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Author Topic: Segnales - Full Heal vs. Blood Heal  (Read 2364 times)
Alex (Se7eN / leophanx)
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« on: March 14, 2008, 07:18:34 AM »

Greetings  Grin

Last night I bought 30$ worth of Acclaim coins because I wanted to buy a permanent mount and a permanent travelers pack. Instead, I ended up buying Stat point resets. You can buy them individually: reset Dex, reset Health, reset STR etc. and they are only 140 coins each. I had over 2300 coins so I had a chance to play with different builds with my Segnale. I pretty much tried them all and I've come to the conclusion that there are 2 really good builds for the Segnale; full heal and blood heal. 

Originally I was a blood-heal build. But all along my gaming experience with 2Moons, everyone has been saying that full-heal for Segnales was the way to go. Apparently the thing to do was be blood-heal till lvl 90, then do a stats reset to full-heal. Which is exactly what I wanted to do.

When I was a blood-heal build I had, 12K shield, 4K health. My curse field delt around 3K damage per hit and my blood hit delt around 2.7K per hit and my physical damage was about 1.7K per hit.
When I switched to full-heal I had, 21K shield, 9K health. My curse field delt around 2.1K damage per hit, my blood hit delt around 1K per hit, and my physical damage was about 400 per hit.

The upside of being full heal is that you're virtually invincible. You have so much health and shield, that PVP is a joke. I manged to beat a lvl 82 hunter and a lvl 85 bagi in PVP when I was full heal. My defense was raised so they delt me less damage, but I delt very little damage too. The only thing I had on my side was my CF - it's the only spell that delt good damage. So basically, I tank the hits and hope that my CF takes him down before I die, and you have so much health and shield, that usually, they die before you do. So for the PVP aspect, there's no doubt about it, full-heal is the way to go.

A full-heal Segnale is also great in parties of 4 people and more ideally. If the Segnale acts only as a healer and barely attacks, then you have a healer at your disposal, that has a huge amount of health and shield, and has very little chances if any at all, of dying from any amount of aggro you can pull. The 3 others deal the damage, you've got 3 classes dealing constant blows, knocking back or stunning the monsters with their hits, (the Seg can cast CF but it doesn't speed up things that much, the knockback from CF helps though) and then you've got an invincible Segnale constantly healing the party with wound heal, fast heal, and hyper heal. If the party is capable of decent teamwork, a full-heal Segnale that acts mostly if not only as a healer in a party with other people dealing the blows makes for a deadly combination.

The downside is that if you spend a good part of your time playing solo, then you really do not want full heal. Never make the mistake to start your Segnale with full heal either. You might not die, but good god it will take you forever to grind down a blaverus. The Segnale is already a hard class to level, so if you're going full heal, I strongly suggest you wait until level 60 at the very least. Most people suggest lvl 80-90.

As I was saying, if you spend a good amount of time playing solo as full heal, it will be lots and lots of mind-numbing grinding. You might not die, but it will take forever to take down a monster. It all comes down to finding a party of 3 or more people. If its just you and another knight lets say, you might be able to heal him no problem and keep both of you alive, but he's alone dealing the damage, less people hitting, less knockback, stuns etc.. so the grinding is slow. You might as well grind solo, which sucks for a full-heal build. 

Onto blood-heal. As mentionned above, it's the best build to start out with, and the best build for PVE. Even when I had 21K shield and 9K health as a full heal, I winced when I realised that I was level 80 and my physical damage was 400, the same as a lvl 2X knight.

I solo quite a bit, and I can deal enough damage quickly, making it so I don't need the extra health. My skills do enough damage to get rid of them before they get a chance to even take 1HP (especially with Fast Healing). The grinding is considerably quicker too. When it comes to parties, you can heal as good with a blood-heal than with a full-heal. The full heal only affects how much shield and health you have, it doesn't make you a better or stronger healer. That's where the skills come into play (but I'm not getting into details with that just yet). So basically, I can deal three times more damage with my CF and other skills, all while keeping my party members alive just as good as a full heal build Segnale. I act as both a hitter and a healer. For a person like me, it's ideal. I prefer to kill stuff then just kick back and heal. Better yet, you can do both. Being a healer is cool and all, but there's more to it than that. That's my personal opinion only though, some people like PVP more than PVE.

I don't think anyone who's partied with me as a blood-heal can dispute the effectiveness of that build, all while keeping them alive.  So what it all boils down to is what you prefer, PVE or PVP.


« Last Edit: March 15, 2008, 08:54:01 PM by Alex (Se7eN / leophanx) » Logged

Alex (Se7eN / leophanx)
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« Reply #1 on: March 14, 2008, 12:13:46 PM »

A request has been made that I point out the specifics when it came to stats and skill point allocation for both the blood-heal and full-heal build. Note that the following information has my own touch added to it. They are not exact replicas of the suggested builds on the 2Moons Acclaim forums. Besides, the guides that tell you how to do the builds aren't GM's or anything, they are gamers like you and me, only theirs is acknowledged by the 2Moons staff and mine is not.

