Illusion Step: Left at level 1 because cooldown does not decrease per level.
Fade: Not taken as it’s not needed, and the time you get sneaking is not worth the extra damage you take from wide AoE abilities. If you want to grab it, you can take it at level 1. It’s not worth maxing.
Shift Blow: Extremely high SA break, and very good damage if you know how to land all the hits last hit has more SA break than an individual hit, so you can cancel it for a quick cancel if you’re sure you can break the enemy SA using it. For example against Illusion Strike, you can cancel it quick before they turn towards you and break yours.
Flame Locust: Left at level 1 because cooldown does not decrease at every damage spike, and damage is not that great. Still a very strong skill for combo chaining.
Blade Runner: A really good skill in PvP, knocks up the opponent after flinching them, near instant cast, very hard to react to, with the EX version it has a secondary explosion that can recatch an opponent if they Aerial Evade incorrectly. You can take this to level 11 if you choose to leave Rain Drop at level 1.
Mortal Blow: Level 11 for the CTC, damage is very high and has high combo chaining potential.
Applause: Taken because its still a very strong skill, allowing you ranged SA break and it has very quick cast, left at 11 for the Damage spike. You can choose to take this to 16 if you choose to leave Rain Drop at level 1.
Rake: Left at level 1 because it’s good for burst and for recatching running opponents.
Punishment: At 11, because the damage is still high, and you would use it often for a ranged catch.
Izuna Drop: Your signature skill, note that the EX version has a bigger explosion, so the opponent will bounce quite abit higher than the non-ex version, enough time for you to buff Crippling Punisher immediately afterwards and continue chaining with all hits of it.
Illusion Step: Left at level 1 because cooldown does not decrease per level.
Fade: Not taken as it’s not needed, and the time you get sneaking is not worth the extra damage you take from wide AoE abilities. If you want to grab it, you can take it at level 1. It’s not worth maxing.
Shift Blow: Extremely high SA break, and very good damage if you know how to land all the hits last hit has more SA break than an individual hit, so you can cancel it for a quick cancel if you’re sure you can break the enemy SA using it. For example against Illusion Strike, you can cancel it quick before they turn towards you and break yours.
Flame Locust: Left at level 1 because cooldown does not decrease at every damage spike, and damage is not that great. Still a very strong skill for combo chaining.
Blade Runner: A really good skill in PvP, knocks up the opponent after flinching them, near instant cast, very hard to react to, with the EX version it has a secondary explosion that can recatch an opponent if they Aerial Evade incorrectly. You can take this to level 11 if you choose to leave Rain Drop at level 1.
Mortal Blow: Level 11 for the CTC, damage is very high and has high combo chaining potential.
Applause: Taken because its still a very strong skill, allowing you ranged SA break and it has very quick cast, left at 11 for the Damage spike. You can choose to take this to 16 if you choose to leave Rain Drop at level 1.
Rake: Left at level 1 because it’s good for burst and for recatching running opponents.
Punishment: At 11, because the damage is still high, and you would use it often for a ranged catch.
Izuna Drop: Your signature skill, note that the EX version has a bigger explosion, so the opponent will bounce quite abit higher than the non-ex version, enough time for you to buff Crippling Punisher immediately afterwards and continue chaining with all hits of it.
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