEffGee is much higher.
( Celestial Light ): I used this skill frequently at low levels when the regeneration time for BeeEffGee was still much higher than its duration for extra damage while I waited for BeeEffGee to recharge. This skill is also not required, but it helps to make combat a bit easier at lower levels.
Summary : It is important to consider the following points. There are many combat arts I have considered using to help finish off monsters that I couldn't kill with BeeEffGee alone. I have seen many other Seraphim using various combat arts to finish off monsters, and Celestial Light was helpful at low levels, but I have found that I do not need these other skills the higher the level I obtain. This is because the attribute Physical Regeneration will raise naturally along with your level, and, because BeeEffGee is at level one, eventually the regeneration time will become equal to or less than the duration time. Thus, I have found it more efficient to just cast BeeEffGee immediately after it runs out the first time. This makes it possible to focus on one combat art (making the damage output very high), as well as eliminating the use for some skills. Also, there is a bug that makes your weapons disappear when using BeeEffGee. It occurs when the weapons you are using are replaced in an animation by the long, glowing staff that characterizes the skill. If a player experiences lag while this transformation takes place, the weapons currently equipped will disappear with no way to retrieve them. Because of this, I usually play with my fists alone.
Skills
Introduction : At this point in time, I am currently level 20, so most of this section will be based on what I have experienced so far. There only a few essential skills I can see at this time.
Constitution : Max this skill out. It raises your hit points and regeneration by a very large percentage each time. While using BeeEffGee you will be constantly hit by opponents, so it is essential that you have a lot of life to spare.
Armor : I have chosen this skill because it raises all of the Seraphim's resistances by a large percentage as well. This is useful for the same reasons as Constitution. Max this skill out.
( Magic Lore ): You receive this skill for free, thus I raised it a bit until I obtained more skills to put points in. It does, in fact, raise the damage caused by BeeEffGee, as well as other low level magic one might use (Celestial Light). Do not put many points into this skill as the damage added is not very significant.
( Heavenly Magic ): This skill boosts the casting abilities of the Seraphim's magic spells, and decreases the regeneration time. If you plan on using Celestial Light at higher levels this skill could be useful to keep the regeneration time reasonable.
( Dual Wield ): I picked up this skill before I was aware of the bug that caused the loss of weapons. I would only recommend this skill if you plan on using other combat arts considering weapons have no effect on BeeEffGee's damage.
( Concentration ): For the same reasons as stated above this skill could become useful, but this skill becomes irrelevant for the regeneration time of BeeEffGee, because it is never raised above level one. Thus the natural improvement of the Physical Regeneration attribute will lower the regeneration time sufficiently.
Summary : I expect there are many paths you can take your Seraphim with the skills you choose. I will be choosing skills in the future like Agility and Trading, yet I have not had any experience with these yet, so I have chosen not to list them. These are my personal preferences, and those usually amount to having only certain highly specialized aspects, while ignoring others altogether. This build I have created was not designed to fight with weapons, but I suspect such a build could be created, so many of the skills associated with melee have also been left out. Feel free to experiment here, because I have a feeling melee could be a viable addition to this build when they fix the weapon disappearance bug. The key with skills, however, is to be able to take a lot of hits, just as the key to the combat arts is to do massive damage.
Attributes
Introduction : Many of the attributes are directly related to the skills and combat arts the player chooses. To this end, most can be eliminated, because the main combat art in this build receives sufficient boosts from other areas, and the skills take care of the other possible problems such as hit points and armor. I see attributes as secondary skills in a way, so they are very flexible, and they also serve the purpose of meeting requirements on certain equipment.
Strength :This attribute increases a characters hit points as well as melee damage. It also allows for the equipping of many types of armor. This attribute is a given, and I do not see why any class would choose to ignore it.
( Physical Regeneration ): This attribute allows for the regeneration time on BeeEffGee to become equal or lower than the duration, which means you can , in effect, always have BeeEffGee active. This skill is important as well, and I have raised it a minimal amount of times. The natural improvement in this attribute should be sufficient, however.
Summary : I have considered raising many other attributes, such as Dexterity and Endurance, yet the game automatically raises many of these attributes for you every level, so I simply chose to have as many hit points as possible, with the occasional exception to raise other attributes to meet the requirements on different weapons. If you choose other melee combat arts or other spells, then the other regenerations will become important to you. This build does not require any attributes aside from strength at this point.
Results
My character, Gettysburg, is level 20 at the moment. As of now I do roughly 900 damage per BeeEffGee shot. Keep in mind that these projectiles pass through any enemy and damages everything in its path. They can also damage the same monster twice if they flee back into it. I also have about 1600 hit points which seems to be a good amount as I hardly ever die in battle even when its with multiple oranges or reds. I never have to be without my main attack because their is absolutely no wait time for it to recharge. Only when my character is in the process of casting the spell (which, unfortunately, is fairly long) am I ever without an offensive attack. I designed this build myself, and because it has no outside influence it represents what I like in my RPG characters: extreme specialization. I do believe that there can be many successful takes on the BeeEffGee Seraphim, and I encourage experimenting with new builds that differ from mine. As of now, I am the only BeeEffGee Seraphim in the way I have explained it, that I am aware of (including various forums I visit), thus this build suites those who choose to be something a little different from the norm. Also, this may indicate that the relationship between Energy Bolts and BeeEffGee is a bug and may be considered an exploit. So I warn you to use caution when following this build, and keep an eye out for nerfs.Thanks for reading my first guide, and I hope you have fun with the BeeEffGee Seraphim.
Pour ma part mon seraphin est level 11 pour le moment, j'utilise surtout les energy Bolts, le BeEffGee, et la celestial light en defense et je trouve ce perso sympa ... En fait les aptitudes differentes des persos et la façon d'apprehender les enemis differement, j'adore ... Je trouve que ca rehausse le gameplay