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Pre-Renewal Night Watcher Guide WIP -- xSinon

Dec 29th, 2015
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  1. [CENTER][FONT=fixedsys][SIZE=7][U][COLOR=darkgreen]☙ A Night Watcher PvE Guide ❧[/COLOR][/U]
  2. [/SIZE][/FONT]
  3.  
  4. [CENTER][IMG]http://puu.sh/jc4Cb/98d050a55e.jpg[/IMG]
  5. [/CENTER]
  6.  
  7.  
  8. [/CENTER]
  9.  [SIZE=4][U][B][FONT=verdana]Introduction & Philosophy[/FONT]
  10. [/B][/U][SIZE=2][FONT=lucida console][FONT=arial black]
  11. [SIZE=4][SIZE=2][FONT=lucida console][I][SIZE=4][SIZE=2][SIZE=4][SIZE=2][FONT=microsoft sans serif][B][SIZE=3]Purpose & Author's Note[/SIZE][/B][/FONT][/SIZE][/SIZE][/SIZE][/SIZE][/I][/FONT][/SIZE][/SIZE]
  12. [SIZE=3]This guide delves into the elusive PvE life of [I][B]Night Watcher [/B][/I](NW), a class more well-known for her PvP strengths. This guide seeks to educate aspiring players in order to help streamline their PvE NW gameplay and eventually help them break through any obstacle they may find in a PvE setting as a true champion of the night. Are you ready to control the battlefield?
  13.  
  14. The inspiration for this guide was the 7/23/15 Elsword/Rena Revamp in KR. This update drastically changed the style of Night Watcher that I am familiar with and I decided to make this NW guide as a memento to that style. However, even so, this guide will continue to be updated and will eventually reflect the 7/23/15 revamp. The guide that existed prior to that will be preserved in the archive section in loving memory of the Night Watcher of old.
  15.  
  16. If you have any thoughts, concerns, or ideas that you would like to pitch in, please feel free to do so! There is always learning to be done. In any case, [SIZE=4][SIZE=2][FONT=lucida console][FONT=arial black][SIZE=3]I hope you find this guide informative!
  17. [/SIZE][/FONT][/FONT][/SIZE][/SIZE][/SIZE][/FONT][RIGHT][FONT=arial black][SIZE=3][SIZE=4][SIZE=2][FONT=lucida console][FONT=arial black][SIZE=3]Best,
  18. xSinon
  19. [HR][/HR] [/SIZE][/FONT][/FONT][/SIZE][/SIZE][/SIZE][/FONT][/RIGHT]
  20. [I][SIZE=4][SIZE=2][SIZE=4][SIZE=2][FONT=microsoft sans serif][B][SIZE=3]
  21. The Night Watcher Stigmas and  an Overview of PvE Styles[/SIZE][/B][/FONT][/SIZE][/SIZE][/SIZE][/SIZE]
  22. [/I][/FONT][/SIZE][/SIZE]This stigma that Night Watcher is a PvP class with little PvE viability is, of course, false. Thankfully, this stigma has been less rampant as of late, at least in spoken terms. However, the stigma appears to be much more common in-game -- it is an unspoken stigma that is proliferates in the forms of poorly-handled Night Watchers, Night Watchers with poor skill choices, PvP built Night Watchers, and Night Watchers who stay on a mount throughout the entire dungeon. For the most part, these are players who are unaware of NW's PvE potential and believe that the class is bad. They find comfort in cheesing their way through dungeons through mounts or hoping that they find someone in queue powerful enough to carry them so that they can return to the Arena. So where does the stigma originate from?
  23.  
  24. Perhaps this isn't the complete answer, but I believe that part of the stigma originates from the misunderstanding of the various styles that Night Watcher is capable of. It's hard to blame them, however. Advertisements, class descriptions, and her actual skill-set and commands all deliver different messages on how Night Watcher is played.
  25.  
  26. [CENTER][I]Assassin. Savior. Commander. Elf. Swords-woman. Archer. Trapper. Jack-of-all-trades. DoT-based. DPS based.[I] Physically-based. Magic-based.[/I]Fast. Slow. Strong. Weak.
  27. [/I]
  28. [/CENTER]
  29.  These are all messages that jump out at players when they peruse her skill tree and read whatever KoG puts out about her. A lot of it is true, but the mixed messages lead many players in the wrong direction.
  30.  
  31. In my opinion, there are only two ways to efficiently play Night Watcher. This guide will touch upon both of them, but will mainly focus on a single style that I recognize as the most orthodox and perhaps the most "correct" way to play Night Watcher. The two styles are as follows:
  32.  
  33. [LIST]
  34. [*=center]"Turtle" Night Watcher: a slow, hard-hitting striker.
  35. [*=center]"Hare" Night Watcher: a fast striker who capitalizes on covering more space at the cost of strength.
  36. [/LIST]
  37.   I don't actually call the two styles by those names. Forgive my urge to reference the fable. However, those two animals do well in describing the two PvE NW styles that are commonly used by veterans. This guide will mostly be focusing on [B]Turtle[/B] Night Watcher. The reasoning behind this is because [B]Hare[/B] Night Watcher is only effective at absurd and uncommon enhancements, such as +10. This guide will walk the well-worn path that is used by seasoned PvE NW veterans and will investigate how even the turtle can beat the hare.
  38.  
  39. Confused? Read on. Specific details about the two styles of PvE Night Watcher can be found at at Section 6.1.
  40.  
  41. This guide will first begin with an analysis of Night Watcher as a character before delving into more advanced concepts and topics as well as recommendations for just about everything you could ever need for PvE Night Watcher.
  42. [HR][/HR][CENTER]
  43. [B]Important Note[/B]: This guide seeks to "break the limits"  experienced by players trying to figure out NW PvE. Therefore, this  guide will talk in the context that players are well prepared and funded  adequately. This includes a B-Slot, full costume (doesn't have to be  IB), MP Necklace, an Extended Quick Slot, a pet, skill notes, and the means to  acquire basic commodities such as raid materials, potions, grendized  gear, shards, etc.
  44. [/CENTER]
  45.  
  46. [HR][/HR]
  47.  
  48. [TABLE]
  49. [TR]
  50. [TD="class: outer_border, bgcolor: #ebebeb"][CENTER][B][COLOR=#000000]Table of Contents[/COLOR][/B]
  51. [/CENTER]
  52. 1. [POST=3251280]Base Rena[/POST]
  53. 2. [POST=3251284]Trapping Ranger[/POST]
  54. 3. [POST=3251295]Night Watcher[/POST]
  55. 4. [POST=3251298]Set-Up[/POST][INDENT]4.1 Skill Layouts & Builds
  56. 4.2 Gear
  57. 4.3 Titles
  58. 4.4 Elements
  59. 4.5 Useful Items
  60. 4.6 Pets
  61. [/INDENT]
  62. 5. [POST=3251301]Delayed Fire and the DF Combo[/POST][INDENT]5.1 What is the DF Combo?
  63. 5.2 Delayed Fire Math
  64. 5.3 Sequencing of Traps
  65. 5.4 Grouping, Nature's Spirit, and Trapping Arrow: Buster
  66. [/INDENT]
  67. 6. [POST=3251308]General, Advanced, Miscellaneous Tips[/POST][INDENT]6.1 Quick Analysis of Concepts and End Behavior
  68. 6.2 The Night Watcher Styles
  69. 6.3 Priming
  70. 6.4 Flash Step, Super-Slide, and Other Momentum Cancels
  71. 6.5 Delays
  72. 6.6 The NW Burst
  73. 6.7 Privileged Casher's Section to Being Disgusting Scum
  74. 6.8 Tips to Success
  75. [/INDENT]
  76. 7. [POST=3251310]Tackling Dailies[/POST][INDENT]7.1 Secrets[INDENT]-2-x: Wally's Underground Laboratory
  77. -3-x: Dragon Nest Abyss
  78. -4-x: Transporting Tunnel: CA
  79. -5-x: Velder's Hallucination
  80. -6-x: Temple of Trials
  81. [SIZE=1][SIZE=2]-7-x: Runaway Behemoth[/SIZE][/SIZE]
  82. [/INDENT]
  83. 7.2 Henir[INDENT]-Party Challenge
  84. -Solo Challenge
  85. [/INDENT]
  86. 7.3 Raid[INDENT]-Eltrion
  87. -Drabaki
  88. [SIZE=1][spoiler][SIZE=2]-Perkisas[/SIZE][/spoiler][/SIZE]
  89. [/INDENT]
  90. [/INDENT]
  91. 8. [POST=3251312]Ereda[/POST]
  92. 9. [POST=3251316]Fine-Tuning Title Runs[/POST][INDENT]9.1 Reaper/Lightspeed Pre-4/29/15
  93. 9.2 Reaper/Lightspeed Post-4/29/15[SIZE=1]
  94. [SIZE=2]9.3 Passion Pay[/SIZE]
  95. [SIZE=2]9.4 Oath of Ruin[/SIZE][/SIZE]
  96. [/INDENT]
  97. 10A. [POST=3251321]Team Synergy[/POST][INDENT]10.1 Elsword, Aisha, Rena
  98. 10.2 Raven, Eve, Chung
  99. [/INDENT]
  100. 10B. [POST=3251322]Team Synergy (continued)[/POST][INDENT]10.3 Ara, Elesis, Add[/INDENT]
  101. [INDENT]10.4 Lu/Ciel
  102. [/INDENT]
  103. 11. [POST=3251331]Videos & GIFs[/POST]
  104. 12. [POST=3251333]Archive[/POST]
  105. 13. [POST=3251336]Change Log[/POST]
  106. 14. [POST=3251340]Useful Links & Credits[/POST][/TD]
  107. [/TR]
  108. [TR]
  109. [/TR]
  110. [TR]
  111. [TD="class: outer_border, bgcolor: #ebebeb"][/TD]
  112. [/TR]
  113. [/TABLE]
  114.  
  115. [HR][/HR]
  116.  
  117. [CENTER][I][FONT=lucida console][SIZE=4][FONT=fixedsys][SIZE=7][U][COLOR=darkgreen]1.0 Base Rena❧[/COLOR][/U][/SIZE][/FONT][/SIZE][/FONT][/I][/CENTER]
  118.  
  119. [FONT=lucida console][SIZE=4][SIZE=2][FONT=lucida console][FONT=Arial Narrow][SIZE=2]Rena is a marksman with ranged weapons but can call on the elements to fuel her magic attacks as well. When cornered though, she has no problem striking enemies with her awesome kicks. She also has the ability to seemingly fly through the air with her double jump.
  120.  
  121. [/SIZE][/FONT][/FONT][/SIZE][/SIZE][/FONT]
  122. [CENTER][I][FONT=lucida console][SIZE=4][SIZE=2][FONT=lucida console][I]  [IMG]http://puu.sh/jc5Xv/1cfa9e73d3.jpg[/IMG][/I][/FONT][/SIZE][/SIZE][/FONT][/I]
  123. [/CENTER]
  124.  [CENTER][B][SIZE=4][FONT=century gothic]"Can you hear the spirit of the winds?"[/FONT][/SIZE][/B]
  125. [/CENTER]
  126.  
  127.  
  128. [CENTER][SIZE=2][FONT=Arial Narrow][QUOTE=Elwiki]Rena is an elf living in the mortal world. Her place in this world is jeopardized by the weakening of El, the power gems that energize everything including the connection to her home world. If this power fades the ties that bind the two planes will vanish as will Rena herself. She uses her abilities as a Ranger to protect the El and her friends. [/QUOTE][/FONT][/SIZE]
  129. [/CENTER]
  130.  [SIZE=4][SIZE=2][SIZE=4][SIZE=2][FONT=microsoft sans serif][SIZE=3][SIZE=4][SIZE=2][SIZE=4][SIZE=2][FONT=microsoft sans serif][SIZE=3][U][SIZE=4][B]MP Regeneration[/B][/SIZE][/U]
  131. [FONT=verdana][SIZE=2]Rena regenerates 5MP/s at maximum speed when staying still. Reaching maximum charge speed takes a lot longer than it does for Aisha. This feature of Rena isn't particularly capitalized on in PvE due to the fact that one would always be moving throughout the dungeon. The only time that this passive ability is used would be doing room transitions and loading screens.Night Watcher's [B]Delayed Fire[/B] skill prevents Rena from charging her MP.
  132.  
  133. [CENTER][IMG]http://puu.sh/lgoZ7/58e3f1c601.jpg[/IMG][/CENTER]
  134. [/SIZE][/FONT][B]
  135.  
  136. [U][SIZE=4]Rena's System: Nature's Spirit/Nature's Force[/SIZE][/U][/B][/SIZE][/FONT][/SIZE][/SIZE][/SIZE][/SIZE]
  137. [/SIZE][/FONT][/SIZE][/SIZE][/SIZE][/SIZE][SIZE=2][FONT=verdana][IMG]http://puu.sh/lgoJ8/666eca15ee.jpg[/IMG]
  138. Rena is able to summon Nature orbs to assist her in battle. These orbs  allow Rena increase combo potential, buff her mobility, and slightly  increase her Mana regeneration rate.A graphical effect will appear around Rena as more orbs are generated. The maximum amount of orbs that a Rena can hold at once is 5.[/FONT][/SIZE]
  139. [spoiler][SIZE=2][FONT=verdana][U]Generating/Reloading Nature Spirit Orbs[/U]
  140. There are various methods to obtain these Nature Spirit Orbs/Bars: either through [I]commands, [/I][I]skills[/I], or both of them together.
  141.  
  142. For every 6 commands, Nature Spirit bar will be generated. Commands that have multiple hits to them will only count as a single command. Commands must connect with a target in order to be counted towards the 6 commands necessary for a bar.
  143.  
  144. For every 150MP consumed using skills, a Nature Spirit Bar will be generated. The Nature Spirit Orb is generated upon casting of the skill and can be consumed by the same skill that generated it. A command generates as much Nature Spirit bars as consuming 25MP on a skill. [/FONT][/SIZE][SIZE=4][SIZE=2][SIZE=4][SIZE=2][FONT=microsoft sans serif][SIZE=3][FONT=verdana][SIZE=2]For example, [/SIZE][/FONT][/SIZE][/FONT][/SIZE][/SIZE][/SIZE][/SIZE]
  145.  
  146. [LIST]
  147. [*=center]30 MP Active: +1.2 commands
  148. [*=center]100 MP skill: +4 commands
  149. [*=center]200 MP skill: +8 commands
  150. [*=center]300 MP skill: +12 commands
  151. [/LIST]
  152. [CENTER]
  153. [/CENTER]
  154. [U]Consumption of Nature Spirit Orbs[/U]
  155.  
  156. There are two methods of consuming Nature Spirit Orbs: through combo extensions or skills. When consumed, they will explode on the first target that the activating skill/combo extension made contact with. The explosion inflicts 370% of your averaged physical and magical attack per orb used and will ignore both defense and guard. Typically, they will also prevent knockdown, knockback, and launches when they connect.
  157.  
  158. [CENTER][IMG]http://puu.sh/lgpdM/127cd25b60.jpg[/IMG]
  159. [I]Visual effect (and presumed range) of the NS Orb explosion.[/I]
  160. [/CENTER]
  161.  
  162. Nature Spirit bars are consumed at the end of most combo extensions (exceptions include Sniping Ranger's ^^XX and >>XX, Combat Ranger's ^^ZZ, and Night Watcher's >>^ZZ, >>ZX, ZZZX). This always consumes a single orb, although some exceptions such as XXX^X and XXXvX may consume more.
  163.  
  164. Nature Spirit bars are typically consumed upon the first contact with mobs. Skills like Eldrasil's Fury will have their Nature Spirit bar activate on the casting Erendil sword if it happens to make contact with a mob. The Nature Spirit orb detonation can happen on the moving seed as well if the Erendil blade does not happen to make contact with a mob. Other skills will not consume any Nature Spirit bars at all but will generate them instead, such as Humming Wind, Karma, and Phoenix Strike.
  165.  
  166. Some skills knockdown/knockback/launch will be canceled when used in conjunction with Nature Spirit bars. Evoke's launch and Trapping Arrow: Buster's knockback is negated by the Nature Spirit orb detonation. However, other skills will not have their effects canceled out by a Nature Spirit orb, such as Fatality's knockdown and Rail Stinger's knockback/launch.
  167.  
  168. Note:[I] The explosions of Nature Spirit Orbs can activate element, title, set, and various other effects that the player has. This makes it possible for Renas to activate effects such as Reaper, Dancing Flame Weapon, various Mysterious El Lord accessory effects, and other proc effects indirectly through the use of Special Actives.[/I]
  169.  
  170. [U] Nature's Spirit Buff[/U]
  171.  
  172. Rena's Nature Spirit system also provides a buff to her damage reduction, passive MP regeneration, and movement speed. When active, the buff will grant her +10% movement speed, +0.3 MP/s passive MP regeneration, and 10% damage reduction (separate from the stat shown in the character stats window). This buff is active constantly while in awakening. Outside of awakening, Rena must have 3 Nature Spirit Orbs to receive this buff.
  173.  
  174. [/spoiler][CENTER]
  175. [SIZE=4][SIZE=2][SIZE=4][SIZE=2][FONT=microsoft sans serif][SIZE=3][B][U][SIZE=4]Commands[/SIZE][/U][/B][/SIZE][/FONT][/SIZE][/SIZE]
  176. [/SIZE][/SIZE][SIZE=1][FONT=lucida console][SIZE=4][SIZE=2][SIZE=4][SIZE=2][FONT=microsoft sans serif][B][SIZE=3][B][COLOR=red]Deals physical damage[/COLOR][/B]
  177. [B][COLOR=blue]Deals magical damage[/COLOR][/B][/SIZE][/B][/FONT][/SIZE][/SIZE][/SIZE][/SIZE][/FONT][/SIZE]
  178.  
  179. [/CENTER]
  180. [IMG]http://puu.sh/jh0kw/3302202af6.png[/IMG]
  181. [spoiler][SIZE=1][COLOR=red][B]120%[/B][/COLOR] + [COLOR=red][B]140%[/B][/COLOR] + [COLOR=red][B]140%[/B][/COLOR] + [COLOR=red][B]200%[/B][/COLOR]
  182. [/SIZE]
  183. Basic 3 kick combo that knocks down at the final hit. Cancel before the fourth Z to form a basic Rena loop. This loop is modified and extended when advancing to Trapping Ranger. A quick, basic loop that is primarily used to gather Nature Spirit bars or build MP. For Night Watchers, the Trapping Ranger modified version of this combo can be used to activate Erendil-based passives like Vital Point Piercing and Calculated Strike. Can be used to push and group mobs, but is not the best option for grouping.
  184.  
  185. [/spoiler]
  186. [IMG]http://puu.sh/jh0nC/e869eaa907.jpg[/IMG]
  187. [spoiler][SIZE=1][COLOR=red][B]120%[/B][/COLOR] + [COLOR=red][B]140%[/B][/COLOR] + [COLOR=red][B]140%[/B][/COLOR] + [COLOR=red][B]240%[/B][/COLOR][/SIZE]
  188. Basic 3 kick combo, followed by an upper kick that launches the target. It can be used to launch and group the NPC in the first room of Ereda, although simply allowing the NPC to jump up and move to the tower may be more reliable if you don't have anyone else who can launch. It can also be used to launch Type-H into the corner on the far right platform if he happens to slip out. Make sure you don't have any Nature Spirit bars when using the launch.
  189. [/spoiler]
  190. [IMG]http://puu.sh/jh0qD/9397157d66.jpg[/IMG]
  191. [spoiler][SIZE=1][COLOR=red][B]110%[/B][/COLOR] + [COLOR=red][B]130%[/B][/COLOR] + [COLOR=red][B]130%[/B][/COLOR] + [COLOR=blue][B]190%[/B][/COLOR][/SIZE]
  192. Basic 3 kick combo, followed by a quick dodge behind targets and an arrow shot that knocks down. Advancing to Night Watcher will make the arrow not knockdown and transform the arrow into a physical-based twig. No real reason to loop this combo extention. It is used to evade oncoming attacks if you happen to find yourself in danger in the middle of the ZZZ loop.
  193. [/spoiler]
  194. [IMG]http://puu.sh/jh0rS/60e630db00.png[/IMG]
  195. [spoiler][SIZE=1][COLOR=blue][B]170%[/B][/COLOR] + [COLOR=blue][B]170%[/B][/COLOR] + [COLOR=blue][B]100% [/B](x 2[/COLOR]) + [COLOR=blue][B]250%[/B][/COLOR][/SIZE]
  196. Fires 2 arrows, followed by a backflip and shooting 2 arrows and ending the combo with a final shot that knocks down. Advancing to Night will transform the 2 arrows on the third X into physical-based twigs. This combo extension doesn't see regular use in PvE at the moment and is only really useful for poking out stoic bursts from mobs, getting element or title procs out of the twig explosions, or stacking twigs onto twigs (in which for the latter two I believe there are more efficient means to achieve those goals).
  197. [/spoiler]
  198. [IMG]http://puu.sh/jh0tG/f20fb57a3f.jpg[/IMG]
  199. [spoiler][SIZE=1][COLOR=blue][B]170%[/B][/COLOR] + [COLOR=blue][B]170%[/B][/COLOR] +  [COLOR=blue][B]100% [/B](x 2[/COLOR]) + [COLOR=blue][B]210%[/B][/COLOR] and [COLOR=blue][B]170%[/B] (x 2)[/COLOR][/SIZE]
  200. Fires 2 arrows, followed by a backflip and shooting 2 arrows and ending the combo with a upwards shot of 3 arrows. Advancing to Night will transform the 2 arrows on the third X into physical-based twigs. This combo doesn't really have much use in PvE. It may be used for cute backline support on things like Type-H, but your time is better used doing something else.
  201. [/spoiler]
  202. [IMG]http://puu.sh/jh0u2/b4ba253905.jpg[/IMG]
  203. [spoiler][SIZE=1][COLOR=blue][B]170%[/B][/COLOR] + [COLOR=blue][B]170%[/B][/COLOR] +  [COLOR=blue][B]100% [/B](x 2)[/COLOR] + [COLOR=blue][B]210%[/B][/COLOR] and [COLOR=blue][B]170%[/B] (x 2)[/COLOR][/SIZE]
  204. Fires 2 arrows, followed by a backflip and shooting 2 arrows and ending the combo with a downwards shot of 3 arrows. Advancing to Night will transform the 2 arrows on the third X into physical-based twigs. This combo doesn't really have much use in PvE. It may be used for cute  backline support on things like Type-H, but your time is better used  doing something else.
  205. [/spoiler]
  206. [IMG]http://puu.sh/jh0wk/72eb7d8a67.jpg[/IMG]
  207. [spoiler][SIZE=1][COLOR=red][B]120%[/B][/COLOR][/SIZE]
  208. Single jump kick. Advancing to Trapping Ranger will turn this into a downward Erendil slash. Not drastically useful in PvE, although you can take a page from the Arena's notebook and fast-fall this combo extension when side-switching or descending upon mobs to make approaching mobs more safer.
  209. [/spoiler]
  210. [IMG]http://puu.sh/jh0wS/f7865d2d5d.jpg[/IMG]
  211. [spoiler][SIZE=1][COLOR=blue][B]170%[/B][/COLOR][/SIZE]
  212. Single jump with an arrow shot without knocking down. Used to poke mobs on above platforms into stoic if necessary.
  213. [/spoiler]
  214. [IMG]http://puu.sh/jh0yr/97cb0a1513.png[/IMG]
  215. [spoiler][SIZE=1][COLOR=red][B]130%[/B][/COLOR] + [COLOR=red][B]200%[/B][/COLOR][/SIZE]
  216. Slide to kick and launch the target. An easier way to launch things like the Ereda NPC or Type-H than ZZZ^Z. For most Renas, continously sliding used just the >>Z portion of this combo extension is the fastest movement option avaliable. However, for Night Watcher, this movement option is slower than her "Flash Step".
  217. [/spoiler]
  218. [IMG]http://puu.sh/jh0zt/c63228210e.jpg[/IMG]
  219. [spoiler][SIZE=1][COLOR=blue][B]170%[/B][/COLOR]
  220. [/SIZE]Dodge behind targets and shoot an arrow that knocks down. Advancing to Night Watcher will make the arrow not knockdown and transform the arrow into a physical-based twig. The most reliable evasive command-based maneuver available to Rena.
  221. [/spoiler]
  222. [IMG]http://puu.sh/jh0B2/2735019cbb.jpg[/IMG]
  223. [spoiler][SIZE=1][COLOR=red][B]220%[/B][/COLOR][/SIZE]
  224. While in midair, Rena kicks forward. After landing, she continues to run if you hold your movement keys left or right. A common movement option for Renas, but is less efficient than >>Z and "Flash Step". This combo is transformed into a forward Erendil stab and extended upon advancing to Trapping Ranger. For most Renas, this loop is the most efficient method of groouping mobs. This is also a very efficient method to activate Night Watcher's Erendil-based Vital Point Piercing or Calculated Strike passives.
  225. [/spoiler]
  226. [IMG]http://puu.sh/jh0DJ/91ab162224.jpg[/IMG]
  227. [spoiler][SIZE=1][COLOR=blue][B]170%[/B][/COLOR] + [COLOR=blue][B]170%[/B][/COLOR] + [COLOR=blue][B]220%[/B][/COLOR][/SIZE]
  228. While in midair, Rena shoots 2 arrows (one followed by another) and ends with a shot of 3 arrows. After landing, she continues to run if you hold your movement keys left or right. The first arrow is transformed into a physical-based twig shot upon advancing to Night Watcher. This combo is a quick way to dump Nature Spirit Bars on targets such as drinking 5-x generals and deliver some impressive defense/guard-ignoring damage. >>^X is a quick way to stack twigs on targets if you happen to need it.
  229. [/spoiler]
  230. [IMG]http://puu.sh/jh0Fg/c3d2ebaa20.jpg[/IMG]
  231. [spoiler][SIZE=1][COLOR=red][B]220%[/B][/COLOR][/SIZE]
  232. While double jumping, Rena does a diving without knocking down. Can be looped rapidly into a chain of stomps known as "storm-stomping". A more common method to employ stomping is to utilize a platform to ease the burden of the loop (V^Z, where down will make you descend down the platform while the ^Z will bring you above the platform again and stomp). Stomping, at the moment, is generally not used by Night Watchers and is definitely not necessary for them to do so. However, it is extremely damage-efficient and can be an option for interested Renas.
  233. [/spoiler]
  234. [IMG]http://puu.sh/jh0FR/fac637af81.jpg[/IMG]
  235. [spoiler][SIZE=1][COLOR=blue][B]170%[/B][/COLOR][/SIZE]
  236. [FONT=microsoft sans serif][SIZE=2][FONT=verdana]While double jumping, shoots down three arrows that spread apart without knocking down. A generally safe combo that can be used to strike enemies below. For Night Watchers, extensive looping of this combo is not efficient nor recommended.
  237. [/FONT][/SIZE][/FONT][/spoiler][FONT=microsoft sans serif][B][SIZE=3]
  238.  
  239. [SIZE=4][U]Skills[/U][/SIZE][/SIZE][/B][/FONT]
  240.  
  241. [I]All skills on Base Rena's tree requires 2 SP to level and acquire.[/I]
  242.  
  243. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  244.  
  245. [CENTER][LEFT]
  246. [IMG]http://elwiki.net/wiki/images/2/27/Multiplestinger.png[/IMG][SIZE=5][B]   [COLOR=darkgreen]Multiple Stinger[/COLOR][/B][/SIZE]
  247. [/LEFT]
  248. [TABLE]
  249. [TR]
  250. [TD="class: outer border, bgcolor: #EBEBEB, align: left"][B]Know Your Strength III[/B] - Decreases MP cost by 10% and removes knock back of first three arrows.[/TD]
  251. [/TR]
  252. [/TABLE]
  253. [LEFT]
  254. [B]Type: [/B]Special Active[B]
  255. Level Requirement[/B]: None
  256. [B]Alternative Choice[/B]: None
  257. [B]MP Consumption: [/B]200 MP / 180 MP noted
  258. [B]Cooldown[/B]: 10 seconds
  259. [B]NF Consumption:[/B] 2 Bars
  260. [B]Skill Note Requirement[/B]: Not needed[B]
  261. Recommendation: [/B]Skip (leave at level 1)
  262.  
  263. [spoiler][SIZE=3][B][I][COLOR=darkgreen]"Fire 3 way magic infused arrows 2 times."[/COLOR][/I][/B][/SIZE]
  264.  
  265. [B]Technical Analysis: [/B]At level 20, it deals 502% damage for each of its 6 possible hits on a single target, making it deliver a maximum of 3012% magic damage on a single target. Pierces twice outside of awakening and infinitely inside of awakening. Has modest knockback. Noting it would probably make the skill worse than it already is by removing its knockback capabilities.
  266. [B]
  267. Comments: [/B]A skill that somehow became one of the two skills that Rena begins with. Leave it where it is at level 1 and out of your set-up because this skill is certainly not worth it.
  268.  
  269. [B]Final Recommendation: [/B]Skip it.
  270.  
  271. [/spoiler]
  272.  
  273.  
  274. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -[/LEFT]
  275. [/CENTER]
  276. [CENTER][LEFT]
  277. [IMG]http://elwiki.net/wiki/images/7/7b/Back_Tumbling_Shot.PNG[/IMG]   [SIZE=5][B][COLOR=darkgreen]Backflip Shot[/COLOR][/B][/SIZE]
  278.  
  279. [/LEFT]
  280. [TABLE]
  281. [TR]
  282. [TD="class: outer border, bgcolor: #EBEBEB, align: left"][B]Nimble Landing I [/B]- Reduce cool down by 1 second.[/TD]
  283. [/TR]
  284. [/TABLE]
  285. [LEFT][B]Type:[/B] Active
  286. [B]Level Requirement[/B]: None
  287. [B]Alternative Choice[/B]: None
  288. [B]MP Consumption: [/B]30 MP
  289. [B]Cooldown[/B]: 6 seconds / 5 seconds noted
  290. [B]NF Consumption:[/B] 1 Bar
  291. [B]Skill Note Requirement[/B]: Not needed[B]
  292. Recommendation: [/B]Skip (leave at level 1)
  293.  
  294. [spoiler][I][B][SIZE=3][COLOR=darkgreen]"Backflip into the air and shoot 3 arrows downward while becoming invincible."[/COLOR][/SIZE][/B][/I]
  295.  
  296. [B]Technical Analysis: [/B]At level 20, it deals 146% magic damage for 3 hits for a total of 438% magic damage. It should be noted that leveling this skill will not yield much gains in damage output. Pieces once.
  297.  
  298. [B] Comments: [/B]One of Rena's few evasive skills. Provides invincibility frames  (i-frames) for a short amount of time for a very small amount of MP.  This skill is used in a common NW-exclusive movement technique known as  the [I]Forward Backflip Shot[/I] through a momentum cancel. As neat as this  skill is on NW, relying on BFS to provide i-frames is a waste of skill  slots for where we're going. Other skills shown later can double in  offensive and defensive functions when used correctly.
  299.  
  300. [B]Final Recommendation: [/B]Because BFS has  no real offensive capabilities and only possesses defensive functions,  it is recommended to leave this skill alone and move on.
  301.  
  302. [/spoiler]
  303. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -[/LEFT]
  304. [/CENTER]
  305. [CENTER][LEFT]
  306. [IMG]http://elwiki.net/wiki/images/f/f5/Risingfalcon.png[/IMG] [SIZE=5][B][COLOR=darkgreen]Rising Falcon[/COLOR][/B][/SIZE]
  307. [/LEFT]
  308. [TABLE]
  309. [TR]
  310. [TD="class: outer border, bgcolor: #EBEBEB, align: left"][B]Falcon's Claws[/B] - Tumbling amount reduced by 1 while the tumbling damage is increased by x2.27.[/TD]
  311. [/TR]
  312. [/TABLE]
  313. [LEFT][B]Type:[/B] Active
  314. [B]Level Requirement:[/B] 5
  315. [B]Alternative Choice[/B]: Assault Kick
  316. [B]MP Consumption: [/B]30 MP
  317. [B]Cooldown[/B]: 5 seconds
  318. [B]NF Consumption:[/B] 1 Bar
  319. [B]Skill Note Requirement[/B]: Do not get[B]
  320. Recommendation: [/B]Skip or leave at level 1
  321.  
  322. [spoiler][I][SIZE=3][B][COLOR=darkgreen]"Attack by doing chain cartwheels."[/COLOR][/B][/SIZE][/I]
  323.  
  324. [B]Technical Analysis: [/B]At level 20, it deals 83%  physical damage for 5 hits and a final single hit for 166% physical for a total of 581% physical damage.  It should be noted that leveling this skill will not yield much gains in  damage output.
  325.  
  326. [B] Comments: [/B]The second evasive skill available to Rena. Provides invincibility  frames for an extended period of time. This skill can be extremely  helpful in solo runs against bosses like Type-H, Bone Dragon, and  Joaquin. This skill requires less precision than BFS to use, but the  long animation of this skill does have some drawbacks: it will not  protect you at the end of the cartwheel path and it will always travel a  set distance. If used during something like Eltrion's Missile Raid  attack, one would most likely be hit by either the huge hitboxes of  missile explosions locking onto you or stray missiles led by other  players.
  327.  
  328. [B]Final Recommendation: [/B]If you would like an easy way to handle secret dungeon solo  runs, keeping this skill at level 1 is an option.
  329.  
  330. For players who are  more attuned to party play, this skill can be skipped.
  331.  
  332. [/spoiler]
  333. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  334. [/LEFT]
  335. [/CENTER]
  336. [CENTER][LEFT]
  337. [IMG]http://elwiki.net/wiki/images/2/26/Assault_Kick.PNG[/IMG] [SIZE=5][B][COLOR=darkgreen]Assault Kick[/COLOR][/B][/SIZE]
  338. [/LEFT]
  339. [TABLE]
  340. [TR]
  341. [TD="class: outer border, bgcolor: #EBEBEB, align: left"][B]F[/B][B]lying Kick[/B] - Reduces KD by 20.[/TD]
  342. [/TR]
  343. [/TABLE]
  344. [LEFT][B]Type:[/B] Special Active[B]
  345. Level Requirement:[/B] 5
  346. [B]Alternative Choice[/B]: Rising Falcon
  347. [B]MP Consumption: [/B]70 MP
  348. [B]Cooldown[/B]: 6 seconds
  349. [B]NF Consumption:[/B] 1 Bar
  350. [B]Skill Note Requirement[/B]: Not needed for PvE
  351. [B]Recommendation: [/B]Skip
  352.  
  353. [spoiler][I][B][SIZE=3][COLOR=darkgreen]"Perform a double kick up attack."[/COLOR][/SIZE][/B][/I]
  354.  
  355. [B]Technical Analysis: [/B]At level 20, it deals 582% physical damage for 2 hits for a total of 1164% physical damage.  It should be noted that leveling this skill will not yield much gains in  damage output in PvE.
  356.  
  357. [B] Comments: [/B]An offensive skill with some nice delay time attached to it, making it a  popular Arena choice. However, there isn't any need for this skill in  PvE.
  358.  
  359. [B]Final Recommendation: [/B]Skip it.
  360. [/spoiler]
  361.  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  362.  
  363.  
  364. [IMG]http://elwiki.net/wiki/images/2/2e/CSZE.png[/IMG] [SIZE=5][B][COLOR=darkgreen]Extreme Heavenly Love[/COLOR][/B][/SIZE]
  365. [B]Type:[/B] Couple Skill
  366.  [B]Level Requirement:[/B] None
  367. [B]Alternative Choice[/B]: None
  368. [B]MP Consumption: [/B]None
  369. [B]Cooldown[/B]: 300 seconds
  370. [B]NF Consumption:[/B] None
  371. [B]Skill Note Requirement[/B]: [B]-
  372. Recommendation: [/B]Skip / Personal preference
  373. [/LEFT]
  374. [/CENTER]
  375. [spoiler]
  376.  
  377. [SIZE=3][B][I][COLOR=darkgreen]"Recover HP and MP using the Power of Love."
  378. [/COLOR][/I][/B][/SIZE]
  379.  
  380.   [B]Technical Analysis: [/B]At level 2, recovers HP and MP completely while leaving a buff on affected players to recover 10% of their HP ten times over the course of a few seconds. Its effective range is 1500 and is used like a throwing item.
  381.  
  382. [B] Comments: [/B]Interesting set-ups can be performed by players partying with their partner that allows for some massive burst damage to occur without having to consume much MP. There are no known relevant orb throw-cancel techs that can be performed with this skill in Night Watcher's arsenal.
  383.  
  384. [B]Final Recommendation: [/B]Personally, I would not use this skill even if I had it because it is a waste of precious skill slot space and can be regarded as your 7th item quickslot with a cooldown of that dwarfs even that of hyperactives.
  385. [/spoiler]
  386.  
  387. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  388.  
  389.  
  390. [IMG]http://elwiki.net/wiki/images/9/91/SOPa.png[/IMG] [SIZE=5][B][COLOR=darkgreen]Tolerance Aura
  391. [/COLOR][/B][/SIZE][B]Type:[/B] Buff
  392. [B]Level Requirement:[/B] 10
  393. [B]Alternative Choice[/B]: Blessed Aura
  394. [B]MP Consumption: [/B]Variable (45MP at level 20)
  395. [B]Cooldown[/B]: 10 seconds
  396. [B]NF Consumption:[/B] None
  397. [B]Skill Note Requirement[/B]: -
  398. [B]Recommendation: [/B]Skip
  399.  
  400.  
  401. [spoiler]
  402.  
  403. [SIZE=3][B][I][COLOR=darkgreen]"Create an aura that reduces damage taken."
  404. [/COLOR][/I][/B][/SIZE]
  405.  
  406.  [B]Technical Analysis: [/B]A buff that increases in potency and MP cost as its level increases. At level 1, it consumes 16MP and increases reduced damage by 15%. At level 20, it consumes 45MP and increases reduced damage by 34%. At all levels, its duration is 60 seconds. Previous tests by [B]Zillek[/B] appear to show that the the stat provided by this buff is separate from the actual reduced damage stat shown in the UI and is multiplicative rather than with the damage reduction stat shown in the UI.
  407.  
  408. [B] Comments: [/B]A ridiculously powerful reduced damage buff. For players who are  uncomfortable with Night Watcher's fragility, having this skill for Raid  or secret dungeon boss battles like Type-H isn't a bad idea. However,  we're breaking limits here and we have no time for cowards!
  409.  
  410. [B]Final Recommendation: [/B]Save yourself the skill slot space and skip this crutch entirely.
  411. [/spoiler]
  412.  
  413. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  414.  
  415.  
  416. [IMG]http://elwiki.net/wiki/images/7/71/SOPo.png[/IMG] [SIZE=5][B][COLOR=darkgreen]Blessed Aura
  417. [/COLOR][/B][/SIZE][B]Type:[/B] Buff
  418.  [B]Level Requirement:[/B] 10
  419. [B]Alternative Choice[/B]: Blessed Aura
  420. [B]MP Consumption: [/B]Variable (45MP at level 20)
  421. [B]Cooldown[/B]: 10 seconds
  422. [B]NF Consumption:[/B] None
  423. [B]Skill Note Requirement[/B]: [B]-
  424. Recommendation: [/B]Skip
  425.  
  426.  
  427. [spoiler]
  428.  
  429. [I][SIZE=3][B][COLOR=darkgreen]"Increases elemental resistances."
  430. [/COLOR][/B][/SIZE][/I]
  431.  
  432.  [B]Technical Analysis: [/B]A skill that increases elemental resistances along with element attribute proc chances. At level 1, it consumes 16MP and increases all element resists by 75 and attribute proc chance by 1%. At  level 20, it consumes 45MP and increases all element resists by 170 and attribute proc chance by 2.9%. At all  levels, its duration is 60 seconds. Previous tests show that the element attribute proc increase affects users of dual elements.
  433.  
  434. [B] Comments: [/B]The element resistance part is mostly irrelevant as  most players should have substantial fire and nature resists already  (other elements are not as common on end-game PvE monsters and don't  really demand the need for Blessed Aura's protection). As for the other  half of this buff, I will comment that Night Watcher's affinity to  element procs is rather subpar outside of her twig commands. An  optimistic outlook on Blessed Aura would be that it compensates for  Night Watcher's low element proc affinity, but I don't believe that Night Watcher should go out of her way to compensate for this deficiency because she doesn't actually benefit greatly from proc'ing elements in the first place.
  435.  
  436. [B]Final Recommendation: [/B]Although  slightly useful for herself and potentially useful for her comrades, it  is not worth using one of her precious 8 skill slots on. Skip it  entirely.
  437. [/spoiler]
  438.  
  439. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  440.  
  441. [CENTER][LEFT]
  442. [IMG]http://elwiki.net/wiki/images/7/73/Rail_Stinger.PNG[/IMG] [SIZE=5][B][COLOR=darkgreen]Rail Stinger[/COLOR][/B][/SIZE]
  443. [/LEFT]
  444. [TABLE]
  445. [TR]
  446. [TD="class: outer border, bgcolor: #EBEBEB, align: left"][B]Hollow Tips[/B] - Stinger will pierce an additional 2 enemies.[/TD]
  447. [/TR]
  448. [/TABLE]
  449. [LEFT][B]Type:[/B] Special Active
  450. [B]Level Requirement:[/B] 15
  451. [B]Alternative Choice[/B]: Perfect Storm
  452. [B]MP Consumption: [/B]100MP
  453. [B]Cooldown[/B]: 7 seconds
  454. [B]NF Consumption:[/B] 1 bar
  455. [B]Skill Note Requirement[/B]: Not needed[B]
  456. Recommendation: [/B]Skip for [I]Turtle[/I] NWs / Max or Skip for [I]Hare[/I] NWs
  457.  
  458. [spoiler][I][B][SIZE=3][COLOR=darkgreen]"Shoot a magic infused arrow."[/COLOR][/SIZE][/B][/I][B][SIZE=3]
  459. [/SIZE][/B]
  460. [B]Technical Analysis: [/B]At level 20, it deals 1173% magic damage on a single target.  It should be noted that leveling this skill will not yield much gains in  damage output in PvE. Pierces once outside of awakening and without the note. Pierces three times when outside of awakening but with the note. Pierces infinitely in awakening regardless of whether the player owns the skill note or not. Has high knockback that launches and knockdowns. The NF orb does not neutralize the knockdown.
  461.  
  462. [B] Comments: [/B]A skill with impressive knockback (unfortunately coupled with a  launch/most probable knockdown) and equally impressive range. The  skill's downside is its most probable knockdown of multiple targets due to its piercing  capabilities and range, coupled with its relatively low damage output.  This skill can be used for unconventional grouping strats for teammates  or for Night Watcher herself. A common grouping strategy with Rail  Stinger is to launch the Tower Guardian and group it with the Ereda  tower so certain team members can benefit from the extra source of MP or  splash damage provided to them.
  463.  
  464. [B]Final Recommendation: [/B]For general  [I]Turtle Night Watcher[/I] PvE, skip this skill because it consumes a  precious skill slot needed elsewhere and traditional >>^Z grouping  is quite reliable -- albeit slower. A single point in Rail Stinger for  Ereda if one would like it, but grouping strategies in the Tower Room of  Ereda is relative unheard of and probably unnecessary. Noted Perfect Storm also  provides some competition to this skill in the Ereda setting if players  happen to have skill note space and want to run that skill.
  465.  
  466. For [I]Hare  Night Watchers[/I], I would recommend comparing the hitbox advantages that  Rail Stinger provides against Perfect Storm's hitbox advantage. Pick  and max whichever one you desire the most or skip. Keep in mind that Rail  Stinger is akin to a cheaper and weaker Phoenix Strike while Perfect  Storm is akin to a weaker Gliding Strike.
  467. [/spoiler]
  468.  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  469. [/LEFT]
  470. [/CENTER]
  471. [CENTER][LEFT]
  472. [IMG]http://elwiki.net/wiki/images/e/ef/Perfect_Strom.PNG[/IMG] [SIZE=5][B][COLOR=darkgreen]Perfect Storm[/COLOR][/B][/SIZE]
  473. [/LEFT]
  474. [TABLE]
  475. [TR]
  476. [TD="class: outer border, bgcolor: #EBEBEB, align: left"][B]Life Spirit[/B] - Leaves trail of nature and creates an area that recovers 2% HP and MP 3 times.[/TD]
  477. [/TR]
  478. [/TABLE]
  479. [LEFT][B]Type:[/B] Special Active
  480. [B]Level Requirement:[/B] 15
  481. [B]Alternative Choice[/B]: Rail Stinger
  482. [B]MP Consumption: [/B]200MP
  483. [B]Cooldown[/B]: 9 seconds
  484. [B]NF Consumption:[/B] 2 bar
  485. [B]Skill Note Requirement[/B]: Only for Ereda[B]
  486. Recommendation: [/B]Skip for [I]Turtle[/I] NWs / Max or Skip for [I]Hare[/I] NWs
  487.  
  488. [spoiler][I][SIZE=3][B][COLOR=darkgreen]"Shoot an arrow downward that forms small tornadoes with the power of  wind. It slowly moves forward and increases in size during Awakening."[/COLOR][/B][/SIZE][/I]
  489.  
  490. [B]Technical Analysis: [/B]At level 20, it deals 401% magic damage for 7 hits on a single target for a total of 2807% magic attack. Drags targets slowly.
  491.  
  492. [B] Comments: [/B]A skill with terribly low damage output and unimpressive dragging/pushing capabilities. Despite attempts by developers to make this skill better, it remains as one of the biggest laughingstocks of the Rena tree. The skill does have a respectable vertical hitbox, however. The skill note and the fact that it treats the Tower like a wall makes it somewhat tolerable in Ereda, but I would strongly recommend putting that MP into a different skill rather than providing your team with minuscule amounts of MP. After conducting some tests with my own Night Watcher, this skill remains to be very lacking in damage output and speed, as well as the advantageous vertical hitbox being overshadowed by its lacking horizontal range. Even at a +10 level, this skill is quite lackluster and I would suggest Gliding Strike over it in almost all scenarios.
  493.  
  494. [B]Final Recommendation: [/B]For [I]Turtle Night Watchers[/I], skip this skill. It is far too weak to deserve a place in your skill slots and its utility is negligible.
  495.  
  496. For [I]Hare  Night Watchers[/I], I would recommend comparing the hitbox advantages that  Rail Stinger provides against Perfect Storm's hitbox advantage. Pick  and max whichever one you desire the most or skip. Keep in mind that Rail  Stinger is akin to a cheaper and weaker Phoenix Strike while Perfect  Storm is akin to a [B]much[/B] weaker Gliding Strike. I find myself using Gliding Strike more often than this lackluster skill, so I would lean towards just skipping this skill even if you're at +10.
  497.  
  498. [/spoiler]
  499.  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -[/LEFT]
  500. [/CENTER]
  501. [CENTER][LEFT]
  502. [IMG]http://elwiki.net/wiki/images/9/9f/Siege.PNG[/IMG] [SIZE=5][B][COLOR=darkgreen]Siege Mode[/COLOR][/B][/SIZE]
  503. [/LEFT]
  504. [TABLE]
  505. [TR]
  506. [TD="class: outer border, bgcolor: #EBEBEB, align: left"][B]Bow String Maintenance[/B] - Cooldown between arrow shots decreased by 30%.[/TD]
  507. [/TR]
  508. [/TABLE]
  509. [LEFT][B]Type:[/B] Active
  510. [B]Level Requirement:[/B] 15
  511. [B]Alternative Choice[/B]: None
  512. [B]MP Consumption: [/B]0MP initially, drains 2MP/s when remaining in Siege. Z and X arrow volley consumption varies with level.
  513. [B]Cooldown[/B]: 5 seconds
  514. [B]NF Consumption:[/B] 1 bar
  515. [B]Skill Note Requirement[/B]: Necessary[B]
  516. Recommendation: [/B]Max
  517.  
  518. [spoiler][I][B][SIZE=3][COLOR=darkgreen]"Hold a shooting position and fire arrows by pressing Z or X keys."[/COLOR][/SIZE][/B][/I][B][SIZE=3]
  519. [/SIZE][/B]
  520. [B]Technical Analysis: [/B]At level 20, ready-up hit deals 143% physical damage. A single Z volley deals 204% magic damage for two hits at the cost of 14MP for a total of 408% magic damage per Z volley. A single X volley deals 135% magic damage for five hits at the cost of 19MP for a total of 675% magic damage per X volley. X volleys home in on targets and usually center in on the target's body (although it will sometimes lock onto heads instead). A common technique to maximize Siege damage output is canceling the skill at the 4th volley by pressing the Siege key again to refresh the Siege volley count. It can also be cancelled out of at any point using actives or special actives. Note that Siege's cooldown will only start after the fifth shot, allowing for the skill to be pressed again to regain five more volleys. Players can wait the five second cooldown to cast Siege again and stay in Siege indefinitely (when the skill comes off cooldown depends on the rate that you're firing, attack speed, and other speed buffs). Getting attacked while in Siege will knock the player out of Siege, but will not activate its cooldown. At level 20, 9 Z volleys consume 126MP for a total of 3672% magic damage and 9 X volleys consume 171MP for a total of 6075% magic damage. Although one can stay in Siege Mode indefinitely, most Renas rarely use 9 volleys and even fewer exceed that amount of volleys. Siege is one of the most MP: Damage efficient skills in the game. Each volley can pierce once. According to Elwiki, element activation chances with Siege is reduced to a third of what the chance normally is.
  521.  
  522.  
  523.  
  524. [IMG]http://i1.minus.com/ibayXb0feJivlR.jpg[/IMG]
  525. [I]The range of Siege courtesy of Skairine and his WS guide. Very detailed information on Siege's auto-aim behavior and the range of Siege can be found on Skairine's PvE WS guide [URL="https://enforums.elswordonline.com/showthread.php?104919-Guide-by-Skairine-Wind-Sneaker-PvE-Playstyle-Guide-Windy-Tales-of-Elrios"]here[/URL].[/I]
  526.  
  527.  [B] Comments: [/B]A staple skill for all Renas. Maxing it is necessary to decrease MP consumption and increase damage dramatically. Siege X packs a nasty magic-based bite  (for better or worse, Night Watcher's dominant stat is her magic attack,  fueling and making viable certain skills like Siege) and will be one of  the few ways Night Watcher will be able to mob efficiently. Siege Z  provides some ample knockback and can be used to group mobs for DF Combo  set-ups. Its piercing function gives it crowd control capabilities if  you happen to need it. One downside to this skill is how quickly it  induces super armor, so it is recommended that you keep a reasonable  distance as any archer should when using it. Fortunately for Night  Watcher, switching from long distance combat to close-quarter combat is a  simple task with her commands. In fact, experienced Night Watchers can  turn Siege's disadvantage into an advantage by capitalizing on her  quick movement. Experienced players should be able to quickly swoop in  on enemies who have super-armored induced from Siege volleys and unleash  devastating skills that normally have large knockback or KD quickly  such as Gliding Strike, Fatality, or the DF combo without fear of  dealing with those repercussions. Proactive use of this skill is often draining on the supply of Nature Bars avaliable to Night Watcher, but this was already the case because DF combos consume an ample amount of Nature Bars themselves (Siege will not impede upon Buster's need for a Nature Bar because the casting of Buster will resupply it with a bar).
  528.  
  529. [B]Final Recommendation: [/B]I do admit that Siege may not be everyone. However, I strongly encourage  that players incorporate Siege into their Night Watcher gameplay and to  try and overcome their awkwardness with the skill to discover its  utility and perks. I believe that the skill is a wonderful addition to  [I]Turtle Night Watcher'[/I]s kit. My recommendation is to max this skill and  slot it as one of your 8 skills. Only skip this skill if you absolutely  cannot get comfortable with it or cannot acquire its skill note (if you can't acquire its note, this guide may or may not be for you).
  530.  
  531. [/spoiler]
  532.  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -[/LEFT]
  533. [/CENTER]
  534. [CENTER][LEFT]
  535. [IMG]http://elwiki.net/wiki/images/b/b4/Phoenix_Strike.PNG[/IMG] [SIZE=5][B][COLOR=darkgreen]Phoenix Strike[/COLOR][/B][/SIZE]
  536. [/LEFT]
  537. [TABLE]
  538. [TR]
  539. [TD="class: outer border, bgcolor: #EBEBEB, align: left"][B]Phoenix's Affinity[/B] - Increase Phoenix Strike's critical chance by 10% and its burning duration by 10 seconds.[/TD]
  540. [/TR]
  541. [/TABLE]
  542. [LEFT][B]Type:[/B] Special Active
  543. [B]Level Requirement:[/B] 20
  544. [B]Alternative Choice[/B]: Aero Tornado
  545. [B]MP Consumption: [/B]300MP
  546. [B]Cooldown[/B]: 20 seconds
  547. [B]NF Consumption:[/B] None
  548. [B]Skill Note Requirement[/B]: Not needed[B]
  549. Recommendation: [/B]Skip for [I]Turtle[/I] NWs / Max, Level 1, or Skip for solo NWs / Max or Skip for [I]Hare[/I] NWs
  550.  
  551. [spoiler][I][SIZE=3][B][COLOR=darkgreen]"Release a powerful Phoenix that burns all enemies in its path."
  552. [/COLOR][/B][/SIZE][/I]
  553. [B]Technical Analysis: [/B]At level 20, deals an initial 3289% magic damage for a single hit that decays down to 1096% magic damage over the course of its flight. For its 4 second flight, the skill will lose 16.67% of its strength every second. It inflicts burn damage for 3 seconds (13 seconds when noted) on targets that deals 30% magic damage based on the user's averaged attack powers. This burn damage is affected by natural fire resistance on monsters. Does not consume Nature bars and instead reloads 3 of them. A linear skill that can follow curves but is unable to adjust to height changes such as slopes. Launches and knocks down all targets in its path.
  554.  
  555. [B] Comments: [/B]A skill that was once hailed as one of the best PvE skills in the game and is now regarded by serious PvE mains as an outdated relic that can be used to troll parties. Although Night Watcher is in dire need of mobbing skills with excellent hitboxes and good range, Phoenix Strike is not a solution for her. Especially after the skill obtained damage decay over time nerf, this skill is prone to knocking down mobs and deterring the progress of the party more than it helps. This skill would only be [I]slightly[/I] useful in 6-x in parties that lack ranged options in the long corridor rooms. However, most classes and players have devised their own means or already possess tools to tackle these rooms so the likelihood that Phoenix Strike would be useful is very low. Casting Phoenix Strike while another class is attempting to group mobs (Windmill, Heaven's Fist: Sweep, etc.) or outright kill them/damage them without severe repercussions (Psychic Artillery, Plasma Cutter, Blaze Step, etc.) is absolutely disastrous.
  556.  
  557. [B]Final Recommendation: [/B]A party-oriented [I]Turtle Night Watcher[/I] should skip this skill. A solo Night Watcher [I]may[/I] find use in using this skill to aggro and draw mobs together in areas like 6-x where they won't trouble their non-existent teammates. However, a 300MP aggro skill is quite unfavorable.
  558.  
  559. A [I]Hare Night Watcher[/I] may be able to use this skill effectively depending on how much attack power they have to abuse its hitbox. If a player chooses to take this skill, maxing the skill is highly recommended unless a player has absolute confidence in the type of attack power they have.
  560. [/spoiler]
  561.   - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -[/LEFT]
  562. [/CENTER]
  563.  [CENTER][LEFT]
  564. [IMG]http://elwiki.net/wiki/images/3/3d/Aero_Tornado.PNG[/IMG] [SIZE=5][B][COLOR=darkgreen]Aero Tornado[/COLOR][/B][/SIZE]
  565. [/LEFT]
  566. [TABLE]
  567. [TR]
  568. [TD="class: outer border, bgcolor: #EBEBEB, align: left"][B]Cyclone's Eye[/B] - More Pull during wind bomb. Fires extra Arrow, Arrows home-in, pierces 2 times.[/TD]
  569. [/TR]
  570. [/TABLE]
  571. [LEFT][B]Type:[/B] Special Active
  572. [B]Level Requirement:[/B] 20
  573. [B]Alternative Choice[/B]: Phoenix Strike
  574. [B]MP Consumption: [/B]300MP
  575. [B]Cooldown[/B]: 18 seconds
  576. [B]NF Consumption:[/B] 3 bars
  577. [B]Skill Note Requirement[/B]: Necessary[B]
  578. Recommendation: [/B]Max
  579.  
  580. [spoiler][I][SIZE=3][B][COLOR=darkgreen]"Shoot a tornado of arrows that deals heavy damage to enemies."[/COLOR][/B][/SIZE][/I]
  581.  
  582. [B]Technical Analysis: [/B]A skill attuned for bossing or mini-bossing. At level 20 and outside of awakening, it deals 438% magic damage for 10 hits for a total of 4380% magic damage. Inside awakening but un-noted, the skill deals a consistent 504% magic defense for 10 hits for a total of 5040% damage. The two stingers circling the awakened, un-noted version do not home in on targets and are unlikely to hit the intended target but deal 100% magic damage per hit (each stinger rotates ten times, making max hit count 20) if they happen to connect. The noted awakened version will give the skill substantial suction and add an additional stinger to the original two and make them all home in. Stingers only pierce twice (reducing max hit count for stingers to 6), making the noted version of this skill deal a consistent 5640% magic damage if the stingers do not lock onto another target. [B]Note:[/B] Aero Tornado's invincibility frames end somewhere around the peak of her jump, meaning that she is not safe at that height nor is she safe on her descent to the ground.
  583.  
  584. [B] Comments: [/B]A skill that served little purpose until it obtained its skill note. The suction isn't quite on the level of Grand Archer's Wind Wall, but it serves as both a grouping and a "nuking" skill at the same time. Appropriate usage will deliver quick substantial damage upon mini-bosses/secret dungeon generals while also eliminating nearby trash mobs. The noted version's suction also proves useful in Ereda for rooms such as Taranvash and Nasod Twins. This skill is really lackluster without its note so I would only get it if you can note it. This skill has some minor stoic-locking capabilities.
  585.  
  586. [B]Final Recommendation: [/B]This skill should be maxed for any build that you run. It is a quick group+nuke for the generally slow [I]Turtle Night Watcher[/I] and gives her options to move quickly when she is required to. [I]Hare Night Watchers[/I] choosing not to run Phoenix Strike will also enjoy the huge damage and AoE of this skill as it serves as a more powerful skill than Fungus that also groups for itself.
  587.  
  588. [/spoiler]
  589.  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  590.  
  591. [/LEFT]
  592. [/CENTER]
  593.  
  594. [HR][/HR]
  595.  
  596. [CENTER][FONT=lucida console][I][FONT=fixedsys][SIZE=7][U][COLOR=darkgreen]☙ 2.0 Trapping Ranger ❧[/COLOR][/U][/SIZE][/FONT]
  597. [/I][/FONT][/CENTER]
  598. [FONT=lucida console][SIZE=2][FONT=arial narrow]
  599. The Trapping Ranger is a unique archer that comes along with The Blade  of Erendil. She also has a variety of traps made out of Eldrasil  Branches that can be used. She can even call forth huge gusts of wind to  inflict magical damage.[/FONT][/SIZE][/FONT][CENTER][FONT=lucida console][I]  
  600.  [IMG]http://puu.sh/jc6ga/178978b155.jpg[/IMG]
  601. [/I][B][SIZE=4][FONT=century gothic]"Trapping is my specialty!"[/FONT][/SIZE][/B][/FONT]
  602. [/CENTER]
  603. [FONT=lucida console][SIZE=4][SIZE=2][SIZE=4][SIZE=2][FONT=microsoft sans serif][B][SIZE=3]
  604. [/SIZE][/B][/FONT][/SIZE][/SIZE][/SIZE][/SIZE][/FONT][SIZE=2][FONT=arial narrow][QUOTE=Elwiki]Rena, a talented archer, has taken on the road to help recover the  missing El and preserve the link between this world of mortals and her  first home, the elven realm. On the road, Rena comes into contact with  an organization called the Night Savers, a mysterious order of elves.  They are trained assassins and secret agents who run covert operations  to defend the land. The Night Savers' stealth work draws Rena's interest, and it  leads her to the hallowed tree Eldrasil, the patron of this secret  order. Eldrasil bestows upon her a mythical blade named Erendil and the  power to command magic winds. To complete Rena's transformation into a  stealth warrior, Eldrasil delivers one final gift: the ability to use  the forces of nature to set fatal traps for her enemies. Fearsome Rena can call on any of her countless combat abilities  to annihilate her targets once they fall for her traps. As she moves up  to become a Trapping Ranger, she proves to be an impressive member of  the El Search Party and a formidable adversary to those who dare cross  her path.[/QUOTE][/FONT][/SIZE]
  605.  
  606.  [FONT=lucida console][SIZE=4][SIZE=2][SIZE=4][SIZE=2][FONT=microsoft sans serif][B][SIZE=3]
  607. [U][SIZE=4]Commands[/SIZE][/U]
  608. [B][COLOR=red]Deals physical damage[/COLOR][/B]
  609. [B][COLOR=blue]Deals magical damage[/COLOR][/B]
  610. [/SIZE][/B][/FONT][/SIZE][/SIZE][/SIZE][/SIZE][/FONT]
  611. [IMG]http://puu.sh/jctbl/6a1bcff386.jpg[/IMG]
  612. [B][U]Erendil Combo
  613. [/U][/B][spoiler][COLOR=red][B]120%[/B][/COLOR] + [COLOR=red][B]140%[/B][/COLOR] + [COLOR=red][B]150%[/B][/COLOR] + [COLOR=red][B]200% [/B][COLOR=black]+[/COLOR][/COLOR][COLOR=red][B]125%[/B] (x 2)[/COLOR]
  614. Replaces half of the original Z  combo. After kicking twice, draw out the blade of Erendil to slash  twice and finishes by stabbing the enemy and pulling out the blade that  knocks them down (knockdown will not occur if there is a Nature Spirit Orb available).  The stab can be canceled with a skill. The second stab on the last Z  has a large enough hit stun to chain Special Actives before knocking  down. ZZZZ can be looped using traditional dash cancels or by simply holding the directional key down. If the Calculated Strike passive is active, the last hit no longer knocks down. A quick, basic loop that is primarily used to gather Nature Spirit bars  or build MP. For Night Watchers, the Trapping Ranger modified version of  this combo can be used to activate Erendil-based passives like Vital  Point Piercing and Calculated Strike. Can be used to push and group  mobs, but is not the best option for grouping.
  615. [/spoiler]
  616.  
  617. [IMG]http://puu.sh/jctgC/99ebcc5527.jpg[/IMG]
  618. [B][U]Slashing Dash
  619. [/U][/B][spoiler][COLOR=red][B]130%[/B][/COLOR] + [COLOR=red][B]200%[/B][/COLOR]
  620. Slash through the enemy with the blade of Erendil after doing the standard >>Z combo. A pretty reliable pass-through with a brutally heavy hitstun. This pass-through is mostly used for offensive purposes. >>X serves as a better evasive maneuver. When used in conjunction with Night Watcher's momentum cancel, she can close in on mobs from afar and hitstun them before unleashing her skills.
  621. [/spoiler]
  622.  
  623. [IMG]http://puu.sh/jcthL/d0f590f318.jpg[/IMG]
  624. [B][U]Jump Dash Stab
  625. [/U][/B][spoiler][COLOR=red][B]100%[/B][/COLOR] + [COLOR=red][B]150%[/B][/COLOR]
  626. The original >>^Z  will be replaced with the blade of Erendil instead of kicking. After  thrusting the blade at the enemy with >>^Z, Rena ends the combo  with a 180° slash. Also modifies ^Z to use the blade of Erendil. This is another pass-through available to the Trapping Ranger/Night Watcher path, although less useful in a PvE environment. It will be unlikely that you ever use the second Z unless you need to dodge incoming attacks while you are grouping. This modification of >>^Z makes her grouping power more efficient in gathering MP by incorporating her Erendil for passive procs, but is only more effective in building MP than other loops at certain speeds. Looping >>^Z is the most effective method to proc the Vital Point Piercing and Calculated Strike passives and is the go-to loop to gather MP in Ereda Island.
  627. [/spoiler]
  628.  
  629. [SIZE=4][U][FONT=microsoft sans serif][B]Skills[/B][/FONT][/U][/SIZE]
  630.  
  631. [I]All skills on Trapping Ranger's tree requires 3 SP to level and acquire.
  632.  
  633. [/I] [CENTER]- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  634. [/CENTER]
  635.  
  636. [IMG]http://elwiki.net/wiki/images/d/d0/Evoke.png[/IMG][SIZE=5][B]   [COLOR=darkgreen]Evoke[/COLOR][/B][/SIZE]
  637.  
