Arme (Mage) PvP Guide (Inspired by Zhon)

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Kentisu Posted: 07-07-2008 6:42 AM

In response to Zhon's excellent tutorial video, I've decided to write a guide regarding PvP for Arme. I've only played for about a month and a half, so there are probably tricks I don't know yet and my tactics may not be quite sound, but I'm sure I have some knowledge that will benefit others.

I will probably write an Alchemist guide later, in addition.  

 Table of Contents:

 1. Basic Attacks N' Stuff

 2. Skill attacks

 3. Basic strategies 

So without further ado, let's first go over each of Arme's abilities. 

Basic Attacks N' Stuff

Magic Circle -

I'm so glad I took those drawing classes!


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How to use it:

Mash the Z button. Arme will start to draw a star with her glowstick.. After she's finished raving, a circle will form around it and she will kick it, causing it to move forward. At any time after Arme begins to draw the second line of the star (She does not have to finish drawing the second line, only has to start drawing it), there are two other actions that can be taken: press up and she will do her Earthquake attack, which will be explained later, or press twice in the left or right direction and she will slide in that direction slightly while shooting off a Firebolt in the opposite direction.

Pros:

- Decently big, and once an enemy makes contact with it, it will hit them multiple times, stunning them and pushing them along as it continues to move forward.

- Excellent for setting someone up for a combo.

- In the case that you begin using it and realize you are not in a safe position, you can activate Earthquake or Firebolt as a defensive maneuver to avoid the tremendous lag this attack has.

Cons:

- Slow windup time. Does no damage at all in PvP. Slow moving, and easy to dodge.

Applications:

This is definitely a better attack to use when you have a team than when you're alone. If you have teammates, the slow movement of the Circle becomes less of a con, because it effectively cuts off enemy escape routes from your teammates for decent periods of time due to its sluggish speed. In addition, should the enemy be caught in the circle, your teammates can also use it to hit the enemy with a powerful attack. As you can see, it also activates Arrow Defense, meaning if an Elesis, Ronan or Lass was charging a skill before getting hit by it, they still could use that skill at anytime, so be careful of that.

Earthquake

Hulk SMASH!

How to use it:

As soon as Arme starts drawing the second line of her Magic Circle, you may press up at any time, even briefly after casting Magic Circle, to activate this attack.

Pros:

- Covers all sides of Arme except beneath her, making this an exceptional defensive move.

- When opponents are hit by it, it does damage and stuns them for a fair amount of time, allowing for easy grabs or spell combos.

Cons:

- Slight windup time, as you have to wait for Arme to draw the first line.

- Slight delay after using the attack in which Arme is vulnerable for a short time. This vulnerability can be negated by using an MP skill as the enemy comes in for the attack.

Applications:

If you are using this defensively, begin the attack early on when you believe an enemy is going to come into melee range to attack you within the next second or two. Even if the enemy is smart and dodges it, the shockwaves reach far enough that there is only a small window to attack you while you are vulnerable, in which case you can use a skill to protect yourself and attack them at the same time. Of course, they may not attack you during that window, in which case you have no need to use a skill and are free to do anything you like anyways.

Offensively, this move is best used with teammates around, after an enemy has been knocked down against a wall or blockade of some sort. If you have time, cast a Magic Circle in their direction first, which will limit their escape options once they get up. By doing the Earthquake after that with the right timing, you can effectively make it dangerous for your opponent to go away from you and towards you at the same time, as going away from you will lead them towards the Magic Circle and going towards you will lead them into your Earthquake. Your teammates should be able to take advantage of this lockdown of movement.

Firebolt

Don't you wish your girlfriend was hot like me?

How to use it:

This is Arme's dash attack. Simply dash and press Z, and Arme will fire a Firebolt in the direction opposite of which she's dashing (i.e. backwards). You can also perform this the same way as Earthquake, except instead of pressing up, you press left or right twice.

Pros:

- Unlimited range, fairly fast, and decent damage.

- Arme's second fastest attack in terms of windup and lag. 

- Is a dash attack, meaning it can be used in many different ways, namely being able to drop off from a ledge and shoot a firebolt at heights you normally couldn't do on the ground.

- Since it fires backwards, it can be used as a retreating defensive maneuver immediately after a dash.

Cons:

- Has a decent amount of lag after casting and short windup time. Arme is vulnerable to attack during these instances unless she uses a skill to protect herself.

- Practically everyone will hate you every time you use this attack, despite it being your only feasible offense without skill attacks or grabs. Be prepared to be called a spammer if you use this.

Applications:

An excellent move for both 1v1 and team battles. I consider this to be Arme's basic attack, because this attack can be used in a lot more situations than almost all of her other attacks due to its speed and range in comparison to most of the others. In team battles, Arme is kind of like an artillery cannon, which is to say that she is the deadliest when she's attacking from a safe distance. This attack allows her to fight without having to move into close combat where she can easily get killed in one combo. Use this to damage your opponents and stun them for your teammates to potentially combo them, or to make it more difficult for your opponent to charge skills without danger of being countered.

