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Valk

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May 29th, 2016
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  1. Necessities: http://www.blackdeserttome.com/calculator/valkyrie/22955
  2.  
  3. Shield Throw (your main farming ability so max asap, rarely used as a stun in pvp, and in group fight shit fests when you can't get in melee range)
  4. Celestial Spear (max, Ranged knockdown, ok poke damage, 50% crit buff, ultimate has a separate longer cooldown from normal, so you don't always get 2 spears)
  5. Sword of Justice (max, your main dps in PvP, you pretty much do everything you can to combo into this as fast as you can, ultimate at lvl 51 doubles the dps of the final hit)
  6. Breath of Elion (max, 25% self heal, 20% aoe heal, 70% mana, 20% speed at max)
  7. Shield Chase (max, shielded movement, good for short range gap closing, dodging, etc..., each tier is a separate cooldown, so you have 3 uses)
  8. Righteous Charge (max but don't ultimate, longer range gap closer, might be a partial i-frame?, combos into last hit of SoJ, do not ultimate, since it adds knockback)
  9. Fitness Training (max whenever you have extra points)
  10. Punishment (max, just a grab, ultimate works as a cancel)
  11. Forward Slash (max last, mana regen and 20% cast speed buff make it an ok combo into SoJ)
  12. Sideways Cut (max last, higher ranks cost less stamina, for sideways movement, hold a/d and then click left, then right, then left, etc)
  13. Counter (1 rank, stuns)
  14. Sharp Light (at least 1 rank, but I maxed it, higher ranks do more damage, regen more mana, has longer range, and 4th rank has knockdown, pretty much just used for SoJ combo)
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  16. Other moves:
  17. Vow of Trust (you get 1 rank free, don't upgrade, forward slash is better mana regen in PvE, use pots(Concentrated Herbal Juice) from Calph contribution dailies in PvP, plus you have 70% mana heal, your SoJ combos (below) regen mana, and being attacked while shielding regens mana, so it's really not needed)
  18. Heavens Echo (most guides say to max it, but it's a waste, throwing your shield up gives the same 20 dp buff, just 20 secs instead of 60, so it's basically 46 skill points for a 12% accuracy aoe buff, that you don't actually get yourself)
  19. Elions Protection (100% cc resist for you and people nearby for 6 secs, definitely worth getting if you have 30 extra points)
  20. Just Counter (I have it maxed, good poke damage when maxed, blocks on use, inflicts a small stun, decent bleed, and regens mana, not needed, but I recommend getting it later on)
  21. Judgment of Light (high damage aoe when you use the 100%, expensive to buy since it's only good maxed (ok at tier 2), good in group fights, but it leaves you vulnerable, especially in PvE against un-ccable mobs)
  22. Severing Light (terrible damage, ok heal in PvE, but not worth the points at all, you can use a partial skill reset to get rid of the first tier that you're forced to buy in the starting quests)
  23. Divine Power (looks like a good aoe for farming on paper, but it's pretty much worthless, and leaves you vulnerable)
  24. Glaring Slash (also looks good on paper for PvE, but it's pretty much worthless, and wastes a ton of mana)
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  28. CC chain should go Stun (counter/shield throw/just counter, not usually doable unless they make a mistake) > Knockdown (Celstial Spear, your open in most fights, except shielded classes (unless they make a mistake)) > Grab.
  29. Between each cc you should try and combo in the last hit of SoJ.
  30.  
  31. SoJ combos:
  32. Sharp Light (shift/LMB) then directly into the last hit of SoJ (DOWN/RMB)
  33. Forward Slash (UP/LMB) once, then into the 2nd and last hit of SoJ (HOLD DOWN/RMB) (20% cast speed buff and mana regen make this an ok combo when sharp light is on CD)
  34. Righteous Charge (UP/F) gap closes, then directly into the last hit of SoJ (DOWN/RMB)
  35. Ulimate: Celestial Spear (DOWN/E), then directly into the last hit of SoJ (DOWN/RMB) (this also gives a 50% crit buff for 10 sec and knockdown, making it an amazing open when already in melee range)
  36. ^ Note: Ultimate: Celestial Spear has a separate, 15 sec cooldown, normal move doesn't combo, but is only 7 seconds
  37.  
  38. My typical open is Celestial Spear 'DOWN/E' (ranged knockdown), Righteous Charge 'UP/F' (gap close, combos SoJ), SoJ 'DOWN/RMB', Punishment 'E' (grab), Sharp Light 'SHIFT/LMB' (combos SoJ), SoJ 'DOWN/RMB', if they have a grab, Block 'Q' and Shield Dash back BACK/SHIFT or turn to the side/back and Righteous Charge UP/F away and wait for Celestial Spear to come back, if they don't, Block 'Q' and use Just Counter UP/LMB. then Shield Dash back 'BACK/SHIFT'.
  39.  
  40. Movement Combos: sorry for the shitty gifs
  41.  
  42. Forward, you can change direction mid air with this:
  43. In order, hold UP, then SHIFT, then SPACE, once you're in the air, click LMB, good for escaping and chasing.
  44. http://im.ezgif.com/tmp/ezgif-1561855463.gif
  45.  
  46. Sideways, you can change left/right direction mid combo on both of these:
  47. Move left or right, then click and hold RMB, and immediately after hold LMB, good for passing through groups of players and mobs since there's no collision, this is also an i-frame, very expensive on stamina.
  48. http://im.ezgif.com/tmp/ezgif-952482605.gif
  49.  
  50. Move left or right, then click LMB, then RMB, and cycle back and forth, much cheaper on stamina.
  51. http://im.ezgif.com/tmp/ezgif-3785922854.gif
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