  638. [CENTER][TABLE]
  639. [TR]
  640. [TD="class: outer border, bgcolor: #EBEBEB, align: center"][B]Pursuing Spirit[/B] - After a short time it will chase nearby targets. Only moves horizontally.[/TD]
  641. [/TR]
  642. [/TABLE]
  643. [LEFT][B]Type: [/B]Special Active[B]
  644. Level Requirement[/B]: 15
  645. [B]Alternative Choice[/B]: None
  646. [B]MP Consumption: [/B]100MP
  647. [B]Cooldown[/B]: 10 seconds
  648. [B]NF Consumption:[/B] 1 Bar
  649. [B]Skill Note Requirement[/B]: Not needed for PvE[B]
  650. Recommendation: [/B]Skip (leave at level 1)
  651. [/LEFT]
  652.  [spoiler][SIZE=3][B][I][COLOR=darkgreen]"Summon a vortex of wind which explodes when it touches enemies."[/COLOR][/I][/B][/SIZE]
  653.  
  654. [LEFT] [B]Technical Analysis: [/B]At level 20, there is a single Erendil hit of 16.18%, 6 sphere hits of 89%, and a single hit on the AoE explosion of 1438%. This totals to 1988.18% physical damage. After Hunter's Ability, the total damage should be about 2481.18% physical. The sphere will explode on contact with an enemy or can be manually detonated by having a party member or the Night Watcher herself attack it. The sphere hits push while the explosion launches targets in the vicinity. The sphere lasts 10 seconds before detonating by itself. Evoke's Erendil hit can activate Vital Point Piercing and according to Elwiki, does not consume the critical hit count when Vital Point Piercing is active. It behaves like a summon and cannot be cast without an opponent being in the room.
  655. [B]
  656. Comments: [/B]A cheap 100MP AoE skill used mostly for mobbing. Like all summon skills, it is heavily affected by latency. In many cases, Evoke will not appear in the presence of lag. Although the skill boasts a remarkable delay time, it is not really worth sacrificing power for delay time especially since the 4/29/15 delay removal patch in NA and has an annoyingly long cast time, making the necessary follow-ups for the skill chain to continue tedious. If the Nature Spirit Orb is consumed on sphere or the Erendil hit, the explosion will launch and KD enemies. This is the most practical case as having the Nature Spirit Orb pop on the explosion requires a lot of spacing and effort that isn't always available, especially on platforms and with aggro'd mobs. The launch can be caught off of, but as the skill is an AoE type, catching everything that gets launched may not be possible. And in most scenarios, only one or a few mobs will receive full hits from the sphere and Erendil blade while everything in the AoE will be hit by just the explosion damage, making this skill effectively 1797.5% physical in most scenarios. While 1797.5% is certainly not bad for a 100MP, but it isn't remarkable either. It has been noted that the use of a trap before Evoke so it does not consume a NS orb on its sphere hits, but this increases the effective cost of this skill to be used and does not necessarily prevent knockdowns as the NS orb splash may be smaller than the actual Evoke explosion. Furthermore, Night Watcher has better mobbing AoE options than Evoke. Delayed Fire-Eldrasil's Fury has a different type of hitbox than Evoke does, but it is much cheaper and is more powerful than Evoke. Additionally, DF-EF virtually takes the same amount of cast time as Evoke, although it doesn't sport the same delay protection that Evoke has. On the other hand, Night Watcher also has access to Gliding Strike, which has a larger hitbox than Evoke and possesses some suction to guarantee the majority of its hits. Stronger and faster to cast than Evoke, the only cons for Gliding Strike is that it will knockdown if it cannot kill the targeted mobs and it costs more MP than Evoke. More details about Gliding Strike and Eldrasil's Fury will come in their respective sections, but quite simply Evoke is outmatched by the other options in Night Watcher's tree. Some may believe that you should slot skills of all MP tiers (100s, 200s, 300s, and actives), but I do not support that narrow-minded philosophy. I also think that the skill is not worth the 57 skill points required to actually make this skill deal damage. The fact that Hunter's Ability affects it is the only thing that really keeps me from totally spitting on the skill.
  657.  
  658. [B]Final Recommendation: [/B]Skip it. This skill is too slow for [I]Hares[/I] and provides little to no hitbox advantage for them. This skill is too slow and too weak for [I]Turtles[/I] and provides little to no hitbox advantage for them. Your skill points and skill slots are better used elsewhere.
  659. [/LEFT]
  660. [/spoiler]
  661. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  662. [/CENTER]
  663.  
  664. [IMG]http://elwiki.net/wiki/images/f/f4/RPassive3.png[/IMG] [SIZE=5][B][COLOR=darkgreen]Basic Physical Offensive Training[/COLOR][/B][/SIZE]
  665. [LEFT][B]Type: [/B]Passive[B]
  666. Level Requirement[/B]: 15
  667. [B]Alternative Choice[/B]: None
  668. [B]MP Consumption: -[/B]
  669. [B]Cooldown[/B]: -
  670. [B]NF Consumption:[/B] -
  671. [B]Skill Note Requirement[/B]: -[B]
  672. Recommendation: [/B]Level 1~20  
  673. [/LEFT]
  674.  
  675. [spoiler][SIZE=3][B][I][COLOR=darkgreen][CENTER]"Increases Physical Attack power and Physical Defense power."[/CENTER]
  676. [/COLOR][/I][/B][/SIZE]
  677. [LEFT][B]Technical Analysis: [/B]A passive that increases physical  attack power by 10 and physical defense power by 3 per skill level. At  level 20, this skill provides 200 physical attack and 60 physical  defense at the cost of 57SP. These stat gains will be reflected in your character window.
  678.  
  679. [B] Comments: [/B]The training passives are largely underrated passives  that give classes with low attack modifiers such as Night Watcher some  extra firepower to keep up with other classes. With the right set-up,  these training passives can easily stack up with other white stat points  and push players up enough to match the next enhancement level in  strength (in other words, a +8 Night Watcher's physical attack could  parallel that of a +9 Night Watcher when built that way). However,  despite how good that may be, training passives still are "SP dumps" and  should only be invested into after everything else in the skill tree is  finished, including the other training passive avaliable at second job.  The defense stat is not very relevant, especially in PvE.
  680.  
  681. [B]Final Recommendation: [/B]Dump your remaining skill points here. Personally, my build runs this passive at level 12.
  682. [/LEFT]
  683. [/spoiler]
  684. [CENTER] - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  685. [/CENTER]
  686.  
  687. [IMG]http://elwiki.net/wiki/images/8/89/Fatality.png[/IMG]   [SIZE=5][B][COLOR=darkgreen]Fatality[/COLOR][/B][/SIZE]
  688.  
  689. [CENTER]
  690. [TABLE]
  691. [TR]
  692. [TD="class: outer border, bgcolor: #EBEBEB, align: center"][B]Deadly Strike[/B] - Fatality can be activated in mid-air and critical chance increased by 10%.[/TD]
  693. [/TR]
  694. [/TABLE]
  695.  
  696. [LEFT][B]Type: [/B]Special Active[B]
  697. Level Requirement[/B]: 25
  698. [B]Alternative Choice[/B]: None
  699. [B]MP Consumption: [/B]200MP
  700. [B]Cooldown[/B]: 13 seconds
  701. [B]NF Consumption:[/B] 2 Bars
  702. [B]Skill Note Requirement[/B]: Not needed[B]
  703. Recommendation: [/B]Skip or Max for [I]Turtles[/I] / Skip or Max for [I]Hares[/I] / Level 1 for Ereda
  704. [/LEFT]
  705. [spoiler][SIZE=3][B][I][COLOR=darkgreen]"Execute a calculated strike which has a chance to do fatal damage."[/COLOR][/I][/B][/SIZE]
  706.  
  707. [LEFT] [B]Technical Analysis: [/B]At level 20, this skill has a 70% chance of being "normal" (delivers a single hit of 3665% physical damage) and a 30% chance of being "fatal" (delivers a single hit of 5498% physical damage). This skill does not have a max hit count (pierces infinitely). This skill typically knocks down. Non-KD Fatality can only be achieved by striking an airborne opponent with a NS orb (an NS orb will be generated upon using Fatality anyway). The hitbox for this skill is rather strange and is somewhat attached to Rena's feet. Because of the placement of this skill's hitbox, it is possible to fall  off ledges using Fatality and strike mobs below you as you land. Using a dash cancel, the range on Fatality can be extended.
  708. [B]
  709. Comments: [/B]One of the very few RNG skills in the game. This skill has an incredibly fast cast time and makes it popular for  those capitalizing on the burst power of a Dragonic-Origin set. However, due to its RNG nature and the listed percentages of delivering a "normal" and a "fatal" blow, it is pretty obvious how inconsistent the skill is. Although this skill can deliver nearly 5.5K% worth of damage, I would take the pessimistic perspective and say that this skill's damage is basically 3.6K% physical damage in most scenarios simply because the percentages favor "normal". My main gripes about this skill are the knockdown aspect of it (although non-KD Fatality can be performed, it is extremely situational and not very practical in inducing your target to jump) and its rather meager damage output. This skill will only be really effective if you can either kill the target(s) instantly or if you induce super armor onto your targets before using this skill. I consider Fatality to be a bossing-type 200MP rather than a mobbing type 200MP because I do not think the hitbox is very good for mobbing and that Night Watchers have access to more efficient and reliable mobbing tools. Thus, I find Fatality quite lackluster because 70% of the time, it will deliver a meager 3.6K% that is pitifully low for a bossing-type 200MP. To add salt into that wound, it will also knockdown the target, making it even more lackluster. As for the other 30% of the time, Fatality would deliver a respectable 5.5K% -- great for a 200MP -- but still knocks enemies down (unlike other 200MP skills of above average damage outputs like Harpoon Spear, Blood Cutter, Artillery Strike: Missile Shower) and is simply not enough damage to kill endgame targets such as secret dungeon generals, so it will still really just end up knocking things down unless you plan to use as a needlessly costly "finisher". To really be useful, this skill absolutely requires the target to be super armored, which can be tedious to do especially when there are more efficient ways to approach dungeons than with Fatality. It is pretty common for Night Watcher's skills to require super armor to utilize fully (either because her skills knockback, launch, or knockdown), but that does not excuse Fatality from this fatal flaw. Having too many situational skills slotted is a major issue and I would throw Fatality under the bus first for being inconsistent and inflexible in comparison to other tools in Night Watcher's kit.
  710.  
  711. [B]Final Recommendation: [/B]I recommend players to skip Fatality. It has uses, but I do not think that this skill is worth using compared to other skills avaliable in Night Watcher's arsenal. [I]Turtles [/I]would only run this skill if they could not get noted Aero Tornado (this guide is not for you if that's the case) and [I]Hares[/I] would only run this skill if they did not like the 300MP requirement on Aero Tornado (this guide is not for you if that's the case) or because it has the fast activation speed that complements the playstyle. However, I still do not think that [I]Hares[/I] would require an even faster skill given how fast their gameplay already tends to be. This skill is only really useful for its relatively high damage compared to other Night Watcher skills at level 1, which is a scenario that will only be seen in Ereda Island.
  712. [/LEFT]
  713. [/spoiler]
  714. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  715. [/CENTER]
  716.  
  717. [IMG]http://elwiki.net/wiki/images/c/cc/Huntersability.png[/IMG] [SIZE=5][B][COLOR=darkgreen]Hunter's Ability[/COLOR][/B][/SIZE]
  718. [LEFT][B]Type: [/B]Passive[B]
  719. Level Requirement[/B]: 25
  720. [B]Alternative Choice[/B]: None
  721. [B]MP Consumption: -[/B]
  722. [B]Cooldown[/B]: -
  723. [B]NF Consumption:[/B] -
  724. [B]Skill Note Requirement[/B]: -[B]
  725. Recommendation: [/B]Max  
  726. [/LEFT]
  727.  
  728. [spoiler][SIZE=3][B][I][COLOR=darkgreen][CENTER]"Decreases knockdown rate of Erendil attacks and increases damage of traps in dungeons."
  729. [/CENTER]
  730. [/COLOR][/I][/B][/SIZE]
  731. [LEFT][B]Technical Analysis: [/B]At level 20, this skill increases trap damage by 25% in PvE. It also decreases the knockdown rate of Erendil attacks by 35%. Skills affected by Hunter's Ability are Evoke, Explosive Trap, Binding Seed, Thorn Vine Trap, Briar Trap, Trapping Arrow: Buster, Seeds of Wrath, and Eldrasil's Fury.
  732.  
  733. [B] Comments: [/B]A huge damage multiplier for Night Watcher's traps that boosts a ton of relevant skills. The knockdown rate decrease is cute and convinent for those who like using the ZXX loop, but it is the damage part of this passive that is absolutely amazing.
  734.  
  735. [B]Final Recommendation: [/B]Max whether [I]Turtle [/I]or [I]Hare[/I].
  736. [/LEFT]
  737. [/spoiler] [CENTER]- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  738. [/CENTER]
  739.  
  740. [IMG]http://elwiki.net/wiki/images/6/67/Entangle.png[/IMG] [SIZE=5][B][COLOR=darkgreen]Binding Seed[/COLOR][/B][/SIZE]
  741.  
  742. [TABLE]
  743. [TR]
  744. [TD="class: outer border, bgcolor: #EBEBEB, align: left"][B]Seed of Freezing Poison[/B] - Binding Seed turns into freeze explosion. MP -10% and lowers additional 20% movement speed.[/TD]
  745. [/TR]
  746. [/TABLE]
  747. [B]Type: [/B]Active
  748. [LEFT][B] Level Requirement[/B]: 30
  749. [B]Alternative Choice[/B]: Explosive Trap
  750. [B]MP Consumption: [/B]30MP / 27MP noted
  751. [B]Cooldown[/B]: 7 seconds
  752. [B]NF Consumption:[/B] 1 Bar
  753. [B]Skill Note Requirement[/B]: Not needed[B]
  754. Recommendation: [/B]Skip or Level 1~20 for [I]Turtles[/I] / Level 20 for [I]Hares [/I]/ Level 1 for Ereda
  755. [/LEFT]
  756.  
  757. [spoiler][SIZE=3][B][I][COLOR=darkgreen][CENTER]"Throw down a poisonous seed that binds and slows enemies."
  758. [/CENTER]
  759. [/COLOR][/I][/B][/SIZE]
  760. [LEFT][B]Technical Analysis: [/B]At  level 20, this skill does a single hit of 694% physical damage and leaves a debuff that reduces movement speed by over 50% (smaller at lower levels) and a posion that inflicts 30% of the Night Watcher's averaged physical and magical attack per second. The debuff lasts over 4 seconds at level 20 (shorter at lower levels). The trap can hit multiple targets within the range of its explosion. According to Elwiki, the debuff duration is affected by Nature resist. Fun fact: this skill has a PvP modifier of 1.
  761.  
  762. [B] Comments: [/B]A skill with fairly average damage for an active. The splash damage is cute and it is your standard "combo filler" with a few more perks to it. The ability to strick multplie targets with the explosion is pretty nice (in fact, this skill would be pretty awful if it didn't) and does inflict a nice amount of damage when you're mobbing things. However, it would be a little counter-intuitive to use your MP on this skill when you're hitting mobs to build MP to nuke stuff. Not to mention that the debuff will make it harder to group and push mobs along. This skill could be useful in negating the knockback of Trapping Arrow: Buster in the DF combo, but I would not sacrifice a skill slot for just that function as Trapping Arrow: Buster's innate Nature Orb generation and explosion should be both more efficient and more reliable. The movement speed debuff is hardly useful but does make some pretty interesting scenes with the debuffed Type-H. Noting this skill isn't necessary, but it would really suppress Type-H if it was. In Ereda, this skill's DoT damage is quite nice and the splash damage and low MP cost makes it pretty good in the early stages. I wouldn't say that the skill note is necessary for Ereda, but I think it would be far more convinent if it were.
  763.  
  764. [B]Final Recommendation: [/B]Not a bad skill, but I would skip this skill for[I] Turtles[/I] since there isn't enough skill space for it. Unless you really want revenge on Type-H or plan to Ereda (in which case, only level 1 is needed). For [I]Hares[/I], I suggest Binding Seed over Explosive Trap unless you decide to run a proc-centric build, in which you would take Explosive Trap.
  765. [/LEFT]
  766. [/spoiler] [CENTER]
  767. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  768. [/CENTER]
  769.  
  770. [IMG]http://elwiki.net/wiki/images/f/f0/Explosiontrap.png[/IMG] [SIZE=5][B][COLOR=darkgreen]Explosive Trap[/COLOR][/B][/SIZE]
  771.  
  772. [TABLE]
  773. [TR]
  774. [TD="class: outer border, bgcolor: #EBEBEB, align: left"][B]Explosive Handling Precautions[/B] - Chances of traps exploding changed to 100%. MP Consumption -5MP.[/TD]
  775. [/TR]
  776. [/TABLE]
  777. [B]Type: [/B]Active
  778. [LEFT][B] Level Requirement[/B]: 25
  779. [B]Alternative Choice[/B]: Binding Seed
  780. [B]MP Consumption: [/B]20MP / 15MP noted
  781. [B]Cooldown[/B]: 4 seconds
  782. [B]NF Consumption:[/B] 1 Bar
  783. [B]Skill Note Requirement[/B]: Necessary[B]
  784. Recommendation: [/B]Skip or Level 1 for [I]Turtles[/I] / Skip or Level 1 for [I]Hares [/I]
  785. [/LEFT]
  786.  
  787. [spoiler][SIZE=3][B][I][COLOR=darkgreen][CENTER]"Use Eldrasil's twigs to throw down a trap."
  788. [/CENTER]
  789. [/COLOR][/I][/B][/SIZE]
  790. [LEFT][B]Technical Analysis: [/B]At  level 20, this skill does a six hits of 71% physical damage for a total of 426% physical damage. The trap has a duration of 7 seconds before it detonates by itself but can detonate early if it comes into contact with an enemy. Without its note, it has a 80% chance of actually detonating and a 20% chance of being a dud that will simply be brushed away on contact. Can be activated in mid-air. Before the skill-tree revamp, this skill could not activate element effects (other proc effects untested).
  791.  
  792. [B] Comments: [/B]A skill with ridiculously low damage. The main perk of this skill is how many hits it generates at an incredibly low MP cost and an extremely low cooldown as well, making it very popular for those looking to maximize the proc effects of their elements, titles, set effects, etc. This skill absolutely requires its skill to function as the RNG aspect of the skill is just senseless and infuriating. Users of this skill should beware of the many stoic bursts that they will induce when they run this skill.
  793.  
  794. [B]Final Recommendation: [/B]Not a typical skill choice for Night Watchers. It is not worth leveling simply because it doesn't actually gain any noticeable amount of damage through leveling and the duration, hit count, cooldown, and MP cost do not change with level. Skipping this skill is the natural choice due to the lack of skill space, unless you really want a proc-centric build in which you would note this skill and leave it at level 1.
  795. [/LEFT]
  796. [/spoiler] [CENTER]
  797. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  798. [/CENTER]
  799.  
  800. [IMG]http://elwiki.net/wiki/images/9/9d/Thorn_Trap.png[/IMG] [SIZE=5][B][COLOR=darkgreen]Thorn Vine Trap[/COLOR][/B][/SIZE]
  801.  
  802. [CENTER][TABLE]
  803. [TR]
  804. [TD="class: outer border, bgcolor: #EBEBEB, align: center"][B]Sharp Thorn I[/B][B]:[/B]  - Thorn Vine Trap bleed chance doubled to 20% and range increased by 30%.[/TD]
  805. [/TR]
  806. [/TABLE]
  807. [LEFT][B]Type: [/B]Active
  808. [/LEFT]
  809. [LEFT][B] Level Requirement[/B]: 35
  810. [B]Alternative Choice[/B]: Briar Trap
  811. [B]MP Consumption: [/B]30MP
  812. [B]Cooldown[/B]: 5 seconds
  813. [B]NF Consumption:[/B] 1 Bar
  814. [B]Skill Note Requirement[/B]: Necessary[B]
  815. Recommendation: [/B]Max for [I]Turtles[/I] / Skip or Max for [I]Hares [/I]
  816. [/LEFT]
  817.  
  818. [spoiler][SIZE=3][B][I][COLOR=darkgreen][CENTER]"Shoot a trap on the ground that grows into sharp vines."
  819. [/CENTER]
  820. [/COLOR][/I][/B][/SIZE]
  821. [LEFT][B]Technical Analysis: [/B]At   level 20, this skill a single initial hit of 718% physical damage followed by continuous hits of 341% physical damage over the course of 10 seconds (1 hit per second for a total of 5 hits). A single target that receives all six hits will receive 2423% physical damage. This skill has a natural 10% chance to inflict a bleed status condition that deals 50% of the Night Watcher's averaged physical and magical attack over 8 seconds. The first initial hit inflicts hitstun while the continuous hits do not. Connecting multiple Thorn Vine Traps together will make the latter traps lose their initial hit and will not overlap the continuous hits (rendering them useless if they are stacked on top of each other besides for a technical "duration increase" or a range increase if they are laid out next to each other). This skill deploys in the direction that you are facing when the skill  expands, not in the direction that you are facing when casting. It will bunch up against walls and has the ability to sprawl over ledges. One should take precaution using it off ledges, however, because of the poor coding that causes players and skills to teleport when they fall off platforms sometimes.
  822.  
  823. [B] Comments: [/B]A decent mobbing skill in Night Watcher's arsenal. I don't really account for the continous damage after the initial hit because most mobs won't receive all of the hits. However, it should be noted that most mobs will take at least one or two of the continous hits, effectively making this skill deal 1400% physical damage in most situations. I would strongly suggest noting this skill for the range increase because the un-noted version has a pitiful range that is almost not worth using. This skill can proc Nature Spirit Orbs on any of its six hits, meaning that if a Nature Spirit Orb did not detonate upon cast, it will immediately be used once one is gained and an enemy is struck by one of its hits. This allows the skill to be set up somewhere early in a room and have a Nature Orb delivered to it by a Night Watcher's actions in the back, effectively damaging aggro'd mobs traveling towards the back. With the Nature Spirit Orb, this skill delivers an [B][I]instantaneous [/I][/B]1088% (370% of it is Night Watcher's averaged attack stats, but in most cases Night Watcher's averaged attack is in fact higher than her physical attack if not equivalent), which is a pretty good value for an active skill and also in consideration that the continuous hits haven't been factored in (the heavy hitstun of the Nature Spirit Orb can probably get 1-3 continuous hits on mobs)This skill can potentially siphon away Night Watcher's Nature Spirit Orbs at the wrong time, but I would say that this property is more beneficial for boosting Thorn Vine Trap than it is harmful as nothing truly requires Nature Spirit Orbs to function outside of the DF Combo, which refills Nature Spirit Orbs a few split-seconds before needing to use them anyway.
  824.  
  825. [B]Final Recommendation: [/B]Max and note for [I]Turtles[/I] as it is a powerful mobbing tool with impressive range. Normally, [I]Hares[/I] use Briar Trap for perhaps hybrid reasons and I can't actually say that Briar Trap is a bad choice for their PvE style. However, Thorn Vine Trap does sport the hitbox advantage that defines [I]Hares[/I] so I would either max whichever of the two skills that is chosen. However, it lacks the guaranteed damage that Briar sports.
  826. [/LEFT]
  827. [/spoiler]
  828. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  829. [/CENTER]
  830.  
  831. [IMG]http://elwiki.net/wiki/images/2/2c/Spike_Trap.png[/IMG] [SIZE=5][B][COLOR=darkgreen]Briar Trap[/COLOR][/B][/SIZE]
  832.  
  833. [CENTER][TABLE]
  834. [TR]
  835. [TD="class: outer border, bgcolor: #EBEBEB, align: center"][B]Sharp Thorn II[/B] - Briar Trap's bleed chance doubled to 20%. 20% chance of throwing two.[/TD]
  836. [/TR]
  837. [/TABLE]
  838. [LEFT][LEFT][B]Type: [/B]Active
  839. [/LEFT]
  840. [LEFT][B] Level Requirement[/B]: 35
  841. [B]Alternative Choice[/B]: Thorn Vine Trap
  842. [B]MP Consumption: [/B]30MP
  843. [B]Cooldown[/B]: 5 seconds
  844. [B]NF Consumption:[/B] 1 Bar
  845. [B]Skill Note Requirement[/B]: Only for Ereda[B]
  846. Recommendation: [/B]Skip for [I]Turtles[/I] / Skip or Max for [I]Hares [/I]/ Level 1 for Ereda
  847. [/LEFT]
  848.  
  849. [spoiler][SIZE=3][B][I][COLOR=darkgreen][CENTER]"Shoot a trap on the ground that sticks to targets and damages them."
  850. [/CENTER]
  851. [/COLOR][/I][/B][/SIZE]
  852. [LEFT][B]Technical Analysis: [/B]At   level 20, this skill a total of 5 hits of 325% physical damage over the course of 10 seconds for a total of 1625% physical damage. Un-noted, this skill has a 10%  chance to inflict a bleed status condition that deals 50% of the Night  Watcher's averaged physical and magical attack over 8 seconds. This skill can be shaken off by rapidly tapping movement keys, but PvE mobs are incapable of doing this. Each hit of Briar is actually AoE, allowing for grouped targets to receive ticks of damage together and all can potentially be inflicted with the bleed status condition. Only the casting hit of the skill has hitstun; subsequent hits do not. This skill appears to be incapable of producing proc effects such as title effects and element effects.
  853.  
  854. [B] Comments: [/B]This skill has low instantaneous damage but a high total damage like many other DoT skills. DoTs are typically not useful in PvE and makes Briar Trap a rather weak choice for PvE [I]Turtle [/I]Night Watchers. However, because the ticks are AoE in nature, Briar does shine when used on grouped mobs. It can also be used in a "dump-and-go" manner where the total damage would probably be more likely since it sticks to mobs unlike Thorn Vine Trap. However, this type of playstyle is more attuned to [I]Hares[/I] as [I]Turtles[/I] are unlikely to have the firepower to kill off endgame mobs with 1625%. Even [I]Hares  [/I]might need to supplement their Briars with other skills like Binding Seed for sure-kill "dump-and-go" strategies, but even then Briar is certainly more reliable for inflicting some considerable damage and potentially killing targets while the Night Watcher goes and tackles a different part of the room.
  855.  
  856. [B]Final Recommendation: [/B]Skip for [I]Turtles[/I]. Leaving it at level 1 is an option for Ereda, but I would strongly advise using Thorn Vine Trap for your dedicated PvE build. For [I]Hares[/I], I would max this skill if they didn't take Thorn Vine Trap.
  857. [/LEFT]
  858. [/spoiler]
  859. [/LEFT]
  860. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  861. [/CENTER]
  862.  
  863. [IMG]http://elwiki.net/wiki/images/9/9a/Callofruin.png[/IMG] [SIZE=5][B][COLOR=darkgreen]Call of Ruin[/COLOR][/B][/SIZE]
  864.  
  865. [CENTER][TABLE]
  866. [TR]
  867. [TD="class: outer border, bgcolor: #EBEBEB, align: left"][B]Ultimate Punishment[/B] - Eldrasil seed damage decreased by 45% but hit count doubles and range increases by 30.[/TD]
  868. [/TR]
  869. [/TABLE]
  870. [LEFT][B]Type: [/B]Special Active
  871. [/LEFT]
  872.  [LEFT][B] Level Requirement[/B]: 40
  873. [B]Alternative Choice[/B]: Karma
  874. [B]MP Consumption: [/B]300MP
  875. [B]Cooldown[/B]: 23 seconds
  876. [B]NF Consumption:[/B] 3 Bar
  877. [B]Skill Note Requirement[/B]: Not needed[B]
  878. Recommendation: [/B]Skip
  879. [/LEFT]
  880.  
  881. [spoiler][SIZE=3][B][I][COLOR=darkgreen][CENTER]"Use the power of Erendil to deal consecutive strike damage."
  882. [/CENTER]
  883. [/COLOR][/I][/B][/SIZE]
  884. [LEFT][B]Technical Analysis: [/B]At level 16, this skill deals 4 sphere hits of 415% physical damage (8 hits of 228.25% noted) followed by a single slash hit of 706% and a single explosion damage of 4149%, making CoR have a total damage of 6515% physical damage when un-noted and 6681% physical damage when noted. This skill knocks targets down.
  885.  
  886. [B] Comments: [/B]I can't actually comment too much on this skill because it has and still is the joke skill of Night Watcher's arsenal. I have used it once in pursuit of the ESoS title and that is it. It's a rather lackluster bossing skill that delivers average damage while also knocking things down. In the past, the skill also had issues with even connecting on targets, but that was fixed in NA on 9/17/15 (Season 3 update). I would still not take this skill for general PvE purposes because its damage is rather low and is dwarfed by the DF combo. After some personal testing, I can confirm that this skill is terrible in Ereda as well.
  887.  
  888. [B]Final Recommendation: [/B]Skip.
  889. [/LEFT]
  890. [/spoiler]
  891. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  892. [/CENTER]
  893.  
  894. [IMG]http://elwiki.net/wiki/images/a/af/Karma.png[/IMG] [SIZE=5][B][COLOR=darkgreen]Karma[/COLOR][/B][/SIZE]
  895.  
  896. [TABLE]
  897. [TR]
  898. [TD="class: outer border, bgcolor: #EBEBEB, align: center"][LEFT][B]Condensed Sacred Energy[/B] - Increases damage by 10%.
  899. [/LEFT]
  900. [/TD]
  901. [/TR]
  902. [/TABLE]
  903. [B]Type: [/B]Special Active
  904.   [LEFT][B] Level Requirement[/B]: 40
  905. [B]Alternative Choice[/B]: Karma
  906. [B]MP Consumption: [/B]300MP
  907. [B]Cooldown[/B]: 23 seconds
  908. [B]NF Consumption:[/B] -
  909. [B]Skill Note Requirement[/B]: Not needed[B]
  910. Recommendation: [/B]Skip or Max for [I]Turtles [/I]/ Skip or Max for [I]Hares[/I]
  911. [/LEFT]
  912.  
  913. [spoiler][SIZE=3][B][I][COLOR=darkgreen][CENTER]"Create chain explosions using Eldrasil's divine power."
  914. [/CENTER]
  915. [/COLOR][/I][/B][/SIZE]
  916. [LEFT][B]Technical Analysis: [/B]At  level 16, this skill deals 6 explosion hits of 2233% magical damage for a total of 13398% magical damage. This skill has decent cast time, but a small amount of recovery time. This skill starts behind Night Watcher and moves in front of Night Watcher in six consecutive upward blasts that launch heavily and do not carry very far horizontally.
  917.  
  918. [B] Comments: [/B]One of Night Watcher's few magic-based skills. As it is now, Karma is a situational bossing skill and should not be used to mob normally due to the skill not dragging targets and launching them heavily. Night Watchers should also avoid using this to take on secret dungeon generals as it is unlikely that they will receive much damage. This skill is great on long bosses such as Coral Sea Serpent (Henir),  Bone Dragon, Nasod Inspector, Eltrion, and potentially left side  Drabaki. However, getting maximum hits is a tough feat even on those bosses. Most targets take 3-5 hits with correct positioning, making this skill range from slightly below average damage to near hyperactive-tier damage depending on how well it can be aimed and what you are attacking. Because it has potential of being extremely powerful and the situations that call for this skill (on bosses that can't be launched), the subpar damage from a low-hit Karma and the launching aspect is overlooked in comparison to Call of Ruin (a skill that is capped at a certain damage percent and will most likely be used against non-super armored targets, making the knockdown aspect relevant to its harsh grading). The skill also has potential if positioned correctly in Ereda,  but I have not fully tested it yet.
  919.  
  920. [B]Final Recommendation: [/B] I would recommend maxing Karma for general PvE, but there is an issue with skill slot space if one decides to use it. Because of how situational the skill is, I would actually not run Karma in your regular set-up and only slot it in before going to raid or going into the boss room/Henir. If you know that you aren't the type of player who would go switch their skills right before the boss room, feel free to skip this skill since you know you won't be actually using it. Yes, the only reason to drop this skill is if you are lazy about switching out your skills. Dropping it isn't extremely detrimental as [I]Turtle[/I] Night Watcher sports some extraordinary bossing power. For [I]Hares[/I], this skill helps compensate for their relatively low bossing potential if they feel that the rest of their arsenal is lacking.
  921. [/LEFT]
  922. [/spoiler]  [CENTER]- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  923. [/CENTER]
  924.  
  925. [IMG]http://elwiki.net/wiki/images/3/38/Reflect_Kick.png[/IMG] [SIZE=5][B][COLOR=darkgreen]Reflective Kick[/COLOR][/B][/SIZE]
  926.  
  927. [CENTER][TABLE]
  928. [TR]
  929. [TD="class: outer border, bgcolor: #EBEBEB, align: center"][B]Nimble Landing II[/B] - Reduces cooldown by 1 second.[/TD]
  930. [/TR]
  931. [/TABLE]
  932. [LEFT][B]Type: [/B]Active
  933. [/LEFT]
  934.   [LEFT][B] Level Requirement[/B]: 40
  935. [B]Alternative Choice[/B]: -
  936. [B]MP Consumption: [/B]30MP
  937. [B]Cooldown[/B]: 5 seconds / 4 seconds
  938. [B]NF Consumption:[/B] -
  939. [B]Skill Note Requirement[/B]: Not needed[B]
  940. Recommendation: [/B]Skip
  941. [/LEFT]
  942.  
  943. [spoiler][SIZE=3][B][I][COLOR=darkgreen][CENTER]"Perform a somersault kick that reflects magic projectile attacks."
  944. [/CENTER]
  945. [/COLOR][/I][/B][/SIZE]
  946. [LEFT][B]Technical Analysis: [/B]At  level 17, this skill deals a single kick hit of 634% magical damage and can deal an additional reflected projectile hit of [B]UNTESTED[/B]% (more than 909%) magical damage if a projectile is reflected. As the name, description, and previous sentence suggests, this skill can reflect projectiles.
  947.  
  948. [B] Comments: [/B]A magic-based active that can be found on all Rena classes. The reflected projectile hit is irrelevant as the skill will probably not be reflecting anything in most scenarios. This skill hits for an average amount of damage for actives. The cast time is a little slow and it only has uses for reflecting back Joaquin's ghosts. Even though Night Watcher is quite squishy, I don't think it is necessary to reflect Joaquin's ghosts when you can tank it or dodge it through other means. Plus you should probably be preparing to burst down dwarfed Joaquin with nukes instead. You can also reflect 2-x archers' crossbow shots with it, but they're super-armored in most cases and you will probably just end up hurting yourself.
  949.  
  950. [B]Final Recommendation: [/B]This skill has a unique and cute perk in reflecting Joaquin's ghosts, but that is more for funsies rather than for practicality. You don't have the skill space or skill points for cute trinkets, so skip it.
  951. [/LEFT]
  952. [/spoiler]
  953. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  954.  
  955. [B][SIZE=4]Note: Skill levels used are the maximum possible using skill level raising equipment such as skill rings or are the maximum level listed under the Elwiki. The majority of the skill levels listed here are beyond the level 80 cap.[/SIZE][/B]
  956. [/CENTER]
  957.  
  958. [HR][/HR]
  959.  
  960. [CENTER][I][FONT=lucida console][FONT=fixedsys][SIZE=7][U][COLOR=darkgreen]3.0 Night Watcher ❧[/COLOR][/U][/SIZE][/FONT]
  961. [/FONT][/I][/CENTER]
  962.  
  963. [FONT=lucida console][FONT=Arial Narrow][SIZE=2]Rena is now able to fire 'Twig Shots' that deal extra damage. She also has enhanced Erendil combos. With more mobile combos, she is able to jump in and out of combat situations. With Delayed Fire, a Night Watcher is able to control the battlefield! [/SIZE][/FONT][/FONT][I][FONT=lucida console]
  964.  
  965. [/FONT][/I]
  966. [CENTER][I][FONT=lucida console]  [IMG]http://puu.sh/jc592/701f3a1d89.jpg[/IMG][/FONT][/I]
  967. [/CENTER]
  968.  [CENTER][SIZE=4][B][FONT=Century Gothic]“Everyone follow my command!"[/FONT][/B][/SIZE]
  969. [/CENTER]
  970.  
  971. [CENTER]
  972. [FONT=Arial Narrow][SIZE=2][QUOTE=Elwiki]The Night Savers send Rena the Trapping Ranger to investigate a kidnapping after receiving an appeal for help from the Ponggos. The elven warrior's only mission is to find out who is behind the misdeed. But when she finds the awful King Nasod holding the Ponggos captive, she couldn't turn away. Rena considers the Ponggos as her faithful friends, and she must rescue them at once!
  973. With help from Elsword and the rest of their El Search Party, Rena attacks and beats King Nasod. The Trapping Ranger rescues the kidnapped Ponggos, and the community of Altera is grateful. Seeing Rena's broken Blade of Erendil, the village's sword smith forged it into a greater, mightier sword for the brave elf—who, from now on, carries the honor of Night Watcher. [/QUOTE][/SIZE][/FONT]
  974. [/CENTER]
  975.  
  976.  [SIZE=4][B][U][FONT=microsoft sans serif]Class Modifiers[/FONT][/U][/B][/SIZE]
  977.  
  978. [CENTER]
  979.  
  980. [TABLE="width: 800, align: center"]
  981. [TR]
  982. [TH][B]Physical Attack[/B][/TH]
  983. [TH][B]Magic Attack[/B][/TH]
  984. [TH][B]Physical Defense[/B][/TH]
  985. [TH][B]Magic Defense[/B][/TH]
  986. [TH][B]Health[/B][/TH]
  987. [/TR]
  988. [TR]
  989. [TD]115.21%[/TD]
  990. [TD]122.80%[/TD]
  991. [TD]123.39%[/TD]
  992. [TD]127.17%[/TD]
  993. [TD]150%[/TD]
  994. [/TR]
  995. [/TABLE]
  996. Night Watcher's class modifiers courtesy of [B]GauntEnmity[/B].
  997. [/CENTER]
  998.  
  999. Night Watcher's combined stats are 238.01%, which ranks[B]*[/B] her as the 14th strongest in attack averages. This number impacts how much damage orbs, pets, and various other items deal. She is ranked 18th in terms of physical attack power and 11th in magic attack power. The relative difference between her two attacks is approximately 6.58%, ranking her fifth in most balanced attack stats. This is particularly useful as Night Watcher utilizes both magic-based and physical skills in her PvE gameplay. She is ranked 17th in terms of physical defense power and 8th in terms of magic defense power. The relative difference between her two defense values is 3.06%, ranking her 3rd in terms of most balanced defense stats. Veteran Commander, Infinity Sword, and Crimson Avenger share a 150% HP modifier with NW, reigning over Blazing Heart and Rune Slayer's HP modifier of 100% while falling behind everyone else's modifiers of 200%, 250%, and 300%. [B]However[/B], factoring in base HP and setting equipment and enhancement levels equal among all classes, Night Watcher possesses the lowest HP pool of the cast, falling behind even Void Princess and Diabolic Esper. A closer examination of stats across the cast can be found in the Useful Links portion preceding the Credits section.
  1000.  
  1001. [B]*[/B]all rankings are out of 27 classes and does not include Dreadlord or Noblesse.
  1002.  
  1003. [CENTER][SIZE=4][SIZE=2][SIZE=4][U][FONT=microsoft sans serif][B]Commands[/B][/FONT][/U][/SIZE]
  1004. [/SIZE][/SIZE][FONT=lucida console][SIZE=4][SIZE=2][SIZE=4][SIZE=2][FONT=microsoft sans serif][B][SIZE=3][B][COLOR=red]Deals physical damage[/COLOR][/B]
  1005. [B][COLOR=blue]Deals magical damage[/COLOR][/B][/SIZE][/B][/FONT][/SIZE][/SIZE][/SIZE][/SIZE][/FONT]
  1006.  
  1007. [/CENTER]
  1008. [SIZE=4][SIZE=2] [IMG]http://puu.sh/jctmA/7dc1b9ed22.jpg[/IMG]
  1009. [/SIZE][/SIZE]
  1010. [SIZE=4][SIZE=2] [B][U]Sword Switch[/U][/B]
  1011. [spoiler][COLOR=red][B]120%[/B][/COLOR] + [COLOR=red][B]160%[/B][/COLOR] + [COLOR=red][B]230%[/B][/COLOR] + [COLOR=red][B]300%[/B][/COLOR]
  1012. Kicks the enemy once before switching to the blade of Erendil and strikes 3 times. The last hit knocks enemies away but can be negated by the use of a Nature Spirit Orb. A loop that would sport a KD high enough to be of concern in PvE, but is toned down by the Hunter's Ability passive. Used primarily for damage and Erendil procs. ZZZ looping is a better way of gaining MP and is likely to be better for producing Erendil procs, but does not sport the same amount of damage as the ZXX loop. This is the loop I prefer the most for mobbing, but those who are more MP hungry will probably not use this loop as frequently.
  1013. [/spoiler]
  1014. [/SIZE][/SIZE]
  1015. [CENTER][SIZE=4][SIZE=2]
  1016. [/SIZE][/SIZE][/CENTER]
  1017. [IMG]http://puu.sh/jctoz/87aa59664a.jpg[/IMG]
  1018. [SIZE=4][SIZE=2] [U][B]Gliding Kick
  1019. [/B][/U][spoiler][COLOR=red][B]100%[/B][/COLOR] + [COLOR=red][B]200%[/B][/COLOR]
  1020. Is performed by running (>>), momentarily pausing, rushing forward (>), and leaping into the air (^) followed by two optional kicks (ZZ). The last kick knocks the target away but can be negated by the use of a Nature Spirit Orb. The basis for Night Watcher's signature momentum-cancel movements and transforms her into an extremely agile class. The damage on this loop is basically irrelevant as it is used primarily for movement. It has some aggro capabilities, but can only tap a single monster at a time. This combo has long horizontal range and high speed as long as one keeps the altitude of the jump is short. Repeated looping of >>^Z is referred to as the [B][I]Flash Step[/I][/B] and will henceforth be referred to in this guide as such. Momentum cancels can be performed using the >>[pause]> portion of the loop to retain momentum and used to boost a variety of skills and other loops, such as Rena's basic slide (forming what is known as super-sliding) and Backflip Shot (forming what is known as the Forward/Moving Backflip Shot). Momentum cancels are mostly used in PvP, but being super-slides can prove even faster than Flash Step.
  1021. [/spoiler]
  1022.  
  1023. [IMG]http://puu.sh/jctp1/efc09097b5.jpg[/IMG]
  1024. [B][U]Twig Shots
  1025. [/U][/B][spoiler][I]Twig Impact[/I]: [COLOR=red][B]50%[/B][/COLOR]
  1026. [I]Twig Explosion[/I]: [COLOR=red][B]150%[/B][/COLOR]
  1027. Certain arrows in previous commands are now changed to twigs that do not  knock down in some of her combos. Affected commands are XX[B]X[/B]X, ZZZ[B]X[/B], >>[B]X[/B] and >>^[B]X[/B]XX. Upon impact, the twig explodes and causes damage to  surrounding victims. When [B]Delayed Fire[/B] is active, affected commands will stick twig(s) onto targets that are struck .[SIZE=4][SIZE=2]A patch changed twig behavior to not  explode upon contact with regular floor/platform surfaces and will pass  through them isntead. Because of the AoE nature of the explosion of twig shots, NW has a slight synergy with proc effects like elements and titles. However, because she does not use her twig commands too often, NW's proc affinity outside of Explosive Trap is still low. [/SIZE][/SIZE]
  1028. [/spoiler]
  1029. [/SIZE][/SIZE]
  1030. [CENTER][SIZE=4][SIZE=2]
  1031. [/SIZE][/SIZE][/CENTER]
  1032. [SIZE=4][SIZE=2][U][SIZE=4][FONT=microsoft sans serif][B]Skills[/B][/FONT][/SIZE][/U]
  1033. [/SIZE][/SIZE]
  1034. [I]Delayed Fire, Intermediate Physical Offense Training, Trapping Arrow: Buster, Trapping Arrow: Fungus, Sharpen Arrow, and Calculated Strike requires 4SP to level and acquire.
  1035. Furious Engage, Gliding Strike, Vital Point Piercing, Seeds of Wrath, and Eldrasil's Fury requires 5SP to level and acquire.
  1036. Innocent requires 10SP to learn and acquire.[/I]
  1037.  
  1038. - - - - - - - - - - - - - - - - - - - -  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  - - - - - - - - - - - - - - - -
  1039.  
  1040.  [IMG]http://elwiki.net/wiki/images/c/c9/NWActive1.png[/IMG][SIZE=5][B]   [COLOR=darkgreen]Delayed Fire[/COLOR][/B][/SIZE]
  1041. [B]Type: [/B]Active[B]
  1042. Level Requirement[/B]: 35
  1043. [B]Alternative Choice[/B]: None
  1044. [B]MP Consumption: [/B]30MP
  1045. [B]Cooldown[/B]: 6 seconds
  1046. [B]NF Consumption:[/B] 1 Bar
  1047. [B]Skill Note Requirement[/B]: [B]-
  1048. Recommendation: [/B]Max
  1049.  
  1050. [spoiler]
  1051. [SIZE=3][B][I][COLOR=darkgreen][CENTER]"Fire a twig to activate Delayed Fire. Fired twigs will stack on targets and can be exploded by pressing the skill key again."[/CENTER]
  1052. [/COLOR][/I][/B][/SIZE]
  1053. [LEFT][B]
  1054. Technical Analysis:[/B] Delayed Fire is a toggle-type skill that amplifies the damage on certain traps, prevents affected traps from detonating on contact with enemies, and causes twigs to "stick" on targets or surfaces at the cost of preventing Night Watcher from passively charging MP while the toggle is active. Detonation of all delayed traps occur either after the Delayed Fire is pressed again (turns off the toggle) or after the duration of the particular trap runs out (Explosive Trap expires in 7 seconds, twig shots on the ground would detonate in  15). The cooldown for Delayed Fire will not begin until after it is toggled off. Although the skill cannot toggled on in mid-air, it can be toggled off and ended in mid-air. It cannot be toggled on or off when Rena is knocked down, stunned, taking hitstuns, or inflicted by various "binding" status conditions such as Petrification. In the event that Night Watcher is "canceled" during the activation of Delayed Fire, [B]the toggle will still activate[/B], but the initial twig will not be cast. At  level 15, there is a single arrow hit of 217% physical damage and a  single explosion hit of 434% physical damage (before Delayed Fire  modification). The initial twig shot can pierce twice (meaning that it  can hit up to three targets) and the explosion is AoE. However, the total damage on Delayed Fire is variable and is influenced by several factors. More information regarding the nature of Delayed Fire, its damage increase properties, and the math behind the skill can be found in the [URL="https://enforums.elswordonline.com/showthread.php?217213-Guide-by-xSinon-Breaking-Limits-A-Night-Watcher-PvE-Guide&p=3251301&viewfull=1#post3251301"][FONT=verdana][SIZE=2]The Mathematics and Mechanics of Delayed Fire[/SIZE][/FONT][/URL] sub-section.
  1055.  
  1056.  
  1057. [CENTER][IMG]http://puu.sh/k2hOF/2971a23273.jpg[/IMG]
  1058. [I]Delayed Fire's sticky twig property in effect. There are three traps active in this image[/I].
  1059. [/CENTER]
  1060.  
  1061. [CENTER][IMG]http://puu.sh/lgp5T/e09f04c871.jpg[/IMG]
  1062. [I]The green glow around Night Watcher's hand indicates an active Delayed Fire. An active Delayed Fire prevents Rena from passively charging MP.[/I]
  1063. [/CENTER]
  1064.  
  1065. [B]Comments[/B]: The primary reasoning behind getting this skill is rooted in the math, so reading the aforementioned section is crucial. Delayed Fire transforms unwieldy and impractical skills such as Trapping Arrow: Buster and Eldrasil's Fury into potent and usable PvE skills by granting Night Watcher the ability to manually detonate the skill rather than having her sit and hope for enemies to make contact with her traps. Delayed Fire grants a fairly large bonus in damage to trap skills and gives her the capabilities of being a formidable bossing-oriented class ([I]Turtle [/I]Night Watcher). The hitbox increase is an additional advantage to the skill, making full hits with Trapping Arrow: Buster rather easy. The explosions from Delayed Fire are also good for proc effects because of their AoE effect and the twigs' piercing capabilities. A couple of twigs and perhaps a trap or two would be enough to eliminate most mobs. In most cases, I would suggest always having this skill toggled so that Night Watcher's DF Combo and other DF related techniques are "primed" and ready to go. This skill is one of three main parts to the DF Combo that makes Turtle Night Watcher so powerful.
  1066.  
  1067. [B]Final Recommendation: [/B]Max it. This skill is fundamental for [I]Turtles[/I] and is potentially very valuable for [I]Hares[/I].
  1068.  
  1069. [/LEFT]
  1070. [/spoiler]
  1071. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1072.  
  1073.  
  1074. [IMG]http://elwiki.net/wiki/images/1/1d/STPassive2.png[/IMG] [SIZE=5][B][COLOR=darkgreen]Intermediate Physical Offensive Training[/COLOR][/B][/SIZE]
  1075. [B]Type: [/B]Passive[B]
  1076. Level Requirement[/B]: 35
  1077. [B]Alternative Choice[/B]: None
  1078. [B]MP Consumption: [/B]-
  1079. [B]Cooldown[/B]: -
  1080. [B]NF Consumption:[/B] -
  1081. [B]Skill Note Requirement[/B]: -[B]
  1082. Recommendation: [/B]Max
  1083.  
  1084.  
  1085. [spoiler]
  1086.  
  1087. [SIZE=3][B][I][COLOR=darkgreen][B][CENTER]"Increases Physical Attack Power."[/CENTER]
  1088.  
  1089. [/B][/COLOR][/I][/B][/SIZE]
  1090. [B]Technical Analysis: [/B]A passive that increases physical  attack power by 20 per skill level. At  level 12, this skill provides  240 physical attack at the cost of 44SP. This stat gain will be  reflected in your character window.
  1091.  
  1092. [B]Comments: [/B]The training passives are largely underrated passives  that give classes  with low attack modifiers such as Night Watcher some  extra firepower  to keep up with other classes. With the right set-up,  these training  passives can easily stack up with other white stat points  and push  players up enough to match the next enhancement level in  strength (in  other words, a +8 Night Watcher's physical attack could  parallel that  of a +9 Night Watcher when built that way). However,  despite how good  that may be, training passives still are "SP dumps" and  should only be  invested into after everything else in the skill tree is  finished. But on the other hand, if you are a pure PvE Night Watcher, I anticipate that you will have plenty of skill points to spare unless you have needlessly overloaded your skill slots. This training passive takes precedence over the basic training passive found at first job as this passive gives you more mileage than the basic one for your SP.
  1093.  
  1094. [B]Final Recommendation: [/B]Dump remaining skill points here. I expect most Night Watchers to actually max this passive.
  1095.  
  1096. [/spoiler]
  1097. [CENTER][LEFT]
  1098. - - - - - - - - - - - - - - - - - - - -  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  - - - - - - - - - - - - - - - -
  1099.  
  1100.  
  1101. [IMG]http://elwiki.net/wiki/images/6/60/Trappingarrow.png[/IMG]   [SIZE=5][B][COLOR=darkgreen]Trapping Arrow: Buster[/COLOR][/B][/SIZE]
  1102. [/LEFT]
  1103. [TABLE]
  1104. [TR]
  1105. [TD="class: outer border, bgcolor: #EBEBEB, align: left"][B]Ready For Reuse[/B] - Traps Damage decreased by 30%, but traps explode twice and duration increases by 5 seconds.[/TD]
  1106. [/TR]
  1107. [/TABLE]
  1108. [LEFT][B]Type: [/B]Special Active
  1109. [B] Level Requirement[/B]: 45
  1110. [B]Alternative Choice[/B]: Trapping Arrow: Fungus
  1111. [B]MP Consumption: [/B]200MP
  1112. [B]Cooldown[/B]: 13 seconds
  1113. [B]NF Consumption:[/B] 2 Bars
  1114. [B]Skill Note Requirement[/B]: Necessary[B]
  1115. Recommendation: [/B]Max for [I]Turtles [/I]/ Skip for [I]Hares[/I]
  1116. [/LEFT]
  1117.  
  1118.  
  1119. [spoiler][SIZE=3][B][I][COLOR=darkgreen][CENTER]"Shoot large Eldrasil branch traps on the ground which damage enemies.
  1120. [/CENTER]
  1121. [/COLOR][/I][/B][/SIZE]
  1122. [LEFT][B]Technical Analysis: [/B]At level 13, this skill deals a singer arrow hit of 1887% physical damage and 5 trap explosions of 628% physical damage. Without the use of a note or Delayed Fire, the total damage on this skill would be 5027% on a single target if one could manage to obtain all of those strikes. When noted, the maximum trap count is doubled to ten hits but takes a damage penalty (does not apply to the initial arrow). The arrow pierces and knocks back heavily while the explosions are AoE. The arrow's knockback can be negated by a Nature Spirit orb. Traps are deployed beneath the path of the arrow and can fall off of the map. Therefore, it is suggested that players keep a reasonable distance away from walls and to not use this skill going uphill so all five traps are deployed properly. This skill can be used off platforms (given that there is tangible ground below) and downhill without any traps being lost. Targets struck by this skill will be dragged in the direction that the Night Watcher is facing when they make contact. Each trap that this skill deploys counts as an individual trap, meaning that it will immediately max out the Trap Multiplier of Delayed Fire. [B]NOTE[/B]: The invincibility frames on Trapping Arrow: Buster end soon [I]after[/I] Rena fires the arrow and [I]before[/I] all of the traps are deployed. If Rena is struck while she is still in Buster's vulnerable frames, the skill will be "canceled" and the arrow will stop deploying traps at that point (in most cases, it will stop deploying beyond the 2nd trap). Exercise caution when using Trapping Arrow: Buster during hazardous conditions to avoid losing any traps.
  1123. [/LEFT]
  1124.  
  1125.  
  1126.  
  1127. [CENTER][IMG]http://puu.sh/k2ycj/4904a6477f.gif[/IMG]
  1128. [I]Knockback of Trapping Arrow[/I]
  1129.  
  1130. [IMG]http://puu.sh/k2xzs/b8cfc33724.gif[/IMG]
  1131. [I]Half-cancelled Trapping Arrow[/I][/CENTER]
  1132.  
  1133. [LEFT][B]Comments: [/B]A skill that would be incredibly annoying to use without the Nature Spirit system and absolutely horrible without Delayed Fire. The issue with this skill's heavy knockback on the arrow (resulting in targets being flung far away from the deployed traps) has been almost eradicated in recent updates, making it no longer necessary to induce super armor before using the DF combo (although inducing super armor will eliminate any chance of failure). Although this skill sports a surprisingly high total damage for a 200MP, landing all hits on Buster without the use of Delayed Fire is quite unreasonable given the spread and hitbox of the traps. Because of the impracticality of using raw Buster, this skill will mostly be talked in context of Delayed (Fire) Buster. Under the influence of Delayed Fire's trap hitbox increase, landing all hits on Buster becomes rather easy and almost entirely eliminates the situational factors of Buster. Even small targets, such as the archers in 2-x, are receiving all hits of Delayed Buster. Most importantly, Night Watcher is given control of when her all of the traps of Buster detonates, allowing her to accurately and swiftly deliver damage to her targets without having to wait for the duration of the traps to expire or have an enemy wander into them. Buster is categorized as a bossing skill due to the impracticality and MP cost of using it on trash mobs. As one of the strongest skills affected by Delayed Fire, Trapping Arrow: Buster has earned its place as another part of the three main skills that compose the DF Combo that makes Turtle Night Watcher so powerful.
  1134.  
  1135. [B]Final Recommendation: [/B]This skill defines [I]Turtle[/I] Night Watcher, perhaps even more so than Delayed Fire because this is the one skill that [I]Turtles[/I] can truly call their own. Max it if you choose to pursue the [I]Turtle[/I] playstyle, skip it if you plan to pursue the [I]Hare[/I] playstyle.
  1136. [/LEFT]
  1137.  
  1138. [/spoiler]
  1139. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1140.  
  1141.  
  1142. [LEFT][IMG]http://elwiki.net/wiki/images/f/fd/TA_fungus.png[/IMG] [SIZE=5][B][COLOR=darkgreen]Trapping Arrow: Fungus[/COLOR][/B][/SIZE]
  1143. [B]Type: [/B]Special Active
  1144. [B] Level Requirement[/B]: 45
  1145. [B]Alternative Choice[/B]: Trapping Arrow: Buster
  1146. [B]MP Consumption: [/B]150MP
  1147. [B]Cooldown[/B]: 13 seconds
  1148. [B]NF Consumption:[/B] 2 Bars
  1149. [B]Skill Note Requirement[/B]: [B]-
  1150. Recommendation: [/B]Skip for [I]Turtles [/I]/ Max for [I]Hares [/I]/ 1 for Ereda
  1151. [/LEFT]
  1152.  
  1153. [spoiler]
  1154. [SIZE=3][B][I][COLOR=darkgreen][CENTER]"Create a poison mist by firing poisonous exploding arrows."[/CENTER]
  1155. [/COLOR][/I][/B][/SIZE]
  1156.  
  1157. [LEFT][B]Technical Analysis: [/B]At  level 13, this skill deals 3 arrow hits of 179% physical followed by a single initial poison blast of 2680% physical damage. A poison mist cloud is left behind that delivers 151% physical damage over the course of 10 seconds with an attack rate of 1 hit/s (totaling 10 hits). The poison mist cloud also causes a 2 second poison debuff that deals 30% of the Night Watcher's averaged physical and magic attack. According to Elwiki, this skill is affected by nature resist. This skill has an instantaneous burst of 3217% physical damage and not accounting for the actual poison debuff, totals to 4727% physical with all poison cloud hits. This cloud has quite a fast cast time as well as a generous vertical and horizontal hitbox. It has virtually no knockback and does not launch or knockdown. Previous updates have rendered this skill incompatible with Delayed Fire.
  1158. [B]
  1159. Comments: [/B]A remarkably powerful skill with quite a advantageous hitbox. Although one may not always get all hits in depending on the pace of the party, this skill does an acceptable amount of instantaneous damage for 150MP and is still likely to get almost half if not more of the poison cloud hits making this skill nearly 4000% in most circumstances. Most importantly, because of how quickly this skill deploys, this skill allows Night Watcher to quickly follow-up and in the bigger picture, frees her from long animation frames and allows Night Watcher to continue pushing her attack plans forward. Fungus is mostly categorized as a mobbing skill due to it being of lesser strength of other skills but sporting a good hitbox. This skill is solid and I would honestly probably run it alongside Buster on my Turtle Night Watcher if the two weren't pit against each other. This skill greatly enhances Night Watcher's mobbing capabilities, but at the incredibly high cost of utterly destroying her bossing capabilities. Despite DF Combo and Buster's immense bossing capabilities, I would actually vouch for Fungus in an Ereda setting. The long set-up time along with the MP cost of the DF Combo and positioning (on things that aren't the Ereda tower) makes it impractical. Fungus does an excellent job in Ereda and is fast-acting, allowing teams to quickly push ahead and freeing the Night Watcher up to continue her skill chain.
  1160.  
  1161. [B]Final Recommendation: [/B]If Buster is the skill that defines [I]Turtle[/I] Night Watcher, then Fungus would be the skill that defines [I]Hare[/I] Night Watcher. This skill split is the fork in the road between the two playstyles. If you're a [I]Turtle[/I], skip this skill because you sacrifice way too much bossing power in exchange for boosting mobbing power from a sub-par level to an average level. If you're a [I]Hare[/I], max this skill because you do not require the enormous power of the DF combo and you are strong enough to siphon power away from bossing potential without serious repercussions in exchange for bolstering your mobbing potential with advantageous hitboxes and fast casting skills. If you need an Ereda build, leave this skill at level 1. Hopefully your Ereda build doesn't double as another build.
  1162. [/LEFT]
  1163. [/spoiler]
  1164.  
  1165. - - - - - - - - - - - - - - - - - - - -  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  - - - - - - - - - - - - - - - -
  1166. [/CENTER]
  1167. [CENTER]
  1168.  
  1169. [/CENTER]
  1170. [IMG]http://elwiki.net/wiki/images/b/b6/Sharpenarrow.png[/IMG] [SIZE=5][B][COLOR=darkgreen]Sharpen Arrow[/COLOR][/B][/SIZE]
  1171. [B]Type: [/B]Passive
  1172. [B] Level Requirement[/B]: 50
  1173. [B]Alternative Choice[/B]: Calculated Strike
  1174. [B]MP Consumption: [/B]-
  1175. [B]Cooldown[/B]: -
  1176. [B]NF Consumption:[/B] -
  1177. [B]Skill Note Requirement[/B]: [B]-
  1178. Recommendation: [/B]Skip
  1179.  
  1180. [spoiler]
  1181. [SIZE=3][B][I][COLOR=darkgreen][CENTER]"Enhance arrow command skills.
  1182. [/CENTER]
  1183. [/COLOR][/I][/B][/SIZE]
  1184.  
  1185.  [B]Technical Analysis: [/B]At  level 9, this passive grants a 30% range increase and gives her arrows a definite 8% defense ignore on targets.
  1186. [B]
  1187. Comments: [/B]A passive that once granted Night Watcher more arrow range than Grand Archer herself. This skill only affects arrow commands and doesn't boost Siege. As Night Watcher doesn't necessarily use her arrow commands, this passive doesn't belong anywhere outside of a PvP build.
  1188.  
  1189. [B]Final Recommendation: [/B]Skip.
  1190. [/spoiler]
  1191. [CENTER]
  1192. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1193. [/CENTER]
  1194.  
  1195. [IMG]http://elwiki.net/wiki/images/0/0e/NWPassive2.png[/IMG] [SIZE=5][B][COLOR=darkgreen]Calculated Strike[/COLOR][/B][/SIZE]
  1196. [B]Type: [/B]Passive
  1197. [B] Level Requirement[/B]: 50
  1198. [B]Alternative Choice[/B]: Sharpen Arrow
  1199. [B]MP Consumption: [/B]-
  1200. [B]Cooldown[/B]: -
  1201. [B]NF Consumption:[/B] -
  1202. [B]Skill Note Requirement[/B]: [B]-
  1203. Recommendation: [/B]Skip or Max
  1204.  
  1205. [spoiler]
  1206. [SIZE=3][B][I][COLOR=darkgreen][CENTER]"Enhances certain command skill Erendil (Sword) attacks. Recovers HP per hit when skill is activated."[/CENTER]
  1207. [/COLOR][/I][/B][/SIZE]
  1208.  
  1209. [B]Technical Analysis: [/B]At  level 9, this passive grants ZZZZ[B]Z[/B] -6.3 KD reduction to its last hit and removes the knockdown aspect of the final Z if there are any stacks available. It also boosts the damage on the ZXX[B]X[/B] combo according to the formula of [(Stack Amount * 13) + 50%]. The maximum amount of Calculated Strike stacks is 10, so the damage boost can range from an additional 63% to a maximum of 180%. Addtionally, this combo grants Night Watcher some HP recovery according to the formula of (Stack Amount * 1.3%), granting Night Watcher HP recovery ranging from 1.3% to 13%. This passive is activated every 5 Erendil hits and start at a single stack. A stack will be added for every additional 5 Erendil hits. The passive has a duration of 10 seconds if the stacks are not refreshed or used. All stacks will be consumed and the passive will deactivate once 10 seconds have elapsed or either the ZZZZ[B]Z[/B] or ZXX[B]X[/B] combo is completed. Green strands of light will begin to surround Rena as she builds Calculated Strike stacks. There are three different stages to this visual effect, depending on how many stacks are gathered.
  1210.  
  1211. [B]The formula for this passive has been reported to be incorrect/bugged according to reports by Zillek/Glave. [/B]
  1212.  
  1213. [B]Comments: [/B]This passive isn't particularly gamechanging or even really noticeable at all (minus the pretty visual effects). Although Night Watcher is a rather squishy character, advanced players do not need the HP recovery. Maintaining and buliding 10 stacks is also impractical. Still, the skill does provide free damage to one of Night Watcher's more relevant loops. More damage on top of the already heavy final ZXX[B]X [/B]blow and the Nature Spirit orb to guarantee kills sounds decent. It isn't necessary to build full stacks, so if you like using the Erendil Sword Switch combo a lot, this passive wouldn't hurt.
  1214.  