If you manage to hit someone with this at close range, you may be able to grab them or use a skill on them while they're still stunned. If you know you're going to hit with it in close range, it may benefit to attack with your pet to add additional stun to guarantee a combo, as you may not have enough time to charge a skill otherwise before they recover.

Jump Attack

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Rave on! 

How to use it:

Jump and press Z. Arme will pull out a glowstick and swing it in front of her. Unfortunately, her raving skills do not go beyond this.

Pros:

- Arme's fastest attack. Nearly instant, and acts as her shoe-in for a melee attack.

- Extremely good as a defensive maneuver, as it knocks opponents down, buying time for Arme to either charge up for a skill or retreat and make some space.

Cons:

- Low damage. Since it knocks the opponent down, you cannot combo with this attack unless you knock the opponent off of an edge, in which case you will have to follow up extremely quickly and with precise timing.

Applications:

Unless you do a Firebolt out of a dash, this is the only other attack you can do out of a dash that would be feasible in close combat. Use this to cover your teammates by knocking an opponent down that's about to attack them, or to cover yourself by knocking the opponent down and then retreating to safety. If there are platforms, this attack becomes much more abusable as you can shorten the delay between your attacks by jump attacking, landing on a platform, then either dropping/jumping from the platform and using it again. The low damage and ability to combo don't really make this ideal as an offensive move, so this move is best used to disrupt your opponents to protect your teammates and yourself.

Grab

How to use it: 

When near an opponent (In Arme's case, basically touching them), press towards them and press Z. This can be done while walking or during a dash.

Pros:

- Can be combined with Arme's dash (teleport) to run through enemy attacks with ease and grab them through it.

- Arme's only ground melee attack that doesn't take an entire second to even start using, making this ideal for a combo ender.

- Highest damage of all of Arme's normal attacks.

- Invincibility while throwing someone.

Cons:

- If you miss the grab, you'll end up shooting a Firebolt, which will make you extremely vulnerable.

- Since the grabbing animation takes time, enemies can attempt to attack you as soon as your invincibility frames are over, which may be difficult to avoid.

Application:

Knowing how to grab is extremely important, because there are some situations where you cannot avoid being grabbed except by counter-grabbing. Keep in mind that Arme throws her opponent backwards as well, especially when playing in maps like Gorge.

Combining her teleport with the grab's invincibility frames allows Arme to be the only character capable of charging straight through enemy attacks and grabbing them through it, essentially giving her a really long grab range in certain conditions. You can also dash off a platform and grab people while you are in the air as long as you are still in the dashing animation when you initiate the grab.

Teleport (Official name: Phantom Dash)

Rare ghost sighting. Rare naked ghost sighting! 

How to use it:

Press twice in the same direction. In other words, dash.

Pros:

- Arme is completely invincible during most of the dash.

- Can use skills or grab while still in dash to avoid the vulnerable lag after doing a dash.

- Can pass through other players while dashing. Basically, Arme doesn't exist while she's dashing.

Cons:

- Arme's dash is slower in movement than most character's dashes.

- There is a small window in which Arme is still able to be attacked while she is beginning her dash and while she is ending her dash.

Applications:

This move is an absolute necessity. As Arme isn't very fast, this allows her to pass through people and attacks and get to safe positions even when she's been cornered. As mentioned earlier, using a skill or grabbing someone may eliminate the weakness of being vulnerable for a split second after a dash. As an alternative, you can interrupt the dash at any time by jumping, and if you turn around in midair and do a jump attack, you may be able to disrupt a chasing opponent. As your opponent cannot tell when during the dash you are going to jump in, this is very hard to react to even if they are expecting it, making this an effective tactic for retreating or getting your enemies on the floor so that you can take the offensive.

 

Skill Attacks

I will go over the original black and white magic skills, and then the cash ones. I am going to assume that you already know how to charge for different MP skills, so I'm not going to post how to use these.

Level 1 Black Magic: Stone Curse

Push baby push!

Description:

Shoots out a green wave that expands in a cone shape. When enemies are hit by it, they become "petrified", and they must push left and right as fast as they can to reduce damage while they are petrified. The faster the push the buttons, the more damage from this attack is reduced. While in this state, they are invincible to any other attacks.

 Pros:

- Excellent range, you can actually hit people offscreen with this, but just barely. Hits in a cone shape, so you can hit people on platforms below or above you to some extent.

- Good damage for a 1st bar skill, although the damage can be severely reduced.

- Has freeze frames and comes out fairly quick.

 Cons:

- Damage can be reduced to almost nothing, especially if the opponent is caught within other people's freeze frames from using skills near them, allowing the target more time to mash keys and reduce damage. If one or two skills with freeze frames are used near the target, Stone Curse may do nearly no damage at all.

Applications:

The humongous range and speed of this move make it fairly spammable. As it is easy to hit with, it is best used in conjunction with a damage buff, such as Athena's Sword or Holy Bless. As mentioned in the cons, having people use skills near the target is not ideal, as it can ruin the damage, so try not to use additional skills near them while they are petrified. This is a great defensive and offensive maneuver because of its range, and since it acts as a stun as well, you can put a lot of space between yourself and your opponent during the petrification.

