First off I would like to give credit to Noir for this fomat. I chose to copy this format of his original post, Information on Kruxena Rogue Skills, as I found it to be clear, easy to read, and easy to edit. I hope all Soul Hunters will be thankfull for Noir's hard work creating this concise format as I'm sure many rogues are for such a good post. I'd like to thank Noir once again for allowing me to use this format to benefit our Soul Hunter community. I hope we can pool together our knowledge and offer as much usefull information as the rogue community has, as they have done a tremendous job offering valuable feedback. Heres to a strong and prosperous Kruxena future.
Holeshot
This topic is all about testing out the Kruxena Soul Hunter Skill tree. Here you will find listed all the Soul Hunter skills in the order they can be acquired. Findings and opinions about Soul Hunter skills are added to the list as they are tested.
If you are looking for information on how skills become stronger as more points are invested in them, the following link is to a fan based wiki that is compiling such information: Soul Hunters Skill List
You can also now view the level and skill mastery requirements for each level of each skill. You can find this information at the Requiem fan based wiki:Soul Hunters Skill Prerequisites
Soul Hunter Skills
Attack of Curse Minimum Requirements: Level 10 Evaluations: Completely useless even at level 5. The main problem is the animation sequence. This means that you must wait for an auto attack animation to complete before the skill will go off, then there is a latency between your "Attack of Curse" animation and your next auto-swing. To make the skill viable they need to greatly reduce the animation for this skill so that there is any reason to use it as the added damage is so minimal. Unfortunatly you need to choose between this and "Binding Weapon" to get your skill mastery to open up new skills. At level 10 do not spend all 3 points in these 3 skills save 1 point for later.
Bloody Arrow Minimum Requirements: Level 10 Evaluations: This is your bread and butter long range nuke. The downside is that the dot portion does not stack with other Soul Hunters or itself. When a new spell is cast, the timer for the Dot portion begins again. The dot portion does not get influenced by Int. but will also not be reduced by resistances. This skill can be cast while moving. We need to test if a lower level Dot completely overwrites a higher level dot or just resets timer.
Binding Weapon Minimum Requirements: Level 10 Evaluations: You would think at -17% "Attack Success Chance" you would see a noticeable difference in the outcome of your encounters. After fighting countless mobs both with and without using the skill, and using the exact same tactics, I found no advantage at all using this skill over saving the casting time for something else. There could be an issue in the wording and perhaps this only affects a mobs special abilities which is impossible to try out other then possibly in pvp.
Rake Nail Minimum Requirements: Level 12, Skill Mastery 2 Evaluations: Another bread and butter skill, not as long as a range as Bloody Arrow but simular in all things described. There was an issue with early levels of "fast cast" DNA for this skill, but rank 5 of the DNA works fine and is a definate improvement to your overall DPS. This spell can be used while running even with it's longer cast time. Need to test to see if lower level dots completly overwrite higher level dots or just resets cast time.
Invisibility Minimum Requirements: Level 12, Skill Mastery 2 Evaluations: Not a bad skill, as of closed beta we can not see our evasion rates change so hard to see how this skill affects us. They give us a percentage base but we don't know what variable they are modifying. We also don't know if it scales with how much +evasion gear we might have or only modifies our base evasion rate. I rarely used this skill as my play style revolved around not being within striking range to begin with. Eventually with pets and Illusion this skill will be set aside for the possible PVP build. As of now does not stack with Blessing of Wind and no way to tell which of the 2 benefits you most. Blessing of wind will overwrite Invisibility and not allow Invisibility to be added afterwards.
Curse Effect Minimum Requirements: Level 14, Skill Mastery 4 Evaluations: Pretty decent, scales with Intelligence so gets stronger as you get smarter. Dna will add to base damage as well...instant cast so can be decent added dps. If you group a lot will be worth the effort early on, but not necessary to solo grinding. Once you get an Illusion, having at least one point in this still does decent damage and when you get extra aggro, a fast "Curse Effect" will push all surprise aggro on to your illusion without having to struggle to get a target.
Vampiric Touch Minimum Requirements: Level 14, Skill Mastery 4 Evaluations: I leveled this up untill level 3 or so as I was grinding. Only really worthwhile with DNA added. For the first few levels the spell will deal around as much damage as your main DPS nukes with the added advantage of topping off your HP. Drawback is eventually it's use gets left behind as it does not scale with intelligence, and it has a much higher chance at missing then your mainstream nukes.
Soul Shield Minimum Requirements: Level 16, Skill Mastery 6 Evaluations: Seemed alright early on. Didn't test it much...same idea as Invisibility..I just didn't stick around to let them hit me much. At least the DNA seemed to work and you can visibly see your defence rating change. This may have more relevance in PvP, especially down the line.