  1215. [B]Final Recommendation: [/B]If you're not going to be using ZXXX a lot, then feel free to skip this passive and put the points elsewhere. Personally, I run this passive because Sharpen Arrow doesn't give me any benefits and I don't have anywhere else to put SP outside of the basic training passive.
  1216.  
  1217. [/spoiler]
  1218. [CENTER]
  1219. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1220. [/CENTER]
  1221.  
  1222. [IMG]http://elwiki.net/wiki/images/3/32/NWSActive1.png[/IMG] [SIZE=5][B][COLOR=darkgreen]Furious Engage[/COLOR][/B][/SIZE]
  1223. [B]Type: [/B]Special Active
  1224. [B] Level Requirement[/B]: 55
  1225. [B]Alternative Choice[/B]: Gliding Strike
  1226. [B]MP Consumption: [/B]100MP
  1227. [B]Cooldown[/B]: 10 seconds
  1228. [B]NF Consumption:[/B] 1 bar
  1229. [B]Skill Note Requirement[/B]: [B]-
  1230. Recommendation: [/B]Skip or Level 1
  1231.  
  1232. [spoiler]
  1233. [SIZE=3][B][I][COLOR=darkgreen][CENTER]"Deal a swift combo slash attack using Erendil."[/CENTER]
  1234. [/COLOR][/I][/B][/SIZE]
  1235.  
  1236.  [B]Technical Analysis: [/B]At level 9, this skill delivers three slash hits of 341% physical followed by a single kick hit of 1022%. The total damage on this skill is 2045% physical damage. This skill has long invincibility frames, long horizontal range, and has a quick cast time. Has small pushing power. The last kick is lag-sensitive and will sometimes miss, although this problem is more apparent in Arena. The launch on the kick can be negated using a Nature Spirit orb. The slash attacks can activate the Vital Point Piercing passive.
  1237. [B]
  1238. Comments: [/B]An evasive skill that delivers above-average damage for its MP tier. Despite its fast cast time, it is actually a rather slow skill because it locks Night Watcher in animation frames for so long (this is the property that makes the skill its evasive properties after all). Although its damage isn't bad and it is more workable than something like Evoke, it isn't good enough to keep on one's skill slots as other options in Night Watcher's arsenal are stronger for less MP or are comparable in damage with less frames consumed. This skill also has the perk of being non-situational unlike many of Night Watcher's other skills, but I would say that in most scenarios where one skill would not work, others would. Furious Engage is not needed as a skill to fall back onto in the face of problematic situations. The only perk that this skill has is its ability to safely suppress Type-H, but skills like Rising Falcon and Binding Seed suffice. Finally, taking this skill would mean dropping Gliding Strike, a skill that is more desired by Night Watcher despite its controversies.
  1239.  
  1240. [B]Final Recommendation: [/B]There are plenty of reasons to not take this skill. I would say that the lack of skill slots and inability to take Gliding Strike would rank as the top two. If you absolutely will not use Gliding Strike, feel free to take this skill for its defensive capbilities if you wish, but you may want to rethink whether this guide is for you or not. For everyone else, skip this skill.
  1241.  
  1242. [/spoiler]
  1243. [CENTER]
  1244. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1245. [/CENTER]
  1246.  
  1247. [IMG]http://elwiki.net/wiki/images/e/ea/NWSActive2.png[/IMG] [SIZE=5][B][COLOR=darkgreen]Gliding Strike[/COLOR][/B][/SIZE]
  1248. [B]Type: [/B]Special Active
  1249. [B] Level Requirement[/B]: 55
  1250. [B]Alternative Choice[/B]: Furious Engage
  1251. [B]MP Consumption: [/B]200MP
  1252. [B]Cooldown[/B]: 13 seconds
  1253. [B]NF Consumption:[/B] 2 bars
  1254. [B]Skill Note Requirement[/B]: [B]-
  1255. Recommendation: [/B]Max for [I]Turtles[/I] / Max or Skip for [I]Hares[/I]
  1256.  
  1257. [spoiler]
  1258. [SIZE=3][B][I][COLOR=darkgreen][CENTER]"Shoot multiple explosive Eldrasil twigs downward."[/CENTER]
  1259. [/COLOR][/I][/B][/SIZE]
  1260.  
  1261. [B]Technical Analysis: [/B]At  level 11, this skill delivers 7 hits of 504% physical damage when unawakened for a total of 3528% physical damage. When awakened, this skill delivers 7 hits of 644% physical damage for a total of 4508% physical damage (before the 1.2x awakening modifier). This skill can be cast in mid-air. The traps detonate regardless of contact and have a fixed horizontal and vertical range so they may detonate before touching the ground. They will explode on contact with platforms, however, so be sure to exercise caution around platforms as to not cause the skill to end before falling its intended range. This skill has minor suction and drags targets towards the center of the skill in order to deliver more hits. This skill knocks down and cannot be negated by the use of Nature Spirit Orbs.
  1262.  
  1263. [CENTER][IMG]http://puu.sh/k2s2v/a884eb09f5.gif[/IMG]
  1264. [I]Gliding Strike as a mobbing tool[/I]
  1265.  
  1266. [IMG]http://puu.sh/k2s1M/6573dc66ec.gif[/IMG]
  1267. [I]Gliding Strike as a bossing tool (+ collateral damage)[/I][/CENTER]
  1268.  
  1269. [B]
  1270. Comments: [/B]One of Night Watcher's few mobbing skills. This skill has above average damage for a mobbing skill (it is stronger than pre-nerfed Blaze Step and damage on par with awakened Iron Scraps) but is controversial because it knocks targets down (Night Watcher's physical attack is far below the magic attack of Elemental Master or Code: Nemesis, in addition to the fact that not all targets will receive all 7 hits even with suction). Despite the knockdown aspect of this skill, I still would advocate for taking this skill. Unlike Fatality, this skill is more reliable in its damage output (making it more reliable in killing its target without knockdown) and sports an advantageous hitbox for mobbing. Additionally, the damage output actually makes it acceptable for bossing purposes, as long as the target is super armored. The damage on the non-awakened version is absolutely dreadful, but there is little reason to be outside of awakening in a PvE environment.
  1271.  
  1272. [B]Final Recommendation: [/B]This skill is multi-functional and more versatile than Fatality, which is why this skill succeeds and why Fatality fails. As one of Night Watcher's few mobbing skills and a potential quick follow-up to the DF combo, I would strongly advise taking this skill. [I]Hares[/I] may choose to skip this skill because they have plenty of mobbing skills, but it does sport more damage than Perfect Storm and its versatility should be a welcome sight to [I]Hares[/I].
  1273.  
  1274. [/spoiler]
  1275. [CENTER]
  1276. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1277. [/CENTER]
  1278.  
  1279. [IMG]http://elwiki.net/wiki/images/4/49/Vitalpointpiercing.png[/IMG] [SIZE=5][B][COLOR=darkgreen]Vital Point Piercing[/COLOR][/B][/SIZE]
  1280. [B]Type: [/B]Passive
  1281. [B] Level Requirement[/B]: 55
  1282. [B]Alternative Choice[/B]: -
  1283. [B]MP Consumption: [/B]-
  1284. [B]Cooldown[/B]: -
  1285. [B]NF Consumption:[/B] -
  1286. [B]Skill Note Requirement[/B]: [B]-
  1287. Recommendation: [/B]Max
  1288.  
  1289. [spoiler]
  1290. [SIZE=3][B][I][COLOR=darkgreen][CENTER]"Enhance your attacks using Erendil and gain MP with skill activation."[/CENTER]
  1291. [/COLOR][/I][/B][/SIZE]
  1292.  
  1293.  [B]Technical Analysis: [/B]At  level 8, this passive has a 10% chance of activating whenever Erendil skills or commands are used and grants a buff that provides 100% critical chance to Night Watcher's next 8 attacks. Additionally, Night Watcher regains 10MP whenever this passive activates. If the critical buff is not consumed in 6 seconds, it will expire. This passive can be refreshed using more Erendil strikes. The activation of this passive is signified by the appearance of a green insignia over Night Watcher before her hands begin to glow a bright green. This passive can proc off of the small Erendil hit of Evoke and Eldrasil's Fury.
  1294.  
  1295. [IMG]http://elwiki.net/wiki/images/8/82/Vital.png[/IMG]
  1296.  
  1297. [B]
  1298. Comments: [/B]A great passive that accelerates the MP gaining process by a considerable amount. The 100% critical buff becomes less important as you finalize your gear and socket properly, but it is still welcome nevertheless. However, the MP gain part of this skill is the most important part as it means that Night Watcher has to spend less time using ZZZ or ZXX loops for MP and can return to blowing mobs up with skills.
  1299.  
  1300. [B]Final Recommendation: [/B]Free MP and free critical. Max this passive.
  1301.  
  1302. [/spoiler]
  1303. [CENTER]
  1304.  
  1305. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1306. [/CENTER]
  1307.  
  1308. [IMG]http://elwiki.net/wiki/images/0/0b/Wrath_seed.png[/IMG] [SIZE=5][B][COLOR=darkgreen]Seeds of Wrath[/COLOR][/B][/SIZE]
  1309. [B]Type: [/B]Active
  1310. [B] Level Requirement[/B]: 60
  1311. [B]Alternative Choice[/B]: Eldrasil's Fury
  1312. [B]MP Consumption: [/B]40MP
  1313. [B]Cooldown[/B]: 5 seconds
  1314. [B]NF Consumption:[/B] 1 bar
  1315. [B]Skill Note Requirement[/B]: [B]-
  1316. Recommendation: [/B]Skip for [I]Turtles[/I] / Skip or Max for [I]Hares [/I]/ Level 1 for Ereda
  1317.  
  1318. [spoiler]
  1319. [SIZE=3][B][I][COLOR=darkgreen][CENTER]"Shoot a sphere of wind which will spike out and damage enemies when touched."[/CENTER]
  1320. [/COLOR][/I][/B][/SIZE]
  1321.  
  1322. [B]Technical Analysis: [/B]At level 8, this skill deals 4 hits of 325% physical damage for a total of 1300% physical damage. Like all traps, it detonates upon contact with an enemy unless it is under the influence of Delayed Fire. This detection range has been nerfed in recent patches, but this is of little concern in PvE. It has a duration of 12 seconds before detonating by itself. This skill cannot proc element, title, set, or any other effects despite being an active. The Nature Spirit orb that may accompany it can, however.
  1323.  
  1324. [B]
  1325. Comments: [/B]A quick casting skill that is great for "dump-and-go" strategies exercised by Hare Night Watchers. The skill does quite a handsome amount of damage as well. In conjunction with Briar Trap/Thorn Vine Trap, Binding Seed, and Fungus, these skills together compose of the fast playstyle that Hares utilize. It would be a good pick for Turtles as well if it were not for the fact that Eldrasil's Fury is the other choice in this skill split. Because of the impracticality of DF combo and other Delayed Fire techniques in Ereda, this skill is the most common selection for Ereda Night Watchers.
  1326.  
  1327. [B]Final Recommendation: [/B]Skip for [I]Turtle [/I]Night Watchers in favor of Eldrasil's Fury. It is common for [I]Hares[/I] to use and max Seeds of Wrath, but I'll entertain the possibility that a [I]Hare[/I] may choose Eldrasil's Fury for a bit and have that reflected in the above recommendation. If you're doing Ereda, leave this skill at level 1. If you do so, I hope that build is solely used in Ereda.
  1328.  
  1329. [/spoiler]
  1330. [CENTER]
  1331. - - - - - - - - - - - - - - - - - - - -  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  - - - - - - - - - - - - - - - -
  1332. [/CENTER]
  1333.  
  1334. [IMG]http://elwiki.net/wiki/images/a/a7/Eldrasil%27s_rage.png[/IMG] [SIZE=5][B][COLOR=darkgreen]Eldrasil's Fury (Eldrasil's Rage)[/COLOR][/B][/SIZE]
  1335. [B]Type: [/B]Active
  1336. [B] Level Requirement[/B]: 60
  1337. [B]Alternative Choice[/B]: Seeds of Wrath
  1338. [B]MP Consumption: [/B]40MP
  1339. [B]Cooldown[/B]: 5 seconds
  1340. [B]NF Consumption:[/B] 1 bar
  1341. [B]Skill Note Requirement[/B]: [B]-
  1342. Recommendation: [/B]Max for [I]Turtles[/I] / Skip or Max for [I]Hares[/I]
  1343.  
  1344. [spoiler]
  1345. [SIZE=3][B][I][COLOR=darkgreen][CENTER]"Shoot a condensed seed of Eldrasil power which will damage enemies if touched."[/CENTER]
  1346. [/COLOR][/I][/B][/SIZE]
  1347.  
  1348.  [B]Technical Analysis: [/B]At  level 8, this skill has two Erendil hits of 15.25% physical damage and four hits of 541% magic damage. The total damage of this skill is technically 2194.5% (30.5% physical, 2164% magic), but in most practical situations the skill just deals 2164% magic damage. Like all summons, this skill cannot be activated in the absence of an enemy. it is extremely lag sensitive and often will not come out in lag. Even if it does come out, it will often not respond to Delayed Fire detonations. This trap is peculiar in that only a single trap is permitted to be out at a time. Casting this skill again before the first one detonates causes the first one to explode prematurely, although in many cases the first trap will simply vanish without exploding. Like all traps, this skill detonates once it comes into contact with an enemy. This trap lasts 20 seconds before detonating by itself if it is not manually detonated or stepped on by an enemy. Its blast is reminiscent of Karma, but it does not launch as heavily as Karma does. Under the effects of Delayed Fire, this trap requires another trap to be active in order to detonate under Delayed Fire's command. Typically, this condition is fulfilled with the initial casting twig shot from Delayed Fire, but certain situations may remove this trap out of play and render the trap unresponsive until another trap becomes active. [B]Note: [/B]Eldrasil's Fury will still come out if Night Watcher is attacked and canceled in the middle of her animation as long as she has performed most of the Erendil animation. This property of still coming out despite being attacked in the middle of the animation persists after the 8/26/15 update, but it appears to be canceled more often than it has in the past.
  1349.  
  1350. After the 8/26/15 Hitbox Revamp, this trap had its distance traveled and pushing power increased and now travels a set distance. It also now rolls off platforms.
  1351.  
  1352. [B]
  1353. Comments: [/B]An active that absolutely dwarfs almost every other active in the game in raw damage, even before Delayed Fire boosts. Its hitbox is more diagonal in nature and has a more favorable vertical range than horizontal, making it somewhat advantageous in its ability to traverse multiple platforms. To make things even better, this skill is one of Night Watcher's few magic options (Night Watcher's magic attack is almost always greater than her physical attack, only in rare cases will her physical attack catch up). It does have some weak points, however, such as its slow and vulnerable cast animation (the same as Evoke without the special active immunity), lag sensitivity, and a funny hitbox which makes detonation rather unreliable. Fortunately, this skill can be manually detonated with Delayed Fire and should be almost always used in conjunction with Delayed Fire, eliminating the third biggest issue with the skill. This skill is the "trump card" ofTurtle Night Watcher's arsenal and is boosted immensely by Delayed Fire's multipliers. This is the third and final skill of the three main skills that compose ofTurtle Night Watcher's signature DF Combo technique. This skill is generally not used by Hares because of its slow casting animation as well as Hares' inability to quickly max out the trap multiplier. However, I will entertain the possibility that Hares can be successful running this skill as long as they have Delayed Fire for quick detonations after the slow cast.
  1354.  
  1355. The 8/26/15 Hitbox Revamp has negatively impacted this skill. Because it has a stronger pushing effect, it is now prone to pushing targets outside of Trapping Arrow set-ups and is not mitigated by NS orbs. This makes the DF Combo more inflexible and favors casting Eldrasil's Fury before Trapping Arrow. Eldrasil's Fury traveling a set distance (prior to this update, it stopped once it made contact with an enemy) makes sweet-spotting the trap more difficult than before and requires NWs to take a step back and reposition themselves in order to aim it properly. This slows down the effective rate at which the DF Combo can be executed since NW is now required to reposition herself to use it effectively. Additionally, Eldrasil's Fury now rolls off of platforms. Combined with the set travel distance of the trap, this update makes the DF Combo more inflexible than it was before. In many cases, one cannot "step back and reposition" themselves for a DF Combo because there is simply [B][I]no ground[/I][/B] to step back onto when you are on a platform. This is especially apparent in the Temple of Trials. This update has made it practically impossible to throw out DF Combos on ledges/platforms and greatly limited the flexibility of the DF Combo, which is quite a pain considering that one of DF Combo's greatest perks was its non-situational usage.
  1356.  
  1357. [B]Final Recommendation: [/B]All of PvE [I]Turtle[/I] Night Watcher's strength lies in this single active. This active is so powerful that a few close associates of mine and I have taken to calling it the "truck seed" because quite frankly, it hits like a truck. Max it to complete your [I]Turtle[/I] Night Watcher build and learn to overcome its weaknesses to transcend from good to great. For [I]Hares[/I], either pass this skill up and focus on the well-worn path of the fast style that Seeds of Wrath promotes or pursue the unorthodox path of being a [I]Hare[/I] with a [I]Turtle[/I]'s skill.
  1358.  
  1359. [/spoiler]
  1360. [CENTER]
  1361.  
  1362. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  1363. [/CENTER]
  1364.  
  1365. [IMG]http://elwiki.net/wiki/images/b/b6/NWI.png[/IMG] [SIZE=5][B][COLOR=darkgreen]Innocent[/COLOR][/B][/SIZE]
  1366. [B]Type: [/B]Hyperactive
  1367. [B] Level Requirement[/B]: 65
  1368. [B]Alternative Choice[/B]: -
  1369. [B]MP Consumption: [/B]300MP
  1370. [B]Cooldown[/B]: 180 seconds
  1371. [B]NF Consumption:[/B] -
  1372. [B]Skill Note Requirement[/B]: [B]-
  1373. Recommendation: [/B]Max
  1374.  
  1375. [spoiler]
  1376. [SIZE=3][B][I][COLOR=darkgreen][CENTER]"Create a turbulent storm of blades by shooting gigantic Eldrasil Life Seeds into the air."[/CENTER]
  1377. [/COLOR][/I][/B][/SIZE]
  1378.  
  1379.  [B]Technical Analysis: [/B]At  level 4, this skill delivers 12 Eldrasil's Seeds hits of 660% physical damage followed by 2 Erendil Stab hits of 1979% physical, ending in a Eldrasil Storm with 8 hits of 618% physical damage. In total, this hyperactive delivers 16,822% physical damage. Innocent ranks as one of the strongest hyperactives in the game, ranking behind only Apocalypse, Code: Thunderbolt, Lunatic Scud, Satellite Rain, Hell Blast, and Burning Buster and ranking ahead of notable hyperactives such as Shining Rune Buster, Ancient Fire, Outrage Strike, and Doom Strike. Given how difficult it is to land all of the hits on many of the hyperactives that rank above Innocent, Innocent actually probably ranks higher than it is due to the fact that its total damage is virtually guaranteed with the size of her hyperactive (the stab hits share a hitbox with the sphere). Innocent bolsters a large hitbox and can be used to wipe out particular rooms in secret dungeon runs and doubles as one of the most deadliest bossing hyperactives in the game. Her hyperactive will violently fling targets within its storm before dropping them on the ground, however. If they manage to live. Like all hyperactives, it requires an El's Essence to use.
  1380.  
  1381. [B] Comments: [/B]Getting your hyperactive is common sense. Lucky for us Night Watchers, our hyperactive ranks as one of the best.
  1382.  
  1383. [B]Final Recommendation: [/B]Max.
  1384. [/spoiler]
  1385. [CENTER]
  1386. - - - - - - - - - - - - - - - - - - - -  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -  - - - - - - - - - - - - - - - -
  1387.  
  1388.  
  1389.  
  1390. [B][SIZE=4]Note: Skill levels used are the maximum possible using skill level raising equipment such as skill rings or are the maximum level listed under the Elwiki. The majority of the skill levels listed here are beyond the level 80 cap.[/SIZE][/B]
  1391.  
  1392. [/CENTER]
  1393.  
  1394. [HR][/HR]
  1395.  
  1396. [CENTER][FONT=fixedsys][SIZE=7][U][COLOR=darkgreen]4.0 Set-Up ❧[/COLOR][/U][/SIZE][/FONT]
  1397. [/CENTER]
  1398.  
  1399. [B][FONT=microsoft sans serif][SIZE=3][SIZE=4][U]Skill Layouts & Builds[/U][/SIZE][/SIZE][/FONT]
  1400. [/B][I]Key bindings and skill placements are your preference, but  these are 8 skills that are highly recommended to have on you when you  play your Night Watcher. Skill builds are also listed here.[/I]
  1401. [spoiler][IMG]http://puu.sh/k2f6f/934c4d22ff.jpg[/IMG]
  1402. [I]Standard [B]Turtle
  1403. [/B][/I][URL]http://brokendisc.web.fc2.com/elsword/skillsimulator/English/revamp3/tr.html?800001010000000000002000200112002000001700001600131311000009000808000704[/URL]
  1404. The standard recommended build for [B]Turtle[/B] NW PvE for  general dungeons and secret dungeons. Karma can be slotted in by removing Siege or  Gliding Strike when facing Nasod Inspector or Bone Dragon if you so  wish. This skill layout allows for a Night Watcher to be somewhat effective in  mobbing without sacrificing any bossing potential.
  1405.  
  1406. [HR][/HR]
  1407. [IMG]http://puu.sh/k2fLO/0c3895c814.jpg[/IMG]
  1408. [I]Standard [B]Hare[/B][/I]
  1409. [URL]http://brokendisc.web.fc2.com/elsword/skillsimulator/English/revamp3/tr.html?800001010000000000000000200120002019000017000000131300110009000808070004[/URL]
  1410. Some liberty can be exercised with the Hare build. Noted Siege, Eldrasil's Fury, Fatality, and Perfect Storm are options that Hares may explore if they so choose to. Notes required for the standard Hare listed above is just Aero Tornado. Briar and Binding Seed notes are highly recommended. Skill set-up typically should look like Gliding Strike, Wrathful Seeds, Delayed Fire, Binding Seed, Briar, Innocent, Fungus, and Aero Tornado.
  1411.  
  1412. [HR][/HR]
  1413. [IMG]http://puu.sh/jd8n6/476db0e55f.jpg[/IMG]
  1414. [I]Raid[/I]
  1415. [URL]http://brokendisc.web.fc2.com/elsword/skillsimulator/English/revamp3/tr.html?800001010000000000002000200112002000001700001600131311000009000808000704[/URL]
  1416. Not very different from the standard [B]Turtle[/B] NW PvE  build. This build is primarily focused on putting out as much DF Combos  and Karmas on the fat raid bosses as much as possible with the  occasional Innocent. I prefer DF Combos over Karmas because there is  more control over where and when the damage is delivered. Thorn Vine  Trap can be used but isn't needed. Siege and Gliding Strike can be  removed for something defensive like Backflip Shot, Rising Falcon, or  Tolerance Aura. However, I do not particularly bother with this because  they aren't necessary either for raids.
  1417.  
  1418. [HR][/HR]
  1419. [I]Ereda[/I]
  1420. Buster (Late-Game) Ereda
  1421. [URL]http://brokendisc.web.fc2.com/elsword/skillsimulator/English/revamp3/tr.html?800001010000000000200000200101202019000017001600130111000009000008070004[/URL]
  1422. Details listed in the [B]Ereda[/B] section below.
  1423.  
  1424. [HR][/HR]
  1425. [IMG]http://puu.sh/k2gcj/d5222eaa6c.jpg[/IMG]
  1426. Fungus (Early-Game) Ereda
  1427. [URL]http://brokendisc.web.fc2.com/elsword/skillsimulator/English/revamp3/tr.html?800001010000000000200000200101202019000017001600130100110009000008070004[/URL]
  1428. Details listed in the [B]Ereda[/B] section below. Karma or noted Perfect may fill in the empty space.
  1429.  
  1430. [HR][/HR]
  1431. Arena/Ereda Hybrid
  1432. [URL]http://brokendisc.web.fc2.com/elsword/skillsimulator/English/revamp3/tr.html?800001010020200000000000200101012019000017000100131300110900000108070004[/URL]
  1433. Because most Night Watcher players also PvP from time to time. This is a variation of the Fungus Ereda build that retains all important PvP skills and passive (Assault Kick, Tolerance Aura, Binding Seed, Briar, Delayed Fire, Wrathful Seeds, BFS at level 1, Fungus, Innocent for teams, and Sharpen Arrow) while putting a single point into several Ereda skills to make them available for Ereda matches.
  1434.  
  1435. [HR][/HR]
  1436. [I]Henir[/I]
  1437. [URL]http://brokendisc.web.fc2.com/elsword/skillsimulator/English/revamp3/tr.html?800001010000000000000000000113202019000017001600131311000009000008000704[/URL]
  1438. This build is focused around DF Combos for massive amounts of damage and smaller actives for NS orb splashes as well as some decent damage overall. Calculated Strike is for HP recovery if needed and Fatality is generally a better pick than Gliding Strike in boss-rushing Henir.
  1439. [/spoiler]
  1440. [U][SIZE=4][B][FONT=microsoft sans serif]Gear[/FONT][/B][/SIZE][/U][I]
  1441. Which set effect should I aim for, if any?[/I]
  1442. [spoiler][IMG]http://elwiki.net/wiki/images/d/dd/Elderuniqueface.png[/IMG][I] [U][SIZE=5]Grendized Mechanized MK-4 (2x)[/SIZE][/U][/I]
  1443. Little has changed about the Mechanized set from revamp. A somewhat popular Arena set used by Night Watchers, the idea behind using MK-4 is to compensate for Night Watcher's low HP pool and her somewhat average defensive stats. However, in PvE, we have potions and we rarely fear anything we encounter. The thought path of trying to compensate for Night Watcher's deficiencies is good, but this isn't what we're going for even if it helps in Henir Challenge. We're looking to maximize Night Watcher's PvE performance, so MK-4 is off the list. The only real PvE relevant effect that this set boasts is increasing maximum MP by 10%. Convenient, but not needed. Some pets also boost max MP by some bit so this effect can prove to be pretty lackluster.
  1444.  
  1445. MK-4 now grants 6% HP and 3% additional damage for its 2pc effect. Not worth getting.
  1446. [HR][/HR]
  1447. [IMG]http://elwiki.net/wiki/images/b/b8/Besmauniquearm.png[/IMG][SIZE=5] [U][I]Grendized Dragonic-Force (4x)[/I][/U][/SIZE]
  1448. A meaker and less effective set than the previous Dragonic-Origin set. This set has acquired some neat new effects, such as a 5% chance of activating fireworks when attacking, a 7s [I]Aura of Anger[/I] buff upon awakening, and a 10% awakening charge stat increase when awakened. The fireworks effect is rather lackluster and the [I]Aura of Anger[/I] buff is only mediocre. The 100% chance for landing critical hits is lackluster for PvE NWs who already have a high amount of critical and the damaging fire aura is only useful for aggros but does not last long enough to pull that off effectively. The awakening charge increase is somewhat nice in granting Night Watcher some more momentum as she does struggle to gather awakening beads somewhat in faster parties, especially in the revamped secret dungeons that have lost a lot of trash mob density.
  1449.  
  1450. The most important part of this set is the critical damage increase by 20% upon awakening (an effect that carried over from Dragonic Origin). The critical damage increase upon awakening is extremely useful for  Night Watcher, bolstering her decent stat values to new heights. When it comes to [B]Turtle [/B]Night  Watcher, this set is especially useful because this NW style does not  build awakening beads rapidly (the DF combo has a shockingly low amount  of hits) and is what one would call a "one-beader" in PvE. One-beaders  like [B]Turtle[/B] Night Watcher can awaken multiple times  throughout a dungeon run without much issues and really capitalize on the "upon awakening"  set effects. This allows Night Watcher to consistently raise the damage of her DF Combos throughout a dungeon run with every awakening.
  1451.  
  1452. However, this set proves to be rather meager in comparison to the previous Dragonic-Origin set because of the duration nerf on the critical damage increase from 10s to 7s. This makes the set really inflexible in maximizing damage output, forcing Night Watchers to cast most of their DF Combo before awakening. Awakening beads can be used more resourcefully than this and makes this set rather limited. The set is also incapable of maximizing most of Night Watcher's burst combos such as Delayed Innocent and DF Combo > Fatality > Gliding Strike.
  1453.  
  1454. After the duration nerf, this set is still decent but is rather limited in comparison to other sets. It is not a bad choice, but I would recommend other sets first.
  1455.  
  1456. After renewal, this set drops even farther in value for Night Watcher. It may not be wise to invest in this set considering Rena renewal.
  1457.  
  1458. If one chooses not to use the full Dragonic 5pc set, getting the 2pc effect for 6% more critical is a good option as well.
  1459.  
  1460. [HR][/HR]
  1461. [IMG]http://elwiki.net/wiki/images/8/89/AlteraACLowbodyUnique.png[/IMG][I] [SIZE=5][U]Grendized Alterasia Type-H/Type-R (4x)[/U][/SIZE][/I]
  1462. This generation of 4x, unlike the previous generations, is quite effective. It now boosts element activation chance by a flat 5% and is not gated by awakening, making the use of the Water element much better amidst the drastic increase in water resistance on mobs and bosses. It also makes Dark quite effective as well, but the other effects of the Type-H set makes MP acquisition from Dark rather redundant. Although Night Watcher isn't a proc-based character, this helps mitigate some of that issue and allows her to reap more benefits from elements than she normally would. The other effects of the Type-H set also prove to be extremely useful as well. There is a 5% chance of gaining 7MP upon attacking. Although Night Watcher isn't a proc-based character, this effect comes without any real repercussions (minus being unable to use other sets' 5pc effects, which we will later see as a rather insignificant issue) and helps offset [I]Turtle[/I] Night Watcher's MP greed somewhat.
  1463.  
  1464. Most importantly, this set grants a 3% chance of casting a [I]Mutated Alterasia Accelerated Reaction [/I]buff for 7 seconds. This increases Night Watcher's attack speed and MP acquisition by a drastic amount. Not only does this help offset MP issues encountered by Night Watcher, but this also counters her greatest weakness -- slow animation speeds. Under this speed buff, she will perform actions much faster, drastically cutting down the cast time for slow skills like Trapping Arrow: Buster and Eldrasil's Fury for the DF Combo. However, the speed buff is strong enough to border "uncontrollable" (it is much more potent than the MEL Crown). It takes some time to adjust to the speed boost, but Type-H is perhaps the best set once you learn to control the speed.
  1465.  
  1466. The value of Type-H slightly decreases after Rena renewal with the deletion of Trapping Arrow: Buster as well as other changes.
  1467.  
  1468. The 2pc may be crafted to gain an extra 6% attack speed if you choose a different set.
  1469.  
  1470. [HR][/HR]
  1471. [IMG]http://elwiki.net/wiki/images/7/75/VelderACFaceUnique.png[/IMG][I] [SIZE=5][U]Grendized Glitter Berserker (5x)[/U][/SIZE][/I]
  1472. This generation of 5x is remarkably different from previous generations. In summary, this set is for more proc-based characters or for those who can abuse increased hitboxes. NW isn't remarkable in activating procs and her performance doesn't necessarily increase with larger hitboxes. The set grants a 4% chance of granting a [I]Giant Brew[/I] buff similar to that of the Red Potion from the 5-x secret dungeon, but only raises critical rate by 25% (rather unimportant given that PvE NWs should have a large amount of critical anyway). There are two 5% proc effects: one activates a Thunder strike effect and the other activates a Flame Flask. The animation for these effects are rather slow and are typically inaccurate, lowering their value even farther for NW, who already regards proc-based effects rather low. It has a defensive trait in having a 2% chance of activating a Magic Shield with 100% damage reduction for 5 seconds/ Although NW is squishy, defensive properties do not help maximize NW's PvE power.
  1473.  
  1474. The 2pc effect of 6% more additional damage is generally unwanted. Better 2pc effects exist.
  1475.  
  1476. [HR][/HR]
  1477. [IMG]http://elwiki.net/wiki/images/e/e9/HamelACLowbodyUnique.png[/IMG] [U][SIZE=5][I]Grendized Royal Guardian (6x)[/I][/SIZE][/U]
  1478. With the nerf of the Dragonic series in this generation, Royal Guardian is now the new standard set for PvE players. Despite being entirely proc-based, this set provides consistent results over the course of a dungeon run and is not gated by awakening.
  1479.  
  1480. This generation of the Guardian set provides a 5% chance of activating a [I]Magical Cape [/I]buff for 12 seconds and increases natural MP gain by 2. Although this appears to be insignificant, the effect does provide a substantial amount of MP throughout a dungeon run similarly to Andromedea Apples (but not quite as potent) and can be reactivated without cooldown. This helps offset some of Night Watcher's MP thirst.
  1481.  
  1482. Additionally, it provides a 5% chance of activating a [I]Potential Opened[/I] buff for 12 seconds and increases physical + magical attack by 10% (MEL Earcuff effect). Although it is not reliable to activate before you want to burst, it is an effect that comes with no repercussions (besides for being unable to use other set effects, which isn't necessarily the worst of repercussions) and doesn't impede upon players to use. If it activates, it activates and your damage output is bolstered quite significantly. If it doesn't activate, then things proceed as usual and there isn't any silly nonsense like being unable to awaken when you need to (like the last generation of sets) or having your critical stat being completely removed.
  1483.  
  1484. This set bears one defensive trait in having a 7% chance in casting an [I]Imprenetrable Shield [/I]buff for 12 seconds upon being attacked, increasing damage reduction by 20%. This effect is insignificant in maximizing Night Watcher's PvE potential.
  1485.  
  1486. This set is rather good as the new standard for PvE, but its value for NW specifically is lower than usual as it is ultimately proc-based and she just doesn't work well with proc-effects. It isn't necessarily a bad set though so this wouldn't be a terrible option for PvE Night Watchers, especially after renewal.
  1487.  
  1488. The 2pc effect is an option, but it is not a very good one. It has been changed to 4.5% damage reduction and 3% critical. It may be more wise to use a Dragonic-Force or Type-H 2pc over this.
  1489. [HR][/HR]
  1490. [IMG]http://elwiki.net/wiki/images/3/3b/HQ_Shop_Top_Sander_AC_Face2_Unique_Lv7.png[/IMG][U][SIZE=5][I]Grendized Sand Blast (7x)[/I][/SIZE][/U]
  1491. The newest addition to secret dungeon sets, Sand Blast is Night Watcher's primary PvP set and sees little use in PvE.
  1492.  
  1493. This set effect has a 4% chance of activating a [I]Seal Restraint[/I] effect on enemies, halting them for 3 seconds and making them take 33% more damage. Although this effect is particularly useful in locking down enemies to be destroyed by the DF Combo and preventing them from stoic bursting, it is gated by proc-chances that don't necessarily sit well with Night Watcher. Even with Explosion Trap, there is a chance that the enemy will stoic burst prior to being locked. The lock time is also very low, making it rather meager in effectiveness. Grouping mobs can also become complicated if players use this set.
  1494.  
  1495. This set effect also has a 5% chance of activating a [I]Blast[/I] attack, which is rather insignificant.
  1496.  
  1497. There is also a 5% chance of activating a Sylph buff for 10 seconds, boosting attack and movement speed by 10%. While speed buffs are very welcome for Night Watcher, it is bundled with some very lackluster set effects and is simply dwarfed by Type-H's set speed buff in everything but proc chance (and even then, the difference between the activation chances are rather low).
  1498.  
  1499. Ultimately, this set should stay in Arena for Night Watchers. She is not a class suited for locking so this would not work for her very well in PvE.
  1500.  
  1501. The 2pc effect is an option, but it is not a very good one. 3% attack speed is mediocre in comparison to other 2pc effects and the 6% awakening charge is nice but unnecessary.
  1502. [HR][/HR]
  1503. [I][IMG]http://puu.sh/kO1O5/3e7bb3a2af.png[/IMG] [SIZE=5][U]1st/2nd/3rd/4th Dimensional[/U][/SIZE][/I]
  1504. A set that takes quite a long time to craft or a lot of money to buy. Its 5pc set effects are extremely potent, however. In terms of white stats, it is weaker than secret dungeon sets at stage 1 and equal to secret dungeon sets at stage 2 (barring set effects). However, it triumphs over secret dungeon sets at the third and fourth stage. As 4th Dimensional is the ultimate goal, I will only review its set effects. The effectiveness of the other three stages' set effects can be easily determined based on just an analysis on the 4th Dimensional stage's set effects.
  1505.  
  1506. The 2pc effect grants 100 points of elemental resist across the board and boosts element proc-rates by 2%. These effects are rather insignificant, but in light of the 5pc set effect, the element proc-rate increase is quite a neat bonus with little repercussions in obtaining it.
  1507.  
  1508. The 3pc effect grants 10% MP acquisition when attacked or being attacked (a third of a MP necklace) and 5% additional damage. The additional damage is insignificant and the mini-MP necklace effect is only marginally noticeable. Still a nice bonus in light of the 5pc effect.
  1509.  
  1510. The 4pc effect grants 5% attack speed, 5% critical, and 10% damage reduction. The damage reduction is insignificant. Although the attack speed and critical gains are lacking in comparison to secret dungeon set effects, they are still quite substantial and nice to have in conjunction with the 5pc effect.
  1511.  
  1512. The 5pc effect grants a 5% of double attack and a 10% increase in physical and magical attack. The double attack effect isn't bad, but it's not particularly gamechanging either for Night Watcher. However, the increase in stats from this set effect are tremendous. It is scaled off the entirety of your stat, making it the most potent stat-raising effect in the game, dwarfing Passion Pay and only rivaled by the "God of Dimensions" title. Unlike Passion Pay, which raises stats by a flat number, this set effect scales off your character's stats and its effectiveness increases as your character's stats grow (making it quite an ugly power creep). Given the 4th Dimensional set's already impressive stats, this set effect makes any wearer bear god-like stats and can be boosted even farther using a stat-boosting title. This greatly offsets Night Watcher's rather meager attack modifiers and gives her a much needed boost.
  1513.  
  1514. This set is perhaps the most effective set for Night Watcher, but it is only worth it if it can be upgraded to the 4th stage [B]AND[/B] have all five pieces equipped. This makes it rather inflexible in being replaced when new gear gets released in the future, but there is a high change that its stats will easily compete with the stats of the next generation of gear. There are also Perkisas raid weapons to consider as well, which would break the 5pc effect if it can somehow outstat the titantic 5pc effect of 4th Dimensional combined with the 4th Dimensional's raw stats (which isn't likely in my opinion). However, given how long it takes to make even one 4th dimensional piece (let alone five of them), I would not particularly recommend 4th Dimensional unless you are determined to finish the entire set.
  1515.  
  1516. [HR][/HR]
  1517. [IMG]http://elwiki.net/wiki/images/6/6d/MeteorRain.gif[/IMG][I] [U][SIZE=5]Advanced Hidden Flare Set[/SIZE][/U][/I]
  1518. Night Watcher isn't really a class that capitalizes on proc'ing effects outside of noted Explosive Trap. Trading away sockets and raw white stats for a gimmicky game style revolving around Explosive Trap is not a good idea. Use it while leveling or while you're crafting your real armor set and move onto something else.
  1519.  
  1520. [HR][/HR]
  1521. [IMG]http://elwiki.net/wiki/images/d/dd/Elderuniqueface.png[/IMG][IMG]http://elwiki.net/wiki/images/8/89/AlteraACLowbodyUnique.png[/IMG][IMG]http://elwiki.net/wiki/images/b/b8/Besmauniquearm.png[/IMG][I] [U][SIZE=5]2pc of lots of different sets[/SIZE][/U][/I]
  1522. A gear set-up not often seen by players. Although you do save a decent degree of socket space in the short run, you do limit your options of getting additional stats through various set effects from other accessories as well as losing room for accessories that are capable of rolling strong ID stat lines. In the end, limiting accessory slots like that as well as losing raw power from not utilizing 4pc effects is bad for any class. To not capitalize on Night Watcher's one-beading capabilities makes this option not very good.
  1523.  
  1524. [HR][/HR]
  1525. [U][B][CENTER]Personal Input[/CENTER]
  1526. [/B][/U]
  1527. At the writing of this post (10/17/15), I do not use any of the current secret dungeon sets as I am preparing gear for other characters. However, I would personally recommend the Type-H set the most, followed by Dragonic-Force and Ancient Royal Guardian tied for second. 4th Dimensional lags as my third recommendation only because of the length of time and money required to complete the set to its fullest effectiveness. Post-renewal, I would argue that Type-H and Ancient Royal Guardian are somewhat even for the first recommendation and Dragonic-Force to rank behind them. 4th Dimensional may rank second or third depending on how potent the Perkisas Raid Weapon is.
  1528.  
  1529. [HR][/HR][/spoiler][B]
  1530.  
  1531. [SIZE=4][U][FONT=microsoft sans serif]Titles[/FONT][/U][/SIZE]
  1532. [/B][I]Titles are an important part of your set-up and are often crucial in optimization. This section focuses on titles outside of socket-saving titles such as [B]Lightspeed[/B], [B]3000![/B], [B]Wings of Steel[/B], and others. Although saving socket space is important, it doesn't necessarily pertain to Night Watcher specifically. Here's a look at various other titles and what they can do for Night Watcher.[/I]
  1533. [spoiler][IMG]http://elwiki.net/wiki/images/b/bd/Title_270_English.png[/IMG]
  1534. [I]Secret Buster[/I]
  1535. A very meek title that provides evasion boosts against secret dungeon  bosses and some meager stat gains. If you struggle with surviving in  secret dungeons and lack any other titles, use this for now but serious  Night Watchers should skip this stage of gameplay rather quickly and  move onto something that is actually useful.
  1536.  
  1537. [HR][/HR][IMG]http://elwiki.net/wiki/images/2/2a/Title_580.png[/IMG]
  1538. [I]Power of Splendor (PoS)[/I]
  1539. This title boosts your physical attack by a straight 300 followed by a 2% boost on top of that. The stats gained from this title increase as your own physical attack power grows. Raw attack power can't be obtained through typical socketing stones so this title and similar attack-boosting ones are not discounted like [I][B]Lightspeed[/B][/I] is. Night Watcher is a physical-based class who is somewhat lacking in raw stats, so this title is pretty beneficial to have. If you need to give your Trapping Arrow: Buster, Thorn Vine Trap, Gliding Strike, and Innocent some extra bite, this title is a good pick although a bit outdated in comparison to [I][B]Passion Pay[/B][/I].
  1540.  
  1541. [HR][/HR][IMG]http://elwiki.net/wiki/images/7/76/Title_590.png[/IMG]
  1542. [I]Magic of Splendor (MoS)[/I]
  1543. This title boosts your magic attack by a straight 300 followed by a  2% boost on top of that. The stats gained from this title increase as  your own magic attack power grows. Raw attack power can't be obtained  through typical socketing stones so this title and similar  attack-boosting ones are not discounted like [I][B]Lightspeed[/B][/I]  is. Night Watcher is a physical-based class, but she also owns a lot of magic-based skills that would benefit from using this title. If you need to  give your Siege, Aero Tornado, Karma, and Eldrasil's Fury some extra bite, this title is a good pick although a bit  outdated in comparison to [I][B]Passion Pay[/B][/I].
  1544.  
  1545. [HR][/HR][IMG]http://elwiki.net/wiki/images/d/d2/Title_600.png[/IMG]
  1546. [I]Sword of Splendor (SoS)[/I]
  1547. This title boosts both magic and physical attack stats by 2% alongside some stat gains such as Awakening Time, Awakening Charge, Attack Speed, and Accuracy. The magic and physical stats gained from this title increase as  your own magic attack and physical attack grows. Raw attack power can't be obtained  through typical socketing stones so this title and similar  attack-boosting ones are not discounted like [I][B]Lightspeed[/B][/I]  is. The additional stats are a nice bonus due to them being free with the raw attack boosts, but only attack speed and accuracy are really relevant to Night Watcher. Night Watcher utilizes both physical and magic attacks, so taking the middle road with Sword of Splendor isn't a bad idea. However, the raw attack power on this title pales in comparison to the newer [B][I]Passion Pay[/I][/B] title.
  1548.  
  1549. [HR][/HR][IMG]http://elwiki.net/wiki/images/6/6b/Title_620.png[/IMG]
  1550. [I]Children of the Wind (CoTW)[/I]
  1551. A title that is rather underrated amongst players as of late. Its widespread use among players is only due to how easy this title is to obtain relative to various other endgame titles. This title provides a small boost in Attack Speed and a moderate boost in Evasion (although evasion builds are cute, they're unnecessary), but most importantly, it provides a 3% chance to activate an AoE Speed Aura buff that increases attack speed by 5%. This buff can be stacked up to three times and has a duration of seconds. The attack speed buff is normalized. However, even with the attack speed normalization, this title provides a rather noticeable speed bonus. This title is perhaps the only title that directly addresses a huge PvE concept that can generally be referred to as the [B]animation frames/execution speed [/B]of particular actions, something that is addressed later in this guide. [I]Turtle[/I] Night Watchers suffer greatly from poor execution speed and long animation frames in their set-ups, giving them their "turtle" status. However, attack speed is a stat that speeds up the execution speed of actions that range from just about anything you can think of -- recovery, special active cast time, active cast time, command cast time. One could try to socket as much attack speed as they could to speed up all of their actions, but heavy normalization of this stat and the sacrifice of a lot of critical would make such a strategy more detrimental than beneficial. Although the CoTW buff is normalized as well, the potential 15% attack speed that comes free without the cost of any sockets can benefit [I]Turtle[/I] Night Watchers greatly in countering her major flaw of being "slow". Although it is a proc-based title, Night Watchers can activate it using the ZZZ combo to MP for their DF combo before dropping their combo at lightning speed once the buffs come into effect. Additionally, they can also gamble on the chance that the buff will activate off a Nature Orb from Trapping Arrow: Buster or Delayed Fire to speed up Eldrasil's Fury cast time. The only things that prevent this title from being god-like for Night Watcher is that it is proc-based and normalized. If you can't acquire any other great endgame titles, you could "settle" for this title and its benefits would actually be much more conspicuous than the titles that you passed up.
  1552.  
  1553. [HR][/HR][IMG]http://elwiki.net/wiki/images/9/94/Title_670.png[/IMG]
  1554. [I]Storm Warrior[/I]
  1555. Provides +50 Wind resist, +4% chance to proc the Wind element, 3% of additional vibration hit proc effect, 3% chance of desert sandstorm proc effect, and 3% chance a blast proc effect. A title for those who utilize the Wind element and are fond of proc effects. Both of which are not very good matches for Night Watcher, but this title does make Wind a much more viable PvE choice. An interesting and grudgingly effective set-up with this title would bolster the proc chance for the Wind element and make Erendil normals and skills like Siege and Binding Seed deliver a potent amount of damage. This title appears to be more suited for [I]Hares[/I]. Set-ups with this title are largely unseen and unorthodox and I do not doubt their possible effectiveness. However, I do not think that these set-ups are the most effective out there and that the title is far too grindy when better set-ups exist out there. Going back to the proc-based and Wind-based aspect of this title, this would not be a strong choice for [I]Turtles[/I] and would only be "acceptable" for [I]Hares[/I].
  1556.  
  1557. [HR][/HR][IMG]http://elwiki.net/wiki/images/1/11/Title_680.png[/IMG]
  1558. [I]Sand Wind's Evil Spirit (SWES or ESoS)[/I]
  1559. Another proc-based title. This title provides a 3% chance to summon a ghost alongside some stat gains in critical, additional damage, attack speed, and awakening charge. This title is one of the few titles that provide critical in the game, although it is a rather small amount. The ghosts are able themselves and inflicts a ten second Aging debuff. The Aging debuff may be useful in slowing down targets that can potentially cancel your slow Eldrasil's Fury, but it would be better to speed Night Watcher up than slow her targets down. This is a neat title, but it's rather lackluster for a proc title and its benefits are extremely low in comparison to the other titles available to you.
  1560.  
  1561. [HR][/HR][IMG]http://elwiki.net/wiki/images/2/24/Title_690.png[/IMG]
  1562. [I]Reaper[/I]
  1563. [B]No longer obtainable[/B] [B]after 5/27/15[/B]. One of the most infamous proc-based titles in Elsword that required a tedious amount of work to obtain. There are three different proc effects to this title: [URL="http://elwiki.net/wiki/images/e/ea/Sword_of_the_Evil_Spirit.png"]Sword of the Evil Spirit[/URL], [URL="http://elwiki.net/wiki/images/b/bb/Sword_of_the_Dead_Soul.png"]Sword of the Dead Soul[/URL]. and [URL="http://elwiki.net/wiki/images/c/ca/Sword_of_the_Dead_Spirit.png"]Sword of the Dead Spirit[/URL]. The former two sword effects have additional effects and each sports a 3% chance of activating. The math indicates that there is an 8.1% chance of activating at least one of the swords and the swords are capable of activating each other. Sword of the Evil Spirit has infinite piercing and has a large amount of MP recovery (a later nerf to this title makes this sword the only one capable of recovering MP) and the Sword of the Evil Spirit have 100% critical rate and causes the Armor Crack debuff (lowers both magic and physical defense of affected targets). As a proc-based title, this title doesn't work with Night Watcher as well as it does with other classes. However, the high proc rate and its ability to proc off of Nature Spirit orbs makes this title decent in raising Night Watcher's damage. This title provides some much appreciated help with [I]Turtle[/I] Night Watcher's relatively weak mobbing options and a lot of MP to fuel her MP hunger. For [I]Hares[/I], this title provides a pretty ample damage boost given how [I]Hares[/I] are more attuned for proc effects than [I]Turtles[/I] are. Although it may not be the best title for Night Watcher out there, this title does have some pretty nifty functions for those who possess it.
  1564. [CENTER]
  1565. [IMG]http://puu.sh/k2wu2/389d0e2a1e.gif[/IMG]
  1566. [I]Reaper MP gains KreyGasm (getting stoic bursted by Reaper kinda sucked though)[/I]
  1567. [/CENTER]
  1568.  
  1569. [HR][/HR][IMG]http://elwiki.net/wiki/images/0/07/TITLE_780.png[/IMG]
  1570. [I]Behemoth Terminator[/I]
  1571. A slightly more potent title than [B][I]Sword of Splendor[/I][/B]. This title boosts both magic and physical attack stats by 3% alongside  some stat gains such as Awakening Time, Awakening Charge, and Critical. The magic and physical stats gained from this title  increase as  your own magic attack and physical attack grows. Raw attack power can't  be obtained  through typical socketing stones so this title and similar  attack-boosting ones are not discounted like [I][B]Lightspeed[/B][/I]  is. The additional stats are nice, although the only stat that is relevant on it is Critical and the bonus is rather small. Night Watcher utilizes both physical and  magic attacks, so using Behemoth Terminator isn't a bad choice. However, it still pales in comparison to the raw attack gains seen from the [B][I]Passion Pay[/I][/B] title.
  1572.  
  1573. [HR][/HR][IMG]http://elwiki.net/wiki/images/f/f9/TITLE_840.png[/IMG]
  1574. [I]Into the Flames![/I]
  1575. A title that provides a 3% chance of a Meteor Strike and gives some stat gains in Critical, Additional Damage, and Attack Speed. The stat gains are rather meager and the proc effect is not very great in addition to the fact that Night Watcher doesn't really have good affinity with proc effects. This is a not very strong choice for PvE and I would probably choose even ESoS or CoTW over it.
  1576.  
  1577. [HR][/HR][IMG]http://elwiki.net/wiki/images/7/74/TITLE_890.png[/IMG]
  1578. [I]Passion Pay[/I]
  1579. A title that provides a huge stat boost of 1000 attack points to both magic and physical attacks. This gain is so large that it can be equated to an entire enhancement level almost anywhere on the enhancement ladder (+8s will have the power of +9s, etc.). As Night Watcher utilizes both magic and physical attacks (in addition to the fact that her class modifiers are rather low and give her unsatisfactory attack stats normally), this title is great for bolstering Night Watcher's strength up in all categories. For most [I]Turtles[/I], I would advise using this title unless your attack power
  1580.  
  1581. [HR][/HR][IMG]http://elwiki.net/wiki/images/2/26/TITLE_910.png[/IMG]
  1582. [I]Dancing Flame Weapon[/I]
  1583. A proc-based title that has a 1.5% chance each of activating the following effects: Meteor Grenade, Meteor Strike, Firestorm, Burn, Fireworks, and Strong Flame. The Burn proc is irrelevant, however, so only the other five effects are really to be considered. The mana gain from these effects are unexplored, but I would advise against this title regardless. The extra damage that comes from the effects are rather negligible and can prove disruptive, especially the Firestorm proc. It is better than most proc-based titles, but for Night Watcher there are better titles out there given her weak affinity with procs.
  1584.  
  1585. [HR][/HR][IMG]http://elwiki.net/wiki/images/4/41/TITLE_930.png[/IMG]
  1586. [I]Oath of Ruin[/I]
  1587. The newest addition to the average title collectors' to-do list. It reduces your critical stat to zero but grants a 11% chance of giving an 8s buff that boosts critical rate to 100% and critical damage by 50%. This title is extremely effective for PvP NW, but this isn't necessarily the case with PvE NW. Night Watcher simply loses too much damage from having 0 critical and with her mediocre stats, this can prove devastating to run speed. This title is clearly designed for elite-killing and boss-slaying in PvE, but its activation chance makes it extremely ineffective. NW's elite-killing is slow enough as it is and doesn't need an Oath proc to slow it down farther. Even if it were to activate, NW's DF Combo is strong enough to make the damage increase provided by Oath of Ruin overkill and irrelevant. For boss-slaying, this title proves to be extremely ineffective as you cannot necessarily line up the buff with your party's burst. This title is pretty bad for Night Watcher by stunting her damage output over the course of a dungeon run and providing meager gains whenever it does activate. If a NW were to use this title, noted Explosion Trap is absolutely necessary (but would still fall short to a NW with an actual critical build).
  1588.  
  1589. [HR][/HR][IMG]http://elwiki.net/wiki/images/0/01/TITLE_960.png[/IMG]
  1590. [I]Cold Stare/Grim Gaze[/I]
  1591. Another proc-based title with a 1.5% chance each of activating the following effects: Ice, Ice Sting, Cold Shock, and Ice Nova. It also has a 1.5% chance of gaining +7MP on attack. The Ice effect is mostly irrelevant, leaving only the Ice Sting, Cold Shock, Ice Nova, and MP+ effects to be of only real value. The Ice Sting does freeze enemies temporarily, but it has been suggested that the frozen target may KD after being unfrozen. This may be a PvP-only result, however, and I do not have the title myself yet to run tests. Regardless, the freeze effect is somewhat nice in locking down elites to deliver DF Combos without the fear of scattering mobs, but can prove to be a double-sided sword when grouping prior to set-ups. The MP+ is nice, but not large enough to make the title worth using over other titles. It can prove to be a decent title (if the KD part in PvE proves to be false that is), just not the best option for NW as it is proc-based.
  1592.  
  1593. [HR][/HR][IMG]http://elwiki.net/wiki/images/7/79/TITLE_990.png[/IMG]
  1594. [I]Demonic Kill [/I]
  1595. Another proc-based title that grants a 5% chance of casting a Meteor Rain effect. This effect is argubly the best among the fire-based ones, but can prove to be disruptive in causing stoic bursts. This title is pretty lackluster for NW given that it's proc-based and ranks below average.
  1596.  
  1597. [HR][/HR][IMG]http://elwiki.net/wiki/images/c/cf/Title_280.png[/IMG][IMG]http://elwiki.net/wiki/images/5/56/Title_290.png[/IMG][IMG]http://elwiki.net/wiki/images/2/24/Title_300.png[/IMG][IMG]http://elwiki.net/wiki/images/8/80/Title_610.png[/IMG][IMG]http://elwiki.net/wiki/images/b/b6/Colossus_silencer.png[/IMG][IMG]http://elwiki.net/wiki/images/f/f1/TITLE_950.png[/IMG]
  1598. [I]Secret Dungeon Titles[/I]
  1599. These titles provide massive bonuses against the corresponding secret boss that each title is obtained from. They dwarf any other title in handling their respective secret dungeon bosses and should be used over whatever title you normally use whenever you go into the boss room of a secret dungeon.
  1600. [HR][/HR][IMG]http://elwiki.net/wiki/images/a/af/Lord_of_time.png[/IMG]
  1601. [I]Lord of the Gate[/I]
  1602. Raises your hyperactive level by one and provides bonuses to Critical, Attack Speed, and Additional Damage. The stat bonuses are rather lackluster and the skill level raise is rather insignificant. Even though Innocent is extremely powerful, it is a bit of a waste to boost a skill that you may only use once or twice in a dungeon run.
  1603.  
  1604. [HR][/HR][IMG]http://elwiki.net/wiki/images/f/f8/Otherworldly_invader.png[/IMG][IMG]http://elwiki.net/wiki/images/f/f7/Otherworldly_Conqueror.png[/IMG][IMG]http://elwiki.net/wiki/images/4/4b/Commandment_of_the_absolute.png[/IMG][IMG]http://elwiki.net/wiki/images/e/e5/HenirTimeandSpace.png[/IMG][IMG]http://elwiki.net/wiki/images/7/79/Boogers.gif[/IMG]
  1605. [I]Henir Titles[/I]
  1606. These titles, for the most part, provide attack stat bonuses on top of some skill level raises and miscellaneous other stats. Most of them have an attack boost that is easily dwarfed by titles such as [B][I]Passion Pay[/I][/B] and [B][I]Sword of Splendor[/I][/B] so the majority of them are not worth it. Most of the skill level boosts are rather insignificant or not game-changing. The Henir titles that do provide the biggest attack gains are clearly better than titles like [B][I]Passion Pay[/I][/B], but they are rather tedious to acquire and maintain. If you can get your hands on them consistently, then sure, use them. But for the most part, you should probably dedicate your time and efforts in a title that isn't limited and competed for by many.
  1607.  
  1608. [HR][/HR][IMG]http://elwiki.net/wiki/images/1/10/TITLE_11300.png[/IMG]
  1609. [I]Curse of Chaos[/I]
  1610. Provides a 5% chance of decreasing the target's attack by 90% for 2 seconds when you are hit and a 5% chance of decreasing the target's defense by 90% for 2 seconds when you are attacking. Provides extremely low boosts to the Accuracy, Critical, Attack Speed, and Additional Damage stats. This title is only really useful for its ability to reduce a target's defense by 90%. However, given how slow [I]Turtle[/I] Night Watcher is, this title is rather lackluster as the debuff is extremely short. It may work for [I]Hares[/I], but I would think that the [B][I]Oath of Ruin [/I][/B] title would probably be more effective.
  1611.  
  1612. [HR][/HR][B]Final Word:[/B] For [I]Turtle [/I]Night Watchers, [B][I]Passion Pay[/I][/B] is perhaps the best available title, but only if the they are lacking in attack power. [I]Turtles[/I] with enough firepower without [B][I]Passion Pay[/I][/B] probably would benefit from using [B][I]Reaper[/I][/B], a socket-saving title, or [I][B]Children of the Wind[/B][/I]. For [I]Hare [/I]Night Watchers, an orthodox path would perhaps be [B][I]Reaper[/I][/B], [B][I]Curse of Chaos[/I][/B], or [B][I]Oath of Ruin[/I][/B]. [B][I]Passion Pay[/I][/B] is also an option for them if they really want fast kills using their "dump-and-go" strategies.
  1613.  
  1614. [HR][/HR]
  1615. [/spoiler][B][SIZE=3][FONT=microsoft sans serif]
  1616. Elements[/FONT][/SIZE]
  1617. [/B][I]Elements can make quite an impact on how a character performs. Unfortunately, not [B]too[/B] much for Night Watcher. However, the benefits from choosing a useful element will certainly be felt when we're trying to push limits.[/I]
  1618. [spoiler][IMG]http://elwiki.net/wiki/images/d/d8/FireELSTONE.png[/IMG]
  1619. [I]Fire[/I]
  1620. A PvP element and not even a popular one among Night Watchers. Do not use for NW PvE, we are not going to rely on DoTs to kill our targets.
  1621.  
  1622. [HR][/HR][IMG]http://elwiki.net/wiki/images/8/82/IceELSTONE.png[/IMG]
  1623. [I]Water [/I]
  1624. An element that excels in both PvE and PvP. This element is most popular amongst Night Watchers. The defense reduction capabilities of this element are wonderful in boosting the damage you and your party deals and also heavily reduces knockback on affected mobs. However, this property can interfere with grouping mobs. Given that the mobs most likely to be knocked back by Trapping Arrow: Buster are the ones who don't have Water debuffs on them, this trait of the element isn't particularly useful for Night Watcher. However, the defense reduction aspect of this skill is what makes this element truly shine.
  1625.  
  1626. After the 10/7/15 Secret Dungeon Revamp, water resistance on most mobs and bosses have increased [B]drastically[/B] in all secret dungeons besides for Runaway Behemoth. At the moment, I am not too fond of the water element because of its reduced effectivenes, but certainly one or two stacks is better than nothing. It remains the best element choice for Night Watcher, but it has lost a substantial amount of its lead on the next element: Dark.
  1627.  
  1628. [HR][/HR][IMG]http://elwiki.net/wiki/images/b/b2/PoisonELSTONE.png[/IMG]
  1629. [I]Nature[/I]
  1630. A somewhat popular PvP element for Night Watcher. However, we won't be needing its DoT damage or attack speed reduction capabilities in PvE.
  1631.  
  1632. [HR][/HR][IMG]http://elwiki.net/wiki/images/8/80/WindELSTONE.png[/IMG]
  1633. [I]Wind [/I]
  1634. A popular PvP element for Night Watcher. While I do not think it is harmful to use in PvE (however, cases where an element would ever be detrimental numbers very few), it is not an element worth using for PvE. Boosting our damage on Erendil swings, other normals, and actives is cute but we won't be PvPing our way through dungeons.
  1635.  
  1636. [HR][/HR][IMG]http://elwiki.net/wiki/images/e/e6/LightELSTONE.png[/IMG]
  1637. [I]Light[/I]
  1638. A (regretfully) popular PvP element for Night Watcher. While this element does have tremendous PvE uses, the element has low synergy with PvE Night Watchers as keeping up a petri-lock will be troublesome and unrealistic in most situation. Outside of boss scenarios, it may make mobbing and setting up DF combos more annoying than it should if it happens to activate while grouping mobs.
  1639.  
  1640. [HR][/HR][IMG]http://elwiki.net/wiki/images/1/1a/DarkELSTONE.png[/IMG]
  1641. [I]Dark[/I]
  1642. A very PvE-oriented element that is hardly seen in PvP due to the fact that everyone heavily resists it. This element does sate a large portion of [I]Turtle[/I] Night Watcher's MP hunger and reduces the amount of time spent using the ZZZ combo for MP. At one point in time, I would have strongly suggested this element choice for Night Watchers. However, this element has been fading out recently due to recent revamps heavily boosting the dark resist on mobs. [s]Although secret dungeon mobs at the time of this post have extremely low dark resist, it would be best to look towards the future and not use this element for Night Watcher.[/s]
  1643.  
  1644. After the 10/7/15 Secret Dungeon Revamp, it seems that reports of the Dark element becoming obsolete in the nearby future are [B]false[/B]. The Dark element has lost some effectiveness (Dark III nets 18MP rather than 22, Dark II nets 12MP rather than ~14), but it is definitely not obsolete. Proc chances are still fairly good and returns are well worth it. I would argue that Dark is almost as viable as the Water element given the new resistances that now block the Water element. For Night Watchers who ran the old 6-X set, this element may sate the MP thirst of [I]Turtle[/I] Night Watchers as they transition away from the old 6-X set to new gear (depending on what that gear is).
  1645.  
  1646. [HR][/HR][B]Final Word[/B]: Water > Dark > Wind > Light > Fire > Nature
  1647.  
  1648. [HR][/HR][/spoiler][B]
  1649.  
  1650. [SIZE=4][U][FONT=microsoft sans serif]Useful Items[/FONT][/U][/SIZE]
  1651. [/B][I]Going beyond your standard set of potions and consumables, this section briefly reviews general PvE consumables that are useful in any character's slots as well as items that go well with Night Watcher specifically.[/I]
  1652. [spoiler][IMG]http://elwiki.net/wiki/images/1/10/HQ_Shop_Item_WindSphere.png[/IMG]
  1653. [I]Wind Orb[/I]
  1654. A staple item for making runs go smoothly. Bugged to reduce defense by 99% instead of 50% and lasts 15 seconds. Does a modest amount of damage, but the actual damage value on the orb isn't important. It isn't necessary to throw these around everywhere, but use them where you need to if you require one outside of the boss room. This orb will highly amplify the damage on your DF combo or Delayed-Innocent burst. Remember to work it out with your team for who is carrying what type of orb.
