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Evie: Technical Guide


Note: I've yet to fail freezing a hero boat 1 mob with this skill maxed. Mobs from the latest boat still stand a good chance of being frozen, though most just die from the move (non-hero ones, that is).

The one caveat is that if the mob is right in front of you, the skill will (often) miss them. However, if they get knocked back either level of the focus charge, they should get hit.

Against bosses, however, I seldom use it, as it has zero chance of freezing and puts me closer to the boss. But if every other attack skill is on cooldown, and the boss is frozen or downed, it doesn't hurt. By using the quick charge method, you can pull this move off almost instantly. Firebolt I rarely use too, but for bosses that charge straight at you, you can fire it off and then dodge right afterward (or Mana Amber, and Mana Mine is easy to lay for the same scenario).


Ice Spear
Ice Spear's 2nd freeze is for half the original (i.e. 2.5 seconds). From what I've seen, the cooldown for refreezing (for the full 5 seconds) is 5 minutes.


Break off
As far as break off goes (for Titan anyway), I'd recommend running up to his ankle while chained and using Magic Mine right on it. That's how I got the break off anyway, after I ran out of spears, though you may wait for the party to run out of spears before trying this (or get speared yourself).
:XD:
Both Firebolt and Ice Spear (and Blind Arrow too) have a crude lock-on feature which prevents you from really being able to aim them exactly where you want. Generally, they will travel to the center of the target (no how you're pointed).


Transformation Effects
As for Evie's transformation, it increases the range of all her projectiles (Firebolt I'm sure of, though I believe Ice Spear and Blind Arrow too). I'll have to test this out, but Firebolt and Magic Arrow gain an obvious boost.
  • blahblahblahx wrote on 2011-04-25 22:16
    Quote from placeboing;422440:
    Blahblah, you still included the bit about focus speed not being affected by attack speed, even though I already showed you that it isn't true. Do you not believe me, or what? I dunno... I think you should get a trustworthy friend to test the stuff you are unsure about.

    I believe you, I just put up the revision to this thread before I read your post on the official forums. I'll mention you in the next version.

    Thanks for pointing that stuff out whocares8128.
  • paladin wrote on 2011-04-26 00:40
    Good guide
    Maybe you should change the title thou
    Since its for both evies
  • blahblahblahx wrote on 2011-04-26 06:34
    If I could change the thread title, I would!
  • blahblahblahx wrote on 2011-05-08 05:39
    Analysis of transformation revamp based on the following thread:
    http://vindictushq.com/index.php?/topic/9013-transformation-skills/

    Diff between revamped Paladin and Dark Knight:

    Trans level 1:
    Pally gets +750 DEF, DK gets ATK/MATK +1500 and Balance +4.
    Pally gets a party buff that increases everyones SP by 2.5 every 3 seconds for the duration of the transformation. DK gets a party buff that increases everyones max stamina by 150 for the duration of the transformation.

    Trans level 2:
    Pally gets DEF+750, DK gets ATK/MATK +1500 and Balance +6.
    Pally gets Holy Shield, which is a damage absorbtion buff. DK gets Crack of Darkness, an attack where a thorn emerges from the ground dealing AOE damage.

    There is no longer a sacrifice ability. It was never implemented in the game and there is now no trace of it.

    The extra +10 Balance allows DKs to deal more individual damage than Paladins, as it's highly unlikely that a player can hit 100 balance unbuffed while using a lv 60 weapon. However, as you'll see, that +10 balance may be equalled or exceeded by what the Paladin is capable of depending on the party size and enemy type.

    I'm going to assume parties will have at least 1 Pally and DK in it, so the party buffs will be shared. However, if I had to choose, I'd say the Paladin buff is superior as it gives the entire party two full SP meters (8 bars total) over 2 minutes, allowing crazy spamming of SP skills for a lot of total damage. A party missing a paladin trans is missing out on a lot of potential SP, so you'll want paladins just for that reason, if nothing else. Since the buffs don't stack, Paladins could stagger their trans to keep the SP gains going for quite a while in a raid. I imagine a party full of Paladin Evies staggering their transforms for SP gain in order to spam Reverse Gravity could make quite a joke out of even the most difficult raids as the bosses will be more or less perma-stunned. In fact, I wouldn't be surprised at all if the developers reduced the stun/animation time of Reverse Gravity just to deal with this issue.

    Holy Shield allows Paladins to absorb quite a lot of damage. This can be used to buffer for mistakes or it can be used strategically to ignore incoming damage and deal some of your own. Just being able to ignore the mechanics of a fight and deal damage where a DK would die may make DKs equal or worse in damage even with the +10 Balance buff to DK. This may be a fight specific issue where some raid bosses deal massive amounts of damage that the holy shield can't cope with, while some 4 man bosses can likely be zerged down while completely ignoring their attacks.

    Crack of Darkness is an impressive looking ability, but I'm not sure how much damage it does. Looking at the below video link, the first hit of Crack of Darkness overkills a normal mode gnoll archer for 6204 damage and the second hit takes off a bar of the Veteran Centurial Captain in two hits with some extra overkill. The player probably hasn't put points into buffing Crack of Darkness damage. I'd hope that the move is invincible while active, as your DK is just kind of standing there while it goes off. I'm guessing both Holy Shield and Crack of Darkness can only be activated once per transformation. There's still quite a lot unknown (to me) about these two skills, anyway.

    http://blog.naver.com/espelia/127356564

    If you plan on soloing a lot, paladin may have the upper hand as you can probably do more damage with the combined holy shield to ignore the fight mechanics and the two SP meters to deal invincible Furious 7, Reverse Grav, or Shield Charge damage than you would with +10 balance and higher max stamina.

    Based on these changes, Paladins are for players that need extra protection to make up for getting hit for any number of reasons - mistakes, any kind of lag or stuttering or interruption, etc. The vast majority of Vindictus players fall into this category. DKs are for players that are confident that they won't get hit and that their extra damage can be used to kill the target more quickly. However, the difference is far from clear as the party size and enemy damage can quickly change whether a Paladin or DK will be more effective at killing a target quickly and easily.
  • RebeccaBlack wrote on 2011-05-08 05:59
    Thank you for that explanation/analysis. I honestly don't have anything else to say, I just really appreciate it.