Stealing Mana Minimum Requirements: Level 16, Skill Mastery 6 Evaluations: No use or benefit as of yet and no DNA to make it viable. There might be a hidden dna or they had something in mind they just didn't get around to when they added this in our line up. Ignore this skill untill they make changes.
Arrow of Ruin Minimum Requirements: Level 18, Skill Mastery 8 Evaluations: Open Beta Update Not a bad aoe. It fires at a decent range, an extra 5m with DNA. Scales with Intelligence. Will do around same damage as Curse Effect+DNA but at a cost of cast time. Situational for an AOE build
Self Sacrifice Minimum Requirements: Level 18, Skill Mastery 8 Evaluations: Never used it. The amount of health you give is not enough to make much of a difference at your own level. Might be usefull when trying to power-level someone lower, but with the small transfer ammount and cooldown, not much use helping peers your own level.
Blessing of Wind Minimum Requirements: Level 18, Skill Mastery 8 Evaluations: Never used it myself, saved points for CC or offensive.
lankakera wrote: If you ever duo or play with party I'd suggest getting this skill. Hard to say if its significant change how often you dodge hits, but its only buff SH gets (for now) and it stacks with those Evasion selfbuffs some classes get.
Bloody Spear Minimum Requirements: Level 20, Skill Mastery 10 Evaluations: Full Release Update: Seems to have seen some changes since closed beta. It now scales with Int. Hits just a little less then arrow of ruin but does add a couple more targets.
Shadow Binding Minimum Requirements: Level 20, Skill Mastery 10 Evaluations: Open Beta Update Used this and tested in PVP situations. With DNA the root duration becomes very helpful. Still comes with an undesierable cast time, but it can be used in decent skill chains for a very strong combo. It will hold kiting mages in place for pet dps, as well as being able to get dps into melee classes. Something to keep in mind, even though in pvp targets are rooted, get max distance as they can still use skills such as Dash to get in your face and stun you. Back out of range, let pets soften up and nuke at max distance. Havn't seen this skill break on damage yet, will test more to confirm.
Sacrifice of Blood Minimum Requirements: Level 20, Skill Mastery 10 Evaluations: One of our most unique spells. We are the only class able to supply mana directly to other players. There are regen buffs but no direct chunks of mana that can be used right away. If you have decent gear you should regen well enough not to need it on yourself, but if you find your regen a bit slow this will help you to avoid downtime altogether. A great duo tactic is to pair up with a warrior and feed him mana... he has a limited supply and eats through it fast...and at the same level we can just abouot keep up with?their demands.
Shape of Fear Minimum Requirements: Level 22, Skill Mastery 12 Evaluations: Open Beta Update ...Started on pvp server thought I'd try the skill out in PvP situations. Skill breaks on any attack including nukes. This renders this skill situational ...Save points for Lithify as a single target CC. Makes you wonder though why a templar with no cooldown on nukes can nuke during sleap but we can't with long cooldowns on our PvP CC Fear...
Chaos Minimum Requirements: Level 22, Skill Mastery 12 Evaluations: Your target will not actually hit or provoke a fight with any other mob. Consider this an extended fear, and you can still nuke and deal damage. The nice thing is eventually as you level up you can kill many mobs above your head before "chaos" wears out... This skill makes soloing nightmares above your level possible in controlled envirements. Downside is sometimes they run so far away you cant hit them any longer without gaining new aggro. To me this skill is a must.
Deadly Bomb Minimum Requirements: Level 24, Skill Mastery 14 Evaluations: A good group aoe. An interesting note is that once you cast it, it will not aggro the mobs untill it blows up a few seconds later. This buys you time to start casting a second aoe and they will both go off around the same time. Does not scale with Int. And I don't recall any resistances. During closed beta the bomb did its quoted damage then followed with a smaller "tick"? that didn't show up in our combat log. Will have to retest in OB. Overall a good selection for high end AOE spec.
Relapse Wound Minimum Requirements: Level 24, Skill Mastery 14 Evaluations: Just started to play around with this. Definatly usefull in melee group situations and solo I'm trying to test out with Kazara to see if damage is worth the mana. 10 defense is close to 1 extra damage per swing so you have an idea how much each level will help.