  1655.  
  1656. [HR][/HR][IMG]http://elwiki.net/wiki/images/d/da/HQ_Shop_Item_FireSphere.png[/IMG]
  1657. [I]Fire Orb[/I]
  1658. The orb with the highest instantaneous damage output excluding event orbs. Almost does as much damage as Night Watcher's typical Fatality, which is both impressive and depressing at the same time. Not entirely useful for running secret dungeons in my opinion, but good to have around for title grinds and raid.
  1659.  
  1660. [HR][/HR][IMG]http://elwiki.net/wiki/images/6/63/HQ_Shop_Item_WaterSphere.png[/IMG]
  1661. [I]Water Orb[/I]
  1662. Another staple item to ensure that runs go smoothly. Freezes targets for 4 seconds (the freeze time will almost always be lower than this due to natural resistance on PvE mobs) and does a respectable amount of damage at 2592%. However, this orb is used for its freeze utility rather than its damage. Immensely useful for Night Watchers who need time to set-up their DF combo or Delayed-Innocent burst. However, due to their long set-up time and the long animation of Innocent, these orbs are usually thrown by teammates rather than the Night Watcher herself. However, it is still useful for Night Watchers to carry because she can provide her own set-ups (albeit it being slightly annoying) and more importantly, assist her teammates with their set-ups. Remember to work it out with your team for who is carrying what type of orb (although having more than one person carry water orbs is a pretty good idea in most scenarios).
  1663.  
  1664. After the 10/7/15 Secret Dungeon Revamp, this item has decreased in value with the bolstered water resistance on mobs and bosses.
  1665.  
  1666. [HR][/HR][IMG]http://elwiki.net/wiki/images/9/96/HQ_Shop_Item_NatureSphere.png[/IMG]
  1667. [I]Nature Orb[/I]
  1668. An orb with a lot of DoT damage. It is primarily used for its continuous hitstuns to keep bosses like Type-H in check. It can be used in normal dungeon play as a "drop it here and go" type of strategy, but risks not actually killing the targets that were hit with the orb due to the fact that they will be aggro'd and will stray out of the cloud. I would only recommend carrying these for 4-x runs. Outside of that place, the other orbs are more useful to keep in your slots.
  1669.  
  1670. [HR][/HR][IMG]http://elwiki.net/wiki/images/7/7a/AngelwingsGoD.png[/IMG][IMG]http://elwiki.net/wiki/images/d/de/HQ_Shop_Item_78909.png[/IMG][IMG]http://elwiki.net/wiki/images/b/b7/HQ_Shop_Item_78906.png[/IMG]
  1671. [I]Ventus Elixirs[/I]
  1672. Depending on the grade of elixir used, Ventus Elixirs boost Wind resistance, Evasion rate, and Movement Speed. The Wind Resistance boost is not important and the evasion buff is just something cute rather than something practical. The movement speed buff does help [I]Turtle[/I] Night Watcher get in position quickly and stay on point with her attack plans. For [I]Hares[/I], it is merely a speed boost to increase their already fast playstyle.
  1673.  
  1674. [HR][/HR][IMG]http://elwiki.net/wiki/images/a/a1/IceballsGoD.png[/IMG][IMG]http://elwiki.net/wiki/images/1/18/PurpleGoD.png[/IMG][IMG]http://elwiki.net/wiki/images/4/4e/FireballsGoD.png[/IMG][IMG]http://elwiki.net/wiki/images/f/f5/RedGoD.png[/IMG]
  1675. [I]Aggro-Boosting Elixirs[/I]
  1676. Night Watcher's aggro capabilities are decent, but her orthodox means of aggro are a lot slower than her Flash Step speed. These elixirs allow Night Watcher to increase her aggro capabilities and speed the process up pretty effectively. Tracker's Elixir is a little ineffective due to the fact that it requires Night Watcher to attack a target before firing and may lock onto already aggro'd targets. Blazing Bomb has a cooldown between fireballs, so it isn't the best either.  Denif and Rosso's Flame Ring are probably the best aggro boosting elixirs as they allow Night Watcher to simply brush through mobs to aggro them without having to sacrifice the speed on her Flash Step.
  1677.  
  1678. [HR][/HR]
  1679. [IMG]http://elwiki.net/wiki/images/1/1d/HQ_Shop_Item_78925.png[/IMG]
  1680. [I]Advanced Recovery Potion[/I]
  1681. Recovers 50% of your HP and 150MP as well as a 7 second buff that grants 10MP per second. The HP part of this potion is meaningless. This potion is pretty underrated but rather easy to obtain if you play Arena regularly and have access to an Alchemist. This potion has a separate cooldown from most other potions, which means that more MP is readily available for the hungry [I]Turtle[/I] Night Watcher. This is a pretty good choice to go into the DF combo with, as the initial MP burst should fund Buster and the subsequent MP regain should fund you with Eldrasil's Fury and any other actives you'll need for clean-up or to prime your DF Combo once more.
  1682.  
  1683. [HR][/HR][IMG]http://elwiki.net/wiki/images/a/ac/HQ_Shop_Item_78926.png[/IMG]
  1684. [I]Giant Stone Apple[/I]
  1685. This consumable grants super armor and a giant status temporarily. The hitbox increase is great for mobbing purposes and can be especially useful for [I]Hares[/I]. [I]Turtles[/I] and [I]Hares[/I] alike will appreciate the super armor shielding them as they go through their strategies and set-ups.
  1686.  
  1687. [HR][/HR][IMG]http://elwiki.net/wiki/images/1/11/HQ_Shop_Item_78928.png[/IMG]
  1688. [I]Superhuman Organic Apple[/I]
  1689. This consumable recovers 50% HP and MP of the user, as well as putting them into awakening. This consumable is extremely useful in that it can re-activate secret dungeon set effects without a player ever having to leave awakening and provides an ample MP recovery. This consumable is best used with the Dragonic-Origin set to maximize damage output.
  1690.  
  1691. [HR][/HR][IMG]http://elwiki.net/wiki/images/6/65/HQ_Shop_Item_78929.png[/IMG]
  1692. [I]Twister Andromeda Apple[/I]
  1693. This consumable provides a speed buff along with enhanced MP recovery temporarily. The MP recovery effect is quite potent and this item serves as a temporary Ventus Elixir to bolster [I]Turtles'[/I] speed. The passive MP recovery can help ease the consumption of MP potions in the long run and completely compensates for the loss of Night Watcher's passive MP charging when she is constantly primed for her DF combo.
  1694.  
  1695. [HR][/HR][/spoiler][B]
  1696.  
  1697. [SIZE=4][U][FONT=microsoft sans serif]Pets[/FONT][/U][/SIZE][/B]
  1698. [I]A look over how the more commonly obtained "meta" pets interact with Night Watcher. Pet analysis is primarily focused on how the pet interacts with Night Watcher before and after DF combo detonation.[/I]
  1699. [spoiler][IMG]http://elwiki.net/wiki/images/f/f5/TreeK_STG3.png[/IMG][IMG]http://elwiki.net/wiki/images/e/eb/Tree_Knight_Spring3.jpg[/IMG][IMG]http://elwiki.net/wiki/images/8/81/Tree_Knight_Autumn3.jpg[/IMG][IMG]http://elwiki.net/wiki/images/d/db/Tree_Knight_Winter3.jpg[/IMG]
  1700. [I]Tree Knights[/I]
  1701. Pets who apparently have had their attacks changed in addition to value changes with the pet revamp. Tree Knights look decent on paper with the hitbox of their slashs (especially on targets that have been grouped for a DF set-up), but a full analysis cannot be done without any data on their hit count or full amount of damage. However, it seems to be very likely that the pet is either too weak or delivers too many hits to be good for a Night Watcher's PvE gameplay. This pet is most likely not suitable for Night Watchers.
  1702.  
  1703. [HR][/HR][IMG]http://elwiki.net/wiki/images/5/56/Uniel_%28Adult%29.png[/IMG][IMG]http://elwiki.net/wiki/images/2/2b/UniringAdult.png[/IMG]
  1704. [I]Unicorn Sisters[/I]
  1705. Pets that deliver a respectable amount of damage, albeit much lower than other pets. Their multi-hit attack is disruptive to Night Watcher set-ups and where and when they chooses to cast their Lightning attacks is unreliable. Adorable pets, but probably not a good choice for Night Watchers.
  1706.  
  1707. [HR][/HR][IMG]http://elwiki.net/wiki/images/6/63/Reaper_-_Death3.png[/IMG][IMG]http://elwiki.net/wiki/images/1/1c/Reaper_-_Reverse3.png[/IMG]
  1708. [I]Reapers[/I]
  1709. A pet that is no longer available but not elusive enough for me to move to the privileged section. High damage that is slightly above a fox pet's. AoE is respectable. Element boost is only for dark users, but this pet is a good choice for even those who don't use dark. A good choice for NW with not many hits on his attacks, allowing for NW to set-up her DF combo without worry.
  1710.  
  1711. [HR][/HR][IMG]http://elwiki.net/wiki/images/b/bc/Berthe_Jr.3.png[/IMG]
  1712. [I]Berthe Jr.[/I]
  1713. A pet that I am rather unfamiliar with. His damage is respectable and his boost to Water users is welcome. His attack appears to be similar to Tree Knights' and can work nicely with delivering damage without repercussions on grouped mobs set-up for a DF combo. Seems to be a good choice for NWs.
  1714.  
  1715. [HR][/HR][IMG]http://elwiki.net/wiki/images/7/77/Than03.png[/IMG]
  1716. [I]Thanato[/I]
  1717. A pet with respectable damage. Hit count number appears to be under debate. Her multi-hit attack may activate stoic bursts and interrupt DF combo set-ups. This may happen if the Nature Orb from Trapping Arrow hits multiple targets. Lastly, her attack does launch and potentially KD mobs. I have not personally used one, but I would not recommend others to use her.
  1718.  
  1719. [HR][/HR][IMG]http://elwiki.net/wiki/images/0/05/AliceC.png[/IMG]
  1720. [I]Alice[/I]
  1721. Cute to look at. Her attack is surprisingly strong, although I'm not sure how the AoE is. Low hit count as well, she seems to be a good pick on paper. I have not personally used one, however.
  1722.  
  1723. [HR][/HR][B]Final Word:[/B] Given the options, I would choose a Reaper pet if you have the resources to acquire one. Otherwise, Berthe Jr. or Alice appears to be a safe bet here.
  1724.  
  1725. [HR][/HR][/spoiler]
  1726.  
  1727. [HR][/HR]
  1728.  
  1729. [CENTER][FONT=fixedsys][SIZE=7][U][COLOR=darkgreen]☙ 5.0 Delayed Fire and the DF Combo ❧[/COLOR][/U][/SIZE][/FONT][/CENTER]
  1730. [SIZE=2][SIZE=4][U][FONT=microsoft sans serif][B]What is the DF Combo?[/B][/FONT][/U][/SIZE]
  1731. [spoiler][CENTER][IMG]http://puu.sh/k2w07/33edf1193f.gif[/IMG]
  1732. [I]Your average DF Combo[/I][/CENTER]
  1733.  
  1734. The standard Delayed Fire (DF) Combo/Sequence is a combination of the three Night Watcher skills [B]Delayed Fire[/B], [B]Trapping Arrow: Buster[/B], and [B]Eldrasil's Fury[/B]. The DF Combo can be extended to include additional [B]twigs[/B] and [B]Explosive Trap[/B], but those are merely optional addenda that do not compose your typical combo. In order for the DF Combo to work, Delayed Fire must always be cast first, but subsequent trap skills may come in any order afterwards (there are pros and cons to the different orders that will be touched upon later). This combination of skills is one of the quickest and reliable ways to capitalize on the mechanisms of Delayed Fire and perhaps the most efficient bossing option that Night Watcher has available to her. By utilizing Delayed Fire's damage amplification and hitbox increase effects, Trapping Arrow: Buster's property of maxing out the Trap Multiplier, and Eldrasil's Fury raw power and abnormally high trap multiplier, the DF Combo can typically deliver a [B](mostly after 8/26/15 Hitbox revamp) non-situational[/B] 9500%-10000%+ mix of physical and magical damage at the cost of 270MP. Although the cooldown of the combo primarily revolves around Delayed Fire, this technique can be put out every 13~ seconds at its fastest based on the Trapping Arrow: Buster component's cooldown of 13 seconds. In essence, Night Watcher is capable of delivering damage on the same tier of Deadly Chaser's [I]Artillery Strike: Quantum Ballista[/I] at a rate faster than even [I]Intense Showtime[/I] DC can. Now that is some impressive bossing potential. However, there are some issues that bar Night Watcher from performing as well in reality than as she does on paper. Although the DF Combo detonates and delivers its damage quickly, it is slow to set-up and encounters various hurdles in the set-up phase. Additionally, if one were to maximize the output of the DF Combo to nearly once per 13 seconds as well as maintaining the usage of other skills (Aero Tornado, Gliding Strike, Fatality, Siege, various actives), they would encounter extreme MP issues even if they were equipped with some of the most high-quality potions in the game. Even DF Combos at a more reasonable rate of fire is taxing on the MP bar and is one of the primary issues that plague [I]Turtle Night Watcher[/I]. However, despite these cons, the immense amount of damage and non-situational aspect of the DF Combo is almost too good to pass up and is personally my favored method of bursting down obstacles in PvE.
  1735.  
  1736. Do note that the Eldrasil's Fury portion of the DF Combo launches surviving targets, so be sure to catch off of the launch.[CENTER][IMG]http://puu.sh/k2vON/6f8ed73838.gif[/IMG]
  1737. [I]There are plenty of ways to catch a launch, just make sure you do it.[/I]
  1738. [/CENTER]
  1739.  
  1740. And that should be it for a (not so) brief overview of the DF Combo. However, there are certain mechanics and topics that have been left unsaid. The following sub-sections shall address that, starting with the theoretical workings of the DF Combo and ending with some practical matters with the DF Combo.[/spoiler]
  1741.  
  1742. [U][SIZE=4][FONT=microsoft sans serif][B]The Mathematics and Mechanics of Delayed Fire[/B][/FONT][/SIZE][/U][/SIZE]
  1743. [spoiler]Delayed Fire is a skill that prevents Night Watcher's traps from detonating upon contact of an enemy and instead gives Night Watcher the ability to manually detonate her traps as well as bolstering their damage. The ability to manually detonate traps is a godsend for Night Watcher, as many skills like Eldrasil's Fury and Trapping Arrow: Buster have poor hitboxes or function in a way that makes landing all of their hits unfeasible. Traps that are cast prior to the use of Delayed Fire will behave normally and will not respond to the detonation of Delayed Fire nor receive any of its bonuses. Therefore, it is crucial to always use Delayed Fire prior to using your trap skills in most situations.
  1744.  
  1745. [U][B]The Trap Multiplier and Qualifying Traps[/B][/U]
  1746. Traps and twigs affected by [B]Delayed Fire[/B] receive a damage increase based off of what is known as the [B]trap multiplier[/B]. The trap multiplier varies depending on what trap is used. As shown by the chart below, Explosive Trap has an incredibly small multiplier while Eldrasil's Fury has an incredibly large one. The damage increase of the trap multiplier increases depending on the amount of traps that are active before detonation (it does not matter what traps they are as long as they compatible with Delayed Fire). However, this damage increase is capped at five traps.
  1747.  
  1748. Traps compatible with Delayed Fire are:
  1749. [LIST]
  1750. [*][B]Trapping Arrow: Buster[/B] (drops five traps that are counted individually, maxes out the trap multiplier)
  1751. [*][B]Seeds of Wrath[/B] (1 trap)
  1752. [*][B]Explosive Trap[/B] (1 trap)
  1753. [*][B]Eldrasil's Fury[/B] (1 trap)
  1754. [*][B]Twigs[/B], either from the initial casting of Delayed Fire or twig commands such as >>^X (1 trap per twig, can be either on target or on ground with a maximum of 5 in play)
  1755. [/LIST]
  1756.  [CENTER][IMG]http://puu.sh/jzIdQ/f3af8cbc5a.png[/IMG]
  1757. [I]Damage modifiers of Delayed Fire courtesy of Elwiki[/I]
  1758. [/CENTER]
  1759.  
  1760. [B][U]The Trap Buff/Nerf Effect[/U][/B]
  1761. Certain skills have their damage increased or decreased when detonated  by Delayed Fire, independent of both the skill's level and of Delayed  Fire's level. The Trap Multipliers shown in the image are applied after  this damage modification:
  1762.  
  1763. [LIST]
  1764. [*]Twig shots from commands have their damage [U]decreased[/U] by 11.35%.
  1765. [*]Un-noted Trapping Arrow: Buster will have its damage [U]decreased[/U] by 5.88%.
  1766. [*]Noted Trapping Arrow: Buster will have its damage [U]increased[/U] by 10% (without Delayed Fire, the trap damage would be penalized the 30% from using the note).
  1767. [*]Seeds of Wrath will have its damage increased by 23.45%
  1768. [/LIST]
  1769.  
  1770. [B][U]Hitbox Modification[/U][/B]
  1771. When traps are detonated via Delayed Fire, their hitboxes will also increase. This aspect, together with manual detonation, allows Trapping Arrow: Buster's traps to easily hit their mark even with the trap spread.
  1772.  
  1773. [B][U]Formula[/U][/B]
  1774. The formula for calculating Delayed Fire modified trap damage is:
  1775.  
  1776.  
  1777. [CENTER][U]Hit Count * [(X * Trap Modifier) + (Skill Damage * Trap Buff/Nerf Effect (if applicable) * Hunter's Ability modifier)][/U]
  1778.  
  1779. [I]Where "X" is equal to the formula n-1, where n is the amount of traps that are active. "X" has a maximum value of 5.[/I]
  1780. [/CENTER]
  1781.  
  1782. For example, a level 11 noted Trapping Arrow Buster modified by a level   13 Delayed Fire and a maxed Hunter's Ability passive would be  calculated  like this:
  1783.  
  1784. [spoiler]5 * [(5 * 29.8%) + (592% * 1.1 * 1.25)] = 4815% physical damage*
  1785.  
  1786. [I]*does not account for the potential 1-3 twig shots that were placed by casting Delayed Fire[/I]
  1787. [/spoiler][SIZE=4][SIZE=2]
  1788. [/SIZE][/SIZE]
  1789. Full calculation of a DF Combo at level 80 cap with no level-boosting rings, equipment, or title (level 13 Delayed Fire, level 11 Trapping Arrow: Buster, level 7 Eldrasil's Fury). Do note that certain parts, such as the twig hit + explosions of Delayed Fire, arrow hit from Trapping Arrow: Buster, and Erendil hits from Eldrasil's Fury have been separated from the other components of the skill. That is because in the latter two scenarios, they are not boosted by the trap multiplier or Hunter's Ability, as well as probably being rather meaningless in real scenarios where something like a Wind Orb is thrown [B][I]after[/I][/B] set-up. Twig hit and explosions from Delayed Fire have been separated due to possible [B]priming[/B] by the Night Watcher, as well as being the twig hit (but not explosions) being damage that comes pre-Wind Orb. Skills that come post-Wind Orb and are to be the most relevant to the combo are in [B]bold[/B]. Extraneous damage that typically comes pre-Wind Orb are [I]italicized[/I]. Of course, these calculations are also made without awakening's 1.2 multiplier (but do note that in PvE, this should almost always be present) and various other buffs that may be present:
  1790.  
  1791. [spoiler][I]Delayed Fire Twig Shot (pierces single target with a single hit): 1 hit * 205% = 205% physical damage
  1792. Delayed Fire Twig Explosions (pierces once for two twigs in play = two explosions): 2 hits * [(5 * 29.8%) + (410%)] = 1118% physical damage[/I]
  1793.  
  1794. [I]Trapping Arrow: Buster Arrow: 1 hit * 1776% = 1766% physical damage[/I]
  1795. [B]Trapping Arrow: Buster Traps: 5 hits * [(5 * 29.8%) + (592% * 1.1 * 1.25)] = 4815% physical damage[/B]
  1796.  
  1797. [I]Eldrasil's Fury Erendil Hits: 2 hits * 14.50% physical = 29% physical[/I]
  1798. [B]Eldrasil's Fury Trap Hits: 4 hits * [(5 * 105.79%) + (515%* 1.25)] = 4690.8% magic damage[/B]
  1799.  
  1800. Main bold components' total damage: [SIZE=3][U]9505.8% damage (4815% physical, 4690.8% magic)[/U][/SIZE]
  1801. All components' total damage: [U][SIZE=3]12623.8% damage (7933% physical, 4690.8% magic)[/SIZE][/U]
  1802. [/spoiler]
  1803. [/spoiler]
  1804. [SIZE=4][SIZE=2][SIZE=4][SIZE=2]
  1805.  
  1806. [SIZE=4][SIZE=2][SIZE=4][SIZE=2][U][SIZE=4][FONT=microsoft sans serif][B]Sequencing of Traps[/B][/FONT][/SIZE][/U][/SIZE][/SIZE][/SIZE][/SIZE]
  1807. [spoiler]The sequencing of the traps after the initial cast [B]Delayed Fire[/B] is of lesser importance, but knowing the details on sequencing can help prevent mishaps with cancelled set-ups. I use the Buster -> Eldrasil's Fury sequence out of habit. This order prioritizes the maxing of the trap multiplier first and capitalizes on Buster's very small advantageous frames to slip into Eldrasil's Fury under the cover of delay. However, Eldrasil's Fury has an animation that long exceeds the delay coverage and still leaves Night Watcher vulnerable to getting hit (she is less vulnerable if you have any leftover Nature Spirit orbs attached to your Eldrasil's Fury). Even if the Night Watcher gets hit, the trap shouldn't be cancelled at that point. However, targets may move out of DF Combo range as Night Watcher is incapable of detonating her DF Combo when knocked down or taking hitstuns. The Eldrasil's Fury -> Buster sequence attempts to address this issue, but also possesses the same fundamental flaws. By casting Eldrasil's Fury first, Night Watcher uses a Nature Spirit orb (if one is available) to inflict heavy hitstun upon her targets, allowing her to slip into Buster safely. This Nature Spirit orb isn't usually present in the other sequence because Trapping Arrow: Buster consumes them. However, this method does not shield Night Watcher from getting attacked by ranged enemies outside of the Nature Spirit orb's range, opening the possibility that Trapping Arrow: Buster is either fully or half cancelled and the trap multiplier not being maxed out. Ranged enemies are less of an issue in the other sequence due to Trapping Arrow: Buster's arrow inflicting a hitstun or knocking them away. The Buster -> Eldrasil's Fury sequence appears to be more reliable when there are many enemies around, some of which have ranged options. The Eldrasil's Fury -> Buster sequence appears to be more reliable when enemies are grouped together, reducing the chances that something would escape the Nature Spirit orb's hitstun range.
  1808.  
  1809. After the 8/26/15 Hitbox Revamp, the EF -> Buster sequence is favored since both skills push quite significantly now and positioning the DF Combo effectively is easier to do after casting EF.
  1810. [/spoiler]
  1811.  
  1812. [U][SIZE=4][FONT=microsoft sans serif][B]The Importance of Grouping, Nature's Spirit, and Trapping Arrow: Buster
  1813. [/B][/FONT][/SIZE][/U][SIZE=2][FONT=verdana][spoiler][CENTER][IMG]http://puu.sh/k2wwy/96a31df34e.gif[/IMG]
  1814. [I]There are consequences to not grouping before deploying Buster
  1815. [/I]
  1816. [/CENTER]
  1817. There is one issue to effective use of DF Combos that needs to be addressed. This issue was a lot more common (in fact, it was ubiquitous) in the past, but after a few updates it is now only really seen through careless actions on the Night Watcher's part or in the background where it is (sometimes) hardly noticed. The issue is Trapping Arrow: Buster's heavy knock back on the arrow hit. The knockback is strong enough to send mobs an incredible distance backwards, far from the traps (and the main bulk of the damage). This issue was mostly resolved by the introduction of Rena's Nature Spirit system, which attached an explosion to the initial arrow hit and negated the large knockback of the skill. This negation of the knockback is almost guaranteed as Trapping Arrow: Buster will always reload at least a single Nature Spirit orb upon pressing the skill key since it is a 200MP skill. However, careless mistakes such as leaving out Thorn Vine Traps can steal away the Nature Spirit orb the instance it is generated so Night Watchers should be mindful of what they are doing in the bigger picture. Furthermore, the Nature Spirit orb will only prevent knockback in the area where the Nature Spirit orb detonates. In other words, it will still knock back enemies who are not in close proximity to the mob who makes first contact with Trapping Arrow's arrow strike. This is most commonly seen in the third sewers room of 2-x, where the first three elites are not grouped together with the back three and are therefore knocked far away from the traps. This issue can be observed in many other rooms, but none are quite as obvious as the third sewer room. The knockback aspect of Trapping Arrow: Buster is why it is extremely important for Night Watchers be mindful of where and when they deploy their Trapping Arrow and even more important for them to group their targets together so that all receive the full power of the DF combo. [/spoiler]
  1818. [/FONT][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]
  1819.  
  1820. [HR][/HR]
  1821.  
  1822. [CENTER][FONT=fixedsys][SIZE=7][U][COLOR=darkgreen]6.0 General, Advanced, & Misc. Tips ❧[/COLOR][/U][/SIZE][/FONT][/CENTER]
  1823. [SIZE=4][U][FONT=lucida console][FONT=microsoft sans serif][B]Quick Analysis of Concepts and End Behavior[/B][/FONT][/FONT][/U][SIZE=2][FONT=lucida console][SIZE=4][SIZE=2][FONT=arial black]
  1824. [/FONT][FONT=verdana][I]There are weaknesses and strengths to the two Night Watcher styles. In order to understand them fully and be able to capitalize on advantages and counteract[/I] [I]disadvantages, building a strong understanding of conceptual understanding of PvE and perhaps games in general.[/I][/FONT][FONT=arial black]
  1825. [spoiler][SIZE=3][B]Animation Frames/Execution Speed[/B][/SIZE]
  1826. This section mostly pertains to the [B]weakness[/B] of [I]Turtle[/I] Night Watcher. Although [I]Turtle[/I] Night Watcher drops an astonishing 9000%-12000% damage per 13 seconds theoretically, she spends an awful amount of time setting up her DF combo and is sometimes left staring at her garden as party members annihilate her target and move on without her. While Delayed Fire has a fairly fast cast time and Trapping Arrow: Buster has an acceptable cast time, they do exacerbate the problem that the DF combo as a whole comes out slowly because of Eldrasil's Fury's incredibly slow and vulnerable casting animation. Having a slow overall execution speed and relatively longer animation frames in her regular routine means that she is much slower than other characters and their playstyles, who are free to perform more actions with their faster animations and the fact that many simply do not require set-ups. Although this weakness is devastating and somewhat hard to fix (after all, cast time is hard to fix), there are creative measures to counter this issue, such as the upcoming Alterasia Type-R secret dungeon set.[SIZE=3]
  1827.  
  1828. [B]End Behavior of Enhancements[/B][/SIZE]
  1829. This section is a collection of concepts to craft an idea about how the game changes as enhancement levels go up. It combines ideas about animation frames, hitboxes cooldown, animation frames/execution speed, and on a lesser degree, MP costs. This theory is the essence of the [I]Hare[/I] Night Watcher style. The style by itself would not be feasible without high enhancements that approach end behavior enhancement PvE.
  1830.  
  1831. The idea of end behavior enhancement PvE is that you approach that point in the game where the damage percentages on skills start meaning less to you and the concepts of launching, knockback, and knocking down become almost unknown. Quite frankly, you near that point where you do so much damage that you can make flawed skills work just fine. Knockdown, knockback, and launching flaws of skills mean absolutely nothing because you vaporize the target before they become an issue. So because you have that much power, the only real way to streamline your gameplay is by taking your new damage into account. After all, it would be a waste to kill something with 400MP when you can do it in 100MP or 200MP. At the very [B]extremities[/B] of end behavior, you would theoretically kill things in a single Z or X attack. Inspecting the [B]extremities[/B] of end behavior enhancement, the fastest players would be those who have fast cast times/short animation frames, fast and loopable commands, large or favorable hitboxes, cooldown reduction, and to a degree, low MP costs. With fast cast times and short animation frames, players would simply kill mobs faster, chain skills faster, and be free to move onto the next area faster. With fast and loopable commands, certain mobbing skills are no longer needed because they only served as damage supplements. Large and favorable hitboxes minimizes the amount of frames and time you spend on mobs, reducing the time spent grouping and killing mobs. With cooldown reduction, you reduce the amount of time gathering MP via commands (if your normals aren't powerful enough or advantageous enough to eliminate mobs quickly) for your skills that have favorable hitboxes. And by possessing low MP costs, one spends less MP to accomplish their jobs (think of Blaze Wing versus Phoenix Strike). The low MP cost trait is of less importance given the existence of MP potions, but it is mostly seen combined with the trait of fast cast time (see Sword White's video below with Haze Explosion). Although we are not quite at the point where players reach the end behavior of enhancements, the current enhancements and set-ups allow many players to come awfully close to it and get away with strategies that would be outrageous or even stupid at lower enhancements.
  1832.  
  1833. So how does this relate to Night Watcher?
  1834.  
  1835. [SIZE=4][SIZE=2][FONT=lucida console][SIZE=4][SIZE=2][FONT=lucida console][SIZE=4][SIZE=2][FONT=arial black]In  layman's terms: playing like "[I]Hare[/I]" means to play like a +10/11 player (a player who is near end behavior of enhancements),  but with brains. Most people brush this playstyle off as "that's just  +11" and "OP KR players". Some of those comments are true. But it  doesn't take away from the fact that how one's approach to dungeons [B]drastically[/B]  changes when a player decides to be smart with how their power. By  streamlining and optimizing their gameplay, these players have craft a  new style of playing that is actually incredibly resourceful. It may  drastically differ from what is seen at the +8 level, but how a +8  player reaches their playstyle is no different from how a +11 player reaches [/FONT][/SIZE][/SIZE][/FONT][/SIZE][/SIZE][/FONT][/SIZE][/SIZE]theirs: through optimization. [I]Hare[/I] Night Watcher is not as advantageous as other [I]Hare[/I]-like playstyles, but she does possess fast animation times on particular skills, low MP costs, and favorable hitboxes -- the fundamentals for playing at end behavior of enhancements. These three traits are [I]Hare[/I] Night Watcher's [B]strengths. [/B]
  1836.  
  1837. Here are some extreme examples of [I]Hare-[/I]like playstyles:
  1838.  
  1839. [B][SIZE=4][SIZE=2][FONT=lucida console][SIZE=4][SIZE=2][FONT=lucida console][SIZE=4][SIZE=2][FONT=arial black]Sword White's Veteran Commander 7-x gameplay[/FONT][/SIZE][/SIZE][/FONT][/SIZE][/SIZE][/FONT][/SIZE][/SIZE][/B]
  1840. [spoiler][video=youtube;kL5zCsGPw4g]https://www.youtube.com/watch?v=kL5zCsGPw4g[/video]
  1841.  
  1842. Notice:
  1843. -The use of [B]fast animation speeds[/B], [B]hitboxes, [/B]and [B]low MP costs, [/B]along with a Giant Elixir to turn Haze Explosion into a devastating AoE on par with Eldrasil's Fury and Gliding Strike,as seen at 1:04 and 4:58.
  1844. -The use of Giant Elixir to boost the vertical range of Ignition Crow, as seen in 2:14. (Use of [B]hitboxes[/B])
  1845. [/spoiler]
  1846.  
  1847. [B]Speed Well's Lord Knight 3-x gameplay[/B]
  1848. [spoiler][SIZE=4][SIZE=2][FONT=lucida console][SIZE=4][SIZE=2][FONT=arial black][video=youtube;GeW_18e6TGI]https://www.youtube.com/watch?v=GeW_18e6TGI[/video][/FONT][/SIZE][/SIZE][/FONT][/SIZE][/SIZE]
  1849.  
  1850. Notice:
  1851. -The use of a Giant Hand Elixir in conjunction with Arma Blade to abuse [B]hitboxes[/B]. This common strategy, coupled with the power of a +11, makes just summoning Arma blade an effective mobbing tool (see 0:50, 1:15, 2:51, and 3:18) that rivals typical mobbing skills like Gliding Strike, Iron Scraps, Heavy Rail Gun, and Meteor Shower.
  1852. -The somewhat frequent use of [B]commands[/B] to avoid wasting MP on unnecessary animation frames on particular mobbing actives and special actives. This trait isn't portrayed very well, however, due to the grouping power of Windmill.
  1853. [/spoiler]
  1854. [/spoiler][/FONT][/SIZE][/SIZE][/FONT][/SIZE][/SIZE][I][SIZE=4][SIZE=2][FONT=lucida console][SIZE=4][SIZE=2][FONT=arial black]
  1855. [/FONT][/SIZE][/SIZE][/FONT][/SIZE][/SIZE]
  1856. [/I][SIZE=4][U][FONT=lucida console][FONT=microsoft sans serif][B]The Night Watcher Styles[/B][/FONT][/FONT][/U][/SIZE]
  1857. [FONT=verdana][I]Philosophies and a further analysis of how to play Night Watcher.[/I][/FONT]
  1858. [spoiler][CENTER][IMG]http://www.medialogic.com/wp-content/uploads/2012/06/tortoise-vs-hare.jpg[/IMG][/CENTER]
  1859.  
  1860. [U][B]"Turtle" [/B]Night Watcher[/U]
  1861. This playstyle revolves around maximizing the output of DF Combos in order to swiftly eliminate priority targets. Because she fills this role quite nicely, it is easier to cooperate with her. She is rather weak in the mobbing sector and is only decent at cleaning up trash mobs. Due to the slowness of her set-ups, she can be thrown off pace and left behind rather easily by classes with tremendous amounts of momentum.
  1862.  
  1863. [COLOR=red]Pros:[/COLOR]
  1864.  
  1865. [LIST]
  1866. [*]High skill % damage due to Delayed Fire
  1867. [*]Relatively enhanced bossing potential
  1868. [*]Some advantageous hitboxes
  1869. [*]Relatively higher team synergy
  1870. [/LIST]
  1871.  
  1872. [COLOR=blue]Cons:[/COLOR]
  1873. [LIST]
  1874. [*]Relatively low mobbing potential
  1875. [*]Slow animations/slow execution speed
  1876. [*]MP hungry
  1877. [*]Can be easily disrupted by the pace-setting of heavy momentum characters
  1878. [/LIST]
  1879.  
  1880. [SIZE=4][SIZE=2][FONT=lucida console][SIZE=4][SIZE=2][FONT=lucida console][SIZE=4][SIZE=2][FONT=arial black][SIZE=3][B]Outdoing the Hare[/B][/SIZE][/FONT][/SIZE][/SIZE][/FONT][/SIZE][/SIZE][/FONT][/SIZE][/SIZE]
  1881. Find ways to overcome the weaknesses of [B]Turtle[/B] Night Watcher. If you cannot find means to speed up the cast time on her DF combo, play "on point". Attempt to bring your gameplay as close as you can to the theoretical [B]Turtle[/B] Night Watcher and bridge the gap between theory and reality. Utilize your Flash Step and be aware of the positions of your party members and at all times to minimize time wasted. Use "priming" to shuffle cast times around and reduce the cast time of the DF combo. Get to know when you should go for a full DF combo and when you should opt for something lighter, like DF-EF or Delayed Buster. Group mobs and nuke them efficiently to make use of your precious MP as well as not losing out entirely on the hitbox disadvantages. Good [B]Turtles[/B] hit really hard and play fast. Raise it to the next level by hitting really hard [B][I]and[/I][/B] playing really fast.
  1882.  
  1883. [U][B]"Hare"[/B] Night Watcher[/U]
  1884. This playstyle revolves around abusing hitboxes and executing skills quickly to eliminate any target by taking advantage of high enhancements. As ungraceful as it may seem to "abuse" the power of a +10 or +11, there is a certain art to streamlining gameplay at this level of enhancement and its effectiveness cannot be denied. They employ "dump-and-go" strategies where they tap multiple crowds of mobs using skills to quickly cut down their HP before leaving them for dead with traps, allowing her to cover ground very rapidly while simultaneously killing mobs. She is rather weak in the bossing sector and is only decent due to the power of Fungus and Innocent. Because she excels at nothing (besides perhaps taking out trash), cooperating with her is rather awkward.
  1885.  
  1886. [COLOR=red]Pros:[/COLOR]
  1887.  
  1888. [LIST]
  1889. [*]High base stats due to enhancement level
  1890. [*]Relatively enhanced mobbing potential
  1891. [*][s]Many[/s] more advantageous hitboxes. After conducting playthroughs with the [B]Hare[/B] build, it was found that Perfect Storm provides little advantages, leaving only the hands-free nature of [B]Hare[/B]'s traps as the only real advantages in this category.
  1892. [*]Fast animations/fast execution speed
  1893. [*][s]Relatively low MP costs[/s]
  1894. [*]Adapts easily to the pace-setting heavy momentum characters
  1895. [/LIST]
  1896.  
  1897. [COLOR=blue]Cons:[/COLOR]
  1898. [LIST]
  1899. [*][s]Low skill % damage[/s] [B]Low damage[/B]. Total damage on dungeon results screen may be high, but damage is spread in a manner where the [B]Hare[/B] is merely putting damage on mobs without killing them. This means that the [B]Hare[/B]'s fast and speedy playstyle contributes little to actually speeding up a party's run. This observation was made using a +10 Grendized level 70 weapon with an acceptable amount of critical (90%). I expect little to change about this observation even at a +10 Grendized level 80 weapon level.
  1900. [*]Relatively low bossing potential
  1901. [*]Less team synergy
  1902. [*]Nearly as MP hungry as [B]Turtle[/B] Night Watcher. This is due to the fact that [B]Hares[/B] are not as powerful as theorized at the +10 enhancement level and must use more MP than anticipated to compensate for their lack of damage. Their MP costs are smaller in nature and happen at an almost random frequency over a duration of time as more and more skills are placed down from place to place. [B]Turtles[/B] MP costs are much larger but happen in predictable and regular intervals of time. [B]Turtles'[/B] MP schedules tend to be more predictable due to the fact that they fill a role in a party while a [B]Hare [/B]merely fills in holes left by others and doesn't really possess a focused role.
  1903. [/LIST]
  1904.  
  1905. [FONT=arial black][SIZE=3][B]Outdoing the Turtle[/B][/SIZE][/FONT]
  1906. Play on your strengths. [B]Hares[/B] have no theoretical weaknesses as long as they possess the strength to mirror end behavior of enhancements PvE. However, if there was one realistic weakness of theirs, it would be the inability to cooperate with others well in addition to a relatively weak bossing potential. Whether her weak bossing potential actually materializes as a weakness or not is dependent on exactly how strong your Night Watcher is and the capabilities of your comrades. Employ "dump-and-go" strategies often, but make sure to know your limits. Do not let the mobs you wound survive -- ensure their deaths by gauging your own capabilities, using the right traps, and using your knowledge of mob AIs and aggro behavior. Put your hitboxes in the right places because you possess the tactical advantage of favorable hitboxes. However, be sure to consider your teammates' strategies as well and hold back from sticking hitboxes in their business if it's unwanted or unneeded. If you need to group mobs to bring out the full potential of your hitboxes, go for it. [B]Hares[/B], by nature, play really fast and hit hard. Raise it to the next level by playing really fast and [B][I]smart[/I][/B].
  1907. [/spoiler]
  1908.  
  1909. [B][SIZE=4][U]Priming
  1910. [/U][/SIZE][/B][SIZE=2][FONT=verdana][I] Even the little things count.[/I]
  1911. [spoiler][CENTER][IMG]http://puu.sh/k2t56/0f6aa7bb84.gif[/IMG]
  1912. [I]Primed and ready to go.[/I][/CENTER]
  1913.  
  1914. This is a rather simple idea that stems from the need to overcome [B]Turtle[/B] Night Watcher's weakness in her slow skill cast time. [B]Priming[/B] refers to the activation of Delayed Fire in between checkpoints, shuffling the time spent activating the skill to a time where you aren't preoccupied with other animations. Although this does effectively stop Rena's passive MP charging and sacrifices the initial twig damage and subsequent explosions on targets, it does allow for Night Watcher to be one step ahead in the process of deploying her DF Combo. Rather than having to go through the animations of Delayed Fire, Trapping Arrow: Buster, and Eldrasil's Fury when confronted with an enemy, Night Watchers who [B]prime[/B] their Delayed Fire only have to sit through the animations of Trapping Arrow: Buster and Eldrasil's Fury. Even though not too much time is saved casting the decently quick Delayed Fire skill preemptively, it is certainly a way to streamline your run and the seconds saved will eventually stack up to quite a noticeable number given the frequency one may use the DF Combo.
  1915.  
  1916. [B]Priming[/B] has always been suggested for just outputting DF Combos quickly. Do note that if you want to use [B]priming[/B] for increasing the speed of the DF-EF chain, do note that you must have another trap in play or Eldrasil's Fury will not respond to Delayed Fire and will not detonate. Typically, the initial twig shot from activating Delayed Fire is the single trap in play that keeps Eldrasil's Fury operative or the traps from Trapping Arrow: Buster in the DF Combo. However, if it is just DF-EF, there is a possibility that the activating twig from Delayed Fire has gone out of play, especially if you have transitioned from one room to the next. Therefore, it is suggested that if you desire to use priming for DF-EF, you should make sure that you have a trap in play. This can be done with a simple twig shot of >>X or >>^X.
  1917. [/spoiler][/FONT][/SIZE]
  1918.  
  1919. [B][SIZE=4][U]Movement: Flash Step, Super-Slide, and Other Momentum Cancels[/U][/SIZE][/B]
  1920. [I]NW's basic movement loop in addition to PvP-oriented techniques derived from NW's unique Flying Kick command and popularized by fendo11 of Elsword NA. This section is more for funsies, but it is important to stress how fundamental the Flash Step and its derivatives are in how they affect the pacing of your runs. Without them, you would truly be a turtle after all.[/I]
  1921. [spoiler]
  1922. [CENTER][youtube]E72JIa8az6Q[/youtube]
  1923. [I]fendo11 demonstrates Night Watcher's Forward Backflip Shot, Super-Sprinting, and Super-slide[/I]
  1924. [/CENTER]
  1925.  
  1926. [B][U]Flash Step[/U][/B]
  1927. [I]>>[pause]>^Z[/I]
  1928. The looping of Night Watcher's [I]Gliding Kick[/I] combo, as mentioned previously. The primary movement option for Night Watchers and the loop that all of the momentum cancel techniques are derived from. Low altitude [I]Flash Step[/I] appears to be the fastest, but no frame data has been computed yet. Typically, I would avoid inputting the second Z as it will leave Night Watcher locked in animation for a dreadfully long time if she's at a considerable height in the air.
  1929.  
  1930. [B][U]Super-Slide[/U][/B]
  1931. [I]>>[pause]>Z[/I]
  1932.  
  1933. [CENTER][IMG]http://puu.sh/k2tiA/bdfa63dfed.gif[/IMG]
  1934. [I]Zoom zoom zoom[/I][/CENTER]
  1935.  
  1936. Instead of inputting ^(ZZ), input a Z as if you were sliding. The speed and distance traveled depends on how quickly you input the Z after pressing forward again. The distance is equatable to Ciel's slide, but can potentially possess a higher velocity. Looping the super-slide has potential to be the fastest movement loops among the Renas, and can potentially rival Aras in horizontal movement on clear flat ground. However, unlike other movement options, it cannot pass-through mobs and will therefore see less usage than the orthodox [I]Flash Step[/I].
  1937. [U][B]
  1938. Super-Sprint[/B][/U]
  1939. Loop [I]>>[pause]>[/I]
  1940. This is simply looping the [I]Flash Step[/I] loop without inputting the ^(ZZ) loop. This appears to be the most useless [I]Flash Step[/I] derivative, but frame data has not been computed to determine how this compares to other movement options.
  1941. [U][B]
  1942. (Moving) Forward Backflip Shot[/B][/U]
  1943. [I]>>[pause]>BFS
  1944. [/I]
  1945. [CENTER][IMG]http://puu.sh/k2sRx/00571e140f.gif[/IMG]
  1946. [I]Dodging in style.[/I]
  1947. [/CENTER]
  1948.  
  1949. Instead of inputting ^(ZZ), press Backflip Shot, similarly to how Super-Slide replaces ^(ZZ) with a regular Z command. The speed and distance traveled depends on how quickly you press Backflip Shot after pressing forward again. This technique can be used to further enhance Backflip Shot's evasive capabilities, as well as giving the skill a slight offensive edge in approaching mobs. However, due to the lack of skill slots for PvE NW, this technique is really for funsies.
  1950. [/spoiler]
  1951.  
  1952. [U][SIZE=4][FONT=microsoft sans serif][B]Delays[/B][/FONT][/SIZE][/U]
  1953. [I]Unfortunately, NW's delay capabilities are rather low-tier and no longer work on boss monsters. However, everything else still gets delayed. A quick review of an old PvE concept as a reminder that it still persists in subtle ways.[/I]
  1954. [spoiler]
  1955. [TABLE="width: 800, align: center"]
  1956. [TR]
  1957. [TH="bgcolor: #ebebeb, colspan: 8"][SIZE=3][COLOR=#00cc33]Rena[/COLOR][/SIZE][/TH]
  1958. [/TR]
  1959. [TR="bgcolor: #ebebeb"]
  1960. [TH][/TH]
  1961. [TH="width: 180"]Skill Name[/TH]
  1962. [TH="width: 130"]Delay Time[/TH]
  1963. [TH]Frames[/TH]
  1964. [TH]Hit[/TH]
  1965. [TH="width: 220"]Advantageous Frames[/TH]
  1966. [TH]Video[/TH]
  1967. [/TR]
  1968. [TR]
  1969. [TD="class: outer_border, align: center"][IMG]http://puu.sh/h0Nac/bcbe1a3719.png[/IMG][/TD]
  1970. [TD="class: outer_border, align: center"]Awakening[/TD]
  1971. [TD="class: outer_border, align: center"]1.60s[/TD]
  1972. [TD="class: outer_border, align: center"]96[/TD]
  1973. [TD="class: outer_border, bgcolor: #000000, align: center"][/TD]
  1974. [TD="class: outer_border, align: center"]27[/TD]
  1975. [TD="class: outer_border, align: center"][URL="https://youtu.be/C-kNxMnfj2I"]Link[/URL][/TD]
  1976. [/TR]
  1977. [TR]
  1978. [TD="class: outer_border, align: center"][IMG]http://puu.sh/h0SYx/f34281a815.png[/IMG][/TD]
  1979. [TD="class: outer_border, align: center"]Multiple Stinger[/TD]
  1980. [TD="class: outer_border, align: center"]0.68s[/TD]
  1981. [TD="class: outer_border, align: center"]41[/TD]
  1982. [TD="class: outer_border, bgcolor: #FF0000, align: center"][/TD]
  1983. [TD="class: outer_border, align: center"]0[/TD]
  1984. [TD="class: outer_border, align: center"][URL="https://youtu.be/FApP7XPzx0o"]Link[/URL][/TD]
  1985. [/TR]
  1986. [TR]
  1987. [TD="class: outer_border, align: center"][IMG]http://puu.sh/h0Vi5/2db6951213.png[/IMG][/TD]
  1988. [TD="class: outer_border, align: center"]Assault Kick[/TD]
  1989. [TD="class: outer_border, align: center"]0.60s[/TD]
  1990. [TD="class: outer_border, align: center"]36[/TD]
  1991. [TD="class: outer_border, bgcolor: #FFFF00, align: center"][/TD]
  1992. [TD="class: outer_border, align: center"]0[/TD]
  1993. [TD="class: outer_border, align: center"][URL="https://youtu.be/JhvBgrct-rE"]Link[/URL][/TD]
  1994. [/TR]
  1995. [TR]
  1996. [TD="class: outer_border, align: center"][IMG]http://puu.sh/h0ViR/8f441eb49c.png[/IMG][/TD]
  1997. [TD="class: outer_border, align: center"]Rail Stinger[/TD]
  1998. [TD="class: outer_border, align: center"]0.60s[/TD]
  1999. [TD="class: outer_border, align: center"]36[/TD]
  2000. [TD="class: outer_border, bgcolor: #00FF00, align: center"][/TD]
  2001. [TD="class: outer_border, align: center"]0[/TD]
  2002. [TD="class: outer_border, align: center"][URL="https://youtu.be/C-kNxMnfj2I"]Link[/URL][/TD]
  2003. [/TR]
  2004. [TR]
  2005. [TD="class: outer_border, align: center"][IMG]http://puu.sh/h0VlI/f4baf2a2a9.png[/IMG][/TD]
  2006. [TD="class: outer_border, align: center"]Perfect Storm[/TD]
  2007. [TD="class: outer_border, align: center"]0.60s[/TD]
  2008. [TD="class: outer_border, align: center"]36[/TD]
  2009. [TD="class: outer_border, bgcolor: #FFFF00, align: center"][/TD]
  2010. [TD="class: outer_border, align: center"]0[/TD]
  2011. [TD="class: outer_border, align: center"][URL="https://youtu.be/flaQhS8RmIE"]Link[/URL][/TD]
  2012. [/TR]
  2013. [TR]
  2014. [TD="class: outer_border, align: center"][IMG]http://puu.sh/h0Vmr/0a9a7c2241.png[/IMG][/TD]
  2015. [TD="class: outer_border, align: center"]Phoenix Strike[/TD]
  2016. [TD="class: outer_border, align: center"]0.60s[/TD]
  2017. [TD="class: outer_border, align: center"]36[/TD]
  2018. [TD="class: outer_border, bgcolor: #00FF00, align: center"][/TD]
  2019. [TD="class: outer_border, align: center"]0[/TD]
  2020. [TD="class: outer_border, align: center"][URL="https://youtu.be/ZvW_t38nbkw"]Link[/URL][/TD]
  2021. [/TR]
  2022. [TR]
  2023. [TD="class: outer_border, align: center"][IMG]http://puu.sh/h0Vn1/37a18f9cf5.png[/IMG][/TD]
  2024. [TD="class: outer_border, align: center"]Aero Tornado[/TD]
  2025. [TD="class: outer_border, align: center"]0.60s[/TD]
  2026. [TD="class: outer_border, align: center"]36[/TD]
  2027. [TD="class: outer_border, bgcolor: #FF0000, align: center"][/TD]
  2028. [TD="class: outer_border, align: center"]0[/TD]
  2029. [TD="class: outer_border, align: center"][URL="https://youtu.be/yNmJDdWA4CY"]Link[/URL][/TD]
  2030. [/TR]
  2031. [TR]
  2032. [TD="class: outer_border, align: center"][IMG]http://puu.sh/h0VC9/1e7a2eba71.png[/IMG][/TD]
  2033. [TD="class: outer_border, align: center"]Evoke[/TD]
  2034. [TD="class: outer_border, align: center"]1.50s[/TD]
  2035. [TD="class: outer_border, align: center"]90[/TD]
  2036. [TD="class: outer_border, bgcolor: #00FF00, align: center"][/TD]
  2037. [TD="class: outer_border, align: center"]5[/TD]
  2038. [TD="class: outer_border, align: center"][URL="https://youtu.be/hrplLMYjVd8"]Link[/URL][/TD]
  2039. [/TR]
  2040. [TR]
  2041. [TD="class: outer_border, align: center"][IMG]http://puu.sh/h0VD4/1a0672c365.png[/IMG][/TD]
  2042. [TD="class: outer_border, align: center"]Fatality[/TD]
  2043. [TD="class: outer_border, align: center"]0.65s[/TD]
  2044. [TD="class: outer_border, align: center"]39[/TD]
  2045. [TD="class: outer_border, bgcolor: #00FF00, align: center"][/TD]
  2046. [TD="class: outer_border, align: center"]0[/TD]
  2047. [TD="class: outer_border, align: center"][URL="https://youtu.be/btAj128QDd8"]Link[/URL][/TD]
  2048. [/TR]
  2049. [TR]
  2050. [TD="class: outer_border, align: center"][IMG]http://puu.sh/h0VDu/8b9852091c.png[/IMG][/TD]
  2051. [TD="class: outer_border, align: center"]Call of Ruin[/TD]
  2052. [TD="class: outer_border, align: center"]0.82s[/TD]
  2053. [TD="class: outer_border, align: center"]49[/TD]
  2054. [TD="class: outer_border, bgcolor: #FFFF00, align: center"][/TD]
  2055. [TD="class: outer_border, align: center"]0[/TD]
  2056. [TD="class: outer_border, align: center"][URL="https://youtu.be/3IA0wOcpRhg"]Link[/URL][/TD]
  2057. [/TR]
  2058. [TR]
  2059. [TD="class: outer_border, align: center"][IMG]http://puu.sh/h0VDZ/57cb0e3e1f.png[/IMG][/TD]
  2060. [TD="class: outer_border, align: center"]Karma[/TD]
  2061. [TD="class: outer_border, align: center"]NO DATA[/TD]
  2062. [TD="class: outer_border, align: center"][SIZE=1]NO DATA[/SIZE][/TD]
  2063. [TD="class: outer_border, bgcolor: #FFFF00, align: center"][/TD]
  2064. [TD="class: outer_border, align: center"]NO DATA[/TD]
  2065. [TD="class: outer_border, align: center"][/TD]
  2066. [/TR]
  2067. [TR]
  2068. [TD="class: outer_border, align: center"][IMG]http://puu.sh/h0VF9/5b548b1cbc.png[/IMG][/TD]
  2069. [TD="class: outer_border, align: center"]Trapping Arrow:
  2070. Buster[/TD]
  2071. [TD="class: outer_border, align: center"]1.48s[/TD]
  2072. [TD="class: outer_border, align: center"]89[/TD]
  2073. [TD="class: outer_border, bgcolor: #FFFF00, align: center"][/TD]
  2074. [TD="class: outer_border, align: center"]4[/TD]
  2075. [TD="class: outer_border, align: center"][URL="https://youtu.be/TYgWscsdoBA"]Link[/URL][/TD]
  2076. [/TR]
  2077. [TR]
  2078. [TD="class: outer_border, align: center"][IMG]http://puu.sh/h0VGc/cbbb3af906.png[/IMG][/TD]
  2079. [TD="class: outer_border, align: center"]Trapping Arrow:
  2080. Fungus[/TD]
  2081. [TD="class: outer_border, align: center"]1.47s[/TD]
  2082. [TD="class: outer_border, align: center"]88[/TD]
  2083. [TD="class: outer_border, bgcolor: #FFFF00, align: center"][/TD]
  2084. [TD="class: outer_border, align: center"]3[/TD]
  2085. [TD="class: outer_border, align: center"][URL="https://youtu.be/5oG90iRZVnA"]Link[/URL][/TD]
  2086. [/TR]
  2087. [TR]
  2088. [TD="class: outer_border, align: center"][IMG]http://puu.sh/h0VGF/9c92cb53e2.png[/IMG][/TD]
  2089. [TD="class: outer_border, align: center"]Furious Engage[/TD]
  2090. [TD="class: outer_border, align: center"]0.60s[/TD]
  2091. [TD="class: outer_border, align: center"]36[/TD]
  2092. [TD="class: outer_border, bgcolor: #FFFF00, align: center"][/TD]
  2093. [TD="class: outer_border, align: center"]0[/TD]
  2094. [TD="class: outer_border, align: center"][URL="https://youtu.be/-tDA9T3p4VY"]Link[/URL][/TD]
  2095. [/TR]
  2096. [TR]
  2097. [TD="class: outer_border, align: center"][IMG]http://puu.sh/h0VHa/e32afca4af.png[/IMG][/TD]
  2098. [TD="class: outer_border, align: center"]Gliding Strike[/TD]
  2099. [TD="class: outer_border, align: center"]0.78s[/TD]
  2100. [TD="class: outer_border, align: center"]47[/TD]
  2101. [TD="class: outer_border, bgcolor: #FF0000, align: center"][/TD]
  2102. [TD="class: outer_border, align: center"]0[/TD]
  2103. [TD="class: outer_border, align: center"][URL="https://youtu.be/V5A-BsSUvMc"]Link[/URL][/TD]
  2104. [/TR]
  2105. [TR]
  2106. [TD="class: outer_border, align: center"][IMG]http://puu.sh/h0VI0/208b312279.png[/IMG][/TD]
  2107. [TD="class: outer_border, align: center"]Innocence[/TD]
  2108. [TD="class: outer_border, align: center"]1.22s[/TD]
  2109. [TD="class: outer_border, align: center"]73[/TD]
  2110. [TD="class: outer_border, bgcolor: #FFFF00, align: center"][/TD]
  2111. [TD="class: outer_border, align: center"]0[/TD]
  2112. [TD="class: outer_border, align: center"][URL="https://youtu.be/NveAycjiSnU"]Link[/URL][/TD]
  2113. [/TR]
  2114. [/TABLE]
  2115. [CENTER][B]Chart of Night Watcher's delay capabilities from [URL="https://enforums.elswordonline.com/showthread.php?201299-Mechanics-Guide-to-Advanced-Party-PvE-Skill-Delays-amp-Chains&p=2985771#post2985771"]BoSAnime's Guide to Delays.[/URL][/B]
  2116. [/CENTER]
  2117.  
  2118. Delays still work on regular PvE mobs, so be sure to check what skills provide you delay coverage and what doesn't. Delays can be used to shield you and your party members from being hitstunned, allowing your team to forward their strategies unimpeded. Awakening and some skills provide [B]advantageous frames, [/B]which are the amount of frames Night Watcher is allowed to move freely before others are released from the delay that is cast. This can be used to chain skills safely together or to escape from harm after a skill cast. Night Watcher may not possess the best of delays or advantageous frames, but they can certainly still be of use in cooperative PvE.[/spoiler]
  2119. [SIZE=4][SIZE=2][SIZE=4][SIZE=2]
  2120. [SIZE=4][U][FONT=microsoft sans serif][B]The NW Burst (Delayed-Innocent Combo)[/B][/FONT][/U][/SIZE]
  2121. [I]Minimizing execution time and maximizing damage to burst down bosses before their retreat! This combo arose from the need to deliver a tremendous amount of damage in a short amount of time ("one-shotting" pre-4/29/15 Final Karis before her retreat). Inspired by existing burst techniques such as CEm's Ferdy-Ripper burst combo, MM's Apoc-UF burst combo, TT's Missile burst combo, BM's Giga-Accel Blade combo, and CrA's Gale Cutter-Phantom combo. A simple skill chain that is perhaps the strongest NW burst combo -- featuring Innocent and the DF Combo.[/I]
  2122. [spoiler]This skill chain takes the disadvantages of the DF Combo and transforms it into an actual advantage of sorts to deliver as much damage as possible in a small window of time. Because no actual damage is being delivered during the set-up phase, Night Watcher is not endangered with a boss retreat. This allows her to achieve greater burst capabilities than other classes, who may cause bosses to retreat with the initial parts of their skill chain or before they deliver all of the hits on their hardest hitting skills. The only issue with Night Watcher's burst potential is that her team must wait for her to set-up the DF Combo to lower the chance that the boss retreats before she reaches the Innocent part of her chain. This is a small disadvantage, however, as losing ~3-5 seconds to set-up time is made up for by the 30+ seconds that are saved by a successful one-shot.
  2123.  
  2124. [B]Delayed-Innocent[/B] has a very simple execution:
  2125.  
  2126. [CENTER]Delayed Fire Activation -> Trapping Arrow: Buster -> Eldrasil's Fury -> (Wind Orb) -> Delayed Fire Detonation[B]->[/B]Innocent
  2127. [/CENTER]
  2128.  
  2129. This flowchart diagram is misleading, however. The idea of Night Watcher's burst combo revolves around maximizing damage in not only time, but also in animation frames. This is also the case with MM's and CEm's burst combos, where the dismissal of their summon hyperactives [B]do not lock them in any animation frames, allowing them to throw in another skill basically simultaneously with the dismissal. [/B]Likewise, the detonation of Delayed Fire does not lock Night Watcher in animation frames, so she is free to continue her skill chain during detonation. The flowchart diagram is misleading because it indicates that there is time passing (or animation frames locking NW for a time) between detonation and the casting of Innocent when there is virtually none. Even after shortening the distance between the two steps and making the transition arrow bold, I feel like the diagram is still lacking.
  2130. [CENTER]
  2131. [youtube]VaePUn5eERA[/youtube]
  2132. [I]Delayed Innocent. Removing the time spent awakening in the video, this destructive chain should take approximately 11-12 seconds to complete.[/I]
  2133.  
  2134.  
  2135. [youtube]7tS8PZ1qGRk[/youtube]
  2136. [I]Although True Karis is really weak after the 4/29 update, this video demonstrates the massive amount of damage that Delayed Innocent is capable of.[/I]
  2137. [/CENTER]
  2138.  
  2139. The [B]Delayed-Innocent[/B] chain may not be the most perfect burst combo out there, but it is certainly the best option that Night Watcher has available to her. Even though Innocent takes a somewhat long time to deploy (not as long as many other hyperactives, however), it must be placed at the end of the chain as it locks Night Watcher in many animation frames and prevents her from doing additional damage. It also delivers enough damage (especially under the influence of a Wind Orb) to cause bosses to retreat, making it very unfavorable to begin a skill chain with. Night Watcher does have less heavier burst options, in [B]DF Combo -> Gliding Strike -> Fatality[/B], but ironically that combo delivers a lower amount of damage at a heavier cost of MP. It just possesses a smaller cooldown than that of the [B]Delayed-Innocent[/B] chain and somewhat faster execution time. The DF Combo -> Gliding Strike -> Fatality should be used in situations where your teammates possess enough power to compensate for the hole left by [B]Delayed-Innocent[/B] and an even faster burst combo is required to prevent retreats.
  2140.  
  2141. Damage Calculations, [I]assuming all hits connect and level 80 cap with no skill enhancements[/I]:
  2142. [spoiler][B]Delayed-Innocent[/B]: [SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2]9505.8%-12623.8% + [/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]16822% = [U]26327.8%-29445.8% for 570MP
  2143.  
  2144. [/U][SIZE=4][SIZE=2][SIZE=4][SIZE=2][B]DF Combo -> Gliding Strike* -> Fatal Fatality: [/B]9505.8%-12623.8% + 4508% + 5498% = [U]19511.8%-22629% for 670MP[/U][/SIZE][/SIZE][/SIZE][/SIZE]
  2145.  
  2146. *Gliding Strike's awakening numbers will be used, but I will not use the 1.2 awakening multiplier anywhere in either calculations. Do know that it is there, however, and you may apply it if you wish. [/spoiler]
  2147.  
  2148. [/spoiler][/SIZE][/SIZE]
  2149.  
  2150. [U][SIZE=4][FONT=microsoft sans serif][B]The Privileged Casher's Section to Being Disgusting Scum[/B][/FONT][/SIZE][/U][/SIZE][/SIZE]
  2151. [I]Limited edition pets, accessories, mounts, and other goodies that help you cheat your way through obstacles faced by others (aka, you're disgusting filth). Lots of this is not Night Watcher specific, some of it is. To be honest, this section was made primarily to talk about the [B]MEL accessories[/B][/I] [I]and to emphasize and illustrate even farther the importance of the concepts like animation frames and execution speed discussed earlier in this post. [/I]
  2152. [spoiler][SIZE=3][U][B]Mounts[/B][/U][/SIZE]
  2153. I don't like them, but they're part of the game. These don't particularly pertain to Night Watcher specifically, but if you want to be disgusting, pick one of these up.
  2154.  
  2155. [IMG]http://elwiki.net/wiki/images/c/c2/HQ_Shop_Item_550183.png[/IMG]
  2156. [I]Raul's Vassal[/I]
  2157. Congratulations on your job change away from Night Watcher! Are you satisfied?
  2158.  
  2159. [IMG]http://elwiki.net/wiki/images/4/49/DragIcon.png[/IMG]
  2160. [I]Ice Hameling[/I]
  2161. #1 candy collector in raid.
  2162.  
  2163. [IMG]http://elwiki.net/wiki/images/7/74/650.png[/IMG][IMG]http://elwiki.net/wiki/images/8/8f/HQ_Shop_Item_550077.png[/IMG][IMG]http://elwiki.net/wiki/images/1/10/HQ_Shop_Item_550122.png[/IMG][IMG]http://elwiki.net/wiki/images/4/40/HQ_Shop_Item_550078.png[/IMG]
  2164. [I]Field-clearing Mounts: Oberon 650, Nasod Battle Gear, Senarhl, Nightmare[/I]
  2165. Synergy? Party composition? Team? What's that? The cash cop-out on learning how to mob with Night Watcher.
  2166.  