Blood-Heal Build

Stat points allocation:
The blood-heal requires almost as much physical damage as magical damage. So you want to put stats in both DEX and SPR. The minimum DEX requirements for whips are fairly high compared to the requirements for the SPR, so that will affect the way you allocate stats. You also want a decent amount of health. It's a good idea to create a patern that works with your build each time you level up and gain 5 points. For blood-heal, you should repeat this patern: 2DEX, 2Heal, 1SPR. Note that when doing this patern you will not reach enough DEX for your next whips. Even that being said, it's still the best way to do it. All you do to correct this problem is always get your weapon ahead of time, find out the DEX requirements of that next whip, and every once in a while, stick 3 points in DEX instead of 2. So basically its a combination of : 2DEX, 2Heal, 1SPR AND 3DEX, 2Heal. Repeat those paterns to accomplish the blood-heal build.

When switching from 2DEX 2Heal 1SPR to 3DEX 2Heal, you are sometimes left with a few points to play with, all of which are fine to add to either DEX, SPR or Heal. Personally, I would suggest putting those remaining points into heal, but either of the 3 is fine.

Skill points allocation:
For blood heal, since you have a lot of dexterity, you want to concentrate on the hard hitting spells. I have a specific amount of spells that when put in a certain patern, I can loop it non-stop because the cool-down time of my spells workout that when I start the last spell of the patern, the first spell of the patern is ready again. All of the Segnale's skill is either physical damage or curse damage. Example, the blood hit spell I believe has 3 physical hits and 2 curse damage hits, for a total of 5 hits if the spell is level 1. If your DEX is as high as your SPR, both will deal good damage. Here is my suggested skill point allocation for the blood-heal build:

Skills to max: Healing Mastery, Curse Mastery, Blood Mastery, Curse Field, Hyper Heal, Fast Healing, Evil Crow, Blood Hit.
Optional: Dread Nail, Paralyze

Skills you should use: Blood Hit, BackDraft, Dread Nail, Evil Crow, Curse Field, Hyper Heal, Fast Healing, Wound Heal, Self Heal, Revive, Paralyze, Evil Spear.
Optional: Vampire, Death Scythe and ALL THE BUFFS.

Skills you put only one point into: Vampire, Death Scythe, Evil Spear, Revive, Self Heal, Wound Heal, ALL THE BUFFS EXCEPT PARALYZE.

+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Full-Heal Build

Stat points allocation:
What is suggested for Full-Heal builds is going with low level whips in order not to waste any points in Dexterity. Most people go with a Noble whip level 12, preferably with +1% Critical rate, and Curse Damage added as stats, socketed 3 times with 5% gems if you can afford them (2.5Mil). If you can't afford those 5% Curse Damage gems, go with the 4%, they sell for about 70-90k and you can probly find them for cheaper. Going with a noble whip is also optional but the more you have stats, the better it is. You can also go with a lvl 24 whip but don't go any higher because you lose that many points from putting it into the level 24's minimum requirements. You still get to put relatively the same amounts of points into SPR as you would with the blood heal, so your magical damage is relatively the same. The proper patern for this build is; MINIMUM DEX FOR A LEVEL 12 WHIP (23 DEX), and the rest you do, 4Heal, 1SPR.

As you get familiar with this build too, you'll notice you can play with a few stat points too and add your own two cents to the build. You can sometimes do, 3Heal, 2SPR.

Skill points allocation:
Full-Heal build deals less damage when it comes to physicall, so you dont concentrate on the big ones like you do with the Blood-Heal build, you use almost all of them to your advantage.

Skills to max: Healing Mastery, Curse Mastery, Blood Mastery, Fast Healing, Hyper Heal, BloodHit, Evil Crow, Vampire, Paralyze.

Skills you should use: Hyper Heal, Fast Healing, Curse Field, Evil Crow, Paralyze, Vampire, Death Scythe, Evil Spear, BackDraft, BloodHit, Revive.
Optional: ALL THE BUFFS

Skills you put only 1 point into: ALL THE BUFFS

*Note: While putting your skill points in your spells, you'll realise you're left with points to play with. You can save those if you wish, but I suggest calculating the amounts of skill points you really have left, while keeping in mind the spells you have to MAX. Meaning it doesn't mean that if you have 4 points left, you should use them all. Make sure your spells are on the right track for being maxed, there's no need to max them right away, but they are still on top of the priority list. Those few skill points that you can play with though, you can add in the Physical Damage or Curse Damage spells. I wouldn't put them into the buffs. What will make more of a difference is giving you either more magical or physical damage, you have more than plenty of shield and health as it is, a few 2 minute buffs wont make much of a difference, but by putting them into physical damage or curse damage spells, you kill faster.

Enjoy!
« Last Edit: March 18, 2008, 03:58:55 AM by Alex (Se7eN / leophanx) » Logged

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