Summon Illusion Minimum Requirements: Level 26, Skill Mastery 16 Evaluations: This skill you will level to 5 for grinding, unless you have a dedicated group and is confident you will not get aggro. Has no benefit in PVP but is a huge boost to us in PVE. Only downside is you need to hit a mob before he will switch aggro to the illusion, but after that he will stay focused on the illusion till one of them is dead. A fast "Curse Effect" is a favorite of mine to quickly get mobs off me and on to the illusion. We get our last Illusion at 46 so eventually at end game his usefullness starts to wane, but untill well in our 50's expect to see him constantly at your side. Moves slow and can't keep up with you when your running, also has a pet control bar that is not needed and confuses pet control later on. He also has a sub target system that is not needed and if you target him by accident you have to escape out to select a proper target. This is time consuming and wastfull as there are no commands to give him.
Counter Attack Minimum Requirements: Level 26, Skill Mastery 16 Evaluations:Open Beta Update Didn't spend points in this early on as Illusion takes care of most of the tanking anyway. This will eventually be a must in our pvp lives though and possible after our illusion is no longer stong enough to take the hits of npc's. It's the weakest of the Mages reflection line, and that makes us the weakest toe to toe fighters in pvp situations. It's used more as a buffer so we can get our crowd control spells off and find a more suitable range.
WNxFireWraith wrote: "... And counterattack does not work against skills, which makes it very useless in pvp. The only class it would be nice against is Rogues because they like to melee hit. Warriors and Defenders skill spam, Shaman and Templars and Soul Hunters will never melee hit. I don't know if it's worth 5 points to have a chance of reflecting some damage back against Rogues." "I sent in a ticket, it's confirmed that it's not meant to work against skills. And as it is now, defense does not reduce the damage of skills, so the +defense does nothing for us in pvp skill spam either."
Binding Soul Minimum Requirements: Level 30, Skill Mastery 20 Evaluations: Great skill but not worth going over level 3 unless you have points to waste...and thats rarely the case. At level 3 we get a 3 second stun and that all thats really important about the skill. It cuts down on the damage being done to your illusion or Kazara, and saves you downtime. It's largest benefit is at 3 seconds it buys you enough time to pop a CC spell on any aggro or even in PVP. After level 3 it remains at 3 seconds though and it's just a minimal damage increase so points may be better spent elsewhere. Moderate chance at missing the skill.
Pain Sharing Minimum Requirements: Level 30, Skill Mastery 20 Evaluations: Open Beta Update Still not working. This is a skill I have a feeling will need some balancing so probably why it's not working yet.
Blood Moon Minimum Requirements: Level 32, Skill Mastery 22 Evaluations: Interesting skill as it will scale with your weapons. Might not be worth getting early on but once we get some stronger weapons might do some nice damage. Never tried it though could use some player feedback.
Lithifying Terror Minimum Requirements: Level 34, Skill Mastery 24 Evaluations: One of my favorites...and one of our hidden gems. I didn't go for this right away, didn't see the point early on. Eventually though with pets on the rampage and no AI to tell them not to break your fears...this will become your prefered method of crowd control. This will be a pvp must as well as a pve lifesaver. Little on the slow casting side but if your paying attention to your partners HP you will get a good feeling when things are getting out of hand and this spell will end up saving quite a few deaths. People in pvp will learn to dislike running into a Soul Hunter and this will be a major reason why.
Blood Storm Minimum Requirements: Level 34, Skill Mastery 24 Evaluations: Good damage output but buggy. There is no active spell affect during the duration and when I originally tested it was unreliable. Sometimes it seemed nothing happened and I think differences in terrain had something to do with it. Will have to run some more testing in OB and looking forward to input. This spell is also very difficult to use if you are used to using the mouse. As we all know mouse clicking skills in the hotbar is not very reactive and if you accidentally double click the icon, the spell will fire in an undesired location. If you want to add this to your arsenal, get used to activating the AOE curser with a hotkey. If they fix this skill it will become one of our mainline skills.
Fury Minimum Requirements: Level 36, Skill Mastery 26 Evaluations: Open Beta Update Another case where it might not be as handy to get at level one untill you can buy a few levels. 3 seconds at level one can buy time to escape but at later levels can be a pwerfull tool. My only complaint is that it's NPC only. We don't have an aoe pvp CC spell and could use one badly. From what I can tell this is an AOE version of Chaos and you can nuke, and AOE Dps mobs but melee and pets will break. A great skill for Mage aoe groups.
Summon Kazara Minimum Requirements: Level 40, Skill Mastery 30 Evaluations: Good tank, decent damage. Pet controls all around could use a revamp but the pets strength is more then satisfying. He can solo elite skull mobs a higher level then himself, but at a cost of spending most of his hp and not very fast. AI can be a little better but I'm sure with time he will be more consistant and reactive. As with Illusions they move too slow, can't keep up to a regular run. Has trouble hitting a moving target so if your in trouble trying to kite don't expect him to pull mobs off you.