  2167. [SIZE=3][U][B]Consumables & Elixirs[/B][/U][/SIZE]
  2168. Expensive, elusive, and absolutely disgusting.
  2169.  
  2170. [IMG]http://elwiki.net/wiki/images/6/66/HQ_Shop_Item_78908.png[/IMG]
  2171. [I]Tracker's Madness Elixir[/I]
  2172. Useful for inflating overall score for title runs. And your damage. By a lot.
  2173.  
  2174. [IMG]http://elwiki.net/wiki/images/4/4f/HQ_Shop_Item_78916.png[/IMG]
  2175. [I]Blessed Baby Fairy's Cradle Elixir[/I]
  2176. Not that disgusting, just really expensive in NA. The MP over time is actually very beneficial for both Turtle and Hare Night Watcher styles.
  2177.  
  2178. [IMG]http://elwiki.net/wiki/images/8/8b/HQ_Shop_Item_78560.png[/IMG]
  2179. [I]Seraphim's Blessing[/I]
  2180. Why did you even buy an extended quickslot? Offsets Night Watcher's MP hungriness.
  2181.  
  2182. [IMG]http://elwiki.net/wiki/images/d/df/HQ_Shop_Item_78520.png[/IMG]
  2183. [I]Newt's Grace[/I]
  2184. Rare steroids. Makes you feel rather larj
  2185.  
  2186. [IMG]http://elwiki.net/wiki/images/2/22/Consume16.png[/IMG]
  2187. [I]Liquid Medicine of Fighting Spirit[/I]
  2188. Common day steroids. Size increase isn't very important, damage boost makes you feel larj
  2189.  
  2190. [SIZE=3][U][B]Pets
  2191. [/B][/U][/SIZE]Elusive and disgusting.
  2192.  
  2193. [IMG]http://elwiki.net/wiki/images/c/c4/RaelIcon.png[/IMG]
  2194. [I]Halloween Pumpkin Fairy: Rael[/I]
  2195. Obnoxious and broken. I would say that his synergy with Night Watcher is rather low, but a 12 second freeze is not something to joke around with.
  2196.  
  2197. [IMG]http://elwiki.net/wiki/images/e/e5/Kumiho_Snow3.jpg[/IMG][IMG]http://elwiki.net/wiki/images/f/f8/Kumiho_Flame3.jpg[/IMG][IMG]http://elwiki.net/wiki/images/f/f4/Kumiho_Cursed3.jpg[/IMG][IMG]http://elwiki.net/wiki/images/d/de/Kumiho_Stone.jpg[/IMG]
  2198. [I]Fox Sisters[/I]
  2199. Cute and broken. If you got the Millennium Fox, you have the worst pick because she doesn't actually petrify with her attacks and her damage is half of the others. Miho is the strongest fox pet, but only because she raises your character's attack powers by 2% while the other two only raises it by 1%. The difference is negligible, really. Night Watcher works best with the standard freezing-based Miho if you use the Water element. Naho is a great choice if you use the Dark element. (Turtle) Night Watcher has a somewhat low synergy with the fox pets as she does with almost every pet. Typically, fox pets attack after Night Watcher has already inflicted a major amount of damage. If the target is already dead, then the attack misses. If the target is nearly dead, the attack is overkill. You can view it negatively as "overkill" or positively as "clean-up". In any case, Miho's actual freeze doesn't help Night Watcher anywhere besides at main boss fights and can be less useful at high enhancements. However, they are undoubtedly some of the best pets in the game and owning one means that you are privileged.
  2200.  
  2201. [SIZE=4][SIZE=2][U][SIZE=3][B]Equipment[/B][/SIZE][/U][/SIZE][/SIZE]
  2202. Old stuff in your attic can be pretty neat.
  2203.  
  2204. [IMG]http://puu.sh/jcT69/d095cb10d4.jpg[/IMG]
  2205. [I]MK-2 5pc[/I]
  2206. Scaring teams in Ereda Island v1 like no other. Has a pretty good affinity with Night Watcher's 1v1 capabilities to turn her into a frightening front-liner, although one must take care in using outdated armor on such a fragile character.
  2207.  
  2208. [U][SIZE=3][B]Accessories[/B][/SIZE][/U]
  2209. Exclusive cash accessories that bring benefits to the entire party, providing obscene advantages to particular teams.
  2210.  
  2211. [IMG]http://puu.sh/jF1GE/39dbef5e4b.jpg[/IMG]
  2212. [I]Mysterious El Lord Crown[/I]
  2213. This accessory is one of the best out of the seven existing MEL accessories and I would say that this accessory is the best one for Night Watcher even if it is proc-based. This accessory has a 5% chance of activating an [B][I]un-normalized [/I][/B]speed buff, not unlike Alterasia Type-R set's buff (minus the increased mana regain effect). The buff boosts attack speed, movement speed, and jump speed by 20%. The buff lasts for 10 seconds. This is one accessory that addresses the concept of [B]execution frames/animation speed[/B], as the un-normalized buff does speed up the speed of actions. However, this is mostly in concept and in reality, the boosts in speed are rarely over a second. As this accessory is one of the only means in the game to compensate for [B]Turtle[/B] Night Watcher's slow execution speed, I would recommend getting it if you were to get a MEL accessory at all. However, it would probably be cheaper and more effective to use the Alterasia Type-R set instead, which provides a much more potent speed buff (which unfortunately borders on the edge of being uncontrollable). Like all MEL accessories, the opportunity to activate the buff is given to all party members but only an individual can activate it for themselves.  
  2214. [CENTER]
  2215. [youtube]j6tGhAQGpF4[/youtube]
  2216. [I]Standard DF Combo.
  2217. [/I]
  2218. [youtube]o5jFh-xk5gg[/youtube]
  2219.   [I]DF Combo under the influence of the MEL Crown.
  2220.  
  2221. Additional MEL Crown Examples:
  2222. [/I][spoiler]
  2223. [youtube]x0Ld578N5D8[/youtube]
  2224. [I]Take note of the cooldown of CoR when the seeds detonate[/I]
  2225.  
  2226. [youtube]jDfy7YrSXqs[/youtube]
  2227. [I]Watch the cooldown of CoR when the seeds detonate and compare it to the other video.
  2228.  
  2229. [/I][youtube]Y5ZfCw66qcA[/youtube][I]
  2230. ZXX[/I]
  2231. [/spoiler]
  2232. [/CENTER]
  2233.  
  2234. [IMG]http://puu.sh/jF1MV/ef28b83107.jpg[/IMG]
  2235. [I]Mysterious El Lord Oracle[/I]
  2236. This accessory is a good pick out of the seven existing MEL accessories, although I am reluctant to say that it is one of the best. This accessory has a % chance of instantly granting a player 10MP and some HP when activated. This effect is very similar to the 2pc effect of level 60 Glitter Alchemist set, but doesn't require the use of outdated equipment to receive this buff. Extra MP on the side is pretty nice, but that's it for this accessory. Like all MEL accessories, the opportunity to activate the buff is given  to all party members but only an individual can activate it for  themselves.
  2237.  
  2238. [IMG]http://puu.sh/jFdn5/3a4521aa7f.png[/IMG]
  2239. [I]Mysterious El Lord Chronicle[/I]
  2240. This accessory is one of the best out of the seven existing MEL accessories, but I would say that this one in particular doesn't benefit Night Watcher as much as it does for other characters. This accessory has a 1% chance of instantly reducing all skills' cooldowns by 5 seconds when activated, excluding the couple and hyperactive skill (although for a time, it did appear that the accessory affected hyperactives). This is one accessory that addresses the concept of [B]cooldown reduction[/B]. Unfortunately, Night Watcher doesn't really require cooldown reduction as stacking multiple Thorn Vine Traps together is actually detrimental and the DF Combo has an acceptable cooldown for its purpose (its problem lies in its animation frames, not its cooldown) and reducing its cooldown will be extremely taxing on a Night Watcher's MP pool if she decides to take advantage of this accessory's effects. Her 200MPs are rather situational as well, making the reduction in cooldown time rather meaningless. This accessory may be beneficial for [B]Hare [/B]Night Watchers, but it provides negligible boosts to [B]Turtle [/B]Night Watchers. Like all MEL accessories, the opportunity to activate the buff is given  to all party members but only an individual can activate it for  themselves.
  2241.  
  2242. [IMG]http://puu.sh/jF1LR/1a3107a426.jpg[/IMG]
  2243. [I]Mysterious El Lord Earcuff[/I]
  2244. This accessory is one of the best out of the seven existing MEL accessories and is potentially one of the better accessories for Night Watcher (although it being proc-based makes it a little stale for Night Watcher). It has a 3% chance of increasing both magic and physical attack power by 10%, not unlike the Ancient Royal Guardian set's buff. The buff lasts for 5 seconds. This accessory somewhat relates to the idea of [B]end behavior enhancement[/B] in how it pertains to fast/usable combos and commands and how buffing them eliminates the need for unnecessary animation frames from certain skills. However, it addresses that idea rather poorly due to its low proc chance, low attack boost, and low buff time. It is nice to provide windows for burst opportunities as you're building MP, but [B]Turtle[/B] Night Watcher doesn't have anything cheap to really burst with as her animation frames are slow. It could be okay for Fatality set-ups, but that's it for [B]Turtles[/B]. For [B]Hares[/B], this accessory is pretty useful in boosting the fast-casting Fungus and other actives in her arsenal. Like all MEL accessories, the opportunity to activate the buff is given  to all party members but only an individual can activate it for  themselves.
  2245.  
  2246. [IMG]http://puu.sh/jF20L/87989c37e6.jpg[/IMG][I]
  2247. Mysterious El Lord Seal[/I]
  2248. This accessory is a decent pick, albeit not a favorite of mine. It provides a 3% chance of a double attack proc when activated. Although they are helpful, I don't necessarily believe in going out of my way for double attack procs. This accessory may be good for [B]Hares[/B], I suppose. Like all MEL accessories, the oportunity to activate the buff is given  to all party members but only an individual can activate it for  themselves.
  2249.  
  2250. [IMG]http://puu.sh/jF1YS/65fa8b312c.jpg[/IMG]
  2251. [I]Mysterious El Lord Chaser[/I]
  2252. This is a rather useful accessory for many characters in the cast, but Night Watcher is not one of them. It increases fever fill rate by 5%. This causes FEVER procs to occur more frequently (refills MP fully and grants awakening), making 3-bead awakening much more easier to maintain although it does make FEVER procs occur in unexpected places many times. This accessory is a double-edged sword for Night Watcher, as she loses the ability to choose when she activates her secret dungeon set effects in exchange for more frequent MP refills for her DF Combo.
  2253.  
  2254. [IMG]http://puu.sh/jF20a/6d0ef592da.jpg[/IMG]
  2255. [I]Mysterious El Lord Wings
  2256. [/I]Increases the chance of random missions appearing by 5%. Useless in typical PvE, only good for level races.
  2257. [/spoiler]
  2258.  
  2259. [SIZE=4][FONT=microsoft sans serif][B][U]Tips to Success[/U][/B][/FONT][/SIZE]
  2260. [SIZE=2][FONT=verdana][I]Here's what you need to know. Mostly oriented to [B]Turtles[/B]. Now equipped with GIFs!
  2261. [/I][/FONT][/SIZE][spoiler]
  2262.  
  2263. [LIST]
  2264. [*]Night Watcher is a slow class. If you cannot find  means to speed up your own animation frames, then the simplest solution  is to play your own character as fast as you can muster. Utilize movement techniques and  priming so you don't ever fall behind. Every second counts.
  2265. [*]Grouping mobs via aggro will make mobbing much easier on you. It is of utmost importance and also is needed to deal large collateral damage with the DF Combo and to prevent knockback.
  2266. [URL="http://puu.sh/k2tPe/b0286a58a0.gif"]Improper grouping will result in this[/URL].
  2267. [*]If you do screw up your DF Combo, don't panic. Assess the situation and see how likely they'll come running back into your DF Combo range. Blow them up if it's certain, but if it looks like they get caught up in other things, detonate and scrap your DF Combo so you have your next one up sooner.
  2268. [*]You are extremely vulnerable when you use your DF Combo. Trapping Arrow: Buster can be half-cancelled if stricken after its cast and you are completely exposed during Eldrasil's Fury. Learning to avoid stoic bursts is one of the most valuable lessons that can be learned as a Night Watcher. [URL="http://puu.sh/k2tYP/f0543398db.gif"]Half-cancelled Busters severely lower your damage output[/URL].
  2269. [*]Your DF Combo launches targets, make sure to catch off of it to avoid knocking down your targets. [URL="http://puu.sh/k2tFR/d1676b785b.gif"]Catching off a launch is child's play. Stay flexible and use whatever works[/URL].
  2270. [*]The DF Combo is mostly a non-situational technique, so don't hesitate to use it. Create the situation where your collateral damage is maximized by yourself -- don't expect sweet spots to miraculously appear before you. Embrace the DF Combo and get creative (but practical) with where you lay them out. [URL="http://puu.sh/k2tHY/acd1b70739.gif"]Round 'em up and knock 'em out[/URL].
  2271. [*]At the same time, even though the DF Combo is the most powerful tool in your kit,  don't let yourself be absorbed into a single-track mindset. Never forget about your other skills. Play with an open-mind and be flexible. If a DF Combo isn't required, then don't commit to using so many resources. Opt for something else when appropriate. [URL="http://puu.sh/k2t45/66f067fec2.gif"]Aero Tornado isn't a bad alternative[/URL].
  2272. [*]Delayed Fire and Eldrasil's Fury are extremely potent by themselves. Make use of your hitboxes to improve your mobbing ability. [URL="http://puu.sh/k2tw0/a5a1127441.gif"]Diagonal hitboxes are pretty cute[/URL].
  2273. [*]Night Watcher lacks a lot of super armor and evasive skills. Learn enemy patterns so you won't ever need anything besides for your double jump and >>X.
  2274. [*]You have a sword, bow, traps, and your feet. Never forget any of them.
  2275. [*]Get a feel for what your character is capable of. Learn at what HP percentage is needed for your Fatality, Gliding Strike, and >>^XXX to kill without knocking targets down.
  2276. [*]Avoid overlapping your Thorn Vine Traps.
  2277. [*]If you use Gliding Strike, never use it unawakened. [URL="http://puu.sh/k2twZ/aa691f3fa3.gif"]It pains me to watch this[/URL].
  2278. [*]Dump excess MP to refill your NS orbs if you have time.
  2279. [*]Delays are not dead. Cover your comrades' backs and expect them to cover yours. [URL="http://puu.sh/k2tdk/c484d309dc.gif"]DF Combo shielded by Wolf Arts and Fox Fire[/URL].
  2280. [*]Don't expect everyone to know what Night Watcher is capable of. Instead of expressing frustration during the scenarios that party members ruin your DF set-ups, remove yourself from ever having to encounter these situations. Night Watcher excels at "divide-and-conquer" tactics. Avoid competing with your teammates -- work together by working apart.
  2281. [/LIST]
  2282. [/spoiler]
  2283.  
  2284. [HR][/HR]
  2285.  
  2286. [CENTER][FONT=fixedsys][SIZE=7][U][COLOR=darkgreen]☙ 7.0 Tackling Dailies ❧[/COLOR][/U][/SIZE][/FONT][/CENTER]
  2287. [U][SIZE=4][FONT=microsoft sans serif][B]Secrets[/B][/FONT][/SIZE][/U]
  2288. I will be using the traditional numbering when talking about secret dungeons just so we're all on the same page. This section will have a room-by-room brief as to what I think is appropriate for [B]Turtle[/B] Night Watcher. Of course, they may not be the best approach in all parties and players are free to pursue different approach strategies than the ones I describe here. If anything doesn't sound right or you would like to offer an equally as good or an even better approach to some rooms, feel free to speak up. If you need some vernacular cleared up, feel free to also ask for clarification of that too.
  2289.  
  2290. A tl;dr of this section would be to seek out priority targets and your maximize DF Combo output while using your other tools to clean up trash. In a single room, you may only do one of those tasks while other cases you may be tasked with doing both. Be considerate of party members and know what roles they plan to take in each room. Know what role you're filling in each and every room that you go through as well. Exercise restraint when appropriate. Priming should occur at almost every room transition you come across where you expect the use of your DF Combo (aka no need to prime when people are using hyperactives or there are no elites in the upcoming room).
  2291.  
  2292. [SIZE=2][U][FONT=microsoft sans serif][B]Quick Glossary:[/B][/FONT][/U][/SIZE]
  2293. [B][I]
  2294. [COLOR=darkgreen]Secret Dungeon Elite/General/Champion[/COLOR][/I][/B] - These terms will be used interchangeably, but they refer to the mini-boss-like monsters with [B]dark purple auras[/B] that occupy most secret dungeon rooms. Although their stats are extremely similar to what one would expect from a mini-boss, they are affected by delays and share little to no characteristics with actual mini-boss monsters. They possess the Brutal prefix in 2-x, the Brainwashed and Shadow prefixes in 3-x, the Eroded prefix in 4-x, the Awakened prefix in 5-x, and the Cold-Hearted and Brutal prefixes in 6-x. For convenience, I will not be using the prefixes to identify these mobs and just use these two general terms.
  2295.  
  2296. [I][B][COLOR=darkgreen]Stoic Burst[/COLOR][/B][/I] - A term that would probably be more appropriate in a general PvE glossary. Most monsters, not just those in secret dungeons, will "burst" upon receiving a certain amount of hits (known as the stoic threshold, which varies in number among mobs) and knock away nearby players. The hit that activated the burst will have its damage negated and the mob will gain super armor. Purposefully causing stoic bursts is a quick way to induce super armor and is an important strategy for setting the conditions necessary to use skills that normally would launch or knockdown mobs. On the other hand, the stoic bursts that erupt from the mobs are very disruptive and can cancel skills, throw players off rhythm, and prevent further set-up or positioning on mobs. Causing stoic bursts can be a very helpful strategy and is highly encouraged, but it would be best to take care that the burst attack can be evaded by nearby party members and that most or all positioning/set-up is finished.
  2297.  
  2298. [I][B][COLOR=darkgreen]Stoic Locking [/COLOR][/B][/I]- A concept that arose with the 8/26/15 Hitbox Revamp. This term should also belong in a general PvE, but it is quite significant in some secret dungeon strategies so it is delineated here. This update made it so that anything in super armor will be slowed down when they begin to take hits. If multiple hits strike the super-armored target, it will effectively slow them down to a stop and start resembling heavy hitstuns that are able to lock targets in place even with their super-armoed status. This is extremely useful in keeping bosses in control for teams to burst down effectively (especially for Joaquin, where effective stoic-locking which will prevent him from healing and leave him vulnerable to being quickly bursted down). This can also be applied to some secret dungeon elites in slowing down their attacks and shielding vulnerable teammates. Unfortunately, Night Watcher is not very adept in stoic locking due to the low amount of hits that DF Combo has. She can momentarily stoic-lock targets using Aero Tornado, however. Night Watchers should keep an eye out for when their team begins a stoic-lock and assist with the stoic-lock by chaining Aero Tornado when the stoic-locker exhausts their locking skills or capitalizing on the burst and moving in for the kill with the rest of the team. Stoic-locking appears to be dependent on certain attacks/animations by certain bosses. Which animations are vulnerable to stoic locks is delineated in each boss room.
  2299.  
  2300. [CENTER][U][B]2-x: Wally's Underground Laboratory[/B][/U][/CENTER]
  2301. [spoiler][CENTER][IMG]http://elwiki.net/wiki/images/thumb/5/55/2-xnew.jpg/800px-2-xnew.jpg[/IMG][/CENTER]
  2302. [U][B]2-x 101:[/B][/U][I] Archers have been noted to deal a heavy amount of damage. Do not take them lightly and pack some fire and nature resist to reduce the amount of damage they inflict.[/I]
  2303.  
  2304. [U][B](1) Suburbs Room 1[/B][/U]: Although this room contains no secret dungeon generals, it does boast an annoying layout of free-roaming and garrisoned mobs vertically and horizontally. A hitbox like Innocent would easily cover such a space, but it would be foolish to expend such a resource in a room with merely trash mobs in it. The recommendation here is to utilize advantageous hitboxes here to break down archer garrisons and draw mobs in as you pick them off. Personally, I like taking the topmost route of mobs rather than the middle or bottom routes even though the three garrisoned mobs on three different platforms can be annoying to deal with alone. Using Gliding Strike to take out a few mobs and crack open the barricades with collateral damage is an acceptable start and the remaining exposed mobs can be picked off using Thorn Vine Trap, Siege, or DF-EF. DF-EF is an especially solid choice as its vertical hitbox is able to clean up mobs of various platform levels in a single round. If you happen to finish your end before the others, I would help clean any remaining mobs using Thorn Vine Trap and Siege. [I]Hares[/I] tackle this room a bit differently (although in the end, everyone is merely cleaning out trash). [I]Hares[/I] should probably opt for the bottom or middle path instead of the top path and use the hitbox advantage of Perfect Storm. Fungus also has a nice hitbox, but it doesn’t necessarily have an advantage over Gliding Strike or Perfect Storm besides for MP cost. Wrathful Seeds allow for more potent “dump-and-go” damage than Thorn Vine Trap and could possibly crack open garrisons if the Night Watcher is strong enough. [I]Hares[/I] can probably pick off any remaining mobs with a quick Briar, Binding Seed, or Siege if they happen to run those skills. [I]Hares[/I] should typically expend less MP in this room, but that is more of a result of the higher enhancement that they typically sport. [B]This room is a pretty popular location for field-clearing hypers, so stay alert.[/B]
  2305.  
  2306. [U][B](2) Suburbs Room 2[/B][/U]: This room now contains only a single secret dungeon elite, who is stationed at the back of the room. Mobs are scattered along the room almost linearly. There is mostly just a single path of mobs but one or two mobs stray from the line-of-best-fit and are placed higher than the other mobs. I would suggest ignoring these stray upper mobs as [I]Turtle[/I] Night Watcher as she does not excel in clean-up. Leave it to a party member and capitalize on NW’s powerful bossing instead. Have your party split up to handle various tasks. Naturally, NW is best at killing elites so typically you will rush the elite from the start. Aggro as many mobs as possible with the Flying Kick or >>^Z combo if you aim for the farther general. Your DF combo should take out most of the general’s HP and put it into super armor, allowing you to use Fatality or Gliding Strike to finish it off. If it isn’t super-armored or if that isn’t enough, go for a DF-EF combo or Siege the general until it is super-armored or just plain dead. Afterwards, clean up mobs with appropriate tools. [I]Hares[/I] are more designated for cleaning up the trash mobs here, although grouping mobs with generals to hit with the potent Trapping Arrow: Fungus before unleashing multitudes of Nature Orbs using Wrathful Seeds, Binding Seed, and Briar Trap is quite effective as well as cheap in MP cost relative to the DF combo. Aero Tornado may also do the trick, albeit probably lower in damage. [B]This room is the most popular location for field-clearing hypers, so stay alert. [/B]Depending on the enhancement of the player using their hyper, adjust what type of damage output is required of you, especially since everyone's roles will switch to target the elite instead of trash mobs wiped out by the hyper.
  2307.  
  2308. [U][B](3) Castle Room 1[/B][/U]: An annoying layout that was made even more annoying after revamp. It is somewhat flat, but there are various elevation drops and slopes. The room has a rather gradual curve to it, but is straight for short segments at a time. Although one of the castle rooms have been deleted, each room has been elongated and mob density has decreased. The reduced mob density is somewhat nice to offset Night Watcher's low mobbing ability, but ultimately narrows team's tasks down and raises the probability that team members may impede upon NW's plans. Additionally, there are less mobs to use Gliding Strike or Aero Tornado on, making awakening more tedious to maintain than before. Two pockets of mobs with a single garrisoned archer secret dungeon general make up the majority of this room. Make your way to a general to blow up with the DF combo after destroying their garrison. A decent plan would be to drop down to the first batch of scattered mobs and aggro them with a Thorn Vine Trap before making your way towards a general, tagging any other mob with >>^Z as you go. After finishing the elites, clean up using appropriate tools if any mobs are left. [I]Hares [/I]should generally focus on tagging mobs with painful traps or grouping them with a general to either unleash Fungus and various traps or drop an Aero Tornado.
  2309.  
  2310.  
  2311. [U][B](4) Castle Room 3[/B][/U]: A room that is similar in layout to the last in both mob layout and curvature. Strategy remains the same as last room. After revamp, casting hyperactives in the castle rooms is not very efficient or worthwhile.
  2312. [CENTER]
  2313. [/CENTER]
  2314.  
  2315. [U][B](5) Sewers Room 1[/B][/U]: Two secret dungeon elites exist in this room and enemies are stationed off in two parts of this room. The first section has an elite and some random trash mobs. It is a little annoying to navigate the DF combo with, but luckily Buster doesn’t mind elevation changes too much. If you happen to target the second section of mobs, a Gliding Strike may be nice to pick off the sewer rats with before setting up your DF combo on the temporarily immobilized general. [B]This room sometimes will have hyperactives used here[/B]. However, it is rare for a field-clearing hyperactive to be off of cooldown if they had used it earlier and it would be more common to see a regular field-clearing skill like Giga Stream or Blaze Step here.
  2316.  
  2317. [U][B](6) Sewers Room 2[/B][/U]: A rather long room with two generals set-up in the front and two in the back. A few mobs are stationed in the middle as well. There are various ways to tackle this room. For the first portion, you can either DF combo the generals then and there or you can aggro them and bring them towards the center of the stage, where collateral damage from the DF combo and Gliding Strike can hit the garrisoned mobs as well. On the other hand, you can use Thorn Vine Trap and Gliding Strike to attack the garrisoned mobs if you don’t push the front section up. Hopefully, your party members will have picked off the two back generals by then. You can switch roles as well by choosing to skip over the front section and assaulting the back generals instead (and maybe side detour to take out the middle section too). This room is one of many examples where Night Watcher is able to adapt to the needs of her party without sacrificing any of her powerful bossing potential. [I]Hare[/I] Night Watchers follow a similar approach using their Fungus dump or Aero Tornado in place of the DF combo and Perfect Storm/Gliding Strike for attacking the garrisons. [B]This room is somewhat popular for field-clearing hyper-active use[/B].
  2318.  
  2319. [U][B](7) Sewers Room 3[/B][/U]: A room filled with five (one was removed with the Secret Dungeon Revamp) secret dungeon elites sectioned off into two pairs of three by a steam vent. [B]Although a very popular location to drop both field-clearing and non field-clearing hyper actives, I will discourage the use of any hyperactives here with the Nasod Inspector room being so close.[/B] If someone does use one, adjust accordingly. If it doesn't happen, Night Watchers can utilize her DF combo to deliver damage that is nearly hyperactive-tier without anyone actually having to put one on cooldown. It is recommended that you aggro the first three generals (>>^Z, super slide >>ZX, and Flying Kick does work to an extent, but Thorn Vine Trap is probably the most simplest) before rushing towards the back of the room, behind the second section of generals. Turn back to face the mobs that you’ve aggro’d and deploy your DF combo on them. A teammate with water orbs or other support skills can help if you need it during set-up. I typically don’t wait for the first three generals to come over because another teammate usually interrupts them from coming towards the back of the room and detonate on the three back generals. Ideally, however, you would have the majority of the generals huddled together for the detonation of the DF combo but I would not always count on it. Make sure to take care with deploying your Buster in this room as improperly grouped generals will result in Buster sending some of them reeling back. [I]Hare [/I]Night Watchers will likely have to group and Fungus dump again or use Aero Tornado to group the generals for teammates / provide orb support.
  2320.  
  2321. [U][B](8) Lab Room 1[/B][/U]: No generals here, just various trash mobs strewn about and some Howitzer structures to break. A rather harmless room, Turtles will be relying on Gliding Strike, Thorn Vine Trap, DF-EF, and Siege to take on this room’s mobs. Hares will be using the traps available to them, Fungus, Gliding Strike, Siege, or Perfect Storm.
  2322.  
  2323. [U][B](9) Lab Room 2[/B][/U]: A room sectioned off into two parts with trash mobs and Howitzer structures. A single unique robot general is in the back. He is classified as a general and not a miniboss in this guide because he is not immune to delays. Night Watchers mostly designate themselves to mobbing rather than bossing in this stage as the general is rather annoying to deal with (and most party members aim for him anyway). The same tools as last room will be used.
  2324.  
  2325. [U][B](10) Boss Room[/B][/U]: Nasod Inspector is a little of a pain in the rear end if you let him get out of hand with flares and your team fails in properly bursting down his shield. Your team should wind orb and burst [I][B]after[/B][/I] you set-up the DF combo. As you detonate your DF combo, finish the Delayed-Innocent combo with your hyperactive. If your team is incapable of killing Nasod Inspector in a single round, Innocent should buy you enough time to deploy a second DF combo and members should rotate water orb usage (although Nasod Inspector now boasts an incredible amount of water resistance and will make these rather ineffective), stoic locking, and light-locking. If the battle takes longer than that, be sure to continue throwing winds and waters in an organized manner and put Aero Tornados and Gliding Strikes on NI while your DF combo is on cooldown. Even when restrained, NI tends to cancel players' skills a lot with his flares so try to avoid being reckless with moving in on him with your DF Combo and other skills. He also deals a significant amount of damage if he launches you into his own flares so don't get too reckless.
  2326.  
  2327. Nasod Inspector is reportedly bugged to have both of his shields up at once in the battle. Some runs I have done attest to these reports, but I have encountered a few runs that seem to disagree. Regardless, Wind Orbs have always been a part of the NI battle and this bug changes little.
  2328.  
  2329. Stoic-locking Nasod Inspector seems to be the most effective when he uses his Rumble Shot attack. He is affected when he is lunging forward as well, but this scenario is typically unsafe to capitialize on because he threatens to flatten players in range and halting their assault if the stoic-lock is leaky.
  2330.  
  2331. [/spoiler]
  2332.  
  2333. [CENTER][B][U]3-x: Dragon Nest Abyss[/U][/B][/CENTER]
  2334. [spoiler][CENTER][IMG]http://elwiki.net/wiki/images/thumb/2/21/3-xnew.jpg/800px-3-xnew.jpg[/IMG][/CENTER]
  2335. [U][B]3-x 101:[/B][/U][I] Causing stoic bursts or otherwise not quickly killing 3-x trash mobs is even more bothersome thah  usual because surviving Shamans almost immediately cast heals around  them to reverse the work that your attacks have done. Other mobs have long and annoying attack animations that consume a lot of time if you are struck by them. Gargoyles in the later rooms prove to be actually quite damaging and should not be taken lightly if you cannot kill them before they attack. Gargoyles also super armor before they do their firebreath attack and caution should be exercised around them.[/I]
  2336.  
  2337.  
  2338. [U][B](1) Mountains Room 1[/B][/U]: A line of mobs occupy the front of the room along a slope, a single general and some mobs occupy a little crevice in the middle of the room, and another line of mobs occupy the back of the room along a second slope. This room has an annoying layout with mobs that are equally as annoying with their seemingly low stoic burst thresholds. Thorn Vine Trap and Siege will help you confront the slopes properly. Take care when using Siege, however, as it is extremely prone to causing stoic bursts. The single elite general can be handled with a DF combo, but I would suggest going with something lighter like Aero Tornado, especially considering that it is the only big target in the room and your team will likely be trampling all over it already. The stingers from noted Aero Tornado also tend to lock onto mobs on the second slope of the room, aggro'ing them and drawing them towards you. Be wary of when you use Aero Tornado, however, as the invincibility frames end somewhat early and you may get crushed by rolling boulder obstacles.
  2339.  
  2340. [U][B](2) Mountains Room 2[/B][/U]: A clutter of mobs occupies the front-middle of this room with some outlier mobs in the upper platforms. A general and some mobs are stationed at the end of the room. You can opt to take the mobbing part of the room with Gliding Strike, Thorn Vine Trap, and Siege or you can take the bossing portion using Aero Tornado or the DF combo. If you pursue the bossing portion of the room, be sure to keep the healer occupied so he doesn’t reverse the damage you’ve delivered. If you have a smaller party, you can simply aggro the mobs and go straight for the elite in the back and clean the mobs afterwards. Grouping via aggro isn't very time efficient in full teams of four so I wouldn't recommend it, but it could be an option if your team wishes to pursue it.
  2341.  
  2342. [U][B](3) Mountains Room 3[/B][/U]: [B]This room is popular for field-clearing hypers[/B]. Four mobs occupy the first section of the room while a trail of mobs litter the downwards slope to the only secret dungeon general in the room. However, this elite is uncharacteristically tanky and is capable of withstanding multiple DF Combos and nukes from players. Be prepared for this, as the elite will probably stoic burst and start attacking before he is killed. A couple of packets of 3-5 mobs line the huge final slope. This room is quite annoying to deal with due to the spread of the mobs on an already annoying layout in addition to the time-consuming boulder cutscene (which can be bypassed by certain classes but will inevitably be triggered by party members who can't skip it) and following boulder obstacles. In parties where there isn’t a room-clearing hyper available, there are various ways for Night Watchers to deal with this room. DF-EF is an MP-efficient but slow way to handle the first four mobs. I prefer a quick Gliding Strike instead, which should eliminate them completely or damage them to a degree where Thorn Vine Trap would quickly finish them off. They can also be allowed to follow you towards the general to be killed by collateral damage. For the general, the standard DF combo and appropriate follow-ups should be enough. Gliding Strike can be used to handle mobs on the large slope, but over on this slope I prefer using more efficient tools like DF-EF, Thorn Vine Trap, and Siege to deal with the mobs as there are more of them here. Grouping the packets is one viable strategy, but typically parties split up and deal with various packets at once.
  2343.  
  2344. It may be possible to skip the boulder scene here using >>>^ZZ to fly over the trigger point of the cutscene, either aided or unaided by speed boosts. Investigation is underway. This is only really useful for solo runs, however, and requires that you kill or aggro all of the mobs at the front of the room.
  2345.  
  2346. [U][B](4) Mountains Room 4[/B][/U]: There is nothing but a door here. This is a good place to prime your Delayed Fire if you choose not to charge some extra MP. >>ZX off of the mountain ledge will teleport you to the bottom of the huge drop due to Elsword's buggy programming around platforms. This shortens the drop down significantly.
  2347.  
  2348. [U][B](5) Lake Room 1[/B][/U]: Aside from the small curve at the beginning, this room is extremely horizontal. A two floor gazebo-like structure stands near the end of the room and along with the two accompanying platforms on both sides, serve as the only noticeable elevation change here. A secret dungeon elite and a Shaman trash mob stand on the second floor of the gazebo while the rest of the mobs (including another secret dungeon elite) are distributed on the ground floor. Mob distribution is as follows: two separated packets of three trash mobs near the front of the room, a single packet of a secret dungeon elite and a Shaman on both floors of the gazebo, and a final packet of three trash mobs near the end of the room. Typically, the first six mobs are aggro'd and brought over to the gazebo. The mobs on the second floor are usually aggro'd as well and all of the grouped mobs are eliminated via collateral damage of the party's bossing skills aimed at the elites (for NW, this would be Aero Tornado, DF Combo, Gliding Strike, and Fungus). A party member may go and tidy up the last three mobs near the back of the room if they weren't grouped initially. Because it is mostly linear, this room [B]can be popular for field-clearing hyperactives[/B], but I would suggest it only if [B]Mountains Room 3[/B] has already been taken by another party member's [B]field-clearing hyperactive[/B]. This place can also be popular for [B]non-field clearing hyperactives[/B] due to how easy it is to group mobs, but I wouldn't recommend it because it may not come off of cooldown by the time the team reaches Bone Dragon and is also just very unnecessary when conventional bossing skills can do the job. You should prime your Delaye
  2349.  
  2350. [U][B](6) Lake Room 2[/B][/U]: This room has a wide curve at the beginning but opens onto a very horizontal room. A two floor gazebo-like structure stands near the front of the room with a mere trash mob (if not always, it's typically a Shaman) on the second floor. All mobs are distributed on the ground floor. Four mobs line the beginning of the room while two secret dungeon elites stand on the ground floor of the gazebo. Past them lies a spread line of five mobs, one of which is a secret dungeon elite. There are many ways to approach this room, but I will only detail the two most common ways to approach this room and they both involve grouping. The first method is to divide your team into two groups ato simultaneously clear out the room. The first group aggros and groups the first four mobs together with the trash mob and two elites at the gazebo and wipe them out similarly to the strategies employed in [B]Lake Room 1[/B]. While this is happening, the second group heads to the back and groups the line of mobs with the elite and wipe them out using their own bossing skills as well. It doesn't really matter which group Night Watcher joins as she has the tools to be apart of any group, but due to her speed it may be better for her to handle the back part of the room. The second method has the entire party race to the back of the room, aggro'ing all of the mobs along the way. As the mobs gather in a line ready for slaughter, the team wipes them out in one go. Typically, this strategy employs the use of a [B]hyperactive[/B] or grouping supplements such as [B]Wind Wall[/B] to contain or reach the entire line of mobs before those at the front get rowdy and begin attacking. This room can see the use of both [B]field-clearing[/B] and [B]non-field clearing hyperactive[/B], but I wouldn't strongly recommend it due to the fact that it may not be off cooldown in time for Bone Dragon. However, that is for your team to decide as Bone Dragon is a bit of a pushover and will not really need three of four hyperactives to down it immediately.
  2351.  
  2352. [U][B](7) Abyss Room 1[/B][/U]: This room possesses no elites but does have a number of mobs littered across an extremely wide curve. The skeleton of a dragon serves as a large platform for the majority of the map. Typically, a team will split up in two general paths of top floor and bottom floor to eliminate the trash mobs. Mobbing skills such as Delayed Fire and Thorn Vine Trap will be the main skills used here, as well as aerial options such as DF-EF, Siege, and Gliding Strike to cover the bone gargoyles.
  2353.  
  2354. [U][B](8) Abyss Room 2[/B][/U]: This room has a short but steep curve at the front and is dominated by a number of platforms and steps with trash mobs mostly concentrated in the front of the room. Three elites are spread across various steps not unlike a podium for medalist winners for sport events. Because the steps rise and fall, it is a bit annoying to group them all together, especially with the many bone gargoyles populating the airspace. Typically, parties should move towards the back and have the mobs group around the area where the bronze medalist would stand or where the gold medalist would stand before clearing out the area with various skills. Alternatively, a team can have a member bring the back elites towards the front to have the elites concentrated together with the mobs from the front. Aero Tornado is the most attractive skill for Night Watcher here as the crowded nature of the room makes DF Combo set-ups dangerous, but DF Combos can also be employed quite effectively as long as you stand a distance away from the walls.
  2355.  
  2356. [U][B](9) Abyss Room 3[/B][/U]: This mostly linear map possesses many platforms but have most of its mobs actually situated on the ground floor. The platforms are merely a means to attack the gargoyles that populate the airspace. A single secret dungeon elite stands at the middle of the room and is flanked by three to four trash mobs on either side. Typically, teams will group the ground mobs together and eliminate them, downing some gargoyles via collateral damage. Individual members may opt to hunt gargoyles while the others are attacking the ground mobs. Night Watcher can perform both tasks using her DF combo for wiping out the ground mobs and DF-EF, Gliding Strike, and Siege to attack the gargoyles. This room is a candidate for [B]field-clearing hyperactives[/B], but at this point I don't think it would really change much to use one and would just hang onto it for the next secret dungeon you go to honestly.
  2357.  
  2358. [U][B](10) Boss Room[/B][/U]: The first part of this battle includes a fight with Kayak and his summoned clone. They're relatively weak and a DF Combo should do them in. Be careful of stoic bursts, however, as your entire team will be targeting them. After they are killed, Bone Dragon will be summoned and the actual fight commences. Like almost all secret dungeon bosses, a simple Wind Orb followed by heavy bursting by the team will end the battle fairly quickly. This is one battle where Karma is useful so you can slot it in preemptively if you wish. Bone Dragon is more of a nuisance than anything if he survives the initial burst. Simply get him under control again with stunlocks, stoic-locks, or freezes (although Bone Dragon's water resistance is extremely high after revamp) before you begin your second round of bursting. After the Secret Dungeon Revamp, Bone Dragon reflects command and active damage back to players once he hits ten bars of health. This damage can prove to be lethal if players are not careful, so if players find themselves in this situation, finish Bone Dragon off with Karma or Aero Tornado. If you know your team is incapable of bursting down Bone Dragon from full, you can hold onto Innocent to finish Bone Dragon off unless you suspect other players to be taking that role.
  2359.  
  2360. Stoic-locking on Bone Dragon appears to be effective for all of his animations.
  2361.  
  2362. [/spoiler]
  2363.  
  2364. [CENTER][B][U]4-x: Transporting Tunnel: CA[/U][/B][/CENTER]
  2365. [spoiler][CENTER][IMG]http://elwiki.net/wiki/images/thumb/1/19/4-xnew.jpg/800px-4-xnew.jpg[/IMG][/CENTER]
  2366. [U][B]4-x 101: [/B][/U][I]Causing stoic bursts  or otherwise not quickly killing 4-x trash mobs is even more bothersome  thah  usual because surviving mobs will emit sparks that deliver heavy hitstun before the mob goes into super-armored attacks. Bladers are capable of healing mobs around them and Spores spawned by Alterasia plants can heal mobs as well. Type ICEs have been noted to have extremely high damage and should not be taken lightly.[/I]
  2367.  
  2368. [U][B](1) Foundry Room 1[/B][/U]: This room has a large curve towards the middle of the room before dropping down into a crevice. Mobs are scattered around the curve up until the crevice, which houses a secret dungeon elite and some trash mobs. Night Watcher isn't very good at handling the mobbing portion of this map and 4x mobs prove to be a little annoying to group, so she's better off going in on the secret dungeon elite and the trash mobs around it.
  2369.  
  2370. [U][B](2) Foundry Room 2[/B][/U]: Four mobs occupy the front of the room while a line of mobs stretch across the latter half with two secret dungeon elites towards the back. Gliding Strike is pretty handy for taking on the first four mobs and the elites can be grouped easily with an Aero Tornado followed by a DF combo.
  2371.  
  2372. [U][B](3) Foundry Room 3[/B][/U]: A line of mobs with a three secret dungeon elites spread across the two middle of the room (one elite is at each press obstacle and the third is in the dead center). Two mobs are stationed in the back of the room near the checkpoint to the next area. Group the mobs in the middle with the elites and destroy them, taking care to avoid getting hit by presses. Aero Tornado is extremely effective in grouping the elites together and a DF Combo should do substantial damage to them all if it doesn't kill them at this point. Another party member should have eliminated the back mobs at this point -- if not, move towards there with the rest of your team and eliminate them.
  2373.  
  2374. [U][B](4) Foundry Room 4[/B][/U]: This room is a very open area with mobs strewn across the ground floor and platforms from beginning to end, top to bottom. A single secret dungeon elite sits on the bottom floor. This room is extremely popular for the two common variants of [B]hyperactives[/B]. Innocent isn't a bad choice here, but I prefer using it in [B]Plains Room 2.[/B] In most scenarios, Night Watcher should head towards the elite to kill because she isn't very well-versed in clearing out the scattered trash mobs. After the elite dies, clean-up involves the typical Siege, Thorn Vine Trap, and Gliding Strike.
  2375.  
  2376. [U][B](5) Plains Room 1[/B][/U]: This room is a steep climb with a sharp curve towards the end. A secret dungeon elite awaits at the top. Night Watcher's mobbing tools are a little more friendly in this room and Gliding Strike and DF-EF can wipe out the two major packets of mobs in this room before the elite. I would suggest leaving the elite to others and cleaning up trash mobs with advantageous hitboxes for this room.
  2377.  
  2378. [U][B](6) Plains Room 2[/B][/U]: This room drops down into a large pit with a few trash mobs and one-two secret dungeon elites. The pit's edges are flanked by mobs and a thin line of them trail towards the back of the room. This place is popular for fatter [B]non field-clearing hyperactives[/B] like Innocent that can eliminate the contents of the pit as well as strike the edges as well. In the absence of hyperactives, Night Watcher should typically aim for grouping the elites if there are more than one before nuking them down. This room sometimes sees [B]field-clearing hyperactives.[/B]
  2379.  
  2380. [U][B](7) Plains Room 3[/B][/U]: This room is linear and quite long. Mobs are scattered around with a high concentration in the back. Night Watchers should aim for the two elites that are stationed at the front of the room and near the middle of the room or take other roles such as handling the group of mobs in the front or the high concentration of mobs in the back using her common mobbing tools. This room is pretty popular for [B]field-clearing hyperactives[/B].
  2381.  
  2382. [U][B](8) Tunnels Room 1[/B][/U]: A linear room with two secret dungeon elites -- one in a pit near the front and another on a ledge in the back. Trash mobs are mostly focused around the elites and can be easily downed by collateral damage on the elite. A few mobs do sit out of reach, however, in the middle of the room. NWs should aim for one of the elites and pick off the middle section of mobs if they finish early and no one else has done it. This room can see [B]field-clearing hyperactives[/B], but that is quite rare considering the popularity in using hypers in the rooms before and after this one.
  2383.  
  2384. [U][B](9) Tunnels Room 2[/B][/U]: A linear room with a high concentration of mobs on the ground floor and a moderate bunch on the platforms. Night Watcher should probably clear a portion of trash mobs first with some Gliding Strike or go for heavy collateral damage via Aero Tornado before going in on one of the two elites with a DF Combo to avoid interruptions. Other party members should mark up the other mobs and the remaining elite during that time.
  2385.  
  2386. [U][B](10) Boss Room[/B][/U]: Type-H is quite an annoyance and only a few teams are actually capable of bursting him down. Teams should typically draw him into the bottom right corner and suppress him there, either on the bottom floor or on the step. Unfortunately, Night Watcher is not a class capable of granting her team the ability to nuke Type-H into oblivion due to her lack of freeze capabilities and low affinity for procs. If you are in a team capable of nuking Type-H down, treat Type-H like you would Bone Dragon and other secret dungeon bosses. If not... Night Watcher proves to be a valuable front-liner in the standard "no burst-down" Type-H battle despite her low HP values (as a Rena, her defense values are actually pretty acceptable for taking on Type-H). Her DF Combo does a considerable amount of damage if she gets another party member to assist in suppressing Type-H so she can set-up. DF Combo also delivers a huge amount of collateral damage and prevents spores from reaching Type-H. Unorthodox skill choices such as Rising Falcon and Furious Engage gives NW the i-frames to easily handle Type-H, but those are skill choices that aren't typically worth getting just for Type-H. Binding Seed, especially noted, can also severely limit Type-H into a mere crawl and can be helpful if you run it. Wrathful Seeds is somewhat useful in keeping the Spores at bay, but don't really change too much for the fight against Type-H because he typically is super-armored when he gets out of hand. Front-lining Night Watchers should take care with Type-H's Stormblade intervals (Elwiki lists these intervals at 40.7, 34.8, 28.8, 22.9, 17.3, 10.4, and 5.6 life bars). However, knowing these intervals will not guarantee your safety as Type-H can summon his Armageddon Blade right after Stormblades. If you choose to play the support role, use Thorn Vine Trap, Siege, and your normals to control the spores. Dump DF Combos on Type-H when presented with the opportunity.
  2387.  
  2388. Stoic-locking Type-H is not very effective. Most of the time, it just slows down the inevitable Arma-boosted Air Slash combo that will still connect on players anyway.
  2389. [/spoiler]
  2390.  
  2391. [CENTER][B][U]5-x: Velder's Hallucination[/U][/B][/CENTER]
  2392. [spoiler][CENTER][IMG]http://elwiki.net/wiki/images/thumb/4/4a/5-xnew.jpg/800px-5-xnew.jpg[/IMG][/CENTER]
  2393. [U][B]5-x 101:[/B][/U][I] The first few rooms and the last room of this dungeon has been drastically altered after the 10/7/15 Secret Dungeon Revamp. All Glitter mobs (except Bombers) after the Hallucination will begin to drink potions when they reach a certain percentage of their HP (60% in Hell mode). Not only do they get buffed by the potion they drink, they consume an annoying amount of time doing so because they gain 90% damage reduction during this. This can be avoided through the use of Freeze, Petrify, or a skill/command that launches(they cannot enter the drinking animation while airborne) and killing them then. However, Night Watcher cannot reliably use the Petrify element nor can she freeze outside of Water Orbs, Therefore, it is best for Night Watcher to launch Glitters and killing them then. Thankfully, the DF Combo does launch mobs and can damage even elites to a point where finsihing them off is a rather simple task. Additionally, Nature Spirit Orbs ignore guard stances, which includes the drinking animation. Because she has access to these, it is only really necessary to launch elites for fast kills instead of every Glitter mob you encounter. litter Shield mobs in this dungeon reflect projectiles such as arrow commands and Siege but cannot reflect twigs. General plans to take on 5-x usually revolve around the [B]Grave Skip[/B] plans that your party possesses. More on the [B]Grave Skip[/B] will be covered later. Various obstacles are dropped onto the players from the background, but they are largely irrelevant. The elites in this secret dungeon no longer do too much damage with their attacks and are rather harmless.[/I]
  2394.  
  2395. [U][B](1) Pre-Hallucination Velder Room 2[/B][/U]: The first room from before revamp has been deleted. The first room is now a long cutscene and you merely wait for the Hallucination to begin.
  2396.  
  2397. [U][B](2) Bridge Room 1[/B][/U]: The first two bridge rooms have been deleted, so the dungeon begins here. Doesn't necessarily resemble the Bridge look too much, but that's besides the point. This is the [B]Red Potion[/B] room, where a Giant Potion buff and a 100% critical rate will be granted to players for just this room. There isn't much to this room, just grab the red buff if you want it and split your team up to confront the three mini Uno Hound mobs on the opposite ends of the room. They aren't extremely tanky, but with their annoying knockdown attacks and the random building debris that drops down in this room, it would be wise to deal with them swiftly with a combination of actives and perhaps a Gliding Strike. If you can group them, Delayed Buster may be an option but I would not go for the full DF Combo with all of the obstacles present in this room.
  2398.  
  2399. [U][B](3) Commercial District Room 1[/B][/U]: A linear room with mobs strewn about, most concentrated in the center and beginning of the room. An elite stands with a group of mobs at the beginning while another elite stands with the group in the middle. Various mobs are scattered on platforms and the ground floor towards the back. This room is[B] popular for field-clearing hyperactives[/B], although teams should take care that they don't need it forthe [B]Grave Skip[/B] if a party member decides to use it. Night Watcher should typically aim for the center group of mobs and take out the large packet with heavy collateral damage from AT/GS/DF Combo. Clean-up of back mobs is relatively easy with Siege, DF-EF, and Thorn Vine Trap/
  2400.  
  2401. [U][B](4) Commercial District Room 2[/B][/U]: The [B]Yellow Potion[/B] room. It is rather long in length and there are various Glitter mobs strewn across the area, although the Yellow Potion buff makes them extremely irrelevant as it gives players the ability to instantly kill mobs that they touch for the room. The two Crazy Puppet mobs in this room are the main targets as they are immune to the Yellow Potion buff. Puppets will rain down from the Joaquin hallucination in the background and attempt to heal the puppets, but they can be instantly knocked out by the Yellow Potion buff and rarely pose an issue, especially in parties. The first Crazy Puppet is substantially weaker than the second one and lighter "nukes" should be used on it where heavier "nukes" should be used on the second Crazy Puppet. Split your party up between the Crazy Puppets to swiftly get through the room. If you happen to go for the first Crazy Puppet, a DF Combo will probably kill it off entirely. If you're sharing the task with a party member, something lighter like Aero Tornado, Delayed Buster, and Gliding Strike + DF-EF should suffice. If you and your partner(s) finish the Crazy Puppet quickly, rush over to the second Puppet and assist your other party members if necessary. If you happen to go for the second Crazy Puppet at the start instead, be prepared to drop several skills taking it down. Don't use your hyperactive here as you'll need it for the important [B]Grave Skip[/B] part later on (unless your party is confident that it won't need Innocent at that part). Drop a DF combo with an Aero Tornado and Gliding Strike follow-up if it isn't downed by the collective efforts of you and your teammate. It's rare for the second Puppet to fall before the first, but if it happens, send someone to break the door to the next room and double back to assist your party members. You shouldn't expend too much MP on the Crazy Puppet if your teammates weren't snoozing the entire room.
  2402.  
  2403. [U][B](5) Palace Entrance Room 1[/B][/U]: A mostly linear room with a curve only towards the last quarter of the room. A large pile of rubble near the front of the room interrupts the otherwise flat room. A group of mobs and a single elite are stationed on top of the pile of rubble while another group of mobs and another elite are stationed just before the curve in the room. The back of the room is mostly occupied with wyverns. Various methods can be employed to tackle this room. The two groups of mobs can be killed separately by a split team or be grouped together to be destroyed. The two groups can be grouped at the middle point of their starting points or pushed towards the crater in the ground and killed there. Clean-up of the wyverns and other mobs happens afterwards. Be aware that the Glitter Bomber stationed on top of the rubble does not aggro properly and will have to be killed outright if pursuing the grouping strategy.
  2404.  
  2405. [U][B](6) Palace Entrance Room 2[/B][/U]: This room precedes the all important [B]Grave Skip[/B] room. Players should take care with their cooldowns here so they are not empty-handed for the grave skip. This room is home to about three elites, one of which are stationed towards the front of the room alongside a line of mobs. A large platform towers over this line of mobs and there a stray mob can typically be found on top. In the center of the room, lies a grave that spawns Glitter Zombies. This grave is flanked by two generals. Towards the end of the room on a high platform sits another grave and is guarded by a few wyverns. Both graves and all spawned zombies must be eliminated to proceed. The general strategy for this room is to group all of the mobs at the center where the grave is located. Noted Aero Tornado will help immensely here and GS and the DF Combo will deliver heavy collateral damage. Typically, two or three party members will handle this role. Remaining party members aim for the second grave and start destroying it or pick off stragglers like the first mob mentioned on the platform at the beginning.
  2406.  
  2407. [U][B](7) Palace Entrance Room 3[/B][/U]: The [B]Blue Potion[/B] room. This buff grants an enormous MP regain over time for the duration of the room. As seductive as this buff may be in allowing you to put your entire skill bar on cooldown and more, this room consumes a ridiculous amount of time. Typically, this room requires players to eliminate four graves spread across the room. Given the distance between most of the graves, the MP buff can't address the issue of cooldowns and make this room quite time-consuming. Therefore, most players aim to perform something that has come to be known as the [B]Grave Skip[/B].
  2408.  
  2409. The [B]Grave Skip[/B] is a rather simple task: clear the room as quickly as possible. At the start, only one grave is on the map -- the other three spawn after a short amount of time has passed. Therefore, one can "skip" past having to deal with the other three graves by destroying all "opponents" in the room before they spawn. Opponents include the [B]Blue Potion[/B] cauldron found towards the beginning of the room, the single grave near the back of the room, and the four or five Glitter Zombies surrounding the grave. The [B]Grave Skip[/B] must be performed in about 15 seconds or less, meaning that most parties need to move immeditately to suceed. Because the [B]Blue Potion[/B] buff inflicts a hitstun and takes a small amount of time to register, it is recommended that players skip the buff entirely and only designate a player to destroy the cauldron since it is registered as an enemy. The zombies are typically killed with collateral damage or destroyed alongside the blue pot by a [B]field-clearing hyperactive[/B] or other field-clearing skills. The rest of the party members skip the cauldron and aim for the grave immediately. Typically, a Wind Orb and heavy bossing skills/hyperactives are used to take out the grave quickly. Night Watcher has several options in helping her team achieve grave skips. As one of the quickest members of the team, she can advance to the grave quickly and throw a Wind Orb ahead of everyone else and set them up for their skills. She can follow-up on her own Wind Orb using either Innocent or the DF-Combo + a potential Aero Tornado, but she cannot employ Delayed-Innocent effectively having wasted time throwing the Wind Orb. If another party member throws the Wind Orb, she does have room to throw out Delayed-Innocent. Innocent also delivers a high amount of collateral damage and should cover most, if not all of the zombies that need to be eliminated. Priming is pretty important for performing grave skips. Successful grave skips are rewarded with an early "CLEAR" message and the party proceeds onward to the next room. Achieving the grave skip can save anywhere between 30 seconds and an entire minute and a half for a run. It is well-worth to map the entire 5-x strategy around the [B]Grave Skip[/B] because of the massive amount of time it saves.
  2410.  
  2411. [U][B](8) Palace Entrance Room 4[/B][/U]: A mostly linear room that has an upwards slope towards the end of the room and a few platforms hanging above the ground floor. A packet of mobs with a secret dungeon elite occupy the front of the room while another packet of mobs with another elite occupies the middle, right at the base of the climb. Two or three mobs are situated high on a platform above the rest of the room and more mobs are strewn across the upward slope. Typically, a team will push the first group of mobs and group them with the second group and eliminate them together. Other party members will seek out the strewn mobs that are out of reach of the damage being inflicted on the grouped mobs. This room is [B]extremely[/B][B] popular for field-clearing hyperactives[/B] and they should be used if they are avaliable as the [B]Grave Skip [/B]phase has passed.
  2412.  
  2413. [U][B](9) Palace Entrance Room 5[/B][/U]: A U-shaped room that is quite flat. Two sets of platforms hang above the ground floor, one set towards the front of the room and the other set towards the back. A grave sits on top of each set of platforms and is flanked by various wyverns, trash mobs, and elites. The first grave will typically be guarded by a single elite while the second one will be guarded by one or two elites. Divide your team into two groups and handle both graves simultaneously. A few wyverns are stationed at the back of the room and can be easily taken out with DF-EF, Gliding Strike, or Siege when you're done with the graves.
  2414.  
  2415. [U][B](9) Palace Entrance Room 6: [/B][/U]This room is now vacant with all mobs removed.
  2416.  
  2417. [U][B](10) Boss Room[/B][/U]: Joaquin heals at certain intervals and while doing so, puts up a shield that grants him a extremely high damage reduction (only Annihilation, Nature Spirit orbs, and other "stance-ignoring" attacks can pierce the shield for full damage). After the 4/29/15 patch, he can no longer be delayed and bursted down through that method. Therefore, most strategies for taking Joaquin down quickly is to wait for an opening to burst him down. He cannot heal while he is in the dwarf state, so most teams beat him around a little bit (but not too hard) and get him to dwarf. This method is RNG-gated. Night Watchers should stay on standby the entire time with Delayed Fire active and whittling down his HP with miscellaneous skills and commands until the time to burst comes. After the Wind Orb is thrown, Delayed Innocent, Aero Tornado, and Gliding Strike should down Joaquin when coupled with the attacks of your party members. Luckily, Night Watcher's attacks are mostly unaffected by Joaquin's missing collision box and dwarfed hitbox. A different method to killing Joaquin quickly is to burst him down during one of his long animations, such as when he is laughing to summon buildings to crash down on the party. Performing this type of burst is extremely risky and requires full cooperation and coordination by the team, in addition to some pretty hefty enhancement levels. Failing this direct burst can be brutal as Joaquin remembers the intervals that he heals at and will likely reverse most of the damage that was delivered to him.
  2418.  
  2419. With the advent of stoic-locks after the 8/26/15 Hitbox Revamp, killing Joaquin when he is laughing and summoning buildings is rapidly becoming a favorite cue to burst down Joaquin. If you have members who are particularly good at stoic-locking, be prepared for bursting Joaquin down when he begins laughing.
  2420.  
  2421. After the 10/7/15 Secret Dungeon Revamp, Joaquin's elemental resists were substantially reduced. Lightlocks and freezes are still not reliable, but can work to some degree. Joaquin's damage seems to be substantially lower than before, but his thunderstorms can still deal a lot of damage if players decide to foolishly tank the entire thing. Overall, Joaquin has become much easier to handle after the Hitbox Revamp and the Secret Dungeon Revamp.
  2422.  
  2423. [/spoiler]
  2424.  
  2425.  
  2426. [CENTER][B][U]6-x: Temple of Trials[/U][/B]
  2427. [/CENTER]
  2428.  [spoiler][CENTER][IMG]http://elwiki.net/wiki/images/thumb/7/7a/6-xnew.jpg/800px-6-xnew.jpg[/IMG][/CENTER]
  2429. [U][B]5-x 101:[/B][/U][I] This dungeon has drastically changed after revamp and no longer contains as many rooms as it did from before, although some time-consuming scenes still persist.The Helputt encountered at the beginning is not the real boss battle but rather begins the trail after a short skirmish. This version of Helputt is known to be able to glitch his HP back and prolong the amount of time spent in this dungeon. The triggers for this is under investigation, but it appears that it may be related to petrification/freezing or simply doing too much damage to Helputt before he recognizes that he's been severely hit. Various buffs will be granted throughout the dungeon as mini-bosses and trials are overcome, but they are mostly irrelevant. It is standard practice to wait 90 seconds before going through the portal to the Trial of Shadows to allow for most of the shadow mobs to spawn and to kill them in one swift blow.  [/I]
  2430.  
  2431. [U][B](1) Pre-Trial Room 1[/B][/U]: A pretty linear room filled with mere trash mobs and about four secret dungeon elites. A popular room to drop a [B]field-clearing hyperactive [/B]due to the long time-consuming cutscene at the start. If there isn't one on your team, this room will be a bit of a nuisance time-wise but should be pretty easy with the mobbing tools available to you. Group two or three of the elites together with Aero Tornado and wipe them out with the DF Combo.
  2432.  
  2433. [U][B](2) Pre-Trial Room 2[/B][/U]: This room opens up to two Shadow Priests on opposite platforms of the room. They seem like mini-bosses, but they are actually affected by skill delays so they're more akin to secret dungeon elites. It is usual practice to stand around the center of the room and have the two Shadow Priests group themselves together at the center. After the Secret Dungeon Revamp, one of the Shadow Priests seems to be bugged and behaves oddly, rarely coming down or only coming down halfway, floating in mid-air. A DF Combo and a Gliding Strike should make quick work of them. After they are killed, Helputt will fall down and begin to attack the party after he does some unnecessary groaning and other time-wasting stuff. This version of him is affected by skill delays, so be sure not to delay him while he is doing his time-consuming start-up animations. You can set-up the Delayed Fire and Eldrasil's Fury portion of the DF Combo while you wait for him to become tangible. Once he takes enough damage, he will stun the entire party and the trial will begin as the party is transported to the Trial of Strength. A single DF Combo should be able to subdue him immediately and trigger the long scene where the trial begins.
  2434.  
  2435. [U][B](3) Strength Trial Room 1[/B][/U]: This room begins with a few steps downwards into a small pit-like area. A leftwards curve is located at the back of this room. Various mobs are strewn across the steps, in the pit, and above the pit before the beginning of the curve. Three secret dungeon elites are stationed in the middle of the pit-like area. Typically, the first mobs are aggro'd and lead into the pit to be slaughtered with the elites and the mobs surrounding it. Because of the DF Combo's reduced effectiveness around platforms after 8/26/15, it is ideal to opt for noted Aero Tornado instead. Clean-up of remaining mobs is rather simple.
  2436.  
  2437. [U][B](4) Strength Trial Room 2[/B][/U]: An extremely long hallway with about three elites, one stationed in the front, middle and the back. Other mobs are strewn across the hallway. This room is [B]extremely popular for field-clearing hyperactives[/B]. Typically, teams typically split up into two or three units to tackle this room -- dividing into three to tackle each section or two for front and back and aggro'ing middle mobs to the back. Given the length of the room, it [I]may[/I] be more efficient to divide into three units rather than rounding them up, but the double unit strategy nearly works as well.
  2438.  
  2439. [U][B](5) Strength Trial Room 3[/B][/U]: Guardian Knight mini-boss room. His attack animations are long with heavy hitstuns and are also backed by super-armor. He's troublesome if allowed to get out of hand so instantly destroying him is the best option. When the party approaches him, he will assemble from the pile of armor on the room floor and take a few seconds before becoming tangible. Have party members throw a Water Orb to suppress him and a Wind Orb to burst him down. The Wind Orb can be thrown early before his start-up animation ends due to its lingering hitbox. I would suggest Night Watchers to throw either no orbs or the Wind Orb and delegate the Water Orb role to another party member. After the Secret Dungeon Revamp, he has become a lot less tanky. Depending on the composition of your party, you may not need to use Delayed-Innocent and can either use it independent of the DF Combo or save it for the Mage mini-boss later on. If someone else on your team is bursting, opt for something lighter. When using the DF Combo, Night Watchers should set-up their DF Combo while the Knight is in his start-up animations as he will not be affected by delays.