Summon Lenatore Minimum Requirements: Level 46, Skill Mastery 36 Evaluations: Another welcome addition. Pretty squishy, has a hard time soloing elites at same level. A little less damage then Kazara so Kaz can still tank well enough and hold aggro most times. When Lenatore pulls aggro he runs and kites mobs useually well out of range. Ends up wasting time and dying anyway so just re-summon or have him retreat. Overall he's just added dps and at times fodder.
Dominator Skills
Thanks to all the great information from Turboether in his post Dominators, we have greater insight into Dominator skills and abilities. Thanks Turboether for giving us a great look at our endgame potential.
The Dominator class is one of two choices of a second job for Soul Hunters when we reach level 50. The following information will give some insight to the new skills available for Dominators as well as what Soul Hunter skills can be further advanced when choosing Dominators as a second job.
Summon Ennon Minimum Requirements: Level 50, Skill Mastery 40 Evaluations:
Turboether Wrote: "He'll throw out little hadukens that'll do 100 damage or so, and melee for about 33 a hit." "Ennon does heal, but he only does so in dire dire dire DIRE circumstances. if youre one hit away from death, he'll cast a healing rain that will heal about 400 hp." "Ennons heal only effects you, as far as i can tell. it only triggers on you being almost dead. it wont trigger on party members or summons."
Summon Nastech Minimum Requirements: Level 50, Skill Mastery 40 Evaluations:
Turboether Wrote: "Second in dps to kazara. he will do double attacks (hits twice in a single attack that can both crit) for a combined total of 100 (200 on a crit). he also has a quick casting nuke that he will spam between attacks that hits for 210. his spell never seems to crit, or at least ive never seen it. nastech isn't as tough as kazara, and isnt as squishy as ennon and lenatore. he'll also start healing himself when hes below 50% hp. hes probably the one youll want to throw over to any ads you get."
Familiar HP Boost Minimum Requirements: Level 52, Skill Mastery 42 Evaluations: Hard to say how helpful this is early on as the hp it adds will barely cover one hit from the mobs your fighting at this level and you have to recast it every 5-6 min. Might be more worthwhile at later levels when the hp boost is stonger and lasts longer.
Familiar MP Boost Minimum Requirements: Level 54, Skill Mastery 44 Evaluations:
Turboether Wrote: "No need for the pet mp buff. they have insane mp regen, and their mp cost is tiny. basically theyll have regened any mana they use a second after they've finished casting."
Familiar Lesser Heal Minimum Requirements: Level 56, Skill Mastery 46 Evaluations:
Turboether Wrote: "Personally, I see no use for the pet heal. theres sneaky tricks that youll learn very quickly as a dominator that will negate the need for it. that said, I DID get it, but when you heal a summon it wont show the actual value you are healing, making it hard to discern whether or not its effected by any stat. it heals a decent amount, on your illusion, although healing kazara with it you can barely tell you've done anything."
The following Soul Hunter skills can be leveled beyond level 5 up to level 10 as a Dominator: Pain Sharing
Lithifying Terror
Fury
Summon Kazara
Summon Lenatore
Defiler Skills
Thanks and grats to Cracker1 for getting to Defiler as his second job and posting info and screenshots here. I think this class will be highly underrated and probably unpopular for most, especially on the PvE servers, but a close look might reveal plenty of potential.
The Defiler class is one of two choices of a second job for Soul Hunters when we reach level 50. The following information will give some insight to the new skills available for Defilers as well as what Soul Hunter skills can be further advanced when choosing Defiler as a second job.
Deadly Fog Minimum Requirements: Level 50, Skill Mastery 40 Evaluations:
Cracker1 Wrote: "Deadly fog hits for 132 each strike 3 times and sometimes the 26 DoT kicks in but very rarely, but unlike bloodstorm this skill always works which is good." "...deadly fog works with lithify"
Curse of Restoration Minimum Requirements: Level 52, Skill Mastery 42 Evaluations: Seems to be PvP oriented for larger and longer fights. Skill needs more feedback.
Trap of Stiffness Minimum Requirements: Level 54, Skill Mastery 44 Evaluations: Interesting skill and should buy the Defiler time to get some proper CC up. Few questions come to mind...Does the trap pulse during the duration so has multiple chances to reapply and damage? Will damage break the effect?
The following Soul Hunter skills can be leveled beyond level 5 up to level 10 as a Defiler:
Binding Soul
Blood Moon
Blood Storm
From Official Forum
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