  2440.  
  2441. [U][B](6) Wisdom Trial Room 1[/B][/U]: The second long hallway of the Strength Trial has been deleted. This room begins with a few steps downwards into a small pit-like area. A  leftwards curve is located at the back of this room. Various mobs are  strewn across the steps, in the pit, and above the pit before the  beginning of the curve. Three secret dungeon elites are stationed in the  middle of the pit-like area. Typically, the first mobs are aggro'd and  lead into the pit to be slaughtered with the elites and the mobs  surrounding it. Because of the DF Combo's reduced effectiveness around  platforms after 8/26/15, it is ideal to opt for noted Aero Tornado  instead. Clean-up of remaining mobs is rather simple. Pretty much a carbon copy of [B]Strength Trial Room 1[/B].
  2442.  
  2443. [U][B](7) Wisdom Trial Room 2[/B][/U]: A long hallway with a single elite stationed towards the back of the room. Other mobs are strewn across the hallway.  This room is [B]extremely popular for field-clearing hyperactives[/B].  Typically, teams typically split up into two or three units to tackle  this room. Given the length of the room, it is a little unreasonable to  round up many mobs in a timely manner. Two units are at least made to  hunt the elites while the third unit typically hunts straggling packets  of mobs. The map is linear but isn't particularly flat due to a few steps rising throughout the map, creating two pits in the middle of the hallway. The two pits have a set of platforms with various mobs strewn across them. Typically, teams will advance through the room as a single unit but will slowly break away as a single member stops at each pit to deal with the mobs as the rest of the team moves towards the elite.
  2444.  
  2445. [U][B](8) Wisdom Trial Room 3[/B][/U]: The room begins in the center of an upper platform that spans most of the width of the map with a few smaller platforms underneath before dropping down onto a ground floor. Various mobs flank both sides of the upper platform and more line the bottom floor with a Shadow Master elite. The mobs on the platforms should be killed outright or pushed down to the bottom floor. The team should split into two units, one to deal with the Shadow Master elite and the other to deal with the trash mobs on the other end of the map. The team should regroup and eliminate the Shadow Master together if the other unit finishes early.
  2446.  
  2447. [U][B](9) Wisdom Trial Room 4[/B][/U]: The rooms with the Shadow Priests preceding and following the Guardian Mage mini-boss room have been deleted. Like the Guardian Knight, his attack animations are extremely annoying (they launch and KD instead of having a heavy hitstun). However, he is a lot less tanky after revamp and should not take too much time to eliminate. He has a spin attack and can knock players down with his staff. This spin attack will also grant him invincibility frames for a short time. The Mage is also capable of teleporting around the map to dodge attacks by players. Like the strategies employed against the Guardian Knight, it is best to burst the Mage immediately before he becomes a nuisance. Lightlocking or freezing him is more important than it is for the Guardian Knight because he can warp out of your team's burst if not suppressed for the duration. Night Watchers should use the same kililng methods employed on the Guardian Knight, including the set-up of the DF Combo early as he comes out of his start-up animations.
  2448.  
  2449. [U][B](10) Shadows Trial Room 1[/B][/U]: A few steps lead down towards a pit-like area. A flat stretch of ground stretches towards the back of the room. Trash mobs are scattered throughout and no shadow mobs are present. Use your basic mobbing skills to quickly progress through the room.
  2450.  
  2451. [U][B](11) Shadows Trial Room 2[/B][/U]: This room starts with a flat stretch of ground that leads into a portal. The portal leads to an arena with many platforms where Shadow versions of the Elgang will spawn and attack. It is common practice for players to wait 90 seconds before going through the portal in order to allow for most of the Shadow mobs to spawn and killing them in a single clean sweep. Some members may enter early to gather awakening charge, but that is not something that Night Watcher necessarily has to deal with. Gliding Strike and other basic mobbing tools should be plenty for clearing out the Shadows once your team goes through.
  2452.  
  2453. [U][B](12) Boss Room[/B][/U]: Even after revamp, Helputt is a rather easy secret dungeon boss. He still has damage reduction when knocked down (he was the only enemy in the game to not gain damage reduction or defense buffs upon KD once upon a time), but this doesn't make too big of a difference. The only thing that teams need to watch out for is his Guard Stance, which heavily reduces the amount of damage he takes. Iron Howling is a bit of a nuisance because it halts most teams' bursts, but isn't harmful in any other way. Most teams will choose to push Helputt towards a wall and burst him down there as it is easier to control him after he gets launched by skills or hypers. Burst him down like any other boss, taking care not to exceed the KD limit and knock him down and to avoid freezing or petrifying him while he is in Guard Stance. In most cases, a Wind Orb isn't required to kill him quickly but you can throw one just to make things simpler. After revamp, his resistances seem to be particularly higher, especially his water resistance. Currently, his Pain of Caladbolg is bugged and can potentially one-shot players (the earlier encountered Helputt can do this too) under unknown conditions. If you do not want to risk your chances of getting killed by his PoC, back off from him when he is casting it.
  2454.  
  2455. [/spoiler]
  2456.  
  2457. [CENTER][SIZE=2][B][U]7-x: Runaway Behemoth[/U][/B][/SIZE][/CENTER]
  2458. [spoiler]
  2459. [SIZE=2]
  2460. [I][CENTER][IMG]http://elwiki.net/wiki/images/thumb/e/ef/8-XNew.png/800px-8-XNew.png[/IMG][/CENTER]
  2461.  [/I]
  2462. [U][B](1) Barren Sander Room 1:[/B][/U] A long, linear room resembling the first room of Barren Sander. There are about three secret dungeon elites here and are stationed among many trash mobs. Most mobs are concentrated in the center of the room around the platforms and some are concentrated in the back. A structure sits on top of one of the platforms and must be taken down along with the mobs. Noted Aero Tornado is extremely handy in this room in delivering heavy collateral damage to mobs and elites while also bringing elites together. Night Watchers should typically make a beeline towards the center of the room to get a sweet-spot noted Aero Tornado in or take on a clean-up role while breaking down the structure. This room is somewhat popular for the use of [B]field-clearing hyperactives[/B].
  2463.  
  2464. [SIZE=2][U][B](2) Barren Sander Room 2:[/B][/U]This room is long and linear as well, but several buildings break up the room into three various pits. The room strucutre looks somewhat like the following diagram:
  2465.  
  2466. [CENTER]_____-[]-_____-[]-____-[]-----
  2467.  
  2468. [/CENTER]
  2469.  The dashed lines on the first two buildings are platforms while the dashed lines in the back is actually rather even ground lined up with the last building. On top of the first two buildings are more strucutres that must be eliminated to proceed onto the next room. A group of four caskies are in the first "pit" (which is actually the area the room starts in, assorted trash mobs are in the second pit, and some trash mobs and a bunch of caskies surround the single secret dungeon elite in the last pit. NWs can make a beeline for the elite and destroy the area with noted Aero Tornado or take a clean-up role with handling the first few caskies, the structures, and the first pit of mobs if someone else doesn't go for it. This room rarely sees the use of [B]field-clearing hyperactives[/B], but I wouldn't eliminate the possibility. When you finish the room, be mindful of the strong winds at the end of the map and stay within the checkpoint until everyone arrives. This means that you won't be able to charge MP until the barrier seal begins to form or you'll be pushed out of the area.
  2470.  
  2471. [SIZE=2][U][B](3) Barren Sander Room 3:[/B][/U] Empty room. Wait for room transition to complete. I would charge MP here rather than prime as there is nothing particularly important to blow up in the next room.  
  2472.  
  2473. [SIZE=2][U][B](4) Temple of the Wind Room 1:[/B][/U] This room resembles the first half of the Temple of the Wind field. As such, the room curves quite extensively, forming an S shape. There are no elites here and only three pockets of scattered mobs, stationed in the beginning, middle, and end of the room. Preferably, Night Watcher should mark one of the more later pockets due to her speed. Gliding Strike, Thorn Vine Trap, Siege, DF-EF are your usual mobbing tools that will be put to use here.
  2474.  
  2475. [SIZE=2][U][B](5) Temple of the Wind Room 2:[/B][/U] The majority of this room resembles the second half of the Temple of the Wind field (which means it also curves quite a lot), but has some slight modifications to the back. A number of trash mobs are concentrated in the beginning with some various mobs towards the middle. An elite and some trash mobs are stationed towards the latter end of the middle section. Towards the back of the room are another pocket of trash mobs. The first pocket of mobs are positioned awkwardly, making it only a mediocre area to use Gliding Strike on. Night Watchers should dump a GS here if no one else aims for the mobs before making a beeline for the elite towards the back. A DF Combo can be used here, but noted Aero Tornado is a lot safer in shielding you from pesky trash mobs and biting Caskies. TvT, Siege, and DF-EF are light mobbing tools that can be put to work for clean-up afterwards.
  2476.  
  2477. [SIZE=2][U][B](6) Temple of the Wind Room 3:[/B][/U] This room begins with a brief cutscene of the Cerberus mini-boss. A wind-boosted launchpad will take you to the main area of this room, which is mostly linear save for a single bend in the room and a slope towards the back. Mobs are fairly consistently spread throughout the front and middle of the room and an elite accompanies the Cerberus towards the end of the middle section where the map bends. No mobs are situated beyond the bend besides for these two. Night Watchers should make a beeline for the elite and Cerberus and destroy them appropriately with the DF Combo (although this may not be safe considering how unruly Cerberus can get) or Aero Tornado. If no one else is aiming for them, Innocent can also be used here to quickly get rid of them. Clean-up roles for Night Watcher is done as it always is, but it would be rather unoptimal to take this role for this particular room. Elite-rushing is recommended.  
  2478.  
  2479. [SIZE=2][U][B](7) Temple of the Wind Room 4:[/B][/U] Empty room. Trigger the room transition by jumping on the wind-boosted jump-pad.
  2480.  
  2481. [SIZE=2][U][B](8) Behemoth's Back Room 1:[/B][/U] For this room, you will be moving right to left rather than left to right. This room would be linear if it were not for the huge cliff that erupts in the middle of the room. The room slopes downward at first, but then mostly levels out to a pocket of mobs with a secret dungeon elite. A second secret dungeon elite is ontop of the cliff, which can be reached by using the jump-pad at the base of the cliff. Night Watchers should aim for either of these elites and down them with the appropriate tools. Because of the possibilities of mob disruption in this map, Aero Tornado will again be the safest option to use in order to deliver high collateral damage.
  2482.  
  2483.  [SIZE=2][U][B](9) Behemoth's Back Room 2:[/B][/U] This room is extremely similar to the last. You will also be moving from right to left for this room. Differences in this room are the absence of a downward slope at the first cliff-base and the absence of a secret dungeon elite on top of the cliff.
  2484.  
  2485. [SIZE=2][U][B](10) Behemoth's Back Room 3:[/B][/U] Empty room. Move from right to left and trigger the room transition by jumping on the jump-pad. [/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]
  2486.  
  2487. [U][B](11) Behemoth's Back Room 4:[/B][/U] A large, spacious room with scattered trash mobs to begin with. Trash mobs will begin to spawn from the background to ambush players similar to what players experienced in the Trock's Lair Sander dungeon. Spawns seem to have a cap. Not killing mobs will result in the spawning to stop temporarily until some mobs are slain, in which it will continue spawning mobs until it hits its limit. Delays do interrupt the spawning process, but it appears that the system corrects this by rapidly spawning mobs after the delay ends if a large amount of mobs were eliminated during the delay. As far as I can tell, this room uses a mob cap rather than a timer to decide when to stop the ambush attack. Whether it is completely necessary to eliminate all mobs to move on (this was the case in Trock's Lair) is not well-documented.
  2488.  
  2489. [U][B](12) Behemoth's Back Room 5:[/B][/U] A repeat of the last room. Priming is recommended.
  2490.  
  2491. [SIZE=2][U][B](13) Behemoth's Back Room 5:[/B][/U][/SIZE] An empty room. Wait to be transported to the boss stage shortly.
  2492.  
  2493. [U][B](14) Boss Room:[/B][/U] The boss of 7-X is perhaps the only thing that can actually seriously threaten Night Watchers outside of perhaps Perkisas. His attackls actually do a considerable amount of damage and with how frail Night Watcher is, he can potentially kill unsuspecting Night Watchers. His most basic attacks are predictable and easy to dodge, but can still connect if he happens to catch Night Watchers in the middle of their set-up. If your team is bursting right away, make sure to deploy your DF Combo rapidly before he begins swiping his claws. If he is making an attack, be sure to evade using >>X as a side-switch before setting up on the exposed monster. Thankfully, his rather stationary status makes him an easy target for DF Combos and the Delayed Innocent burst when Night Watchers are granted the opportunity. Be sure to watch out for his other attacks if your team is unable to burst him down. He can spawn dark energy balls that home in on players and do heavy hitstuns and damage. While fleeing from them is easy, they become quite a nuisance to set-ups and their hitstuns cannot be easily countered by Night Watchers since they outlast most of her i-frame options. He has a projectile like slash attack that radiates from both sides of the monster and outwards. This attack drags players and can potentially be lethal to Night Watchers. I-framing through these attacks or ducking to the area beneath the boss are the only ways to avoid being dragged and severely injured by this attack. Although he is staionary, he does have two means of evading players. He can become intangible for a moment of time and encase players in a tomb, where they will need to break out in time or the entire party will take massive amounts of damage (typically, it is fatal) from the resulting explosion. Another evasive type attack that this boss owns is the Manifestation's ability to retreat into Behemoth. Doing this will make him intangible and will cause Behemoth to rage, roaring and stunning players before slamming his head into one of two sides of the room. This slam does massive amounts of damage and can be potentially fatal.
  2494.  
  2495. Unlike other SD bosses, his resistances seem to be rather low. The best strategy for taking on this boss is to burst him instantly and eliminating any annoying sequnces and chances of being killed in the middle of a set-up.
  2496. [/SIZE][/spoiler]
  2497.  
  2498.  
  2499. [B][SIZE=4][U]
  2500. [FONT=microsoft sans serif]Henir's Time and Space[/FONT][/U][/SIZE][/B]
  2501. [SIZE=4][SIZE=2][spoiler]
  2502. [CENTER][IMG]http://elwiki.net/wiki/images/thumb/6/65/Henir.png/800px-Henir.png[/IMG]
  2503. [/CENTER]
  2504.  
  2505. [SIZE=4][SIZE=2]After the [B]Henir Revamp on 9/23/15[/B], stages  are no longer subject to RNG and the same bosses will spawn everytime.  Thankfully, some annoying battles (such as Avalanche, Coral Serpents,  and Cutty Sark) have been removed. Extra stages now always spawn. In Challenge mode, failing the extra stages will not end the Henir run and will transport the party to the next rest area (all that is lost are the extra rewards dropped from the failed extra stage).[/SIZE][/SIZE]
  2506.  
  2507. [SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2][B][U]Party Challenge[/U][/B]
  2508. [/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]
  2509. [/SIZE][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2] Unfortunately, [B]Turtle [/B]Night Watcher doesn't have anything really unique to offer a Challenge party. She can carry her own weight in damage score, but the slow cast time of the DF Combo [SIZE=4][SIZE=2][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2]makes it extremely tough for Night Watcher to keep up with faster-paced parties [/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]and the heavy MP cost of the DF Combo makes mistakes and miscalculations extremely punishing. Night Watchers should evaluate how strong their team is and adjust accordingly. In faster teams, only a Delayed Buster may be necessary. I would still watch out for opportunities to use your DF Combo and if possible, let your team know where you plan to use it. Moments like this might be during the Dullahan Knight and Amethyst fights, where they have substantial start-up animations. Setting up while Berthe rushes over to the corner is risky but viable, although hyperactives typically down most Berthe battles. Night Watcher can provide some decent firepower elsewhere and group/hold other boss stages down with noted Aero Tornado. Innocent also packs quite a punch for a hyperactive and should be used to down key targets like the Berthes. Coordinate with your team where everyone is using their hypers to avoid an unnecessary waste of resources. [B]Hares[/B] will have a substantially harder time keeping up with Challenge parties because she deals no damage, but she can use Fungus more often than Delayed Buster due to the difference in MP costs, meaning that her damage is consistent and reliable. [B]Hares[/B] can prove useful in adding some extra (albeit lighter) damage onto bosses consistently, allowing other teammates to retain some of their MP and other resources by opting for a lighter skill that will still guarantee the boss kill.[/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]
  2510.  
  2511. [SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2]
  2512. [SIZE=4][SIZE=2][B][U]Solo Henir Challenge[/U][/B]
  2513. [/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]
  2514. [SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2] This mode is particularly difficult on Night Watcher. Obtaining a good time is tough considering how much MP and how slow DF Combo is and how weak other skill options are. She can overcome her MP problems by running at her own pace now that she's alone, but that won't necessarily translate to a good clear time. And finally, Night Watcher's low HP modifiers pose a problem as well as even small mistakes may cost her significant chunks of her HP. Running Calculated Strike may be helpful in mitagating any HP loss, but the damage that Night takes from just a single hit is so massive that regenerating HP via Calculated Strike is not very time-efficient. The best thing for Night Watchers to do is to find the right pacing for them -- one that isn't too slow but isn't fast enough where MP issues get out of hand. [B]Hares[/B] also will have considerable troubles with this mode, being both lightweight in damage and HP. In the solo Challenge environment, their low damage gives birth to a new detriment that is MP issues. Typically, MP issues is only attributed to the [B]Turtle[/B] but being alone and unable to access potions, the [B]Hare[/B] also becomes quite MP dependent.
  2515.  
  2516. This section will be a rather brief analysis on what skills would be appropriate to use against certain stages as well as some basic strategies. These do not fully capture what may be experienced in a Henir run nor are they supposed to be the "best" way to tackle a stage as team compositions may vary widely as well as player behavior. Most of these stages (but not all) will mostly be considering what Night Watcher does without much relation to her teammates. [/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]
  2517.  
  2518. [U][B]Ruben/Elder/Bethma/Altera Set: [/B][/U]
  2519. [U]
  2520. Stage 1 (William Phoru and Ancient Phoru):[/U] Trapping Arrow: Fungus and various traps is effective here for [I]Hares[/I]. Turtles should stick with their actives or Siege as their 200MPs are too weak and will KD these two while the DF Combo is far too expensive.
  2521.  
  2522. [U]Stage 2 (Awakened Banthus and Nasod Banthus):[/U] [SIZE=4][SIZE=2]Trapping Arrow: Fungus and various traps is effective here for [I]Hares[/I]. [SIZE=4][SIZE=2]Turtles should stick with their actives or  Siege as their 200MPs are too weak and will KD these two while the DF  Combo is far too expensive. [/SIZE][/SIZE][/SIZE][/SIZE]
  2523.  
  2524. [U]Stage 3 (Verngert and Wally No. 8):[/U] Noted Aero Tornado is pretty good here. Some NS orb-boosted >>^XXXs or actives should help finish off these two.
  2525.  
  2526. [B]Rest Stop[/B]
  2527.  
  2528. [U]Stage 4 (Lizardman Warriors and Shadow Warrior):[/U] Noted Aero Tornado is pretty good here. [SIZE=4][SIZE=2]Some NS orb-boosted >>^XXXs or actives should help finish off these two. If you're worrying about cooldown, Siege and other actives may suffice as you allow teammates to down them. [/SIZE][/SIZE]
  2529.  
  2530. [U]Stage 5 (Raven x 3):[/U] [SIZE=4][SIZE=2]Noted Aero Tornado is pretty good here. [SIZE=4][SIZE=2]Some NS orb-boosted >>^XXXs or actives should help finish off these three. [SIZE=4][SIZE=2][SIZE=4][SIZE=2]If you're worrying about cooldown, Siege and other actives may suffice as you allow teammates to down them. [/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]
  2531.  
  2532. [U]Stage 6 (Kayak the Shaman, Berauk, Dark Derauk):[/U] [SIZE=4][SIZE=2]Group the three relatively close to each other and finish the grouping process with noted Aero Tornado[SIZE=4][SIZE=2]. Some NS orb-boosted >>^XXXs or actives should help finish off these three. [SIZE=4][SIZE=2][SIZE=4][SIZE=2]If you're worrying about cooldown, Siege and other actives may suffice as you allow teammates to down them. [/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]
  2533.  
  2534. [U]Stage 7 (Wally No. 8 MK2, Crow Rider x 2):[/U] There is little you can do here against the retreating Crow Riders. If there is a freeze of some sort going down on Crow Rider, capitalize on the opportunity by bursting down with either Fatality, actives, or Aero Tornado.
  2535.  
  2536. [U]Secret Stage (Nasod Inspector):[/U] Not particularly dangerous, but caution should still be exercised with the frail Night Watcher. Karma and your DF Combo will be your main sources of damage here and Innocent may be used if there is enough MP for it.
  2537. [U]Elite Stage (Apple and Q-Proto):[/U] Annoying AIs, but should be rather simple to handle using normals and actives. Noted Aero Tornado can help keep them in check as well.
  2538.  
  2539. [B]Rest Stop[/B]
  2540.  
  2541. [U][B]Feita/Velder Set:[/B][/U]
  2542. [SIZE=4][SIZE=2][U]Stage 1 (Teach the Tyrant and Dullahan Knight):[/U] [SIZE=4][SIZE=2]Noted Aero Tornado is pretty good here. [SIZE=4][SIZE=2]Some NS orb-boosted >>^XXXs or actives should help finish off these two.[/SIZE][/SIZE][/SIZE][/SIZE]
  2543.  
  2544. [U]Stage 2 (Berthe x 2):[/U] Night Watcher is a bit at the mercy of the Berthes here. Follow whatever grouping strategy your team has and burst them down with Innocent. Fungus from [I]Hares[/I] will also help.
  2545.  
  2546. [U]Stage 3 (Uno Hound and Chloe):[/U] Knock Chloe off from her higher platform to group with Uno Hound. Shower with Siege volleys or actives to help kill them or burst them down with Aero Tornado. Fungus will also help.  
  2547.  
  2548. [U]Stage 4 (Spriggan x 2):[/U] Actives and Siege volleys will comprise most of your offense in this room. Fungus as well if you happen to have it.  
  2549.  
  2550. [U]Secret Stage (Bone Dragon): [/U]The two Kayaks at the beginning are extremely squishy so don't bother wasting a lot of MP to eliminate them. As of this post, this Henir's Bone Dragon is rather weak and poses no threat once he begins reflecting damage. Take him out with the usual Karma/Aero Tornado/DF Combo.
  2551. [U]Elite Stage (Proxy the Nimble, Wise Dutor, Assaulter Crash):[/U] Pretty straight-forward, just eliminate them with whatever you have to spare. Since a rest stop is coming up, dumping Aero Tornado here wouldn't be a bad choice.
  2552. [/SIZE][/SIZE]
  2553. [B]Rest Stop[/B]
  2554.  
  2555. [U][B]Hamel Set: [/B][/U]
  2556. [SIZE=4][SIZE=2][SIZE=4][SIZE=2][U]Stage 1 (Shadow Master x 2):[/U]  Group the two together by leading one towards the other without hassling it. A DF Combo could fit here if you have the time and resources to do so. Otherwise, Aero Tornado and various actives (and Fungus if you have it) will do the trick.
  2557.  
  2558. [U]Stage 2 (Victor x 2):[/U] Noted Aero Tornado works really well in this room. Leave it to your comrades or use your actives to finish them off.
  2559.  
  2560. [U]Stage 3 (Magmanta x 2):[/U] This stage is usually too chaotic for the use of a DF Combo, but it is an option if you can pull it off (since its low hit count will not set the Magmantas off). Otherwise, some actives and NS-boosted >>^XXXs will assist your team's eliminatio of these two.  
  2561.  
  2562. [U]Stage 4: (Ran x 2):[/U] Players can potentially take a large amount of damage if they take the Rans lightly. Group them and set their thresholds off while showering them with Siege volleys.
  2563.  
  2564. [U]Secret Stage (Alterasia Type-H):[/U] Rather harmless version of Type-H. Keep him pinned in the right corner and try to use the DF Combo if the opportunity presents itself and then some various actives/normals to eliminate. His Arma Blade summon still does a considerable amount of damage, but his Storm Blade can be tanked for MP with little danger of being killed due to how weak it is.
  2565. [U]Elite Stage ([SIZE=4][SIZE=2][SIZE=4][SIZE=2][U]Stealthy Morfos, McGard the Blitzkrieg & Polka, Invincible Vardon, Joaqiun)[/U][/SIZE][/SIZE][/SIZE][/SIZE]:[/U] Rather straight-forward, just eliminate them with whatever you have to spare. Since a rest stop is coming up, dumping Aero Tornado here wouldn't be abad choice.
  2566.  
  2567. [B]Rest Stop[/B]
  2568. [/SIZE][/SIZE][/SIZE][/SIZE]
  2569. [U][B]Sander Set: [/B][/U]
  2570. [SIZE=4][SIZE=2][SIZE=4][SIZE=2][U]Stage 1 [SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2][U](Giant Waldo x 2)[/U][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]:[/U] Aero Tornado is excellent for this stage. Finish off with actives.
  2571.  
  2572. [U]Stage 2 [SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2][U](Trockta Cheiftain x 2)[/U][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]:[/U] Fungus and actives will be your primary offense here. Aero Tornado if your team doesn't go for the burst.
  2573.  
  2574. [U]Stage 3 [SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2][U](Great Battle Chief Karu x 2)[/U][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]:[/U] Fungus and actives. An Aero Tornado can be thrown out here if you have the MP to spare.  
  2575.  
  2576. [U]Stage 4 (Karis x 2):[/U] [SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2]Night Watchers may want to conserve some MP for the next stage to clear quickly. Actives and Fungus are the typical deal. Be cautious about using launching or KDing skills like EF, GS, and Fatality as these Karises do have i-frames on wake-up and may find more chances to attack and slow your team down if they are granted chances to i-frame. [/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][U]
  2577.  
  2578. Stage 5 (Final Karis):[/U] Not too daunting of task, DF Combo or Innocent should do the trick when combined with at least one other player's burst.  
  2579.  
  2580. [U]Secret Stage (Joaquin's Hallucination):[/U] Rather harmless, although caution should be exercised in Lightning Storms or in the unlikely event of a Hallucination debuff. Burst him down with whatever you have left.
  2581. [U]Elite Stage (Shadow Stinger, Bizarre Conrad, Fallen Chloe, Giant Hammer Bobosse):[/U] [SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2]Rather  straight-forward, just eliminate them with whatever you have to spare.  Since a rest stop is coming up, dumping Aero Tornado here wouldn't be  abad choice.[/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]
  2582. [/SIZE][/SIZE][/SIZE][/SIZE]
  2583. [B]Rest Stop[/B]
  2584.  
  2585. [U][B]Lanox Set:[/B][/U]
  2586. [SIZE=4][SIZE=2][SIZE=4][SIZE=2][U]Stage 1 (Dryad Kenta x 2):[/U] Not too much can be done against the moving Kentas, so actives and Fungus will be your best options. There may be some chances at an Aero Tornado to be thrown out, but that should probably be used in the next room.  
  2587.  
  2588. [U]Stage 2 (Iron Anvil Sdeing x 2):[/U] Players should watch out for what attacks the Sdeings open up with. There is a possibility that they may begin flailing their hammer about in super-armor, in which case it would be futile to really contest given Night Watcher's options. Aero Tornado can be used to bring the two Sdeings together before helping your team out with various actives in eliminating the two.  
  2589.  
  2590. [U]Stage 3 (Traitor Ignia, Berserker Armageddon x 3, Steel Lava Fighter, Steel Lava Berseker):[/U] These mobs with Ignia are noticeably tanky, but Ignia herself isn't that particularly powerful. Aero Tornado and the DF Combo should suffice. If she summons Rains of Fire, be sure to dodge them so as to not accumulate unnecessary damage for the battle with the two Scars.
  2591.  
  2592. [U]Stage 4 (Iplitan x 2):[/U] Typically, Aero Tornado is used to chime in with the rest of the teams' attacks in bringing the Iplitans down to their threshold, where they will temporarily become invincible and teleport to the center of the stage before attacking. Due to the disruptive nature of the beasts, DF Combos are generally unsafe.
  2593.  
  2594. [U]Stage 5 (Demon General Scar x 2):[/U] Common strategies in dealing with the Scars typically involve grouping the two together and keeping them together in order to minimize the possibility that their vortex attack (which does a significant amount of damage and appears at least once per Scar due to it being gated by a threshold) will be activated at different times and causing unnecessary damage to the party or wasting MP on manabreaks. Most players will run completely to the left of the stage and wait for the Scars to appear and attack, in which case they reverse the situation and attack back. Aero Tornado, Fungus, and Innocent will prove to be the most useful. Given the volatile nature of the two Scars, the DF Combo is generally not advised to be used here. When he does form his vortex, players should run towards the farthest end of the map to avoid being sucked in. If players do get sucked in, they should mana break immediately as Night Watcher is extremely frail.
  2595.  
  2596. [U]Secret Stage (Helputt):[/U] This battle is just a weaker version of Helputt. Since this is the end, use whatever you please to eliminate him quickly. DF Combos, Innocent, and Aero Tornado are your main methods of damage. Lots of teams prefer to wall Helputt either to the right or to the left to make hime asier to manipulate.
  2597. [U]Elite Stage (Fierce Stone Axe Bootru, Dark Wing Okypete, Battle Chief Tariq, Battle Chief Tuadin, Succubus: Erilot):[/U] [SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2]Rather  straight-forward, just eliminate them with whatever you have to spare. Since this is the end, use whatever you please to eliminate them quickly. [/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE] [/SIZE][/SIZE][/SIZE][/SIZE]
  2598.  
  2599. [/spoiler]
  2600.  
  2601.  
  2602.  
  2603. [/SIZE][/SIZE][SIZE=4][SIZE=2][SIZE=4][SIZE=2]
  2604. [SIZE=4][U][FONT=microsoft sans serif][B]Raid Bosses[/B][/FONT][/U][/SIZE][/SIZE][/SIZE]
  2605. [/SIZE][/SIZE]
  2606. [SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2][U][B]Eltrion[/B][/U]
  2607. [spoiler][CENTER][IMG]http://puu.sh/jFioE/9e9c651f9b.jpg[/IMG][/CENTER]
  2608. Eltrion raids are extremely easy for Night Watcher. Because Delayed Fire allows her to control when her damage is delivered, Eltrion's frequent hand movements are of no issue and she can deliver DF Combo after DF Combo on him for maximum damage. Even when Eltrion exposes his head and takes his hand away from the platform for some time, the duration of the DF Combo actually outlasts this entire attack and can be allowed to sit there until Eltrion returns his hand to that location. Innocent strikes in the Z-axis and has a huge hitbox as well, allowing her to land full hits on Eltrion's head and hands whenever she wants. Most of the raid will simply consist of DF Combos and Innocents, with a few Aero Tornados or Gliding Strikes on the side if he exposes his head while the DF Combo is on cooldown (or is still set-up where his hand usually rests). Karma does some heavy damage on Eltrion as well, although it is more reliable when he moves to the right side as he will not be able to move to dodge it.
  2609.  
  2610. Dodging his attacks is simple as long as you know his patterns. In the cast of a missile raid, Night Watchers can use movement techs such as Flash Step, Super Slide, and Forward Backflip Shot to dodge or even outrun the missiles (although you run the risk of crossing paths with someone else's missiles if you plan to outrun them). Or Night Watchers can simply loop the missiles if they don't want the flash. If you're unconfident in your movement abilities, Tolerance Aura and Rising Falcon will be of help to you. [/spoiler]
  2611.  
  2612. [SIZE=4][SIZE=2][B][U]Drabaki[/U][/B]
  2613. [spoiler][CENTER][IMG]http://puu.sh/jFirp/6f602f4016.jpg[/IMG][/CENTER]
  2614. Drabaki raids are as simple as Eltrion raids, although attacks are a little bit harder to avoid and are a bit more punishing than Eltrion's. In Drabaki's default position, Night Watcher can tag his leftmost section with continuous DF Combos for maximum damage. Innocent can be casted safely here too, or players can gamble with their hyper and move in closer to Drabaki's head and land damage on multiple portions of his body during one of his attacks. When Drabaki moves to the right of the map, Night Watchers can again tag his leftmost section of his body with DF Combos. I would not recommend going over to his head for Innocent casts at this part of the battle because it is significantly more risky with his [B]Abyss[/B] attack that sucks players in and there is not much to gain from casting it over there. When Drabaki moves to the left of the map, Night Watchers can target his head for easy Karma, DF Combo, AT, and GS hits.
  2615.  
  2616. There are some key attacks to note from Drabaki. Whenever he transitions, his entire will become the hitbox for an attack and nearby players will be launched for a significant amount of damage. Be sure to stay away from him while he is moving around the map. His head lunges, tail swipes, breath attacks ([B]Dusk Inferno[/B]) and meteor attacks are forewarned by lights in the area that is about to be attacked, so be sure to evacuate the area temporarily if you find yourself in a targeted area. When on the left, attacking the head poses some significant risks but most can be avoided quite easily by ducking out and away from the top platform or using i-frames. His [B]Vile Shockwave[/B] attack when he is in the left position is extremely damaging and encompasses a large area. Your best bet is to use long i-frames through this or to tank it (although with Night Watcher's HP, you may not surivive). [/spoiler]
  2617.  
  2618. [SIZE=4][SIZE=2]
  2619. [spoiler][SIZE=2][B][U]Perkisas[/U][/B]
  2620. [spoiler][I][IMG]http://elwiki.net/wiki/images/1/18/Perkisas3.jpg[/IMG]
  2621. Coming soon[/I][/spoiler][/SIZE][/spoiler][/SIZE][/SIZE]
  2622.  
  2623. [HR][/HR]
  2624.  
  2625. [FONT=fixedsys][SIZE=7][U][COLOR=darkgreen][CENTER]8.0 Ereda ❧[/CENTER]
  2626. [/COLOR][/U][/SIZE][/FONT]
  2627.  
  2628. [I]Note: This section is written from the perspective of pre-8/26 Ereda. On 8/26/15, Ereda mobs were "scaled to level 80" and have substantially higher HP.[/I]
  2629.  
  2630. In my opinion, Night Watcher as a more "early-game" class who doesn't do as well "late-game". Using low MP cost skills, quick cast speeds, and DoTs, Night Watcher brings her team up in the lead first, although this advantage gets to almost negligible in the higher ranks where teams break out quickly even with "late-game" classes. The common Night Watcher Ereda build looks very similar to her Arena build -- so much so that I decided to add an Arena/Ereda hybrid build in one of the previous posts for those who want to do regular PvE, Arena, AND Ereda with just two skill trees. The less common Night Watcher Ereda build looks a lot similar to her PvE build, but there are some differences that can be made to make it look more like a hybrid build.
  2631.  
  2632. For buff selection, I usually build 3-0-2 (1/1/3/1/3) or 4-0-1 (1/1/1/1/3) for Ereda, depending on what rooms are pulled. The 3-0-2 build is for Nasod Inspector of Taranvash room pulls, 4-0-1 is for Trock pulls. If you're having MP struggles, I would lean towards using the 3-0-2 build.
  2633.  
  2634. After some more research, two different Night Watcher Ereda builds have been found to be viable. However, the term "builds" is a little misleading considering that these builds only vary in one or two skills.
  2635.  
  2636. This is what the two different builds look like:
  2637.  
  2638. [spoiler]Buster Build: [URL]http://brokendisc.web.fc2.com/elsword/skillsimulator/English/revamp3/tr.html?800001010000000000200000200101202019000017001600130111000009000008070004[/URL]
  2639.  
  2640. Fungus Build: [URL]http://brokendisc.web.fc2.com/elsword/skillsimulator/English/revamp3/tr.html?800001010000000000200000200101202019000017001600130100110009000008070004[/URL]
  2641.  
  2642. [I]Note that these are [B]pure[/B] Ereda builds, not hybrids. They are not made to be used anywhere else and will be very ineffective outside of Ereda. SP allocation doesn't really matter due to the nature of Ereda as long as you have a point in the desired skill, but I decided to max some things out anyway. Aero Tornado, Briar, and Binding Seed notes are highly recommended. Perfect Storm note is needed as well if players plan to use it.
  2643.  
  2644. Note: Some update in October 2015 patched the fact that a player could possess have both passives in a single row[/I]. [I]Now only the passive that was invested into will be active in Ereda. Fortunately, this change means very little to Night Watcher as Calculated Strike and Sharpen Arrow passives are not very helpful in Ereda.[/I] [/spoiler]
  2645.  
  2646. Like the [B]Turtle[/B] and the [B]Hare[/B], the Buster and Fungus builds excel in different things. Fungus builds concentrate solely on "early-game", giving Night Watchers a relatively cheap but decently damaging bossing skill to help eliminate threats like the Nasod Twins, the Siege Tower, Magmanta, and Taranvash. However, Fungus Night Watchers are relatively weak at the tower with only Karma, Aero Tornado, Fatality, and Fungus to rotate from in addition to >>^XXX. She can barely hold her own at the tower room in regular runs and gets completely left behind in fast matches. The Buster build gives up a portion of Night Watcher's "early-game" power in return for a considerable upgrade for late-game. Buster does a significant amount of damage to the tower and in conjunction with Delayed Fire, can be used as Delayed Buster on Nasod Inspector. I generally advise against using the DF Combo in Ereda considering how slow it is in addition to its high MP cost, but it may be an option after the 8/26/15 patch.
  2647.  
  2648. There is [I]some[/I] freedom in skill choices in these builds. For the most part, Briar is the better option for Ereda Night Watcher, but Thorn Vine Trap is not that  bad of an option if you absolutely cannot get Brier. Wrathful Seeds is generally taken for Night Watchers to help lockdown some mobs, but with how quickly mobs die and how often the tanky ones super-armor, it may not prove to be very useful unless boosted by Delayed Fire. The other choice, Eldrasil's Fury, does get a considerable damage boost when used in conjunction with Delayed Fire, but is extremely slow and lag-sensitive. I think players won't really find too much of a difference in performance if they decide to use Eldrasil's Fury, but be wary that the skill may be rendered useless if any one of the 6-8 players loaded into the Ereda match are laggy.
  2649.  
  2650. [U][SIZE=4][FONT=microsoft sans serif][B]Room 1
  2651. [/B][/FONT][/SIZE][/U]Group the NPCs and DoT it up in room 1 with noted Briar and Binding  Seed, but also generate enough MP to nuke room 2. Fast >>^Z loops  can be used to try and activate Vital Point Piercing for extra MP, but  with the low attack speed you have in that room, I would play it safe  with just simple ZZZ loops. With the use of traps, you should probably  find yourself anywhere from 150 to 300MP for the second room depending  on how often you use the traps and how fast the device goes down. Once the device breaks, rush towards the second room. The surviving NPCs should follow you into the next room and be grouped for slaughter without any time or MP being wasted. The lesser NPCs (the non-guardian) may be unresponsive in following you so make you kill them quickly or get their attention before you leave.
  2652.  
  2653. [SIZE=4][U][FONT=microsoft sans serif][B]Room 2: Magmanta[/B][/FONT][/U][/SIZE]
  2654. Magmanta is a tough pull and you're going to have to rely on teammates  to dish out most of the damage on her. Put traps on her early to pile up the DoT  damage and then help delay chain Magmanta to death with Fungus and/or  Gliding Strike. Fatality should be avoided here because of its short delay time. Karma may be okay, but is quite expensive considering that you just put a Binding Seed and a Briar Trap down. Be sure to hold onto your delays until your team decides to burst as the entire team will be needed in the absence of an Asura, Elemental Master, or Grand Archer. Assist pushing Magmanta towards the end of the map with >>^Z if your team requires it to draw out their maximum damage. If the NPC from the first room is still alive, try to group him together with Magmanta for the kill or deal with him after Magmanta dies or jumps.
  2655.  
  2656. [SIZE=4][U][FONT=microsoft sans serif][B]Room 2: Siege Tower[/B][/FONT][/U][/SIZE]
  2657. If one of your party members doesn't do it, stand in front of the Siege Tower to prevent it from moving. You'll have to watch out for its occasional ramming attack (which may cancel skills and do a significant amount of damage if you're not careful), but you're taking one for the team and allowing everyone to guarantee their damage. As for yourself, splash the Siege Tower down with a Fungus and stack on DoTs with Briar and Binding Seed. Wail on it for some extra MP and Nature Spirit orbs while you're waiting for your trap cooldowns to come off. If the Tower is near death, wipe it out with >>^XXX Nature Spirit orb explosions to save your team some time and yourself some MP. If you're in the front of the Tower, be sure to allow the NPCs from the first room (if there are any surviving) to come close enough to the Tower to be grouped and slaughtered together. Attacking them too early to manually push them may cause them to go into super-armor or stop short of the Tower, so wait for them to come to you. If you're in the back, make sure none of your skills push or hitstun the NPCs from a distance. Fungus in particular has a massive horizontal range and should be used cautiously. Noted Aero Tornado may bring the NPCs together forcefully as well, but the suction range is a little low so you'll have to take that into consideration before using it.
  2658.  
  2659. [SIZE=4][U][FONT=microsoft sans serif][B]Room 2: Nasod Twins[/B][/FONT][/U][/SIZE]
  2660. Aim to take out the protective cores first by dividing your team into two units if your team doesn't have a skill or class that can eliminate both at once. Group the Nasod Twins together yourself using noted Aero Tornado and then splash them with Nature Spirit orbs and Binding Seed + Briar Trap. If your team brings the two together before you do, splash them down with Fungus, Binding Seed, Briar, and some Nature Spirit orbs.
  2661.  
  2662. [SIZE=4][U][FONT=microsoft sans serif][B]Obstacle Course: Zig-Zag[/B][/FONT][/U][/SIZE]
  2663. Fairly straightforward, nothing Night Watcher specific. For the zig-zag  room, you can do >>V^/<<V^ to sweep under the pillar  obstacle like how Elswords use >>VZZZ. This >>V^/<<V^ movement is shared between all Renas. Another option is to move using fast stomps and high jumps to rapidly move  up and across platforms and this is generally safer as you have more control in pinpointing your descent location and isn't actually too much slower than the first movement option. The other obstacle course rooms are rather straightforward and aren't even Rena-specific, so I will not cover them in this guide.
  2664.  
  2665. [SIZE=4][FONT=microsoft sans serif][B][U]Room 4: Nasod Inspector[/U][/B][/FONT][/SIZE]
  2666. Taking down Nasod Inspector is going to require a good chunk of contribution from your teammates. Your strategy will vary a bit depending on how much MP you have entering this room. Typically, I like to splash Nature Spirit Orbs to start with Binding Seed and Briar Trap before blowing him up with Fungus and then picking the blue buff and going into Aero Tornado. Make sure you're awakened if you decide to use Aero Tornado. Delayed Buster or even the DF Combo and Karma may be viable or possibly even mandatory after the 8/26/15 buff, but these are other options (although these options will do little to delay him for your team, you will be dealing a significant amount of damage and hopefully your team will delay cover for you).
  2667.  
  2668. [SIZE=4][FONT=microsoft sans serif][B][U]Room 4: Taranvash[/U][/B][/FONT][/SIZE]
  2669. A pretty nasty pull, Taranvash is a bit beefy (and also tends to dodge skills a lot due to her being glitchy and teleporting around) but falls pretty easily to DoTs. Stabilize Taranvash with noted Aero Tornado's suction for your team before splashing her down with Nature Spirit orbs, Briar Trap, and Binding Seed. Fungus is also a pretty good option to layer some good damage on her. Buster may be a bit unreliable here considering Taranvash's tendency to warp.
  2670.  
  2671. [SIZE=4][FONT=microsoft sans serif][B][U]Room 4: Trocks[/U][/B][/FONT][/SIZE]
  2672. If Trocks, you can farm damage points for an inflated score by putting  down Wrathful Seeds or Thorn Vine Trap (if you don't have Briar) and  killing the trocks. I would recommend just farming Nature Orbs and MP  off of them though and allowing your team to gather their resources for the Ereda Tower.
  2673.  
  2674. [U][SIZE=4][FONT=microsoft sans serif][B]Ereda Tower[/B][/FONT][/SIZE][/U]
  2675. NW doesn't have anything fancy to her like WS' double Violent Attack or GA's double Gungnir nor are any of her skills very powerful at Ereda's default skill level 1 (I would not recommend getting the red buff). Karma does an okay amount of damage, but requires some positioning and still pales to other characters' 300MPs. Fungus Night Watcher has a pretty rough time at the Ereda Tower having to alternate between Fungus, Fatality, Karma/Aero Tornado for high MP nukes or just dumping all of her MP and then relying on >>^XXX Nature Spirit orb damage for the rest of the match. Gathering MP is a bit of a pain for Night Watcher. Most players are stuck using ZZZ for quick MP gathering, but the gain is still pretty abysmal. Proficient players can execute very fast >>^Z loops for quick Vital Point Piercing procs in addition to a decent hit rate for MP now that they have enough attack speed in this room, but players must be very experienced and consistent in order to select this loop.
  2676.  
  2677. Buster builds have a somewhat better time in the Ereda Tower room than Fungus builds, although the MP hungry issue still persists. Buster replaces Fungus in the skill rotation line-up, but puts out a significant amount of damage and is well-worth the MP it costs. Buster Night Watchers will generally get better damage scores than Fungus builds at the Ereda Tower room if you set all other variables equal.
  2678.  
  2679. [HR][/HR]
  2680.  
  2681. [CENTER][SIZE=4][FONT=fixedsys][SIZE=7][U][COLOR=darkgreen]9.0 Fine-Tuning Title Runs ❧
  2682. [/COLOR][/U][/SIZE][/FONT][/SIZE]
  2683.  
  2684. [/CENTER]
  2685. [SIZE=4][U][FONT=microsoft sans serif][B] Reaper/Lightspeed (Pre-4/29/15 Patch)[/B][/FONT][/U][/SIZE]
  2686. [SIZE=4][SIZE=2][SIZE=4][SIZE=2][spoiler][SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2]For  many, the task of Lightspeed and Reaper looks incredibly daunting as a  Night Watcher. After all, most players perceive Night Watcher as a  PvP-oriented class with absolutely no merits in PvE outside of her  outdated Phoenix Strike. Most Night Watchers went through their title runs permanently glued to some sort of mount. However, if you have made it this far into this  guide, you should know very well that Night Watcher is far from helpless in a Reaper/Lightspeed run. She needs not be carried by "top-tier" classes, nor does she need to heavily rely on mounts for these runs. [/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]
  2687.  
  2688. Analysis and Overview of Pre-4/29/16 Heart of Behemoth:
  2689. [spoiler]Call it Stockholm's Syndrome, but I do believe that pre-4/29/15 Heart of Behemoth (7-6) was perhaps one of the most beautifully crafted dungeons in all of Elrios. Although many of the rooms were highly favorable to classes with room-clearing capabilities, there were also many targets with tremendous HP pools that required significant bossing potential to defeat them as soon as possible lest they spawn more mobs. Pre-4/29/15 HoB, unlike virtually every other dungeon in existence, was welcoming to characters of all capabilities. Although secret dungeons and other areas may require both clearing and bossing abilities, there is still a heavy emphasis on classes possessing field-clears. Pre-4/29/15 HoB equalized the playing field and offset incredible class imbalances that dominate the other dungeons of Elrios. Teams with seemingly weak PvE classes were able to compete and even outmatch teams filled with "top-tier" PvE classes in both run speed and efficiency. I would dare and say that Heart of Behemoth had its own separate meta, a tier list that was quite different from the well-established tier lists crafted for Henir and secret dungeons/general PvE. Additionally, pre-4/29/15 Final Karis was one of two enemies in the game (the other being the grave that must be killed to achieve the [B]Grave Skip[/B]) demonstrated the importance of bursting down. Although killing opponents as fast as possible was always an important thing to do in PvE, only the [B]Grave Skip[/B] and this version of Final Karis truly showed just [B][I]how[/I][/B] important bursting is. Failure to fully KO Final Karis had extreme consequences, adding an entire minute or more to run times. Because Final Karis is immune to delay chains even before the 4/29/15 patch, she truly put players to the test on how quickly they deliver damage in the least amount of time and frames.
  2690.  
  2691. This dungeon as a whole put players to the test in virtually everything in a PvE environment: MP and cooldown efficiency, teamwork and adaptation, development of new strategies, optimization of frames and time, etc. And most importantly, it opened its doors to all classes and offered a rare chance for any player to be useful. It is truly a shame that this version was erased after the 4/29/15 patch. [/spoiler]
  2692.  
  2693. The key features of this old version of Heart of Behemoth were:
  2694. [LIST]
  2695. [*]Low HP/defense mobs, including spawned mobs (with the exception of Bon Dominations)
  2696. [*]Mob spawners with extremely high HP and mini-bosses with significant amounts of HP in almost all rooms
  2697. [*]Rooms with mobs that are incredibly easy to "compartmentalize" or section off with the exception of a few flying mobs
  2698. [*]An extremely tanky Final Karis
  2699. [/LIST]
  2700.  
  2701. Simply looking at these characteristics, it is clear that both clearing-oriented and bossing-oriented classes have roles to play in fast runs.
  2702.  
  2703. This version of HoB is a final exam of a sort on one's ability to maximize DF Combo output and to exercise your mastery over applying general PvE concepts and skills. Because almost every room is filled with multiple beefy bossing targets, this dungeon is one of few places where Night Watcher's incredible [SIZE=2]9500%-10000%+ damage per 13 seconds goes from theory to reality. Furthermore, most targets in this dungeon are stationary, making set-ups consistent and easy. Other concepts, such as [B]bursting[/B], [B]team composition[/B], [B]optimal use of animation frames[/B], and other standard PvE "know-how" will be instrumental in being successful as a Night Watcher in this dungeon.
  2704.  
  2705. However, despite Night Watcher's overwhelming strength in 7-6, she still suffers from the same weaknesses that plague her regular PvE game. Although she does have mobbing options, mobbing isn't one of her strong points. Both bossing and clearing characters are required to clear this dungeon and Night Watcher only fulfills the bossing role (although she ranks extremely high for a bossing role in 7-6). It is best to pair her up with at least one clearing/mobbing-oriented class (CBS, GA, AS, TT, EM, MM, VC, etc.) and perhaps another bossing-oriented class (VC, CrA, GA, TT, DC, RS, CEm etc.) to lighten the MP load that NW handles and to target other beefy spawners in the rooms. The fourth member can fulfill either bossing or mobbing roles, whichever is needed by specific your team more.
  2706. [/SIZE][CENTER]
  2707. [B][U]Room-by-Room Analysis[/U][/B]
  2708. [/CENTER]
  2709.  
  2710. [B][U]Room 1:[/U][/B] The beginning of HoB is the roughest part for Night Watcher. This room along with the second room have no targets for her bossing to capitalize on and are mostly delegated to classes with capabilities. This room can be sectioned off into two parts of ground mobs and a couple flying mobs hovering over each section. If this room isn't obliterated by your teammates, you can take on one of the sections using Gliding Strike (don't forget to awaken prior), which is actually quite effective. A Thorn Vine Trap placement can help take out remaining mobs and Siege can quickly deal with the aerial mobs and save your team from wasting precious seconds awkwardly batting at them.
  2711.  
  2712. [U][B]Room 2:[/B][/U] This room is similar to the first room in being somewhat unfriendly towards Night Watcher. This room is significantly longer than the first and has a third section of mobs near the back. This room tends to be hit by a field-clearing [B]hyperactive[/B]. If your team doesn't obliterate this room as well, you can assist by again using awakened Gliding Strike to eliminate one of the first two sections. Another option would be to dash towards the back while deploying Thorn Vine Traps before turning around and splashing aggro'd mobs with Siege. Clean-up with DF-EF, Thorn Vine Trap, and Siege appropriately. Prime your DF when you're ready
  2713.  
  2714. [U][B]Room 3:[/B][/U] This room isn't as long as the second room, but is still of some considerable length. There are two major priorities in this room -- the two tentacle spawners that reach out from the background when a player comes into close proximity. It should be noted that they do inflict a hitstun when they land so players should take caution to not have their skills cancelled, especially if it is a DF Combo set-up. Some mobs litter the middle area between the two spawners and others occupy the back of the room. A decent amount of flying mobs also take up the airspace in this room. Ideally, a clearing skill will eliminate the majority of trash mobs in the room and leave just the spawners alive. However, if the spawners are left alive, they will spawn additional trash mobs that will require more MP and effort to eliminate after your clearing teammate has already expended their resources. Although this version of 7-6 spawns rather squishy tentacles that are killed rather effortlessly, it would save a good amount of time to skip this entirely by eliminating the spawners as quickly as possible. Night Watchers should split away from their team and take on one of the two spawners. This version boasts rather tanky spawners, so a Gliding Strike + a Fire Orb may be necessary after a DF Combo to completely kill the spawner. Clean-up should be a rather basic task. Do note that the flying mobs in this room have been known to behave erratically and may fly extremely high, out of range of most characters. This typically happens if a player is AFK at the start of the room and the flying mob locks onto them. This won't be an issue in pre-made teams, but as this room does boast a rather large airspace, make sure that your DF-EF and Siege aiming is on mark.
  2715.  
  2716. [U][B]Room 4: [/B][/U]This room is somewhat similar to the third room. Although it boasts a low amount of flying mobs, it is home to an additional tentacle spawner for a total of three spawners. This room would ideally have a clearing skill or [B]field-clearing hyperactive[/B] open up and eliminate the trash mobs, but the priorities, of course, remain to be the tentacle spawners. This room will demand a considerable amount of resources without the help of hyperactives. Luckily, this place is ideal for Night Watcher to drop her Innocent. If NWs choose not to use their hyperactive here, they must hold onto it until the battle with Final Karis as it will not be able to come off of cooldown in time. Innocent should be aimed somewhere on the middle spawner and somewhat close to a nearby tentacle spawner in order to maximize collateral damage. Innocent should nearly eliminate the spawner on its own so Night Watchers should wrap up their work-space by eliminating remaining mobs and then moving on to assist other teammates. It may not be wise to use DF Combos when assisting them as they are likely to have delivered a massive amount of damage on the mobs, but do so if they're struggling. Assist with clean-up and proceed to the next room. Prime your DF Combo as it will be quite important for this upcoming room.
  2717.  
  2718. [U][B]Room 5:[/B][/U] This room possesses a few trash mobs and a single large tentacle spawner. Unlike the others, its descent is not accompanied by a hit and will not cancel skills if it happens to land on a player. It is incredibly tanky, especially if it is buffed with an attribute. A Wind Orb should be tossed at the spawner and nuked accordingly. This may require more than a single member of your team. Priming Delayed Fire from the previous room is instrumental in helping your team destroy the spawner extremely quickly followed by Aero Tornado, Fire Orbs, or Gliding Strike. Have at least one member of your team clean up the trash mobs surrounding the spawner. Competent teams should not have a tentacle spawning in this room. It is also extremely troublesome to have tentacles spawn in this room specfically because they have an extraordinarily long dying animation and will stall the door to the next room from becoming tangible. Prime your Delayed Fire if you wish.
  2719.  
  2720. [U][B]Room 6: [/B][/U]This room has two priority targets: two large tentacle "towers" that spawn mobile mobs rather than stationary tentacles. There are, of course, trash mobs littering the area but come last in priority. The spawners will emerge from the ground and inflict hitstuns on nearby players, so be wary and avoid getting skills cancelled. Players should exercise extra caution in this room as it has the highest probability of having a skill cancelled. In addition to the initial tentacle emerging hit, spawned mobs quickly clutter the room and can throw hitboxes at players as they come out of their i-frames if they happen to be outside of delay range. Like all bossing targets, these should be taken on with DF Combo. Since the DF Combo is extremely vulnerable, extra care should be taken when setting up. If necessary, splash down the area with Aero Tornado and Gliding Strike to get rid of nuisances in addition to damaging the tower (as the DF Combo will not be enough by itself). Assist your team with clean-up afterwards as there will likely be a good amount of trash leftover if your team has low collateral damage. Prime your Delayed Fire if you wish.
  2721.  
  2722. [B][U]Room 7:[/U][/B] This room has a single priority target of a single enlarged tentacle "tower" that also spawns mobile mobs. Trash mobs litter the area, including some moderately tanky "Bon Dominations" (although not tanky enough to warrant your heavier bossing skills). Like the other tentacle towers, a hitstun is delivered when the tower emerges from the ground. Therefore, Night Watchers should hold back on setting up the Buster part of their DF Combo. As your team triggers the tower's emergence, weaken other mobs with skills such as Thorn Vine Trap and Siege. When the tower emerges, finish your DF Combo set-up and detonate it, following with Gliding Strike for extra collateral damage. This room is subject to being hit with a hyperactive if your team is strong enough to not need it for killing Final Karis.
  2723.  
  2724. [U][B]Room 8:[/B][/U] The mini-boss room. The room is sectioned off into two distinct parts with a random mini-boss in both sections. Two of the following mini-bosses will appear: Incubus: Incoolord, Slayer: Anud, Succubus: Erilot, and Waldo Abomination. However, no same two mini-bosses will spawn at a time. This room is merely annoying in that the mini-bosses are a bit tanky and have many attacks or mechanics that drain a lot of time from a run if they are allowed to happen. Additionally, surrounding mobs can be disruptive to players trying to swiftly kill the mini-bosses. It is best for a [B]field-clearing hyperactive[/B] to be dropped here to wipe out the trash nuisances and to knock Erilot out of the sky if she was drawn. Extermination of the mini-bosses should quickly follow during or after the hyper. In the absence of such a hyper, one or two field clearing skills should be deployed as the team splits off into pairs to handle the mini-bosses. If faced with Erilot, Night Watchers should tactically deploy DF-EF to strike her in addition to Siege volleys and a Gliding Strike. Prime if you want to.
  2725.  
  2726. [U][B]Room 9:[/B][/U] This room is home to a single priority target -- a Trachea capable of spawning Bon Abominations. It is situated in the middle of the room and is flanked by two groups of mobs. The trachea first spawns Crimson Eggs that eventually hatches out Bon Abonimations, which are annoyingly tough mobs that consume some resources and time to take down. Even though the Eggs take some time to hatch and can be destroyed before hatching, the Trachea can spawn them virtually anywhere in the room, making it difficult to deliver collateral damage onto the eggs while also taking down the trachea. The most common strategy is to take down the Trachea first, of course. Night Watcher can assist using her DF Combo, Gliding Strike, and Aero Tornado. For mobbing options, Night Watcher can use Siege, Gliding Strike, and Thorn Vine Trap. There is a certain degree of flexibility to the strategies to this room outside of the trachea rush-down. Teams should decide how they want to split their team between the three sections, when they want to split and converge units, and when they want to hit each section. [SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2]Prime if you want to.[/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]
  2727.  
  2728. Note: If you need to take out Crimson Eggs quickly, >>^XXX Nature Spirit orb dumps are rather quick in addition to Siege-NS Orb knocks in conjunction with Thorn Vine Trap. A popular strategy for this room is opening with a Fire Orb toss to eliminate or severely cripple the first group of mobs and drawing their aggro quickly.
  2729. [U][B]
  2730. Room 10:[/B][/U] This room contains two Tracheas and an almost negligible amount of trash mobs, provided that no or very few Bon Abonimations are allowed to spawn. The team should split into two pairs and target both Tracheas simultaneously. The usual DF Combo should suffice and given that your teammate is cooperative, additional skills should not be necessary. Prime after you finish this room as it will be extremely important for bursting down Final Karis.
  2731.  
  2732. [B][U]Boss Room:[/U][/B] Full-bursting Final Karis is perhaps as important or even more important than 5-x's [B]Grave Skip[/B]. Failure to eliminate Final Karis swiftly could add an additional 30 seconds to a full minute onto run times.
  2733.  
  2734. This version of Final Karis is extremely tanky and can prove to be difficult to eliminate in a single round. She has two thresholds in which she will retreat her core and avoid any additional damage for some time (until her summoned tentacle towers are eliminated). These thresholds appear around ~28 bars and ~16 bars. These retreats are nuisances that add massive amounts of time to runs, so they are best avoided completely by killing Karis in a single round. Even though delay chains on bosses were possible at the time of this version, Final Karis is not affected by delay chains due to her being in the background of the stage and out of the party's delay range. Without delay chains, the only option to eliminate her completely is to deliver massive amounts of damage to her before she recognizes that she has to retreat. When a team is bursting Karis down, it will take her some time to register that she must retreat when she drops below 28 bars. The total window for taking out Karis before her retreat is small, totaling to about 12-15 seconds. Therefore, your team must be capable of taking her from 40 to 0 in a maximum of 15 seconds and must plan their actions accordingly to maximize their damage within the limited amount of frames and seconds provided to them.
  2735.  
  2736. Luckily, [B]Turtle[/B] Night Watcher is no slacker. Her Delayed-Innocent combo will be instrumental in taking down Karis (takes out 25%+ of this Karis with a +8 and Wind Orb). Teams should assist Night Watcher in maximizing her damage potential by bursting [I][B]after [/B][/I]her set-up. Teams that burst early before Night Watcher sets up will limit the amount of damage her Innocent will be able to inflict on Karis. To not hold up the team, Night Watchers should race to Karis' core with her DF Combo primed and set-up as the others do their preparations if they have any. Once she is finished, the team should throw a Wind Orb at Karis and begin the burst. Water orbs can be thrown to keep Karis locked down even longer if the team needs it. Night Watcher will probably be unable to throw any herself, however, as Innocent does have a considerable cast and recovery time.
  2737.  
  2738. Standard Reaper runs of this version should range from 4:10-4:50 in times at a +7/+8 enhancement level.
  2739.  
  2740. [B][U]Lightspeed[/U][/B]
  2741. Lightspeed runs vary little from the standard Reaper run. Lightspeed runs are simply streamlined Reaper runs in which little time is spent on clean-up and most party members don't have to backtrack to help others in need as each member is fully capable of handling themselves. Successful Karis kills and good team chemistry are mandatory. The only issue is Night Watcher's overall score, which ranks extremely low due to the fact that DF Combo has a low hit count.
  2742.  
  2743. SS is required to attain Lightspeed and is only really achieved by Night Watchers who use Gliding Strike many times. In a Lightspeed run, there is little opportunity to deliver Gliding Strikes so scores tend to be A or S. Night Watchers should use a GoD potion such as Rosso's Blazing Ring, Tracker's Madness, or Blessed Tracker's Elixir to boost their score up to SS. Or a decent mount if they should possess one. The time score is of no concern for obtaining this title to Night Watcher and additional items should solve the issue with score.
  2744. [/spoiler][/SIZE][/SIZE][/SIZE][/SIZE]
  2745.  
  2746. [U][SIZE=4][FONT=microsoft sans serif][B]Reaper/Lightspeed (Post-4/29/15 Patch)[/B][/FONT][/SIZE][/U]
  2747.  [SIZE=4][SIZE=2][spoiler]This version of Heart of Behemoth is the currently existing one. There have been some major changes to this dungeon and personally, I dislike them when compared to the previous version of Heart of Behemoth.
  2748. [SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2]
  2749. The key features of this old version of Heart of Behemoth were:
  2750. [LIST]
  2751. [*]Buffed HP/defense on mobs, especially tentacles spawned in rooms 3 and 4.
  2752. [*]Mob spawners with high HP (slightly lower than the last version) and mini-bosses with significant amounts of HP in almost all rooms
  2753. [*]The mini-bosses in Room 8 are now immune to delays
  2754. [*]Rooms with mobs that are incredibly easy to "compartmentalize" or section off with the exception of a few flying mobs
  2755. [*]An extremely weak Final Karis
  2756. [/LIST]
  2757. [/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]
  2758. The changes to Heart of Behemoth have turned the Karis battle into a joke in exchange for making the rest of the dungeon excessively annoying and troublesome. Because of the buffs to trash mobs, they are less akin to trash and are more akin to freakish monsters of incredible vitality (perhaps not at 80 cap, however). Dungeon runs require a lot more MP because "trash" mobs infest the place. The one mark of a skilled party, the Karis burst, was erased completely. Extreme emphasis is put on [I]flawless[/I] elimination of spawners (which isn't practical to acquire on all runs due to some characters being disadvantaged relative to others) and even more emphasis is put on clearing classes who must clean up the disgustingly tough mobs that spawn when perfect kills of every spawner cannot be achieved. In all practicality, this version of the dungeon has shifted over to favor those with clearing capabilities. The dungeon still is a little more fair to classes of all abilities, but the new cost for disadvantaged classes is not a pretty one to pay.
  2759.  
  2760. The dungeon run will be pretty much the same as the other version of HoB with some small differences, listed below (the original text has been omitted. If you want to see it, refer to the pre-4/29/15 Reaper subsection):
  2761.  
  2762. [SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2][CENTER][B][U]Room-by-Room Analysis[/U][/B]
  2763. [/CENTER]
  2764.  
  2765. [B][U]Room 1:[/U][/B]  There mobs are significantly tankier than before. Be sure to assist your team with GS, TVT, DF-EF, and Siege when necessary.
  2766.  
  2767. [U][B]Room 2:[/B][/U] [SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2]There mobs are significantly tankier than before. Be sure to assist your team with GS, TVT, DF-EF, and Siege when necessary.[/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]
  2768.  
  2769. [U][B]Room 3:[/B][/U] Due to the long set-up time of DF Combo, some tentacles will inevitably spawn. A simple DF Combo and a GS should down the tentacles, but the spawned tentacles are capable of tanking a Fire Orb, Fatality, and a Thorn Vine Trap with several NS orbs and survive. Use priming to try and overcome the slowness of DF and try and put those spawners away immediately. If the Final Karis battle was instrumental in deciding a good run in pre-4/29/15 Heart of Behemoth, then rooms 3 and 4 would be instrumental in deciding a good run in post-4/29/15. These rooms must be cleared efficiently or the spawned tentacles will bog the entire run down.
  2770.  
  2771. [U][B]Room 4:[/B][/U] Because Final Karis was nerfed incredibly hard, Night Watchers are no longer restricted in their hyperactive usage and can drop it in rooms beyond #4 since it is unnecessary for slaying Karis. However, I would still recommend using Innocent here due to its devastating damage and range, completely demolishing the tentacles that spawn during its somewhat slow cast time. [SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2]If the Final Karis battle was instrumental in deciding a  good run in pre-4/29/15 Heart of Behemoth, then rooms 3 and 4 would be  instrumental in deciding a good run in post-4/29/15. These rooms must be  cleared efficiently or the spawned tentacles will bog the entire run down. [/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]
  2772.  
  2773. [U][B]Room 5:[/B][/U] With the aid of a Wind Orb, a +8 Night Watcher is capable of instantly destroying the tentacle spawner with a single DF Combo. This makes it one of the most effective methods to tackle this room when coupled with priming. Although it has low collateral damage on the surrounding mobs, DF Combo does the job quickly, unlike methods such as Gungnir and Night Parade.
  2774.  
  2775. [U][B]Room 6: [/B][/U]The tentacles are slightly lighter in HP and the mobs aren't terribly troublesome. Aero Tornado and Gliding Strike will be of immense use here and a DF Combo may not even be required if you have the help of one or two of your comrades.
  2776.  
  2777. [B][U]Room 7:[/U][/B] The changes seem to be pretty negligible in this room. Since Karis got nerfed, expect a hyper to come down here.
  2778.  
  2779. [U][B]Room 8:[/B][/U] With the new delay immunity acquired by the mini-bosses, this room has gotten a lot more annoying since the bosses have a lot of time-wasting attacks and mechanics and won't stop for anyone. Setting up DF Combos is pretty dangerous on them now and heavy hitstuns will need to be employed to keep them pinned during set-up. However, the threat of interfering mobs surrounding the area still exists and are more likely to provide that intervention as more focus and resources must be allocated to the mini-bosses. Gliding Strike on Erilot is now a gamble and players should be cautious of how they aim their aerial special actives. The need for a [B]field-clearing[/B] [B]hyperactive[/B] has increased by a good deal to try and avoid the new problems that have arisen.
  2780.  
  2781. [U][B]Room 9:[/B][/U] Tracheas are less tanky, thankfully. Your team should be more open to splitting up and dealing with the various sections simultaneously since there is no need to dogpile onto the Trachea to kill it quickly.
  2782. [U][B]
  2783. Room 10:[/B][/U] Strategy remains the same. Tracheas are less tanky, exercise a [I]little[/I] restraint so that you don't waste too many resources on overkilling.  
  2784.  
  2785. [B][U]Boss Room:[/U][/B] Toss a Wind Orb and just kill her. A duo could full-burst her successfully with relative ease. [/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]
  2786.  
  2787. [SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2]Standard Reaper runs of this version should range from 4:20-4:50 in times at a +7/+8 enhancement level.[/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]
  2788.  
  2789. [SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2][B][U]Lightspeed[/U][/B][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]
  2790. Same as before. Make sure you don't lose a lot of time bogged down by buffed mobs and score raising aids are more important now than ever before.
  2791. [/spoiler][/SIZE][/SIZE]
  2792.  
  2793. [SIZE=4][SIZE=2][U][SIZE=4][FONT=microsoft sans serif][B]Passion Pay[/B][/FONT][/SIZE][/U]
  2794. [SIZE=4][SIZE=2][spoiler][SIZE=3][B][U]8-3[/U][/B][/SIZE]
  2795. This map is just really awkward. Many mobs are put at a distance just outside of one's comfort range to group and the elevation changes and curves are quite unforgiving. Those with low MP cost and decently large AoEs will navigate this map pretty easily. Hitbox advantage isn't as stressed here as long as you have one comparable to the size of Gliding Strike. Only homing skills and the like retain their enormous hitbox advantages.
  2796.  
  2797. [SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2][U][B]Hare Night Watcher[/B][/U][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]
  2798. Hares generally do a "dump-and-go" method with Seeds of Wrath, Fungus, and Gliding Strike. Pretty basic, just groups that aren't being hit by other players. If a Murloch gets a chance to summon Mermen, just kill the Murloch and move on. If you want, you can farm the Mermen for MP or awakening but killing them is unnecessary. The mini-boss battle is pretty straightforward, hit him with Aero Tornado and Fungus. Sirena the Mermaid is a bit annoying considering that you're a Hare, but nuke her down with your hyperactive, Aero Tornado, and Fungus when your team goes in. Provide orb support if necessary.
  2799.  
  2800. [SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2][B][U]Turtle Night Watcher[/U][/B][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]
  2801. Gliding Strike, Siege, DF-EF, and Thorn Vine Trap is going to help you out here. You'll straggle a little bit, but you should be able to hold your own in the mobbing sector. DF Combo the mini-boss, Delayed-Innocent on Sirena. Pretty basic.
  2802.  
  2803.  
  2804. [SIZE=3][B][U]8-4[/U][/B][/SIZE]
  2805. This dungeon heavily emphasizes the fast and those with incredible hitboxes. Grouping is almost thrown completely out of the window minus the last room before the Ignia battle (although grouping is very uncommon in this room as well). The Hare Night Watcher build will excel here while Turtle Night Watcher will see very opportunities to see action outside of the Ignia boss battle. Smart use of Siege, Gliding Strike, and Thorn Vine Trap will keep Turtle Night Watcher afloat outside of the Ignia fight, but the Turtle build is very unsuited for Volcanic Flame Entrance.
  2806. [U]
  2807. [B]Hare Night Watcher[/B][/U]
  2808. Hare Night Watcher can employ a "dump-and-go" method of mobbing in Volcanic Flame Entrance by planting Seeds of Wrath and Thorn Vine Traps in less cluttered areas, nuking groups of mobs with Fungus, Gliding Strike, or Perfect Storm, and downing fliying mobs with Fungus, Perfect Storm, Gliding Strike, or Siege. More cluttered rooms such as the 4th room can be nuked down by Aero Tornado, although the suction will probably not be enough to justify the MP dump. The "dump-and-go" strategy begrudgingly works for most rooms and will unlikely change considering that there is no real actual plan needed for tackling this dungeon and everyone else will likely be employing the same approach. Make sure to divide the workload up to speed up runs. For Ignia, Night Watcher can help to quickly down the summoned monsters using a combination of Thorn Vine Trap, Fungus, and either Fatality or Gliding Strike. A plain and simple noted Aero Tornado will suffice as well. A quick burst of Ignia will be placed more on the team as Hare Night Watcher can only really toss Wind/Water orbs and then follow up with Fungus+Innocent. Two to three minute should be expected of Passion Pay runs.
  2809.  
  2810. [B][U]Turtle Night Watcher[/U][/B]
  2811. Turtle Night Watcher employs a far less efficient "dump-and-go" method of mobbing than Hare Night Watchers do in Volcanic Flame Entrance as she is limited to just Thorn Vine Trap, Gliding Strike, and Siege. [SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2]More  cluttered rooms such as the 4th room can be nuked down by Aero Tornado, which should clear out all but one or two mobs when aimed beneath the platform towards the center. [SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2]For  Ignia, Night Watcher can help to quickly down the summoned monsters  using a combination of Thorn Vine Trap and Gliding Strike or a plain noted Aero Tornado. Night Watcher could set-up her Delayed Fire combo here, but this is risky considering how often Ignia warps around. The Delayed-Innocent combo will deliver a heavy amount of damage against Ignia, but will require a lot of freeze support to keep Ignia locked in place. [SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=4][SIZE=2]Two to three minute should be expected of Passion Pay runs.[/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]
  2812.  
  2813. It has not been tested yet if the DF combo can reach Ignia at her highest flight point.[/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]
  2814. [/spoiler][/SIZE][/SIZE][/SIZE][/SIZE]
  2815.  
  2816. [FONT=microsoft sans serif][U][SIZE=4][B]Oath of Ruin[/B][/SIZE][/U][/FONT]
  2817. [spoiler]Although Night Watcher is extremely capable in PvE, there are some places where she just does not measure up. In some cases, reality must be accepted. This is the case for 8-6, the dungeon where the [B]Oath of Ruin[/B] title is obtained. We are not miracle workers and there is little that Night Watcher can do that will actually contribute to a fast run that other classes cannot do better.
  2818.  
  2819. Although I despise the use of mounts, I suggest you use a clearing-type mount if you're serious about getting this title. There is nothing that Night Watcher can really do as a class to contribute to her team here. The other alternative is to wait for renewal Night Watcher, who is much more capable at handling 8-6 than the current Night Watcher.
  2820.  
  2821. The characteristics of 8-6 help explain why the current Night Watcher is so weak in 8-6:
  2822.  
  2823. [LIST]
  2824. [*]The Grand Cavern: Chasm of the Divided Land dungeon is characterized by extremely large, linear rooms with pockets of mobs scattered about. This design was most likely used in order to dilute field-clearing classes from completely bull-dozing the dungeon by making the rooms long enough to place mobs well out of range of conventional clearing skills and spreading mobs thinly so the MP cost of using such skills seems rather expensive for the relatively small amount of mobs that are killed with this. However, this is a poor design as it 1) did not curb the dominance of field-clearing classes at all and 2) damaged the capabilities of classes that are more attuned to bossing than clearing. Most parties address the large spacious rooms and scattered mobs with not one, but two or three clearing-type classes. By packing more clearing-type classes than before, parties have completely waved off the small hurdle that has been set before them. It also did not address classes who were already capable of doing sustained linear clears and those with hitboxes that cover the entire map or large portions of it (such as certain hyperactives and classes like MM and BH). Bossing-type characters such as Night Watcher have been "crowded out" due to their lackluster clearing and mobbing abilities.
  2825. [*]Unlike Heart of Behemoth, 8-6 contains little to no beefy targets or mini-bosses to be picked off. This means there is virtually no role that bossing-type characters such as Night Watcher to take in these dungeons and cannot actually contribute to a fast run time compared to many other classes with better mobbing capabilities. The [B]Berserker Armageddon[/B] is perhaps the only target that Night Watcher can take on besides for [B]Scar[/B] himself, but she doesn't actually speed up the run in either of those two cases. In the [B]Berserker Armageddon[/B] room, teams usually split up into two units -- one for ths [B]Sphere of Unity[/B] and its mobs and the other for taking on the [B]Berserker Armageddon[/B]. The [B]Berserker Armageddon [/B]is not particularly tanky, so the other teammate alongside Night Watcher could probably easily wipe most of the mini-boss' HP by the time the Night Watcher finishes her set-up. In that case, most parties will probably receive no benefits from waiting on Night Watcher to set-up and it would be in their best interest to completely disregard her set-ups and pay no respect towards it, making team synergy rather rough. Additionally, Night Watcher's strength is in sustained bossing power -- however, the fact that there is nothing relevant to use her bossing power on, her greatest strength is wasted and she becomes below average even in the bossing sector because of the slowness of her DF Combo. Night Watcher can perhaps shine against Scar, but the fact that she can only really help here in the entire dungeon run (some parties may not even need her help) makes her a rather poor choice as a teammate as most other classes can surely contribute throughout the entire run in comparison. Other bossing targets include [B]Traitor Ignia[/B] and the [B]Demon Siblings Jin and In[/B]. Night Watcher helps little against the [B]Traitor Ignia[/B] mini-boss battle as she is basically the only target in the room and is rather squishy. She will likely die long before Night Watcher does her set-up under the fire of the other three party members. This is the same scenario that plays out with [B]Jin and In[/B] as they are easily grouped together to occupy the same location -- making them basically a single target coming under fire of the entire party. Naturally, like [B]Ignia[/B], they are eliminated almost immediately. There are trash mobs in these two mini-boss battles, but most parties tend to ignore them due to the massive amount of collateral damage that is dealt by their skills or possess skills that can quickly clean them up before they set in on the mini-boss. The [B]Spheres of Unity[/B] are considerably tanky as well, but I would not label them as bossing type targets. Even in the case with these [B]Spheres[/B], they are invincible until a trigger message appears for players to attack them. This trigger message is affected by delays, so Night Watchers cannot cast the Buster portion of their DF Combo and can only set-up the DF and EF (if EF doesn't roll off of the platforms that these [B]Spheres[/B] are typically situated on) portion of the combo until the message appears. Even if Night Watcher can move rapidly to these [B]Spheres of Unity[/B] (although she probably will be outpaced by mounts), that does not mean she can actually eliminate them faster than most other classes can. The cost of her DF Combo and the fact that she doesn't necessarily kill these [B]Spheres[/B] faster than other classes means that she does not even give a meaningful contribution to a run time against these structures.
  2826. [/LIST]
  2827.  
  2828. Overall, pre-renewal Night Watcher possesses nothing in her kit that can contribute to making a fast run. For the most part, she will be dragged along for the ride and will be essentially carried through fast runs without ever contributing to them. This is because the dungeon design buries her biggest strengths and brings out her biggest flaws: [B]slow bossing, inflexible skills (this goes hand-in hand with her slow bossing), and lackluster mobbing capabilities[/B].
  2829.  
  2830. Typically, organized Oath runs take 3.0 - 4.5 minutes.
  2831. [/spoiler]
  2832.  
  2833. [HR][/HR]
  2834.  
  2835. [CENTER][I][FONT=lucida console][FONT=fixedsys][SIZE=7][U][COLOR=darkgreen]☙ 10.0A Team Synergy ❧[/COLOR][/U][/SIZE][/FONT][/FONT][/I]
  2836. [IMG]http://e-shuushuu.net/images/2015-05-20-736722.png[/IMG]
  2837. [/CENTER]
  2838. This section will be focused on examining other character's kits and typical behaviors and how it interacts with Night Watcher in PvE. With this knowledge, Night Watchers should be able to formulate particular strategies and plans to tackle specific rooms and dungeons efficiently no matter who is in the party. This section will mostly be written from a party play standpoint ranging from duos to full parties of four. This section is heavily focused on [I]Turtle[/I] Night Watcher, but some mention of [I]Hare[/I] Night Watcher will be made as well.  Unfortunately, I must add that this part of the guide may contain a slightly "competitive" mindset as I will not only be looking over what classes can do to [I]help[/I] Night Watcher, but also what they can do to [I]impede[/I] upon Night Watcher's agenda. This section will mostly focus on [B]pre-made[/B][B] parties[/B], but some mention of random queue parties will also be made because random queue is a reality for most players at one point or another. As Night Watcher PvE is generally obscure and unknown to the majority of players in Elsword, there will be some parts where I will warn of likely classes who unknowingly uses their tools against Night Watcher rather than to cooperate her. Most of these will be rather shallow in depth, but some relevant nuances to classes may be explored to explain why a certain character may behave in a particular way.
  2839.  
  2840.  A rating scale of 1 to 5 will be used merely as a [B]summary[/B] of my subjective opinions on how cooperative certain classes are. Low scores indicate classes that are extremely disruptive to Night Watchers and are unlikely to work with Night Watcher very well. High scores indicate classes that are extremely helpful to Night Watcher and are more likely to work together with Night Watcher. A score of 3 may not necessarily indicate a neutral influence. The reasoning behind the rating will be in the text and may adjust as classes' ratings are compared against other each other.
  2841.  
  2842. In order to make this section more clear, it would be best to review the particular nuances, roles, strengths, and weaknesses of Night Watcher. This way, context will be provided for the following section that will help explain why particular class behaviors, dispositions, and actions are detrimental to PvE Night Watcher.
  2843.  
  2844. [I]Note: I will try to provide example classes for each point made here, but do note that I will only include some but not all classes that may apply to the point being made.[/I]
  2845.  
  2846. [spoiler]
  2847. [LIST]
  2848. [*]Night Watcher is a [B]weak mobbing/clearing-type[/B] class. Therefore, she is compatible with classes that have [B]strong clearing capabilities[/B] in order to compensate for this weakness. [I]Examples: Elemental Master, Grand Archer. [/I]
  2849. [*]Night Watcher is a [B]strong bossing-type[/B] class. This loose term also  includes mini-bosses as well as secret dungeon elites as they have considerable amount of HP. This allows her  to complement classes with [B]weak bossing capabilities[/B]. However, because  she also lacks considerable mobbing capabilities, this makes her [B]solely focused on  bossing roles[/B]. Classes that are purely [B]bossing-type[/B] like herself or  those who tend to interfere with her bossing typically do not work well  with her because they begin to compete with her for the same goals and cause disruption/inefficiency.  [I]Examples: Rune Slayer, Dreadlord[/I].
  2850. [*]Night Watcher's biggest strength is her [B]sustained bossing abilities[/B].  Many classes are gated by cooldowns on their bossing skills and those  who are typically do not deal a lot of damage or are rather situational.  However, Night Watcher is one of the few classes that possess a method  of delivering massive amounts of damage to boss/mini-bosses/elites  repeatedly with her DF Combo (maximum rate of 9K%-12K% every 15 seconds)  and with minuscule interference from situational circumstances. The ability to  repeatedly output an almost non-situational bossing-tier damage makes  her extremely well-versed in a specific type of bossing: [B]secret dungeon  elite hunting[/B]. Hunting elites is what Night Watcher has been born to do  and most of the time, it is optimal for Night Watcher to take that role  (which leads to her inflexibility with other [B]bossing-type[/B] classes who go  for elites as well).
  2851. [*]Night Watcher's greatest bossing set-up, the DF Combo, has various flaws that influence how she plays (and consequentially, how she interacts with other classes):
  2852. [LIST]
  2853. [*]The DF Combo is extremely slow. This makes Night Watcher more of a solo operative who rather hunts for her targets alone rather than be rushed by an annoying tag-along. This contributes to the fact that she does not work well with other [B]bossing-type[/B] classes who share the same targets. The slowness of the DF Combo also contributes to the fact that she is [B]extremely weak against momentum shifts[/B]. Classes that can quickly devour rooms at a monstrous rate tends to make Night Watcher stumble and fall out of rhythm with her MP and CD schedule. [I]Examples: Asura, Crimson Avenger.[/I]
  2854. [*]Following the previous point about the slowness of the DF Combo and Night Watcher's tendency to hunt alone, she especially does not work well with [B]"selfish" classes[/B]. These are typically [B]3-bead awakening based characters[/B] or [B]WoTS characters[/B]. They typically intrude upon Night Watcher's set-ups because they typically stick their foot into everyone's business in an attempt to sate their thirst. For the most part, they pay little to no respect for other classes' plans and prove to be disruptive quite often. [I]Examples: Lord Knight, Blade Master.[/I]
  2855. [*]The DF Combo is vulnerable and extremely delicate. Although the range of traps are extended under the influence of Delayed Fire, there is still a very specific range for the DF Combo to do its full damage and targets must remain in that area until she detonates her combo. Night Watcher has no options for fast super armor and lacks any really viable evade skills. With this in mind, [B]stoic bursts[/B] are extremely problematic for Night Watcher as they will knock her down and make the DF Combo set-up even longer than it already is. In many cases, the now super-armored target wanders out of range of the half-completed DF Combo. This contributes to the fact that Night Watcher rather hunts her targets alone and why [B]classes with highly disruptive skills or dispositions (launching, knocking down, or causing stoic bursting with multi-hits) have poor synergy with Night Watcher. [/B][I]Examples: Void Princess, Reckless Fist. [/I]
  2856. [*]Following the previous point about disruption, Night Watcher is particularly not fond of classes with [B]high pushing power[/B] or [B]high suction power[/B]. Classes with a lot of pushing power are prone to shoving targets out of DF Combos while classes with high suction power draw targets out of position from DF Combos, wasting Night Watcher's MP, effort, and time. [I]Examples: Iron Paladin, Adds with Neutron Bomb.[/I]
  2857. [*]Although the DF Combo's MP cost (270MP) is not as costly as many other classes' methods of bossing, it does become extremely expensive for her due to the fact that she can output it much more frequently than other classes and the MP return on it is extremely low. Coupled with the fact that her normals aren't particularly useful for rapidly building MP, Night Watcher is quite thirsty for MP. This also contributes to her [B]weakness against momentum shifts[/B]. Her MP thirst usually means that most of her usual potions are on cooldown and rapid changes in pace will adversely affect her MP schedule. Without any means of rapidly regenerating MP and without any MP to deliver the DF Combo, she falls quite behind and struggles to keep up with the team to contribute anything really meaningful. [I]Examples: Asura, Crimson Avenger[/I].
  2858. [/LIST]
  2859.  
  2860. [*]Night Watcher's vulnerability during her DF Combo set-ups make her work quite well with classes possessing freezing or locking capabilities that are also non-disruptive in their casting. Classes who are capable of casting constant freezes at little cost are particularly valuable to Night Watcher because they are able to assist her against targets outside of the boss room. Against elites, they are particularly useful because typically the freezes are helpful rather than disruptive to the usual lone wolf Night Watcher. [I]Examples: Elemental Master, Grand Archer.[/I]
  2861. [*]Night Watcher's grouping abilities are below average, relying on slower or awkward normals to aggro targets and have them group themselves together. Classes who can quickly and forcefully group large amounts of mobs together can help Night Watcher a lot, who has massive amounts of collateral damage on her DF Combo. [I]Examples: Lord Knight, Yama Raja[/I].
  2862. [/LIST]
  2863. [/spoiler]
  2864.  
  2865. [CENTER][U][SIZE=5][FONT=microsoft sans serif][B]Elsword, Aisha, Rena[/B][/FONT][/SIZE][/U] [/CENTER]
  2866.  
  2867. [IMG]http://puu.sh/jd9mR/b681490d06.png[/IMG][SIZE=4][I] [U]Lord Knight[/U][/I][/SIZE] [B]
  2868. 2 Stars[/B]
  2869. [spoiler]Lord Knight has the tools to cooperate well with Night Watcher, but theory does not translate well into reality here. Competent Lord Knights tend to be built around [I]Arma Blade[/I] and/or [I]Windmill[/I]. Arma Blade Lord Knights tend to have incredible momentum, a trait that can render Night Watchers helpless and screw up with her MP/CD schedules. Furthermore, Way Of  The Sword/Chivalry characters are selfish creatures. Their behaviors are  largely enslaved to the driving of their WoTS/Chivalry bars and they tend to  be overly aggressive and uncooperative, frequently making choices that  favor their WoTS/Chivalry bar over party interests.   [B][U]
  2870.  
  2871. Disruptive Behavior[/U][/B]
  2872. Although [I]Windmill[/I] is incredibly useful for quickly grouping mobs together and has [B]massive [/B]potential for strategies with Night Watcher, Lord Knights usually use this skill without other players' strategies in mind. Flame Geyser and Triple Geyser follow-ups to Windmill are common, destroying any particular opportunities for cooperative play to happen. Typically, he will whisk away mobs from  Night Watchers who are halfway through their set-up and go destroy them somewhere else far away.   [I]
  2873.  
  2874. Double Slash[/I] Lord Knights conflict in  target interests with Night Watcher, as well as being disruptive in  nature with its many hits and launching properties. This build has been gaining popularity after the Lord Knight revamp buffed [I]Windmill[/I] and conflicted with [I]Arma[/I] [I]Blade[/I].   [I]
  2875.  
  2876. Arma Blade[/I] builds boosted by Giant Hand Elixirs and other size increases tend to be incredibly chaotic as Lord Knight's range encompasses the entire length of the screen. Random launches will happen frequently as Lord Knight uses his normals and although the Lord Knights catch their launches very easily, this type of behavior is incredibly disruptive for DF Combo set-ups and slower skills like DF-EF and Siege.   [I]
  2877.  
  2878. Spiral Blast[/I], [I]Flame Geyser[/I], and [I]Triple Geyser[/I] are all staple skills to a Lord Knight's kit and all have a tendency to launch and knockdown targets, making almost every special active in his kit disruptive without proper set-up.   His [I]Stoic[/I] also allows him to close in on enemies without any care so he can trigger stoic bursts to set-up for his [I]Spiral Blast[/I], [I]Flame Geyser[/I], or [I]Triple Geyser[/I]. These usually disrupt other team members who don't have super armor protection.  
  2879.  
  2880. Although not used often, his super-armored charge ([I]>>ZX[/I]) command may be used to push mobs out of NW's range and be a nuisance when used improperly.  [U][B]
  2881.  
  2882. Support[/B][/U]  
  2883. Besides for the rare "set-up" [I]Windmill[/I], Lord Knight only has to offer his Armor Break active to reduce mobs' physical defense and bolster Night Watcher's damage output. However, the use of this skill is rapidly fading out of seasoned Lord Knight veterans and quite frankly, doesn't make a huge difference whenever it is used anyway.
  2884.  
  2885. [I]>>ZX[/I] can be used to group mobs, but is often slower than [I]Windmill[/I].  [U][B]
  2886.  
  2887. Final Word[/B][/U]  
  2888. Lord Knight has potential to be a strong party player, but it is often unfavorable for the WoTS dependent character to deviate from his selfish behaviors. In reality, Lord Knight does not have very good synergy with Night Watcher.[/spoiler]
  2889.  
  2890. [IMG]http://elwiki.net/wiki/images/a/aa/RSNEW.png[/IMG] [SIZE=4][I][U]Rune Slayer[/U][/I][/SIZE] [B]
  2891. 2 Stars[/B]
  2892. [spoiler]Rune Slayer is the only Elsword class who lacks any real support skills. Consequently, his synergy with Night Watcher is rather low. Although his strong mobbing capabilities compliments and compensates for Night Watcher's low mobbing capabilities, Rune Slayer also possesses monstrous bossing potential. Although many Rune Slayers you'll meet are  rather complacent with their characters, Rune Slayer can easily be a  powerhouse in PvE play with incredible momentum if a player gets serious. As a class with heavy  momentum, Rune Slayer can easily drag Night Watcher around and throw her  MP/CD schedules off rhythm. And of course, like all Way Of The  Sword/Chivalry  characters, he is selfish. Their behaviors are  largely enslaved  to the driving of their WoTS/Chivalry bars and tend to  be overly  aggressive and uncooperative, frequently making choices that  favor their  WoTS/Chivalry bar over party interests.  [B][U]
  2893.  
  2894. Disruptive Behavior[/U][/B] [I]
  2895. Rising Slash[/I], [I]Flame Geyser[/I], and [I]Triple  Geyser[/I] are all staple skills to a Rune Slayer's kit and all have a  tendency to launch and knockdown targets, making most of the special  actives in his kit disruptive without proper set-up. [I]Sword Fire[/I] and [I]Phoenix Talon[/I] are the only skills that don't have these attributes, although Sword Fire has a pretty big hit count and can cause stoic bursts, so Night Watchers should watch out for that.
  2896.  
  2897. His [I]Stoic[/I] also allows him to close in on  enemies without any care so he can trigger stoic bursts to set-up for  his [I]Rising Slash[/I], [I]Flame Geyser[/I], or [I]Triple Geyser[/I]. This can be potentially disruptive to other  team members who don't have super armor protection, so again Night Watchers need to exercise caution when they see Rune Slayers charge in.  
  2898.  
  2899. His [I]Fire Fist[/I] also causes stoic bursts frequently and will be used often to swap over to Vitality, so expect plenty of these to be thrown left and right. His [I]Fire Rune[/I] isn't too disruptive unless accompanied by a Reaper title.   [U][B]
  2900.  
  2901. Support[/B][/U]
  2902. The closest thing to a support skill in  his toolkit is Magic Chain, a passive that has a abysmally low  activation chance and a passive that has been fading from use as of  late.  [B][U]
  2903.  
  2904. Final Word[/U][/B]
  2905. Rune Slayer is a one-man army and doesn't require any assistance from Night Watcher. He has no reason to slow down for her and the only real cooperation that the two can achieve together would be to mark different targets to kill and stay away from each other.However, he does have enough PvE power to go beyond this "divide-and-conquer" strategy and start aggressively taking other characters' roles and acting independently. [/spoiler]
  2906.  
  2907. [IMG]http://elwiki.net/wiki/images/0/08/ISNEW.png[/IMG] [SIZE=4][U][I]Infinity Sword[/I][/U][/SIZE] [B]
  2908. 2 Stars[/B]
  2909. [spoiler]Infinity Sword possesses some support tools, but like Lord Knight, he can't really support Night Watcher very well in reality. Like all Way  Of The Sword/Chivalry  characters, he plays quite greedily and selfishly. Their  behaviors are largely enslaved  to the driving of their WoTS/Chivalry  bars and tend to be overly  aggressive and uncooperative, frequently  making choices that favor their  WoTS/Chivalry bar over party interests.   [B][U]
  2910.  
  2911. Disruptive Behavior[/U][/B]
  2912. His one support skill, [I]Maelstrom Rage[/I], is akin to Wind Ward in suction and grouping potential, but possesses many more hits per second and total hits (about 33.6 hits in 5.6 seconds at level cap) and rapidly causes disruptive stoic bursts to players who are near the MR. This makes it dangerous for Night Watchers to capitalize on. Infinity Swords usually follow their own MRs up with a [I]Flame Geyser[/I] anyway, making it unlikely that anyone else will capitalize on it. Thus, his single support skill is rather meek for Night Watcher as she is very vulnerable during her DF Combo set-ups.   [I]
  2913.  
  2914. Sword Fall[/I], [I]Flame Geyser[/I], and [I]Triple  Geyser[/I] are all staple skills to an Infinity Sword's kit and all have a  tendency to launch and knockdown targets, making almost every special  active in his kit disruptive. Even worse is his [I]Rage Cutter[/I] skill, which is notorious for its low damage, launching properties, and low delay time. Thankfully, it is put against [I]Maelstrom Rage[/I] and is not seen too frequently.   His [I]Stoic[/I] also allows him to close in on  enemies without any care so he can trigger stoic bursts (o set-up for  his Flame Geyser or Triple Geyser. This can prove to be disruptive for other  team members who don't have super armor protection.  
  2915.  
  2916. His [I]Phantom Sword[/I] can also be potentially disruptive when combined with his fast normals and various actives to quickly trigger stoic bursts from his targets.
  2917.  
  2918.   [B][U]Support[/U][/B]
  2919. Night Watcher can maybe Gliding Strike, Siege, Thorn Vine Trap, or >>^XXX on mobs grouped by [I]Maelstrom Rage[/I] and that's about it. She won't be able to dish out too much damage, however.
  2920.  
  2921.  [B][U]Final Word[/U][/B]
  2922. Infinity Sword has some potential to be of assistance to Night Watcher, but they don't interact very well. She is sensitive to stoic bursts and he is a walking storm of hits. If they're on a team together, they should stay in separate units and aim for different targets.[/spoiler]
  2923.  
  2924.  [IMG]http://elwiki.net/wiki/images/3/35/EMNEW.png[/IMG] [SIZE=4][U][I]Elemental Master[/I][/U][/SIZE]
  2925. [B]4 Stars[/B]
  2926. [spoiler]Elemental Master is a mixed bag when it comes to team synergy with Night Watcher. Her support skills are great if she has them and her strong mobbing potential and relatively weak mini-bossing or champion-hunting skills would make her an ideal partner for Night Watcher, who excels at champion-hunting but is rather weak in mobbing.
  2927.  
  2928.   [B][U]Disruptive Behavior[/U][/B]
  2929. Elemental Masters possess incredible PvE  power and can become a force of nature with incredible momentum. Their  large mana pool with a fast passive MP recovery passive combined with a massive magic attack pool  (that gets further modified by passives and buffs) makes EM extremely  capable of carrying the team on their backs even if the percentages on  their skills are rather low. Proper usage of Memorization can also cover  CD issues, bolster instantaneous damage output, and increase the  utility of skills such as [I]Blizzard Shower[/I]. She doesn't have to cooperate with Night Watcher and can simply become a one-woman army that slays everything by herself.
  2930.  
  2931. [B][U]Support[/U][/B] [I]
  2932. Blizzard[/I] EMs provides absolute coverage for DF Combos while [I]Blaze[/I] EMs cover immense amounts of ground and annihilate numerous mobs that would take some effort for the Night Watcher to handle. After the Secret Dungeon Revamp, the utility of this support skill has dropped due to the fact that the high water resistance on mobs drops freeze time close to zero.
  2933.  
  2934. Her[I] Wisdom Seal[/I] greatly boosts the power of Aero Tornado, Siege, and Eldrasil's Fury to compensate for Night Watcher's relatively low attack modifiers.   Her [I]Gust Storm[/I] can be mildly disruptive, but it is typical of EMs to use [I]Blizzard Shower[/I] before using it so it is mostly a non-issue.
  2935.  
  2936.  [I]Meteor Shower[/I] also provides great mobbing damage in the absence of [I]Blaze[/I], allowing EM to be pretty effective at mobbing no matter if sheis a [I]Blizzard[/I] EM or [I]Blaze[/I] happens to be on cooldown (or saved for another room).
  2937.  
  2938. [B][U]Final Word[/U][/B]
  2939. An Elemental Master is a great support for Night Watcher, but is prone to simply forwarding her own plans as they are usually faster than Night Watcher's. Night Watchers should work around go-getter Elemental Master comrades and target generals or mobs that she has missed while also providing huge damage support at bosses. [/spoiler]
  2940.  
  2941.  [IMG]http://elwiki.net/wiki/images/d/db/VPNEW.png[/IMG] [SIZE=4][U][I]Void Princess[/I][/U][/SIZE] [B]
  2942. 0.5 Stars[/B]
  2943. [spoiler]Void Princess is most definitely not a good teammate for Night Watcher. She has some helpful traits, but the main component of her gameplay is absolutely migraine-inducing.
  2944.  
  2945.  [U][B]Disruptive Behavior[/B][/U]
  2946. Her double or triple [I]Hell Stone[/I] barrages are a big "♥♥♥♥ you" to teammates as she launches key targets and causes them to stoic burst almost instantaneously, totally interrupting what the previous person had been doing to the target.   [I]
  2947.  
  2948. Void Ball[/I] barrages launch and carry targets considerably and do not go well with Night Watcher's set-ups. Other dark ball normals have many hits on them, causing stoic bursts everywhere.   Her [I]Shadow Body[/I] active lets her get away with most of her shenanigans, providing her super armor for a certain amount of time and shielding her from her own disruptive game style.   An alternative choice of [I]
  2949.  
  2950. Aging[/I] gets to be quite disruptive in its heavy launching of targets that survive it.   [I]Dark Cloud[/I] is perhaps the safest and least disruptive skill in her set, but it does not bring much to the table if she only used that skill. She has little choice but to embrace this blood-pressure-raising play-style if she doesn't wish to be an inanimate object for the entire run.  [B][U]
  2951.  
  2952. Support[/U][/B] [I]
  2953. Plasma Cutter[/I] and [I]Abyss Angkor[/I] compensate for Night Watcher's mobbing weakness to an extent.   [I]Wisdom Aura[/I] to  bolsters the attack power of the entire team, giving more bite to Siege, Aero Tornado, and Eldrasil's Fury.  [B][U]
  2954.  
  2955. Final Word[/U][/B]
  2956. Her playstyle is way too disruptive for Night Watchers to be able to cooperate with. It would only be viable to party with one in place with stationary targets or monsters that could not be knocked down/launched or are already in super armor.[/spoiler]
  2957.  
  2958.  [IMG]http://elwiki.net/wiki/images/8/8a/DWNEW.png[/IMG] [SIZE=4][I][U]Dimension Witch[/U][/I][/SIZE] [B]
  2959. 4 Stars[/B]
  2960. [spoiler]Dimension Witch is a bit of a mixed bag. She does look extremely disruptive in theory, but in reality most competent DWs are not. Surprisingly, she does have some pretty relevant support options for Night Watchers.   [B][U]
  2961.  
  2962. Disruptive Behavior[/U][/B]
  2963. Dimension Witch is a character with a tremendous hit count due to [I]Magical Make-Up [/I]influencing  her starball normals. They have a disgusting amount of hits that  trigger stoic bursts often, which is quite troublesome considering that  it is her BnB. This is often mitigated by the Light element, but not all  DWs run this element and although failure is unlikely, it is not foolproof in stopping stoic bursts.   [I]
  2964.  
  2965. Guillotine Press[/I] launches heavily and [I]Screwdriver[/I]  also has a large hit count, making most of her special actives quite  disruptive in nature. However, most of this is mitigated by her affinity  for Light and a freeze/petrify pet such as a fox pet.
  2966.  
  2967.    [B][U]Support[/U][/B]
  2968. Her [I]Physical Buff[/I] is a godsend for Night Watcher, bolstering virtually every tool in her kit to new heights. [I]
  2969.  
  2970. Accel Buff[/I], while not needed, feels incredibly good on Night Watchers and really allows her to break out of the gates and be as quick as she is advertised to be.
  2971.  
  2972. Her [I]Supernova[/I] and [I]Fate Space[/I] are tremendous AoEs that clear huge sections of rooms, which means that she compensates for Night Watcher's low mobbing ability quite well.  
  2973.  
  2974. Some Dimension Witches also carry [I]Binding Circle[/I], which is a useful support skill for bossing but is of lesser importance in comparison to her affinity for the Light element. However, [I]Binding Circle[/I] appears to be bugged to be uncooperative during awakening if I recall correctly, so some tweaking needs to be done before it can really be called a support skill in DW's favor (the other two Aishas don't run [I]Binding Circle[/I] in PvE frequently due to other factors, such as alternative lock methods and lack of skill space).  
  2975.  
  2976. Dimension Witch has a high affinity for [I]Light[/I] and is perhaps the best light-lockers in the game. She also has a high affinity for triggering pet attacks, so it is typical for Dimension Witches to run freeze or petrify pets to further solidify their lockdown strats and bolster their own damage. It is instrumental in locking down bosses and allowing Night Watcher to set-up her DF Combo.   [B][U]
  2977.  
  2978. Final Word[/U][/B]
  2979. Good DWs are fantastic party members who can cooperate with Night Watcher extremely well. However, I would always exercise caution when playing around her and even possibly avoiding her in most rooms as her Supernova can massively cripple even secret dungeon generals and thus won't need the assistance of a DF Combo. Go for "divide-and-conquer" strategies when playing with them.[/spoiler]
  2980.  
  2981.   [IMG]http://elwiki.net/wiki/images/7/74/GANEW.png[/IMG] [SIZE=4][I][U]Grand Archer[/U][/I][/SIZE] [B]
  2982. 5 Stars[/B]
  2983. [spoiler]Grand Archer is a well-established support class and as it turns out, is probably the best complement for Night Watcher. She possesses a variety of support options that are relevant to NW. Additionally, her mobbing game is excellent and compensates for Night Watcher's weaknesses quite well. In turn, Grand Archer's relatively weak "mini-bossing/champion rushing" game (she does well on larger bosses, but is rather limited against secret dungeon champions by herself) is mitigated by Night Watcher's powerful non-situational bossing abilities. To detail farther how well these two classes go together, we'll take a look through Grand Archer's kit.   [B][U]
  2984.  
  2985. Disruptive Behavior[/U][/B]
  2986. She can be somewhat disruptive with the  many hits associated with a combination of her fast arrow normals, [I]Arc Shot[/I], and [I]Siege[/I],  but these are largely mitigated by the advantages provided by her  support skills.  Poor skill choices like [I]Rapid Shot[/I], [I]Wind Blast[/I], and [I]Crazy Shot[/I] make for some pretty bad disruption.  [B][U]
  2987.  
  2988. Support[/U][/B]
  2989. Her [I]Stigma[/I] is a non-situational support skill that bolsters the damage of any player and is, of course, welcomed by Night Watchers.   [I]
  2990.  
  2991. Freezing Arrow[/I] is a rather cheap freeze option that allows Grand Archer to pin targets down for a short period of time, helpful for all bossing scenarios and gives Night Watcher protection during DF Combo set-ups.   [I]After the Secret Dungeon Revamp, the utility of this support skill has  dropped due to the fact that the high water resistance on mobs drops  freeze time close to zero.
  2992.  
  2993. Wind Wall[/I] is a wonderful support skill that strongly sucks in nearby mobs and pins them in place. It is one of the best grouping skills in the game and provides Night Watcher an easy target to set-up a DF Combo and land heavy collateral damage (despite its low range) on mobs as well as some heavy damage on pinned elites.   [I]
  2994.  
  2995. Aero Tornado[/I] also provides a great amount of damage from Grand Archer and can supplement Night Watchers who are unable to eliminate generals completely as well as drawing in nearby mobs for maximum collateral damage if it is noted. Grand Archer's best option for "mini-bossing" is [I]Aero Tornado[/I] so she can handle herself quite okay with  that combined with [I]Siege[/I], [I]Arc Shot[/I], [I]Freezing Arrow[/I], and [I]Stigma[/I], so  Night Watchers need not babysit Grand Archers through every general  encounter. It can be quite rough on a Grand Archer if she is left to  confront many generals in a single run, however, so Night Watchers  should take most of the work. It is still an advantage, however, that  Grand Archer can handle her own without shifting momentum drastically  and save Night Watcher the trouble of expending enormous amounts of MP  on watching out for her.   [I]
  2996.  
  2997. Shooter's Destiny[/I] is her only true field-clearing skill and has the usual 180s CD associated with hypers, but is enough to handle awkward rooms in dungeons and compensate for Night Watcher's weak mobbing (also, Night Watcher does not need to party with just a single Grand Archer and can have other clearing characters for back-up).   Both Grand Archer and Night Watcher have tremendous power at big bosses and it's always helpful to have two times the hurt.
  2998.  
  2999. [B][U]Final Word[/U][/B]
  3000. Competent Grand Archers are Night Watchers' best friends. They may be a little uncooperative in random queue, especially if they have terrible skill picks, but for the most part you can predict and look out for her support skills and capitalize on them. [/spoiler]
  3001.  
  3002.  [IMG]http://elwiki.net/wiki/images/0/0b/WSNEW.png[/IMG] [U][I][SIZE=4]Wind Sneaker[/SIZE][/I][/U] [B]
  3003. 2.5 Stars[/B]
  3004. [spoiler]Wind Sneaker is a neutral teammate, kinda bordering on not being a good teammate for Night Watcher. She doesn't really interfere with Night Watcher, which is good, but she doesn't bring anything to the table either.   [B][U]
  3005.  
  3006. Disruptive Behavior[/U][/B]
  3007. Her only disruptive skill is [I]Violent  Attack.[/I] However, VA doesn't see too much use on generals anyway so it's a non-issue for the most part.   Extremely fast storm stomps (either ^^Z or ^^ZZ variant)  can cause stoic bursts. However, the stomps have to  be pretty fast to trigger stoic bursts, so these sources of disruption  are rather uncommon.  [B][U]
  3008.  
  3009. Support[/U][/B]
  3010. Her [I]Slyph[/I] is the only support she has, which provides a pretty nice 10% boost to both magic and physical attack -- both of which are used by Night Watchers. The speed buff is low due to normalization, but is still noticeable and useful in helping Night Watcher move at mach speeds.
  3011.  
  3012.   She can somewhat hold her own on elites with [I]Aero Tornado[/I] and [I]Crescent Kick[/I], but on average, her champion-hunting abilities are rather low. She doesn't really need Night Watcher to babysit her, but sometimes she may require some assistance.  
  3013.  
  3014. Mobbing capabilities were reduced a good deal by the recent hitbox nerf to Sharp Fall and even with that, her mobbing is as meek as Night Watcher's. This isn't an advantage, but it isn't disruptive to have some okay mobbing options.
  3015.  
  3016.  [B][U]Final Word[/U][/B]
  3017. She's a pretty neutral teammate for Night Watcher with little disruption, but she has very little to offer. I would lean towards her just not being a good teammate for Night Watcher not because she's disruptive, but simply because she doesn't compensate for Night Watcher weaknesses.[/spoiler]
  3018.  
  3019.   [IMG]http://elwiki.net/wiki/images/1/1b/NWNEW.png[/IMG] [U][I][SIZE=4]Night Watcher[/SIZE][/I][/U] [B]
  3020. 3 Stars[/B]
  3021. [spoiler]This is you. Theoretically, Night Watchers can prove to be slightly unhelpful to neutral teammates for other Night Watchers. If you're a [B]Turtle[/B], you're a slow but hard-hitting champion-rusher and have rather average mobbing potential. If you're a [B]Hare[/B], you're fast and splash damage on anything and everything with speed and advantageous hitboxes.   If you're a turtle and run into a hare, you can kinda ignore them as they have no proper role in the dungeon. Their Aero Tornadoes might be nice support and their Innocent can be helpful if used properly, but that's it.   If you're a hare running into a hare, you can kinda ignore them too because you both are going to be running around the place and leaving it to the non-Night Watchers to take on the damage. You two hares will probably split up and back up different players with your extra splash damage and have Aero Tornado as support with tactical Innocent placements as well.  
  3022.  
  3023. If you're a turtle running into a turtle, things get a little more complicated. Your roles overlap and it would be best for you to mark different targets so no resources are not wasted on overkill. If you do end up on the same mark as the other Night Watcher, watch them carefully. If they deploy their DF Combo, back them up with Aero Tornado. If they use Aero Tornado, deliver the hurt with your DF Combo. Mobbing will be a little shaky, but twice the amount of DF-EFs, Siege, and Thorn Vine Trap should make things less painful. The only disruptive skill in your kit is Fatality and Gliding Strike (and Karma, but that skill shouldn't be used outside of large boss battles anyway) if you happen to run any. Be very considerate of your use of these skills -- they must either be killing blows or used on super-armored targets.
  3024.  
  3025.  [B][U]Final Word[/U][/B]
  3026. Unfortunately, proper PvE NW gameplay is extremely rare as of the writing of this post. Turtles are extremely rare and will probably remain rare until the deletion of Trapping Arrow: Buster. Most "Hares" do not have the brains nor the firepower to back their gameplay, making them just "randoms". Theoretically, Night Watcher is a slightly neutral comrade for other Night Watchers who only offers the ability to blow up other generals simultaneously. In practice, most Night Watchers are incompetent or ride mounts and aren't comrades you can really work with. [/spoiler]  
  3027.  
  3028. [CENTER][SIZE=5][U][FONT=microsoft sans serif][B]Raven, Eve, Chung[/B][/FONT][/U][/SIZE] [/CENTER]
  3029.   [IMG]http://elwiki.net/wiki/images/0/0f/BMNEW.png[/IMG] [U][I][SIZE=4]Blade Master[/SIZE][/I][/U] [B]
  3030. 3 Stars[/B]
  3031. [spoiler]Blade Master is a decent teammate but runs quite a deal of interference for Night Watchers. As a 3-bead  character, Blade Master tends to be hyper-aggressive and a little  unyielding to teammates for awakening charge. His thirst isn't on the  level of WoTS characters, however.  [B][U]
  3032.  
  3033. Disruptive Behavior[/U][/B]
  3034.  He is a rather swift class with some momentum, making it possible that he throws Night Watcher off rhythm.   [I]Shockwave Divider[/I] and [I]Cannon Blade[/I] are somewhat disruptive to DF Combo set-ups.   [I]Shockwave: Cutter[/I] is an absolute nightmare for Night Watchers due to it carrying targets far away from trap range, as well as [I]Flying Impact[/I] if the Blade Master happens to possess that skill as well.
  3035.  
  3036.   He also tends to cause stoic bursts rapidly with his multi-hitting specials ([I]Shockwave[/I]), actives ([I]MDB[/I], O[I]ne Flash[/I]), and his fast normals (ZZ loops). He can dodge these bursts with his Core Shield and Shadow Step, but teammates like Night Watcher are un-shielded against such disruption.   [B][U]
  3037.  
  3038. Support[/U][/B]
  3039. He  has powerful mobbing potential in [I]Shockwave: Cutter[/I] (if BMs decide to  use this) and the devastating combination of [I]Core[/I], [I]Shadow Thrust[/I], [I]One  Flash[/I], and [I]Mega Drillbreak[/I] makes him extremely competent at taking out  trash mobs quickly even without serious AoE. [I]Giga: Drive Limiter[/I]  increases these capabilities even farther. Although his mobbing game is unappreciated by many, he has the ability to compensate for NW's low mobbing potential.  
  3040.  
  3041. With [I]Cannon Blade[/I] and Shockwave, his champion killing abilities are quite good blended with  GD-boosted [I]MDBs[/I]/[I]One Flashes[/I] and [I]Core[/I]. He is quite functional in this department and does not require assistance here.  He owns one of the strongest burst  options in the game and when combined with Delayed-Innocent, the two prove to be quite devastating when teamed together.
  3042.  
  3043. [B][U]Final Word[/U][/B]
  3044. Blade Master is a good teammate, but he doesn't mesh well with Night Watcher. He can work fine provided that the two take a "divide-and-conquer" approach and Night Watchers exercise caution for stoic bursts whenever they're near. [/spoiler]
  3045.  
  3046. [IMG]http://elwiki.net/wiki/images/3/31/RFNEW.png[/IMG] [SIZE=4][U][I]Reckless Fist[/I][/U][/SIZE] [B]
  3047. 0.5 Stars[/B]
  3048. [spoiler]Reckless Fist is a downright terrible teammate and this isn't just for Night Watchers. Nearly everything he does is [B]highly[/B] disruptive and often cannot be avoided or worked around like many other characters' disruption can be. As  a 3-bead character, Reckless Fist tends to be hyper-aggressive and a  little unyielding to teammates for awakening charge. He will probably use Nuclear and Valkyrie's Javelin a lot to fulfill his awakening needs.   [B][U]
  3049.  
  3050. Disruptive Behavior[/U][/B]
  3051. His [I]Nuclear[/I] is insanely disruptive, flinging surviving targets all over the place after sucking them in. What survives [I]Nuclears[/I] and gets flung around? Secret dungeon champions and the like, things that Night Watchers are designed to hunt. Water orbs are often too short due to natural water resist to stop the uncontrollable launching, so this is just a loss for all involved.
  3052.  
  3053. His alternative, [I]Guardian Strike[/I], is not much better. It has high mobbing potential, but its large range typically strikes elites and knocks them down after skill completion. In essence, everything on his screen can be potentially knocked down and in most cases, the mobs are located very close the champions that are being targeted by team members.  [I]
  3054.  
  3055. Charged Bolt: Hedgehog[/I] is the inferior PvE choice but is run often anyways. Its launching can be pretty disruptive, especially if core is aimed in a manner where it won't catch all targets. A low MP cost and low CD rate does not help the issue either.   [I]
  3056.  
  3057. Valkyrie's Javelin[/I] is also highly disruptive, dealing a low amount of damage over a large area and launching everything that survives its low damage output up before having them all hit the ground KDed.   [I]
  3058.  
  3059. Wild Charge[/I] can be used to group mobs of a sort, but is usually charged to kill things because of its MP cost. If RFs miscalculate or released too early, many mobs may end up getting flung far and knocked down, which is generally not a good thing for any team.  
  3060.  
  3061. His [I]Core Shield[/I], [I]Limit Crusher[/I], and [I]Shadow Step[/I] also allow Reckless Fist to play incredibly aggressively, causing stoic bursts that he can shake off or i-frame through with Charged Bolt, leaving teammates knocked down instead.  
  3062.  
  3063. His only non-disruptive skills are [I]Arch Enemy[/I] (X-Crash is seen at times but is mostly a PvP skill used solely for i-frames in PvE) and [I]Charged Bolt: Bloody Thorns[/I]. [I]Bloody Thorns[/I] is a decent mobbing option when boosted with [I]Core[/I] and doesn't launch like Hedgehog does. [I]Arch Enemy[/I] does provide some additional hits, but not enough to be extremely disruptive. However, that and [I]Shadow Pierce+Core[/I] is about it for Reckless Fist. His skill options are extremely limited and he really has no choice but to embrace his disruptive nature.  [B][U]
  3064.  
  3065. Support[/U][/B]
  3066. He does have support abilities in [I]Burning Rush[/I] (for grouping) and [I]Weapon Break[/I]/[I]Armor Crash[/I], but [I]Burning Rush[/I] isn't run often in PvE while [I]Weapon Crash[/I] is useless in high-tier PvE gameplay. [I]Armor Crash[/I] has potential like Lord Knight's Armor Break, but [I]Armor Crash[/I] isn't run due to Reckless Fist's affinity for magic-based damage.
  3067.  
  3068.  [B][U]Final Word[/U][/B]
  3069. Not a good teammate at all. Avoid him if you happen to get one on your team.[/spoiler]
  3070.  
  3071.  [IMG]http://elwiki.net/wiki/images/9/98/VCNEW.png[/IMG] [SIZE=4][U][I]Veteran Commander[/I][/U][/SIZE] [B]
  3072. 3.5 Stars[/B]
  3073. [spoiler]Veteran Commander is another PvE powerhouse that doesn't necessarily benefit from having to slow down and respect Night Watcher's PvE gameplay. A one-man army, Veteran Commander compensates for Night Watcher's low mobbing potential by simply steamrolling through everything. As a 3-bead character, Veteran Commander tends to be hyper-aggressive and a  little unyielding to teammates for awakening charge. His thirst isn't  on the level of WoTS characters, however.  [B][U]
  3074.  
  3075. Disruptive Behavior[/U][/B] [I]
  3076. Revolver Cannon[/I] can potentially knock mobs down.  [I]
  3077.  
  3078. IC: Napalm[B], [/B]Harpoon Spear[/I], and [I]Giga Prominence[/I] have a large hit count that may trigger stoic bursts. In [I]Harpoon Spear[/I]'s case, it may also push targets away. [I]Giga Prominence[/I] also launches after the skill ends, if anything happens to survive.  
  3079.  
  3080. Thankfully, [I] Bursting Blade[/I] and [I]Deadly Raid[/I] are rather uncommon PvE choices as they  are highly disruptive as BB launches and DR has many hits.
  3081.  
  3082.  [B][U]Support[/U][/B]
  3083. With[I] IC: Incineration[/I] (Napalm also works to a lesser degree), [I]Revolver Cannon[/I], [I]Shadow Pierce[/I], and a few handy core-activating actives, VC has a great mobbing game that is hardly disruptive (RC may be, but if it is then the VC should maybe think twice of running it). [I]Harpoon Spear [/I]can be used for massive collateral damage on mobs as well.  
  3084.  
  3085. His bossing is great as well with [I]IC: Napalm[/I], [I]Harpoon Spear[/I], and [I]Giga Prominence[/I], although they do prove to be somewhat disruptive.  His [I]Burning Buster[/I] is the most powerful hyperactive in the game and can deliver damage equivalent to Delayed-Innocent relatively easily, making for powerful bossing potential between the two.
  3086.  
  3087.  [B][U]Final Word[/U][/B]
  3088. Veteran Commander is a solid PvE character who has all of his bases covered. With the immense damage boosts he gets from Overheat, Veteran Commanders tend to destroy everything in their field of vision. Which is a great thing, especially when it comes to trash mobs that Night Watchers can't handle. However, it also includes secret dungeon champions and the like. Try to mark up different targets so no resources are wasted on overkill, but there's no guarantee that he won't walk by and annihilate your mark. He's a good addition to the team in the sense that he'll be carrying it mostly by himself. [/spoiler]
  3089.  
  3090.  [IMG]http://elwiki.net/wiki/images/1/1f/CMNEW.png[/IMG] [SIZE=4][U][I]Code: Empress[/I][/U][/SIZE] [B]
  3091. 3.5 Stars[/B]
  3092. [spoiler]A rather decent teammate for Night Watcher. She does possess some highly disruptive skills, but some are rather situational, giving her an incentive to mark different targets and deal with them typically. As a 3 bead  character, Code: Empress tends to be pretty aggressive in gathering  awakening charge. Her thirst for awakening is quite considerable and  will compel her to launch multitudes of [I]Space Wrenches[/I] or [I]Genocide  Rippers[/I], which can prove to be rather disruptive. However, her behavior  isn't as bad as WoTS characters.
  3093.  
  3094.  [B][U]Disruptive Behavior[/U][/B]
  3095. Code:  Empress' [I]Genocide Ripper[/I] is highly disruptive and Night Watchers will  definitely be struck by a stoic burst if they aren't being careful.  
  3096.  
  3097. Due to the frequency she can launch her [I]Core Laser[/I] ([I]MEB[/I] has a ~3s CD and delivers a  massive amount of damage by itself) and its rather large hit count, it can   cause stoic bursts if it players aren't careful. However, the 3-bead red laser essentially guarantees kills on regular mobs and  skills like  Genocide Ripper already cause stoic bursts on generals anyway, so  disruption solely  from core lasers is rather uncommon.  [I]
  3098.  
  3099. Space Wrench[/I]  (if CEms decide to use this) is a semi-decent AoE mobbing skill for  Code: Empresses, but suffers from launching and will likely KD secret  dungeon elites if used carelessly.  [I]
  3100.  
  3101. Assault Spear[/I] can launch if players are not careful.  
  3102.  
  3103. An unorthodox skill choice is [I]Generate: Blackhole[/I]. However, Eves who run this skill prove to be highly disruptive to Night Watcher's DF Combo set-ups because of the instantaneous cast and powerful suction on this skill. [B][U]
  3104.  
  3105. Support[/U][/B]
  3106. Night Watcher [I]can[/I] provide some support to Code: Empress by backing up her [I]Genocide Ripper[/I] with Aero Tornado's suction or to utilize Trapping Arrow: Buster's slight pushing function to set up a DF Combo on top of the CEm's DLG to swiftly kill a target (although it will be overkill). In most cases, however, Code Empress usually works separate from Night Watcher and that works pretty well.
  3107.  
  3108.  Her [I]Core Laser[/I] gives her an ability to mob outside of [I]Heaven's Fist: Sweep[/I] (a lesser used PvE skill)  and [I]DLG[/I], allowing her to cover Night Watcher's weak mobbing capabilities. Additionally, [I]Code: Thunderbol[/I]t can also provide mobbing assistance if CEms opt to use him this way (although his attacks may cause surprise stoic bursts).    
  3109.  
  3110. When CEms encounter Night Watchers delivering a DF Combo, they can provide damage and delay support using [I]Assault Spear[/I], but this must take care that the explosions and core laser will catch the general out of the air and hopefully not trigger a stoic burst onto the poor Night Watcher.
  3111.  
  3112.  [I]Heaven's Fist: Sweep[/I] can provide immense support for Night Watcher by doubling as both a mobbing and grouping skill, killing trash and grouping survivors into one big pile for NW to dish a ton on using her DF Combo.  
  3113.  
  3114. Code: Empress has great bossing potential with her burst-combo of [I]Ferdy-Ripper[/I] for major targets and the regular old [I]DLG[/I], [I]Assault Spear[/I], and [I]Geno Rip[/I] for standard targets. This is also aided by her [I]Nasod Recharge[/I] passive as well as her large MP pool. Together, the two deliver some massive damage on large bosses.
  3115.  
  3116.  [B][U]Final Word[/U][/B]
  3117. Code: Empress is a pretty solid teammate to have, just be sure that you aren't trying to contest her Genocide Rippers. Just let her do her Geno Rips for damage and awakening charge and seize other moments to deliver your DF Combo. [/spoiler]  
  3118.  
  3119. [IMG]http://elwiki.net/wiki/images/a/af/CNNEW.png[/IMG] [SIZE=4][U][I]Code: Nemesis[/I][/U][/SIZE] [B]
  3120. 4 Stars[/B]
  3121. [spoiler]Code: Nemesis is a pretty great teammate for Night Watcher albeit her multi-hits tend to be pretty disruptive. Her  thirst and aggression  for maintaining her 3-bead awakening is rather low due to the fact that  MDA generates awakening extremely easily.   [B][U]
  3122.  
  3123. Disruptive Behavior[/U][/B]
  3124. Her [I]MDA[/I], [I] Iron Scraps[/I], [I]Core Laser[/I], and [I]Atomic Blaster[/I] tend to cause stoic bursts somewhat frequently. Because of this, CNs should operate away from Night  Watchers and handle parts of the room that Night Watcher is not dealing with.  [I]
  3125.  
  3126. Spear[/I]'s huge  knockback aspect is also highly disruptive and can screw up DF Combos,  so CNs should avoid doing this or NWs should make the move to avoid  being in this situation at all by picking different marks or standing in  the opposite direction of any [I]Spears[/I].   An unorthodox skill choice is [I]Generate: Blackhole[/I]. However,  Eves who run this skill prove to be highly disruptive to Night Watcher's  DF Combo set-ups because of the instantaneous cast and powerful suction  on this skill. [B][U]
  3127.  
  3128. Support[/U][/B]
  3129. Her [I]CoE[/I] buff is immensely helpful bolstering crit rate for those without perfect critical and boosting crit damage for those with perfect critical.   [I]
  3130.  
  3131. Atomic Shield[/I] isn't used often outside of boss rooms, but when it does, it provides great delay coverage and bolsters the damage of NW's DF Combo.  
  3132.  
  3133. CN tends to be mobbing-oriented character with [I]Assault Spear[/I], [I]Core Laser[/I], [I]MEB[/I],and [I]DLG[/I] backing her up. [I]Spear/Iron Scraps[/I], [I]Core Laser[/I], and [I]DLG[/I] tends to do decently well against generals and allows her to hold her own against them.   [B][U]
  3134.  
  3135. Final Word[/U][/B]
  3136. Code: Nemesis provides massive bossing support with Atomic Shield and her CoE buff, amplifying Night Watcher's already potent bossing power. She can handle mobbing better than Night Watcher can, making her a decent choice as a team member. However, players should take care when around her especially with Iron Scraps and MDA in her arsenal. [/spoiler]
  3137.  
  3138.  [IMG]http://elwiki.net/wiki/images/e/e7/CBSNEW.png[/IMG] [SIZE=4][U][I]Code: Battle Seraph[/I][/U][/SIZE] [B]
  3139. 3.5 Stars[/B]
  3140. [spoiler]Code: Battle Seraph is a force of nature that does not pay heed to what Night Watchers really do. Blessed with great damage, great mobility, high MP returns, and wonderful hitboxes, Code: Battle Seraph assists her team by flat-out carrying them. Her actions  do consume a lot of MP and that requires her to act constantly to capitalize on her high MP returns (this does not mean that she is  MP-thirsty as that would imply that she has trouble gaining MP no matter  what she does and requires heavy potting, which is not the case). Code: Battle  Seraph's aggression is mostly spawned by her upkeep for MP rather than  awakening, although the need to maintain 3-beads does play a part in it. Stronger Battle Seraphs  who instantly annihilate things tend to struggle somewhat with  awakening, but for the most part Fusion sates her awakening aggression  and leaves merely her aggression from having to maintain MP upkeep.
  3141.  
  3142.  [B][U]Disruptive Behavior[/U][/B]
  3143. Her Fusion  [I]Linear Divider[/I] and [I]Giga Stream[/I] isn't seen often, but has the potential  to launch bosses incredibly high in the air (jokingly referred to as "kidnapping" by Code: Battle Seraphs), leaving Night Watchers with  their grounded DF Combos staring blankly at the sky. Often times, the champion lands at a random location and it is generally hard to follow-up on these Fusion skills.
  3144.  
  3145.  Fusion [I]Particle Ray[/I] and Fusion [I]Sweep Rolling: Overcharge[/I] are skills used more frequently around champions and both also have the potential to "kidnap" targets into the sky. [I]Overcharge[/I] especially keeps them suspended in the air for about 6 seconds, making it difficult for anyone to attack the kidnapped target.  
  3146.  
  3147. Fusion skills and commands have many hits associated with them, making stoic bursts quite frequent around Code: Battle Seraphs.  
  3148.  
  3149. As mentioned before, Code: Battle  Seraph is constantly proactive to cover her high upkeep and obliterates anything in sight, typically leaving no room for slow turtles like Night Watcher to play a  significant part in the team in most dungeons.   An unorthodox skill choice is [I]Generate: Blackhole[/I]. However,  Eves who run this skill prove to be highly disruptive to Night Watcher's  DF Combo set-ups because of the instantaneous cast and powerful suction  on this skill. [B][U]
  3150. Support[/U][/B]
  3151. Her incredible clearing abilities with [I]Liner Divider[/I] (in some circumstances), [I]Giga Stream[/I] and [I]Psychic Artillery[/I] are incredible and her mobbing skills of [I]Kugelblitz[/I], [I]Particle Ray[/I], and [I]MEB[/I] are absolutely devastating combined with [I]Energetic Heart[/I] and [I]Core Laser[/I]. She easily covers for Night Watcher's mobbing weaknesses and is perhaps the best class at doing it.  
  3152.  
  3153. Fusion-boosted skills ([I]Giga[/I], [I]Linear Divider[/I], [I]Overcharge[/I]) do a tremendous amount of damage that matches or exceeds the DF Combo (with the exception of standalone Fusion PR, although it is usually accompanied by electronballs, [I]MEBs[/I], and [I]Kugels[/I]).  
  3154.  
  3155. While CBS does have a good bossing potential, much of it is very slow as [I]Overcharge[/I] takes some time to complete as does going into Fusion (the nerfed duration makes it harder for CBS to prime this skill earlier) and deploying more OCs, GS, PRs, Kugels, and MEBs. Night Watcher's Delayed-Innocent is much faster and she can provide assistance to Code: Battle Seraph by nuking for large amounts of damage in a short time frame on certain targets.   [B][U]
  3156.  
  3157. Final Word[/U][/B]
  3158. A wonderful teammate for Night Watcher who completely covers her mobbing weaknesses. However, Code: Battle Seraph doesn't necessarily need Night Watcher around and is likely to not cooperate simply because it would slow her down. At the very least, Night Watcher's Delayed-Innocent combo does a lot more damage than CBS can in a short amount of time-frame and all Night Watcher can offer her is this faster burst damage required for things such as full-bursting the now non-existent Final Karis in pre-4/29/15 Heart of Behemoth [/spoiler]
  3159.  
  3160. [IMG]http://elwiki.net/wiki/images/1/16/IPNEW.png[/IMG] [SIZE=4][U][I]Iron Paladin[/I][/U][/SIZE]
  3161. [B]2 Stars[/B]
  3162. [spoiler]A rather bad teammate for Night Watcher. His mobbing potential is quite low and he is extremely disruptive. Like all  3-bead awakening characters, Iron Paladin has a thirst for awakening,  but this is mostly for his Lunatic Fury and Impact Detonation. Berserk  Mode isn't [B][I]as[/I][/B] needed by Iron Paladins, but it  is a nice thing to have. For this, Iron Paladins will be constantly  using Land Demo: HA to refill their orbs.   [B][U]
  3163.  
  3164. Disruptive Behavior[/U][/B]
  3165. Outside of [I]Lunatic Fury[/I] and his [I]hyper[/I], his bossing and champion-rushing abilities are also rather low. He may not be able to pull his own weight when it comes to champion-hunting.  [I]Pandemonium[/I] provides some cute debuffs on opponents, but its damage is low and typically KDs targets after launching them.  
  3166.  
  3167. The most common skill run by PvE Iron Paladins is [I]Land Demolisher: Heavy Arms[/I]. This buff makes him quite aggressive and it will increase his pushing abilities. Although these pushing abilities can be helpful in grouping targets together to be destroyed with DF Combos, IPs rarely use it in this manner and push mobs far away from DF Combo set-ups. They often opt to try and group [B]EVERYTHING[/B] together rather than do divide-and-conquer strategies. His [I]Leap[/I] also boosts his grouping ability, although this is often used very disruptively.   Due to the easy access to [I]Guard[/I] and [I]Heavy Stance[/I], they don't really care about stoic bursts too much and often thoughtlessly trigger them, much to the annoyance of party members.   [I]
  3168.  
  3169. Land Demolisher: Earthquake[/I] is another option that is mostly used by high enhancement IPs and is quite decent at mobbing at these enhancement levels but can be quite disruptive with its multi-hits and dragging. However, [I]Land Demo: EQ[/I] is a lot less disruptive overall than [I]Land Demo: HA[/I].  
  3170.  
  3171. Iron Paladin does have the ability to light-lock opponents with [I]Heavy Arms[/I] and while this is immensely useful, this can be a major issue outside of boss battles. As his combos do launch, he may petrify mobs in the air and when this happens, the mobs tend to act weirdly and teleport around the place as IP continues to push them. This can greatly confuse team members and cause rhythm to be lost as players debate what they should do.   [B][U]
  3172.  
  3173. Support[/U][/B]
  3174. Iron Paladin has some of the best pushing abilities in the game due to his how easy it is to access [I]Land Demolition: Heavy Arms[/I] and [I]Leap[/I]. When used properly, this can shorten the time required to group mobs by a significant amount.   [I]
  3175.  
  3176. Land Demolisher: Earthquake[/I] is a hands-free mobbing tool that allows Iron Paladin to hit one area of the room hard and frees him to pursue other targets. This is relatively useful in mobbing if the Iron Paladin is competent and has enough attack power to do this effectively.  
  3177.  
  3178. When using [I]Land Demo: Heavy Arms[/I], he has a high affinity for element activation and pet attacks. He has high potential as a light-locker and proves to be extremely useful on boss fights.  [B][U]
  3179.  
  3180. Final Word[/U][/B]
  3181. Although Iron Paladin has potential to be a good teammate with his great pushing and locking abilities, most Iron Paladins don't know when to stop and accept other strategies that prove to be easier or faster to perform. Although he has a huge attack stat, his bossing and mobbing abilities are both sub-average. [/spoiler]
  3182.  
  3183.   [IMG]http://elwiki.net/wiki/images/6/60/DCNEW.png[/IMG] [SIZE=4][U][I]Deadly Chaser[/I][/U][/SIZE] [B]
  3184. 3 Stars[/B]
  3185. [spoiler]A rather unpredictable teammate who can be work well or not, depending on the skill level of the pilot. On paper, he's a somewhat disruptive class but is great at handling elites by his own, making for some potential divide-and-conquer affinity between the two. Deadly Chasers tend to be quite reliant  on [I]Berserk Mode[/I] as it is required for many skills and activates [I]Intense  Showtime,[/I] so many Deadly Chasers should be quite proactive and perhaps  unyielding in trying to hit everything.
  3186.  
  3187. [B][U]Disruptive Behavior[/U][/B]
  3188. His CDR passive allows him to become a one-man army who doesn't require teammates, but this does cost a good deal of MP and is only practiced by a small number of DCs. In this case, it would be best to mark targets that somehow escape or receive less attention from the one-man army.   Deadly Chaser is a fast striking class who is capable of causing stoic bursts with [I]Magnum Shot[/I], [I]Impact Detonation[/I], and normals.  
  3189.  
  3190. His [I]Quantum Ballista [/I]can launch targets, although it does a massive amount of damage and will kill almost everything  within the area. It is mostly used to destroy elites and the mobs surrounding it while the Deadly Chaser pursues a separate target.   [I]
  3191.  
  3192. Shooting Star[/I] is the alternative to [I]Quantum Ballista[/I] and is also used as a means to deliver damage to mobs in the room while the Deadly Chaser pursues other targets. It is not run as frequently as Ballista because it tends to launch and KD more often. It has low damage on single missiles (decent total damage) and a questionable AI, making it more likely to KD enemies than [I]Ballista[/I].   [I]
  3193.  
  3194. Comet  Crasher[/I] launches quite heavily and has many hits, making it a suspect  for stoic bursts and knocking down if used on non-super armored targets.    [I]
  3195.  
  3196. Outrage Strike[/I] can be quite chaotic when used, but it deals quite a considerable amount of damage and it is pretty obvious where Deadly Chasers use this skill so you won't be too disturbed by mobs being knocked around.  
  3197.  
  3198. [B][U]Support[/U][/B]
  3199. Has small lightlocking potential with his gun actives and fast normals.   DC has higher than average mobbing and bossing potential, allowing him to be a dependable teammate who can hold his own.
  3200.  
  3201.  [B][U]Final Word[/U][/B]
  3202. Deadly Chasers who are on mark prove to be good teammates, although a little overbearing as the CDR rushes to their heads. Most DCs won't launch a Ballista into your DF Combo because that is rather rude and absolutely overkill, but that's dependent on whether the DC knows what you're doing or not. You may receive some prejudice and be waved off by Deadly Chasers as a PvP class incapable of handling generals, so keep that in mind. Besides for that, Comet Crasher is the only real skill that could disrupt a DF Combo and that shouldn't happen too frequently if you mark up different targets (DCs also shouldn't be using CC unless it will kill or if the target is super-armored). DC can potentially be a good team member, but many Deadly Chasers stop at being mediocre rather than spectacular PvE players. Quickly note whether your Deadly Chaser comrade is a one-man army type, a complacent and average type, or a random and adjust accordingly.[/spoiler]
  3203.  
  3204.   [IMG]http://elwiki.net/wiki/images/0/03/TTNEW.png[/IMG] [SIZE=4][U][I]Tactical Trooper[/I][/U][/SIZE] [B]
  3205. 3.5 Stars[/B]
  3206. [spoiler]A potential force of nature that can either play at Night Watcher's pace or accelerate teams forward and drag Night Watcher around with his huge momentum. Although his attack pool is low, his skill damage percentages are extremely high. He increases them further [SIZE=2]with red cannonballs and can reload them easily with noted [I]Cannon Strike[/I] or firing regular blue shells at checkpoints. Like   all 3 bead characters, Tactical Trooper can behave quite aggressively  with his Carpet Bombings, Missile Showers, and Impact Detonations to   try and maintain his Berserk Mode. Because Tactical Trooper is heavily  reliant on his cannonballs, he is typically a very aggressive character so he can maintain Berserk.   [B][U]
  3207.  
  3208. Disruptive Behavior[/U][/B]
  3209. Tactical  Trooper is a monster in PvE due to the fact that most of his skills  don't lock him in animation frames (or i-frames), allowing him to reap the  benefits from [I]Tactical Field[/I] and [B][I]frees to perform other actions[/I][/B].  Skills like[I] Tactical Field[/I], [I]Satellite Rain[/I], [I]AS:MS[/I], and [I]Carpet Bombing[/I]  all take an incredibly short time to activate, allowing TT to perform  multiple tasks quickly and granting him immense bursting capabilities.  This is incredibly powerful as he does have options to cover basically  all of his needs, making him able to perform almost all of these options  in an instant.   Dominant TTs may splash an entire room with [I]Carpet  Bombing[/I] to severely injure elites and eliminate trash before following  it up with [I]AS:MS[/I], spelling certain death for whatever surviving elites  he chooses to point his cross-hairs at. This can all happen within a  small amount of time and gives Tactical Trooper a large amount of momentum, often throwing slower classes like Night Watcher off.   Although he may not be able to cast [I]Carpet  Bombing[/I] in every room, [I]AS:MS[/I] has a ridiculously high damage output for a  ridiculously low MP cost and low CD. His presence in a party surely  means that one or more generals will be bombarded to death. Tactical  Troopers can completely leave Night Watchers in the dust when played at  their maximum potential and may only leave one or two severely injured  elite for his team to fight.
  3210.  
  3211. As a  character with great hitboxes and is liberated from animation frames, he has no real reason to do "divide-and-conquer" strategies when he can just destroy the entire room single-handedly. He can  crowd other players out if he becomes too aggressive, making him a poor team player.   [B][U]
  3212.  
  3213. Support[/U][/B]
  3214. Tactical Trooper possesses both clearing and bossing skills in [I]Carpet Bombing[/I] and [I]Artillery Strike: Missile Shower[/I]. [I]Carpet Bombing [/I]is extremely potent and easily makes up for Night Watcher's mobbing weaknesses. [I]
  3215.  
  3216. Chaos Cannon[/I] is an alternative choice to [I]Carpet Bombing[/I] that has both bossing and mobbing potential and possesses heavy hitstun, providing some protective support and dealing massive amounts of damage at once.  
  3217.  
  3218. His general mobbing skills include [I]Mark of the Commander[/I] (used more for its awakening building, however), [I]Impact Detonation[/I], [I]Assist Shelling[/I] and his hard-hitting and very frequent [I]Siege[/I] shells. Although rather limited, it does prove to be more potent than Night Watcher's kit due to his passives.
  3219.  
  3220.   His [I]Tactical Field: Raid[/I] is his best support skill ([I]Mark of the Commander[/I] is a rather negligible) and provides MP and a damage increase to all players standing within the field. However, TF's support effectiveness on other players is rather limited because it stops buffing them shortly after they enter i-frames from using special actives (typically nukes that they would want to have damage+ on).   Fortunately for Night Watcher, she does not need to be in i-frames when delivering her DF Combo and can benefit greatly from [I]Tactical Field: Raid[/I].[B][U]
  3221.  
  3222. Final Word[/U][/B]
  3223. Most players in NA do not play Tactical Trooper to his full potential, for better or for worse. He does cover Night Watcher's weaknesses decently well, but his AS:MS and ability to perform multiple roles may clash not only with Night Watcher, but also with the rest of his team. He has little incentive to slow down for team members and although he can perform "divide-and-conquer" strategies with Night Watcher, it doesn't happen often. [/SIZE][/spoiler]
  3224.  
  3225. [HR][/HR]
  3226.  
  3227. [CENTER][U][SIZE=5][FONT=microsoft sans serif][I][FONT=lucida console][FONT=fixedsys][SIZE=7][COLOR=darkgreen]☙ 10.0B Team Synergy (continued)❧[/COLOR][/SIZE][/FONT][/FONT][/I][B]
  3228.  
  3229. Ara, Elesis, Add[/B][/FONT][/SIZE][/U]
  3230. [/CENTER]
  3231.  
  3232. [IMG]http://elwiki.net/wiki/images/2/2e/SDNEW.png[/IMG] [SIZE=4][U][I]Sakra Devanam[/I][/U][/SIZE]
  3233. [B]3.5 Stars[/B]
  3234. [spoiler]An incredibly potent clearing character who can either work  well with Night Watcher or work poorly with her. Like all 3  bead  characters, Sakra Devanam is quite aggressive in order to continue   reaping the benefits of Eun Mode. This usually means that she will use  [I]Kite[/I], [I]>>ZZ[/I], and [I]Tiger Arts[/I]  quite frequently. However, awakening building is quite easy for Sakra  Devanam and her aggression is typically to gather beads for more [I]Kites[/I].  [B][U]
  3235.  
  3236. Disruptive Behavior[/U][/B]
  3237. Although  Dragon Arts is rather slow, it launches heavily when completed   successfully so Night Watchers should disengage targets when a Sakra   Devanam chooses to use her Dragon Arts.  
  3238.  
  3239. [I]Flying Kite[/I] can knock down super-armored targets on its final hit if it doesn't kill the target.
  3240.  
  3241. Sakra  Devanam's skills ([I]Tiger Arts[/I], [I]Quick Attack[/I], [I]Matchless Truth[/I]) and her  [I]>>ZZ[/I] combo also deliver a large amount of hits at a considerable fast  rate and can trigger stoic bursts.  For [I]Matchless Truth[/I],  this skill also can scatter mobs all around due to its  launching  properties (it has been compared to Humming Wind in many  aspects), but  this should be rare due to most players cancelling it. It can still KD  mobs due to its weird suction properties on the initial hits, however.  
  3242.  
  3243. Her  [I]>>Z[/I], [I]>>^ZZ[/I], and [I]Tiger Arts[/I] also can push targets a  considerable distance away from DF Combo set-ups. [I]
  3244.  
  3245. Tiger Arts[/I] is an  especially common sight as it is a cheap way for  her to provide a  critical bonus (negligible and is often used without  the intention to  support, so it is not really considered as a support  skill), deliver  some light damage, provides ample awakening charge, [B]and[/B] replenishes her orbs extremely quickly for more [I]Kites/Suppressions[/I].  
  3246.  
  3247. Sakra  Devanams who run the [I]Guard[/I] passive or [I]Fall[/I] may also be a little reckless  with triggering stoic bursts as they are shielded from it.  [B][U]
  3248.  
  3249. Support[/U][/B]
  3250. Sakra Devanam's bossing power is a little on the low end with just [I]Dragon Arts[/I] and her hyperactive, so Night Watcher's ability to put out tons of DF Combos can help cover for Sakra Devanam.
  3251.  
  3252.  Her [I]Flying Kite[/I] definitely compensates for Night Watcher's mobbing weaknesses and does that job quite well.
  3253.  
  3254. If the SD runs [I]Suppression[/I], the debuff can a beneficial set-up  for Night Watchers' Aero Tornados and DF Combos (Night Watcher's Aero  Tornado doesn't actually support Suppression very well because its  suction range is smaller than Suppression's range).  
  3255.  
  3256. Sakra Devanam is also quite good at aggro with fast [I]^Zs[/I], [I]>>^X[/I], and [I]Flying Kite[/I].    Sakra Devanam has  potential to be a light-locker, but the  effectiveness of Light on her  hasn't been fully observed or tested.
  3257.  
  3258. [B][U]Final Word[/U][/B]
  3259. A pretty good team mate with a strong compatibility for Night Watcher,  although air-headed Sakra Devanams with Tiger Arts is absolutely  dreadful. She does have a considerable amount of momentum with Flying  Kite, but in most cases her bossing potential is low enough to slow her  down to a pace that Night Watcher can keep up with.[/spoiler]
  3260.  
  3261. [IMG]http://elwiki.net/wiki/images/6/63/YRNEW.png[/IMG] [SIZE=4][U][I]Yama Raja[/I][/U][/SIZE] [B]
  3262. 4.5 Stars[/B]
  3263. [spoiler]Yama Raja ranks as one of the best support classes in the game  and that remains true when paired with Night Watcher. Like all 3-bead  characters, Yama Raja  thirsts for awakening charge. She especially  needs it due to the fact  that she doesn't gather orbs as easily as her  sisters nor does she have  too many options to gather awakening charge  in the first place. YRs will  definitely be proactive, but their low  momentum makes their aggression  rather harmless to rhythm.  [B][U]
  3264.  
  3265. Disruptive Behavior[/U][/B]
  3266. Her energy ball combos tend to have many hits and cause stoic bursts  very frequently, so players should watch out for that. They are used  somewhat frequently to maintain her Eun Mode.  
  3267.  
  3268. The fact that her hyperactive has a violent suction can be pretty  troublesome, but it should be easy to predict when she hypers so it  should be rather easy to foresee this problem arising and not deploying  your DF Combo. Her hyper does launch heavily at the end, however, so  players should take care to either counter that with a Water Orb or  finish casting their burst before that happens.  
  3269.  
  3270. There are some disruptive skills in Yama  Raja's kit, but these are  skills that are typically found on poorly  constructed or unorthodox PvE  builds. They include [I]Infernal Circle[/I], [I]Energy Wave[/I], and [I]Energy Void[/I].   [I]Infernal Circle[/I] is perhaps the  most acceptable skill of unorthodox PvE builds (all that is lost are  [I]Wolf Arts[/I]).
  3271.  
  3272. [I]Infernal Circle[/I] delivers a tremendous amount of damage, but  launches  targets that aren't killed, making it rather disruptive if  used irresponsibly.  [I]
  3273.  
  3274. Energy Wave[/I] is a poor attempt to grant  Yama Raja clearing  abilities and is a downright awful choice due to its  poor hitbox, low  damage, launching properties, and the loss of [I]Purgatory[/I] arts to  obtain it. E-Wave Yama Rajas are difficult to work with because  they  have given up their powerful bossing potential for a skill that is  more  akin to trolling than clearing. If you find one, you will probably  not  have a good time working with her.  [I]
  3275.  
  3276. Energy Void[/I] is a skill with a higher  suction than Suppression but  deals damage that is pretty much equal to  Suppression. It is not  preferred, even with its high suction abilities,  due to the fact that  it doesn't apply a defense debuff, consumes much  more orbs than  Suppression, has a lot more hits than Suppression, and  also launches  uncontrollably afterwards -- making its suction effect  rather useless  for team plays.
  3277.  
  3278. [B][U]Support[/U][/B]
  3279. Night Watcher can support Yama Raja with Aero Tornado grouping and  compensate for YR's slow (but powerful) bossing power with her  Delayed-Innocent burst. Combined with Night Watcher's capabilities, the  two make for quite a fearsome combination on big boss fights.  
  3280.  
  3281. Even though Yama Raja lacks good clearing abilities, her mobbing is decent enough with the suction range of [I]Suppression[/I] and the power of [I]Wolves[/I].  
  3282.  
  3283. YR is particularly adept at aggros with [I]High Speed[/I], [I]Wind Wedge[/I], [I]Wolves[/I], and [I]>>^X[/I] or [I]^Zs[/I]. This usually elimnates the need for her to use clearing skills as everything gathers for slaughter rather easily.  
  3284.  
  3285. Her [I]Suppression[/I] provides godlike support, sucking in targets  and applying a defense debuff after dealing some respectable damage to  enemies within its range. This is a great set-up for NW's DF Combos and  other skills.  
  3286.  
  3287. Her Killing Wolves and Purgatory secret arts also allow her to deal with  generals singlehandedly, but it is extremely taxing on her to do this  continuously. Therefore, she possesses little momentum to throw  teammates off pace but is still capable of handling her own.  
  3288.  
  3289. Her delay coverage with [I]Purgatory[/I] is amazing and allows  teammates to close in on targets safely (if the elite and other mobs are  not outright killed by Purgatory).  
  3290.  
  3291. Her hyperactive is a mixed bag in that it delivers a tremendous amount  of damage and has an incredible suction and hitbox, but it also makes  mobs lose their collision box and launches targets heavily afterwards,  making follow-ups difficult. Fortunately, Night Watcher doesn't care too  much about the loss of a collision box due to the DF Combo's  non-situational property.
  3292.  
  3293. [B][U]Final Word[/U][/B]
  3294. Correctly built Yama Rajas are a godsend for virtually any team and any character. [/spoiler]
  3295.  
  3296.  [IMG]http://elwiki.net/wiki/images/2/22/AANEW.png[/IMG] [SIZE=4][U][I]Asura[/I][/U][/SIZE] [B]
  3297. 4 Stars[/B]
  3298. [spoiler]Asura is a PvE powerhouse who has tremendous momentum. Backed  by tremendous resource returns and a huge MP pool, she has all of her  bases covered from mobbing/clearing to bossing. Asuras are somewhat  aggressive in pursuing  their 3-bead. Although they can activate Eun  Mode at 1 or 2 bead  awakenings, most Asuras prefer to receive the full  benefits of Eun Mode  acquired at 3 beads. They are pretty aggressive in  [I]Night Parades[/I] and [I]Fox  Fires[/I] to do so, but some are  rather lax due to the fact that Asura  builds awakening extremely  easily. Asuras tend to have high resource returns  and don't really  thirst for orbs, but unseasoned Asuras may find  themselves lacking in  either orbs, MP, or both and that will severely  impact their  effectiveness.
  3299.  
  3300. [B][U]Disruptive Behavior[/U][/B] [I]
  3301. Fox Fire[/I] has a somewhat high chance of causing stoic bursts  if it is used on a single target such as a mini-boss or champion.
  3302.  
  3303.  [I]Night Parade[/I]  is pretty disruptive,  delivering a large  amount of hits as well capable of causing stoic  bursts and launching  non-super-armored targets wildly into the air.  
  3304.  
  3305. A good deal of her claw normals also have  multiple hits to them and  this issue is further agitated when she is  running either the [I]Necromancy[/I] or [I]Spell: Thunder[/I] buffs.  
  3306.  
  3307. When all of the pieces are fit together,  Asura is a monstrous  powerhouse with incredible momentum and can throw most characters off  rhythm, not just Night Watcher.  
  3308.  
  3309. Unorthodox skill choices, such as [I]Spell:  Storm[/I] (if you see this skill, however, there may be bigger issues at hand) also can be quite disruptive due to large hit counts.  [B][U]
  3310.  
  3311. Support[/U][/B] [I]
  3312. Fox Fire[/I] typically doesn't trigger stoic bursts despite its high  hit count due to the dispersal of the fireballs across multiple targets  and the tendency for this skill to freeze/petrify or go for mobs that  are likely to die before bursting. [I]
  3313.  
  3314. Restraint[/I] into [I]QT/Force Spear[/I] is quite effective as a  short range mobbing strategy. Together, they make up for a powerful  mobbing game that is immensely helpful to Night Watcher.
  3315.  
  3316.   Although [I]Millenium Fox[/I] has the typical 180s CD expected of  hyperactives, this skill deals a tremendous amount of damage that can  level an entire room of trash mobs and generals. Mostly categorized as a  field-clearing hyperactive, this skill is extremely useful for making  up for Night Watcher's weakness in clearing and mobbing.  
  3317.  
  3318. Her [I]Night Parade [/I]arts delivers a tremendous amount of  non-situational damage, perfect for champion-killing and boss kills with  an effective cooldown of 2 seconds and a massive resource return.
  3319.  
  3320. [I]Night Parade[/I] is one of the few non-situational techniques that  can rinsed and repeated at a faster and more devastating rate than the  DF Combo. She is more than capable of pulling her own weight.
  3321.  
  3322. Asura has a party buff option in [I]Necromancy[/I] (if chosen over [I]Spell: Thunder[/I]). [I]Necromancy[/I] provides a slight boost in accuracy and crit for party members.  [I]
  3323.  
  3324. Night Parade[/I] provides great delay coverage, although its multi-hit  and launching properties make it hard to capitalize on an elite that has  most likely died or is extremely close to death.    
  3325.  
  3326. Asura has a potential to be a light-locker, but her effectiveness as one has not been fully observed or tested yet.   [B][U]
  3327.  
  3328. Final Word[/U][/B]
  3329. Asura is a powerful class that covers Night Watcher's low mobbing  weakness quite well. However, she has little reason to respect Night  Watcher and will rip through the dungeon to shreds at a rapid pace,  potentially leaving Night Watchers' heads spinning. [/spoiler]
  3330.  
  3331. [IMG]http://elwiki.net/wiki/images/c/c4/GMNEW.png[/IMG] [SIZE=4][U][I]Grand Master[/I][/U][/SIZE] [B]
  3332. 1 Star[/B]
  3333. [spoiler]Although some of her tools were nerfed in recent updates, Grand  Master's gameplay still remains the same as it always has been. She is  not a good teammate. Her gameplay is a lot extremely selfish and  aggressive, often sacrificing team interests to forward her own agenda.  She is somewhat justified in doing this  (at least before nerfs) due to  the fact that she is capable of  destroying all targets on the screen at  a pretty fast rate alone. Grand Master is perhaps one of the best   examples of how Chivalry/WoTS bars influence classes' behaviors. The SoV   gameplay is a direct result of the compelling need to manipulate and   drive the Chivalry bar efficiently, forcing Grand Master to toss her   entire team under the bus. The SoJ gameplay revolts against that   compulsion, but is ultimately left helpless without the aid of Chivalry   and these Grand Masters often grow to be very aggressive anyway in  order  to control their Chivalry a little bit more.
  3334.  
  3335.  [B][U]Disruptive Behavior[/U][/B]
  3336. Grand Master plays similarly to Lord Knight, typically wielding a [I]Sword of Victory[/I]  buffed by a Giant Hand Elixir. She has a surprisngly massive amount of  momentum running the SoV build and totally dominates most parties. Grand  Master has quite an issue with building Gale and draining Annihilation  due to the fact that her Gale-building normals are terrible and her  Gale-building skills are few and largely ineffective for moving her bar.  Therefore, her best option is to utilize [I]^X[/I].   [I]^X[/I]'s damage and MP return is bolstered by her [I]Initiate[/I] passive, making this actually pretty powerful and resourceful besides for the fact that it [B]knocks down[/B].  However, this is mitigated by her Annihilation mode -- besides for  granting 100% crit to Annihilation based attacks, it gives them the  ability to bypass "stances", allowing her to deal full damage on mobs  that are knocked down. Therefore, PvE GrM increases the range of her [I]^X[/I] using [I]Sword of Victory[/I]  (bolstering her attack power and increasing her range, allowing her to  hit more targets at a time and manipulate her Chivalry bar more  effectively) and uses Annihilation to bypass the penalties associated  with [I]^X[/I]. Grand Masters typically continue to do this even when  she is out of Annihilation in order to reach Gale, however, so there is a  certain period of time where she is not dealing too much damage to  opponents even with [I]Initiate[/I]'s boost. When she reaches Gale, she usually utilizes her [I]SoV[/I]'s range along with her [I]Waltz of the Sword[/I] passive to deliver large damage on targets all over the room using Gale [I]Rushing Sword[/I]  to rush back and forth, eventually ending her back in Annihilation  again. The process then repeats from there. This type of Grand Master  excels at mobbing, but is extremely weak at bossing (only has her hyper  and [I]Spiral Blast[/I]).  There are occasional [I]Spiral Blasts[/I] on generals and [I]Provoke[/I] and [I]Power Break[/I] are often used to maximize her damage output on her [I]^X[/I] barrages. [I]War Prelude[/I]  grants her team a buff that provides pets more MP (so they can attack  more frequently) and a small speed buff. It is typical of Grand Masters  to use a fox pet, especially Mihos, to supplement her attacks with [I]^X[/I], [I]Initiate[/I], and [I]War Prelude[/I]  feeding plenty of MP to her and her pet. This style of Grand Master is  largely effective, but is deemed as "selfish" due to the fact that she  knocks down everything in sight and severely limiting the damage of  characters without "stance" ignore (which is most characters in the  cast).   With [I]SoV [/I]Grand Masters, Night Watcher can only splash  NS orbs onto targets to deal damage. Setting up on KDed opponents may  not be the best of ideas either as some mobs do have wake-up attacks or  can roll away from players.
  3337.  
  3338.    [I]Sword of Judgement[/I] Grand Masters are a lot different from [I]SoV[/I] ones. She plays  like a normal character and doesn't hide behind a large [I]^X [/I]wall for the most part. Her  specialty is delivering massive amounts of burst damage using Gale [I]Sword of Judgement[/I],  destroying elites with relative ease. However, this build is considered  to be  extremely weak due to the fact that she cannot generate Gale  very well,  limiting her [I]JD/SoJ[/I] output severely. She may be able to provide relevant  support with [I]Power Break[/I] and [I]Provoke[/I]  in this state, but she cannot do  much else. Her mobbing is extremely  weak and her inability to obtain  Gale easily limits her bossing  abilities, making her an overall poor team member incapable of pulling  her own weight. She is quite incapable of helping anyone in this state   and serves only as a [I]Provoke[/I], [I]Prelude[/I], and [I]Power Break[/I] shuttle. The  times that she does get Gale for [I]SoJs[/I],  her interests often conflict with  those of Night Watcher.  An  alternative skill to these two builds  sometimes seen by Grand Masters  is [I]Saber: Extinction[/I]. It is an attempt  to give Grand Master  some mobbing power, but is ultimately rather  useless due to its magic  attack properties, low damage amount, and  tendency to launch and knock  down multiple mobs because it is incapable  of killing them.   [B][U]
  3339.  
  3340. Support[/U][/B]
  3341. She does have [I]Provoke[/I] (debuffed targets take additional damage), [I]Power Break[/I] (magic and physical defense of targets decrease), and [I]War Prelude[/I] (speed and pet MP buff) to support her team here and most are pretty relevant to Night Watcher, but [I]Sword of Victory[/I] Grand Masters selfish behavior renders most of this useless for her party members. [I]  
  3342.  
  3343. Sword of Victory [/I]Grand Masters have strong mobbing and weak  bossing, which makes them a candidate for being compatible with Night  Watcher. However, this is one case where a party of the two will not  work out because of Grand Master's selfish playstyle.    [B][U]
  3344.  
  3345. Final Word[/U][/B]
  3346. One form of Grand Master is a selfish monster and the other is a  helpless cripple. Either way, none of them can really help their  comrades. They are lacking in quite a number of sectors and are not very  compatible with Night Watcher, let alone most characters of the cast.  [/spoiler]
  3347.  
  3348.  [IMG]http://elwiki.net/wiki/images/e/e2/BHNEW.png[/IMG] [SIZE=4][U][I]Blazing Heart[/I][/U][/SIZE]
  3349. [B]3.5 Stars[/B]
  3350. [spoiler]Blazing Heart has some synergy with Night Watcher, but  realistically doesn't really work well with her. Blazing  Hearts  tend  to be hyper-aggressive as Chivalry/WoTS characters as they are  plagued  with the curse of Annihilation. They constantly try to get rid  of it,  but they always end up back in Annihilation due to how easily  they lose  Gale. This vicious  cycle is also agitated by the fact that it produces  MP issues for  Blazing Heart, forcing her to perform actions that  ultimately drive her  back into Annihilation. She is cursed and her  aggression is relentless.
  3351.  
  3352.  [B][U]Disruptive Behavior[/U][/B]
  3353. Her normals possess a massive amount of hits and KD, triggering stoic  bursts often and potentially breaching the KD limit on mobs. She is  often forced to use her normals as she is an extremely MP hungry class,  requiring MP continuously to continue pushing into Gale with [I]Blaze Wing[/I] and rinsing it out quickly with two or three [I]Sword Fires[/I], which adds up in MP costs.  
  3354.  
  3355. Her [I]Stoic Strong[/I] is usually shielded to protect herself from  stoic bursts triggered by her own attacks and to boost her damage. If it  is used to protect herself, she can potentially knock down enemies  around her and disrupt party play.
  3356.  
  3357.  Her [I]Sword Fire[/I] doesn't necessarily possess a lot of hits  alone, but Sword Fires often come in three to four, breaching stoic  thresholds and triggering nasty stoic bursts that may disrupt a team.   [I]
  3358.  
  3359. Burst Rising[/I] launches and knocks down mobs. Although this doesn't  happen often is it will usually kill trash mobs easily, it is sometimes  used against champions in place of [I]Sword Fire[/I] and will knock them down.
  3360.  
  3361.  [I]Eternal Fire[/I] sends mobs flying, even with Water Orb or  petrify support. Blazing Hearts may also purposefully knock targets down  before using EF, knowing fully that Annihilation will eat through the  mob even if her teammates cannot injure it very well.
  3362.  
  3363.  Her[I] Fire Fist[/I], essential for getting rid of Annihilation in  the absence of Blaze Wing and Eternal Fire, has a large amount of hits  and low cooldown, making it a recipe for stoic burst disaster.
  3364.  
  3365.   [B][U]Support[/U][/B]
  3366. Blazing  Heart has a huge tendency to drive into Annihilation and  doesn't have  too many options to get rid of it besides for her  legendary [I]Blaze Wing[/I]  skill (although it only works when  multiple targets are in the room).  This skill makes Blazing Heart one  of the strongest clearing classes in  the game and because of that, she  can compensate for Night Watcher's  weakness appropriately.  
  3367.  
  3368. She also has some great skills for general mobbing like [I]Rushing Sword[/I], [I]Fireplay/Scarlet Rose[/I], and [I]Burst Rising[/I].  
  3369.  
  3370. Her  champion-killing skills are a little lackluster, requiring her to use  her Gale mode to launch multiple [I]Sword Fires[/I] and [I]Burst Risings [/I]at  champions to kill them. She may also use [I]Eternal Fire[/I]  to achieve this,  although this is unusual to be used for most  champion-kills due to its  launching properties. All in all, her  champion rushing abilities are  actually pretty low, requiring her to  use up her entire Gale bar  (forcing her to have to replenish it for the  next general) or particular  criteria to be met. Her somewhat average  champion-killing abilities  combined with her high clearing/mobbing  abilities makes her a pretty  decent candidate for working well with  Night Watcher.  
  3371.  
  3372. Blazing Heart is a rather effective lightlocker.
  3373.  
  3374. [B][U]Final Word[/U][/B]
  3375. Blazing Hearts prove to be good comrades in clearing, but their  aggression and need to manipulate their Chivalry bar drives them to  pursue every target they set their eyes on. With their multi-hitting  skills and actives and disruptive gameplay, they tend to intrude upon  others' marks and may sometimes ignore the "divide-and-conquer"  strategies laid out by the team. Night Watchers should watch for crazed  Blazing Hearts looking to charge their Chivalry bar because there will  likely be a stoic burst extremely soon. [/spoiler]
  3376.  
  3377.   [IMG]http://elwiki.net/wiki/images/0/06/CAvNEW.png[/IMG] [SIZE=4][U][I]Crimson Avenger[/I][/U][/SIZE] [B]
  3378. 2.5 Stars[/B]
  3379. [spoiler]Crimson Avenger is a former "force of nature" character that  was capable of dragging characters along for a crazy ride. She lost a  good chunk of her momentum with the loss of [I]Burning Phantom[/I]'s  suction, but still has a good amount of momentum left to her. Her  momentum is drawn from her high affinity and desire to drive her  Chivalry bar, fueling her tremendous damage output with endless MP and  additional strength.
  3380.  
  3381.  [B][U]Disruptive Behavior[/U][/B]
  3382. Her huge momentum is mostly derived from her  need to drive her Chivalry  back and forth. This behavior causes her to  lose tremendous amounts of  HP due to hee Blood Hit system and triggers pet  encouragement and her  MP-returning passive [I]Overflowing Madness[/I]. Crimson Avenger  subsequently  refills her MP without having to use her consumables and  is free to  manipulate her Chivalry bar again, making her hyper  aggressive and  hunting down any target available with her replenished  MP. This process continues as she rotates  between MP refills from her  pet, [I]Overflowing Madness[/I] passive, her own  pots, and Gale's MP gains (her [I]Injection Stigma[/I]  also keeps the Gale counter  maxed at all times while she is in Gale,  making her MP regain constantly  high). Her affinity for Gale is further  bolstered by  her godly [I]>>ZZZ[/I] combo and [I]Two-Faced Darkness[/I]  passive, which  quickly shoots her into Gale mode and maxes out her  Gale counter shortly afterwards. Her MP supply is virtually bottomless  and she is driven to  capitalize on it and drive her Chivalry bar again  and again. Coupled  with the fact that some of her skills are boosted by  her [I]Two-Faced  Darkness[/I] passive, [I]Blood Hit [/I]system, [I]Stoic-Strong[/I] (she retains the damage  buff the entire time with her [I]Condemnation[/I]  passive), and her extremely  high physical attack, Crimson Avenger is a  never-ending barrage of  attacks that massacre everything she gets her  hands onto.
  3383.  
  3384. She is a class  that is capable of going beyond "divide-and-conquer" and  can handle  entire rooms by herself, although maybe not as effectively  as other classes.  She has little reason to cooperate with her  tremendous strength and MP  supplies.   Her legendary [I]>>ZZZ[/I]  combo has a massive amount of  hits with fairly decent pushing (the  launch is usually active-cancelled  if the Crimson Avenger is competent)  and causes stoic bursts very  frequently unless she runs the Light  element.  
  3385.  
  3386. Her primary bossing skill, [I]Blood Cutter[/I], delivers a  tremendous amount of hits in a short amount of time (26) and is usually  accompanied by a second [I]Blood Cutter[/I] due to it being a Gale skill.  Before they trigger the inevitable stoic burst, these [I]Blood Cutters [/I]also  have a moderately powerful pushing power that will drive enemies out of  DF Combo set-ups.  
  3387.  
  3388. [CENTER][IMG]http://puu.sh/k2wPp/47677ab6a3.gif[/IMG] [I]
  3389. Well, that sucks.[/I]
  3390. [/CENTER]
  3391.   [I]Dread Weapon[/I] has a tremendous amount of hits as well  (17) for 100MP and has tremendous pushing power disrupting DF Combo  set-ups.   [I]Injection Stigma[/I] has a large amount of hits on  activation and sometimes triggers stoic bursts.  
  3392.  
  3393. She is also the most  frequent user of [I]Stoic-Strong[/I] in order to shield herself from the stoic  bursts she causes and bolstering her damage unconditionally due to her  [I]Condemnation[/I] passive. This may prove disruptive in knocking targets down.  [B][U]
  3394.  
  3395. Support[/U][/B]
  3396. Even with the loss of [I]Burning Phantom[/I], Crimson Avenger can still fulfill both bossing and mobbing roles. Ejection Buster and [I]>>ZZZ[/I] are powerful mobbing tools and is backed by [I]Dread Weapon[/I], [I]Injection Stigma[/I], and [I]Rushing Sword[/I].  
  3397.  
  3398. For bossing, Crimson Avenger has [I]Blood Cutter[/I] and [I]Brandish Break[/I]  to her disposal. She can easily fill in for places that  Night Watcher  isn't covering for champion-hunting and compensate for  Night Watcher's  low mobbing capabilities.
  3399.  
  3400.   Her hyperactive is rather effective as well with a pretty generous suction range and damage that is of course, hyper-tier.    [I]
  3401.  
  3402. Dread Weapon[/I] and to an extent, [I]Blood Cutter[/I] can be used as a support skill to drive enemies into DF Combo set-ups rather than away from them.  
  3403.  
  3404. [CENTER][IMG]http://puu.sh/k2wQK/ead07d0909.gif[/IMG] [I]
  3405. A poorly cast Buster saved by Dread Weapon
  3406. [/I]
  3407. [/CENTER]
  3408.   Crimson Avenger has an extremely high affinity for  being a  light-locker. Her use of light is more of a means to shield  herself  from stoic bursts when mobbing and manipulating her Chivalry  bar, but  it is of course used to its full effect on bosses and provides   tremendous support.   [B][U]
  3409.  
  3410. Final Word[/U][/B]
  3411. Crimson Avenger is an extremely potent PvE class capable of throwing  Night Watchers completely out of rhythm. Definitely go for  "divide-and-conquer" strategies with Crimson Avengers around and mark up  different targets. Things should go well as long as the two of you  lower the amount of chances that either of you interfere with the other.  Her light-locking abilities will be extremely helpful for locking down  bosses at big fights and shielding the team and Night Watcher, allowing  them to safely deliver their damage. [/spoiler]
  3412.  
  3413.   [IMG]http://elwiki.net/wiki/images/0/07/LPNEW.png[/IMG] [SIZE=4][U][I]Lunatic Psyker[/I][/U][/SIZE]
  3414. [B]1.5 Stars[/B]
  3415. [spoiler]Lunatic Psyker is a character that proves to be a devastating  force of nature when played and built properly. Although his skill  library is somewhat  limited, Lunatic Psyker is capable of putting out  lots of damage through  his NA combos and skills and recycling his MP.  He doesn't cooperate well with Night Watcher. While his mobbing options   are pretty solid, he often targets generals instead and performs  his  mobbing work through collateral damage. This makes him butt heads with  Night Watcher quite often.
  3416.  
  3417.  [B][U]Disruptive Behavior[/U][/B] [I]
  3418. Quake Buster[/I] carries targets  a considerable distance, away from DF  combos and depositing surviving  targets onto the ground some distance  away. Typically, these are aimed at generals that may have been marked  by Night Watcher.   [I]
  3419.  
  3420. Statis Field[/I] is often used  to strike generals and mobs in the  vicinity and with Lunatic Psyker's  incredibly high magic attack, deals a  significant amount of damage to  the target. This wouldn't be an issue  if LPs didn't immediately link off  of their [I]Statis Fields[/I] and  start pummeling the champion, triggering  stoic bursts quickly (this  doesn't faze them as they can simply counter  with their [I]Nasod Armor[/I]).  
  3421.  
  3422. Their [I]Nasod  Armor[/I] combos are highly disruptive due to the  knockback and amount of  hits associated with them especially combined  with a careless attitude  from LPs because of they are shielded from  stoic bursts with their [I]Nasod  Armor[/I].   Conqueror is solely  used for hunting champions (the collateral  damage is just a bonus) and  can clash with Night Watcher's marks.
  3423.  
  3424. He can  also link off of his Conqueror, guaranteeing a stoic burst from  the  combination of the two.   Lunatic's hyperactive is pretty  disruptive with  its incredibly powerful suction range and while this is  a non-issue, he does fling survivors uncontrollably into the air and  makes a mess of the room.  
  3425.  
  3426. Lunatic Psykers can be highly  disruptive with the use of [I]Quicksilver Accel[/I].  Although it can be  helpful to drag enemies forward, it can also be  used to drag them back  straight after. Possessing the ability to  manipulate the positions of  super-armored targets, Lunatic Psykers can  intrude upon Night Watcher's  delicate DF Combo positioning by a great  deal if he uses the skill  irresponsibly.
  3427.  
  3428. An unorthodox choice for Lunatic Psykers  is [I]Neutron Bomb[/I].  Although it has mobbing capabilities, this skill is extremely disruptive  and is very  unwelcome for party play due to this skill's incredibly  violent suction  effect and launching targets that survive it.  
  3429.  
  3430. All Add classes have access to the normal  ^X. Although this skill  delivers some outrageous amounts of damage if  used at a high rate  (which it can be), it knocks non-super-armored  targets down instantly.  If used irresponsibly, this normal will prove to  be extremely  disruptive to the entire team. Unfortunately, using this  normal  carelessly appears to be a favorite pastime for Adds on the NA server.[B][U]
  3431.  
  3432. Support[/U][/B]
  3433. When built properly, Lunatic Psyker has access to a huge pool of MP that  can potentially rival Diabolic Esper. Although he has a limited skill  library, he does have access to both bossing and mobbing options and can  utilize the massive amounts of MP he gains quite effectively to be  perform any role required of him, making him a dependable team mate.
  3434.  
  3435.  He possesses the only really usable [I]Nasod Armor[/I] combos out of the Add and delivers a tremendous amount of damage and MP from utilizing them.   [I]
  3436.  
  3437. Quake Buster[/I] is a signature mobbing move by Lunatic Psykers that  actually delivers a modest amount of damage even to champions. It also  has some incredible MP returns when noted, allowing Lunatic Psyker to  recycle his MP back to put other skills into use fairly easily.  
  3438.  
  3439. An unorthodox choice that has been increasing in popularity recently is [I]Statis Field[/I].  Although it is mostly used as a mobbing skill (especially when combined  with a Giant Elixir), it delivers a tremendous amount of damage that  can punish generals extremely hard. From one perspective, one could say  that this skill is a bossing-type with a huge amount of collateral  damage, but I personally would classify it as a mobbing skill because of  its AoE.  
  3440.  
  3441. The orthodox choice is [I]Conqueror[/I], a skill mostly known for its huge bossing power and somewhat high collateral damage (due to its huge hitbox).  
  3442.  
  3443. His hyperactive has the largest suction range in the game and can be  used to deliver massive amounts of damage to almost everything in a  room. The suction can be disruptive, but it should be easy to predict  when he'll use it so it shouldn't be too much of a concern when he wipes  out most of the room's contents with it.
  3444.  
  3445.   If used responsibly, [I]Quicksilver Accel[/I] can help group targets together.
  3446.  
  3447.   [B][U]Final Word[/U][/B]
  3448. Lunatic Psyker's aggressive gameplay,lack of concern for stoic bursts,  and ability to manipulate positions of even super-armored mobs makes him  a rather bad teammate for Night Watcher. His mobbing potential is  welcome, but overall there are definitely better teammates than LP for  Night Watcher out there. [/spoiler]
  3449.  
  3450. [IMG]http://elwiki.net/wiki/images/0/0f/MMNEW.png[/IMG] [SIZE=4][U][I]Mastermind[/I][/U][/SIZE]
  3451. [B]4.5 Stars[/B]
  3452. [spoiler]Mastermind is a pretty good comrade for Night Watcher.
  3453.  
  3454.  [B][U]Disruptive Behavior[/U][/B]
  3455. He can be potentially disruptive with [I] Panzer Buster[/I]'s long range and heavy launching as well as [I]Ultimate  Fury[/I]'s high hit count triggering stoic bursts, but disruption is mostly limited  to that.
  3456.  
  3457. An unorthodox choice for Masterminds  is [I]Neutron Bomb[/I].   Although it has mobbing capabilities, this skill is extremely disruptive   and is very  unwelcome for party play due to this skill's incredibly   violent suction  effect and launching targets that survive it.    Thankfully, Mastermind is the least likely of all Add classes to run  this skill.
  3458.  
  3459. All Add classes have access to the normal  ^X. Although this skill  delivers some outrageous amounts of damage if  used at a high rate  (which it can be), it knocks non-super-armored  targets down instantly.  If used irresponsibly, this normal will prove to  be extremely  disruptive to the entire team. Unfortunately, using this  normal  carelessly appears to be a favorite pastime for Adds on the NA server.
  3460.  
  3461.   [B][U]Support[/U][/B]
  3462. His main strength lies in mobbing and  clearing, the main weakness for  Night Watchers. On the other hand, his  champion-hunting abilities are  rather low and welcomes the champion-hunting abilities of  Night  Watcher.  His [I]Phantom Seeker[/I] is his most reputable mobbing skill that still does quite a bit of work even after nerf. [I]
  3463.  
  3464. Panzer Buster[/I] is also another useful mobbing tool in his arsenal.
  3465.  
  3466. Unorthodox choices such as [I]Starfall[/I] and [I]Psionic Generator[/I]  also have mobbing potential, although the latter is more used for  small-scale bossing with a side bonus of huge collateral damage like  DW's [I]Supernova[/I]. His summon hyperactive, Apocalypse, can be used either to assist in mobbing or saved as a part of his burst combo.   [I]
  3467.  
  3468. Flick Disc[/I] also does an ample amount of damage on grouped mobs.  
  3469.  
  3470. Mastermind's bossing arsenal is limited to [I]Ultimate Fury[/I], [I]Particle Accel[/I], and [I]Psionic Generator[/I].  
  3471.  
  3472. MM can provide a little support using [I]Drone Activator[/I] to slightly reduce the physical and magic defense of marked targets.  
  3473.  
  3474. When needed, he can utilize a full burst combo involving [I]Drone Activator[/I], [I]Apocalypse[/I], [I]Ultimate Fury[/I], and [I]Particle Accel[/I]  to deliver damage that nearly matches Delayed-Innocent on bosses. His  bossing power is quite potent with this, but he is limited to this type  of bossing damage every 180s, making him weak against champions.    [B][U]
  3475.  
  3476. Final Word[/U][/B]
  3477. Mastermind is a reliable teammate who mobs extremely well and performs a  somewhat adequate job at handling his own share of champions. When he  is needed, he can provide tremendous burst damage, making him and Night  Watcher quite a fearsome force when teamed together. [/spoiler]
  3478.  
  3479.   [IMG]http://elwiki.net/wiki/images/0/02/DENEW.png[/IMG] [SIZE=4][U][I]Diabolic Esper[/I][/U][/SIZE] [B]
  3480. 4 Stars[/B]
  3481. [spoiler]Diabolic Esper is an extremely potent support class. Although  he struggles a bit with pulling his own weight, he does provide some  neat benefits for his team.
  3482.  
  3483.   [B][U]Disruptive Behavior[/U][/B]
  3484. He doesn't really pull his weight on big boss battles. You're going to  have to deal with being short of a player when it comes to bursting.  
  3485.  
  3486. An unorthodox choice for Diabolic Espers  is [I]Neutron Bomb[/I].   Although it has mobbing capabilities, this skill is extremely disruptive   and is very  unwelcome for party play due to this skill's incredibly   violent suction  effect and launching targets that survive it.  
  3487.  
  3488. All Add  classes have access to the normal ^X. Although this skill delivers some  outrageous amounts of damage if used at a high rate (which it can be),  it knocks non-super-armored targets down instantly. If used  irresponsibly, this normal will prove to be extremely disruptive to the  entire team. Unfortunately, using this normal carelessly appears to be a  favorite pastime for Adds on the NA server.[B][U]
  3489.  
  3490. Support[/U][/B]
  3491. His [I]Moonlight Rhapsody [/I]aggros virtually every enemy he passes  by, making them group themselves into neat little lines for him and his  party to destroy. [I]Moonlight Rhapsody[/I] also provides additional  damage to targets when they are struck, making even weak mobbing classes  like Night Watcher strong enough to instantly eliminate mobs with her  mere grazes.  
  3492.  
  3493. His [I]Seal of Time[/I] isn't particularly useful for Night Watcher due  to the fact that she doesn't really need her DF Combo faster than every  13 seconds, but it does provide great CDR support to other members of  the team.  
  3494.  
  3495. Outside of his support abilities, he can also handle his own to a degree against champions using [I]Particle Accel[/I] or [I]Maximum Strike/Stardust Shower[/I] supplemented by his massive MP pool and CDR abilities. [I]Maximum Strike[/I]  is more attuned to mobbing lined up targets from MR, but does have  great collateral damage and isn't too weak against champions. [I]Stardust Shower[/I] has quite a nice suction effect to wipe out multiple mobs and hit champions decently hard as well.  
  3496.  
  3497. His bossing on larger targets such as secret dungeon bosses is rather meek with just [I]Paranoia[/I] and SoT'd [I]Particle Accels[/I], but his role here is to mostly provide CDR to his teammates and provide orb support.
  3498.  
  3499. Noted [I]Void Field[/I] is excellent at locking targets and provides next to no disruption in its binding and can be used more frequently than Water Orbs. Quite a good support to lock elites while Night Watcher sets up.
  3500.  
  3501. Noted [I]EMP Shock[/I] is an unorthodox choice but has the ability to extend debuff duration. This helps locking/freezing classes immensely, which in turn benefits the entire party, including Night Watcher. Unfortunately, its use is rather limited outside of boss rooms so it won't be helping Night Watcher with elites like the alternative choice [I]Void Field[/I] can.
  3502.  
  3503.   [B][U]Final Word[/U][/B]
  3504. He runs little disruption for Night Watcher and groups things nicely for  her, improving her mobbing game to adequate levels. His newly acquired locking abilities also help a good deal His bossing  abilities may be weak, but Night Watcher is capable of covering that in  most scenarios. [/spoiler]  
  3505.  
  3506. [CENTER][B][U][SIZE=5][FONT=microsoft sans serif]Lu/Ciel[/FONT][/SIZE][/U][/B][/CENTER]
  3507.   [IMG]http://elwiki.net/wiki/images/8/8c/CielNNEW.png[/IMG] [I][SIZE=4][U]Noblesse[/U][/SIZE][/I] [B]
  3508. 4 Stars[/B]
  3509. [spoiler]Noblesse is a powerful clearing-oriented class that has  potential to complement Night Watcher quite well, but can also prove to  be pretty disruptive. She does fit the bill quite nicely for a potential compatible party member for Night Watcher due to her incredible  clearing/mobbing potential and her relatively low bossing potential.   [B][U]
  3510.  
  3511. Disruptive Behavior[/U][/B] [I]
  3512. Eschaton[/I] is known to drag targets heavily and potentially drag targets out of DF Combo range.  
  3513.  
  3514. Poorly used [I]Spectral Spears[/I] can destroy Night Watcher set-ups and become a nuisance to the team by scattering mobs across the floor.   [I]
  3515.  
  3516. Marbas[/I] and [I]Soul Eruption[/I] also have quite a signifcant amount of hits, triggering stoic bursts extremely easily.  [I]
  3517.  
  3518. Soul Sigil[/I] can prove to be more annoying than helpful by poking enemies into stoic bursting.
  3519.  
  3520.  [B][U]Support[/U][/B]
  3521. She has quite impressive clearing power with [I]Eschaton[/I], [I]Twilight Judgement[/I] (if you opt to take it), and [I]Castle of Abbadon[/I].   She has additional mobbing options beyond her clearing skills with [I]Marbas[/I], [I]Demonic Breath[/I], and soul-boosted [I]Soul Eruption[/I].  
  3522.  
  3523. Her bossing potential is extremely limited and slow, having only [I]Marbas[/I], [I]Demonic Breath[/I], and the situational [I]Shadowbolt[/I]  (only limited against champions, however). Although usually  situational, her Shadowbolt does have some good synergy with Night  Watcher as NB can aim her Shadowbolt over champions being targeted by   Night Watcher's DF Combo, providing nice additional damage before NB   turns and begins taking on other targets.  
  3524.  
  3525. She can also run a buff to increase critical damage by a small amount  (there is also one to increase MP acquisition, but this isn't used as  often).   [I]
  3526.  
  3527. Spectral Spear[/I] is a double-edged sword in party play PvE. It has  high knockback capabilities akin to Rena's Rail Stinger and can be quite  useful in grouping mobs together when used responsibly.
  3528.  
  3529. [CENTER][IMG]http://puu.sh/k2wSV/c8a54bf9b7.gif[/IMG] [I]
  3530. God-like grouping strats
  3531. [/I]
  3532. [/CENTER]
  3533.   [I]Soul Sigil[/I] provides a small damage buff for the entire team by adding additional hits to nearby targets and causing them to aggro.  
  3534.  
  3535. Some NBs run [I]Shadow[/I] that can severely reduce the magic and  physical defense of an affected target, but it is rather situational and  a Wind Orb usually replaces it in the situations where it would be most  appropriate.
  3536.  
  3537.  [B][U]Final Word[/U][/B]
  3538. Runs some interference with Night Watcher, but that should be rather  simple to avoid. A good match with Night Watcher. [/spoiler]
  3539.  
  3540. [IMG]http://elwiki.net/wiki/images/1/17/LuDNEW.png[/IMG] [I][SIZE=4][U][I]Dreadlord[/I][/U][/SIZE][/I] [B]
  3541. 3 Stars[/B]
  3542. [spoiler]Dreadlords have decent mobbing abilities and powerful champion-hunting abilities.   [B][U]
  3543.  
  3544. Disruptive Behavior[/U][/B]
  3545. Dreadlord proves to quite an aggressive party member, utilizing [I]Oriax[/I]  to  shield himself from stoic bursts and wail on targets for massive MP   gains supplemented by the standard Dark III element associated with   Dreadlords. To even further boost his aggression, Dreadlord has an   incredible CDR passive when causing Bursts of Terror, allowing him to continuously churn out skills with his endless supply of MP. He isn't one   to fulfill all of the roles in the room, but he comes pretty close to   being absolutely everywhere with virtually limitless MP and next to no   cooldown when used properly. It may not be wise to be near him due to  his aggressive play-style.
  3546.  
  3547.  He can run some disruption for Night  Watcher if [I]Apollyon[/I] doesn't kill and ends up launching opponents.  [I]
  3548.  
  3549. Ruinous Impact[/I] has a tremendous knockback effect and [I]Supreme Punishment[/I]  may quickly trigger stoic bursts from afflicted enemies.   [B][U]
  3550.  
  3551. Support[/U][/B]
  3552. His mobbing abilities are largely bolstered by [I]Dead Hand[/I]'s physical damage buff, additional HP burn from his passives, and from [I]Oriax[/I]  when scoring back hits. Even small actives can be lethal for mobs and  mobs rapidly melt from rather simple actions by Dreadlord.
  3553.  
  3554. He also has access to [I]Ruinous Impact[/I] and [I]Supreme Punishment[/I],  the former of which can provide massive collateral damage while the  latter provides impressive AoE damage akin to Veteran Commander's  Ignition Crow: Napalm. Altogether, he is good at destroying trash and  can prove to be useful to Night Watcher in party play.  
  3555.  
  3556. Noted [I]Ruinous Impact[/I] causes a defense debuff on targets that  amplifies a party's damage on the target. If used responsibly, the  knockback can be avoided and other players can capitalize on it.
  3557.  
  3558. Dreadlord can also run a buff to increase critical damage by a small  amount  (there is also one to increase MP acquisition, but this isn't  used as  often).   However, it is extremely rare for a Dreadlord to have  a buff as he typically accesses it via noted [I]Dead Hands[/I].
  3559.  
  3560. Dreadlord also proves to be a devastating champion hunter, utilizing  Terror stacks placed on mobs around the general to increase the damage  and size on [I]Apollyon[/I] or burning up Terror Stacks for huge HP burns with [I]Ruinous Impact[/I] or [I]Supreme Punishment[/I].
  3561.  
  3562.  [B][U]Final Word[/U][/B]
  3563. Dreadlord is a little unpredictable since he can literally press any  button that he wishes because it will always be available to him. It's  probably best to do split with Dreadlords and seek other targets. This  will allow you both to get your full damage in as no one impedes on your  mark and no one impedes on Dreadlord's many Terror stack marks as he  sets up for Apollyon. [/spoiler]
  3564.  
  3565. [HR][/HR]
  3566.  
  3567. [CENTER][SIZE=4][I][FONT=lucida console][FONT=fixedsys][SIZE=7][U][COLOR=darkgreen]☙ 11.0 Videos & GIFs ❧[/COLOR][/U][/SIZE][/FONT][/FONT][/I][/SIZE]
  3568. [/CENTER]
  3569. [SIZE=4][SIZE=2][SIZE=4][SIZE=2][SIZE=3][U][B]GIFs[/B][/U][/SIZE][/SIZE][/SIZE]
  3570.  
  3571. [U]Skills[/U]
  3572. [URL="http://puu.sh/k2jEM/8703062f93.gif"]Gliding Strike[/URL]
  3573. [URL="http://puu.sh/k2sqh/877b57a889.gif"]KD-less Gliding Strike 1[/URL]
  3574. [URL="http://puu.sh/k2spy/bccaa1504d.gif"]KD-less Gliding Strike 2[/URL]
  3575. [URL="http://puu.sh/k2vLy/48870eecc8.gif"]Aero Tornado and DF-EF used instead of DF Combo[/URL]
  3576. [URL="http://puu.sh/k2w1n/c1e76bc553.gif"]Delayed Fire-Eldrasil's Fury on grouped mobs[/URL]
  3577. [URL="http://puu.sh/k2wty/7dcd08b8d5.gif"]Siege range[/URL]
  3578.  
  3579. [U]DF Combos[/U]
  3580. [URL="http://puu.sh/k2vZa/5ed3dcd950.gif"]DF Combo 1[/URL]
  3581. [URL="http://puu.sh/k2wfp/053bb02bea.gif"]DF Combo 2[/URL]
  3582. [URL="http://puu.sh/k2whP/26d93f00bb.gif"]DF Combo featuring Eldrasil's Fury hitbox taking out a Howitzer at the same time[/URL]
  3583. [URL="http://puu.sh/k2woE/737c957079.gif"]DF Combo with Night Parade and Purgatory delay coverage with some freeze support from Miho[/URL]
  3584. [URL="http://puu.sh/k2wh5/0935e9d369.gif"]Downhill DF Combo[/URL]
  3585. [URL="http://puu.sh/k2wc7/024acde7e3.gif"]Casually setting-up the DF Combo on Type-H[/URL]
  3586.  
  3587. [U]Take-downs[/U]
  3588. [URL="http://puu.sh/k2sFU/9c0d5027ed.gif"]Guardian Knight kill[/URL]
  3589. [URL="http://puu.sh/k2sMv/95fa5bc060.gif"]Guardian Mage kill 1[/URL]
  3590. [URL="http://puu.sh/k2wdV/9f88417fbc.gif"]Guardian Mage kill 2[/URL]
  3591.  
  3592. [SIZE=3][U][B]Turtle Videos[/B][/U][/SIZE]
  3593. [/SIZE][/SIZE][CENTER][SIZE=4][SIZE=2][youtube]mbcFTn15OP4[/youtube][/SIZE][/SIZE]
  3594. [SIZE=4][SIZE=2][I]Footage taken on 8/25/15. Night  Watcher and Grand Archer duo. Do note that even though the event skill  page is used in this video, noted Aero Tornado is what would usually be  ran instead for a regular [B]Turtle[/B] Night Watcher. Featuring +10 NW, +8 GA.[/I]
  3595.  
  3596. [youtube]i-AqzR-6kpg[/youtube]
  3597. [SIZE=4][SIZE=2][I]Footage taken on 8/25/15. Night   Watcher and Grand Archer duo. Do note that even though the event skill   page is used in this video, noted Aero Tornado is what would usually be   ran instead for a regular [B]Turtle[/B] Night Watcher. No [B]Grave Skip[/B]  is performed because me and my partner run multiple characters through  secrets a day and have no time to do Lutos and as you can see, Luto  decided to rear his ugly head during our the Blue Pot room and making it  extremely dangerous to attempt the [B]Grave Skip[/B]. A good minute or more would have been saved if we had performed the [B]Grave Skip[/B]. Featuring +10 NW, +8 GA.
  3598.  
  3599. [youtube]NuQ5Q4oX6Ek[/youtube]
  3600. Footage taken on 8/25/15. Night  Watcher and Grand Archer duo. Do note that  even  though the event skill  page is used in this video, noted Aero  Tornado  is what would usually be  ran instead for a regular [B]Turtle[/B] Night Watcher. Featuring +10 NW, +8 GA.
  3601.  
  3602. Hare Videos
  3603.  
  3604. Nothing here yet!
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