After the petrification, the target falls down, so if they are near an edge, you can hit them again as they fall off with another attack or grab. Or in the case of Gorge, just watch them die. Contrary to being a combo starter, though, because of the petrification making targets invincible, this is usually best used as a combo finisher.

Level 2 Black Magic: Lightning Bolt

I've always wanted to do this to you Elesis! 

Description:

Shoots out a lightning bolt in a line that cuts through enemies. The lightning bolt is maintained for roughly 3 seconds and can be angled upwards or downwards during the attack. If lightning strikes an opponent, if there is another opponent near the target, that opponent will be struck by lightning as well, regardless of whether he/she is being hit by the lightning bolt or not.

Pros:

- Huge range. The range is not limitless, but there are no PvP maps that are long enough to make this matter, so it's basically unlimited range.

- Moderate damage, and pins enemies down for a good amount of time. Stun allows Arme to grab or otherwise attack anybody that happens to be near her by the end of the attack.

- The lightning bolt's ability to conduit electricity between opponent's teammates basically turns this into an AoE nuke if you hit someone. In some cases, it will also allow Arme to hit enemies behind her as long as she's hitting someone near her in front of her to conduct the electricity.

- Lasting a bit more than 3 seconds means this skill is easy to use for invincibility. 

Cons:

- If you miss, Arme can be vulnerable by attack from behind right after using the skill. 

- Can be countered by charging MP and forcing a Counter Hit. Of course, this just means you've wasted your opponent's MP, so it's not a total loss. 

Applications: 

This skill is amazing when used with teammates. Stun your opponents with Lightning Bolt and watch your team hit them with their hardest combos and attacks. Your teammates have 3 seconds to do this, so there's plenty of time for them to reach your targets. This is also a good skill to use when you believe your enemy is going to try to go skill-vs-skill with you, as this one lasts longer than virtually any other skill. But I'd mainly recommend it for holding people down for your teammates to combo them, as the damage isn't exactly great for a level 2 skill.

Meteor

OMG SPAMMER NOOB
 

Description:

Arme summons a shower of meteors which will rain across the entire map. However, the meteors don't hit anything below Arme. In addition, the explosions the meteors cause when they impact with the ground do extra damage, so it's ideal to get your opponents caught in the explosions. Not that you have any control over that, as where they hit can be quite random. 

Pros:

- Massive damage, and can hit the entire map if Arme uses it from a good position. 

Cons:

- Is foreshadowed quite obviously, first by the background becoming darker and then by Arme screaming "Meteor!", and thus can be avoided easily by simply using a skill or forcing a Counter Hit.

Applications:

While Meteor is telegraphed and can be dodged easily, there are certain ways to make it more surprising to the opponent.

First, since the meteors appear high up in the sky, the higher the opponent is on the map, the less time the opponent has to react. For example, if you know your opponent is on the top right most part of Airship or high on the mast, by the time Arme has shouted "Meteor!" the opponent will already have been hit by the first wave of meteors coming down. Giving the opponent less time to react, especially in a team game, can potentially be deadly.

Secondly, the other way is if you know your opponent has no MP. This is the most obvious when your opponent has just finished using a 3 bar skill. Feel free to shoot off a Meteor when you hear that Ronan screaming out Kanavan Strike across the map.

Level 1 White Magic: Magic Shield (Saver)

 So what if it's 2D? I'm 3D, dang it!

Not that I needed that picture, since you've been seeing it the whole time, but whatever.

Description:

This shield blocks 50 damage from anything and everything. While this shield is up, any hit Arme takes will not stun her. Arme is not invincible while casting this, and if she is hit during the casting animation, she will not cast the shield and the MP will have been used up.

Pros:

- Useful for getting through Lire's arrows without being stunned. 

- Can be used as a survival ability if HP is low by continuously restoring the shield every time it is broken.

- Arme starts with this shield on her first life, when the game starts. 

Cons:

- No invincibility during casting, so can be interrupted.

- Relatively low shield life, most attacks in PvP will destroy it in one blow.

Applications:

 Use this shield if you feel that it will make a difference and save your life. By recasting this periodically, you can greatly extend your survivability, but of course this comes at the cost of not being able to use your MP to actively attack your opponent or cast support spells. I believe that this shield's greatest strength lies against Xbows, as their bolts do small damage and you can use teleport to avoid the shield getting battered by too many bolts at once, whereas if you didn't have the shield, you'd simply get stunned by the first bolt and then get hit by the rest. It has its uses against every other class as well, but that seems like the best use of it to me.

White Magic Level 2: Reverse Gravity (Landscaper)

Do the wave!

Description:

Arme surrounds herself in a huge green aura (Why does she like green so much?). Anyone caught within this spell will be tossed up and then slammed back onto the ground. This move apparently has unlimited vertical range, as you can hit people as far as two screens below and above you with this. Considering how wide this move hits as well, it's quite easy to hit with.

Pros:

- Seemingly unlimited vertical range. I have not seen any PvP map where this spell could not reach someone above or below. Fair lateral range as well.

- Activates nearly instantly, and does moderate damage. While enemies are falling down and prone, they can still be hit or grabbed.

- Despite activating nearly instantly, has long invincibility frames.

Cons:

- None that I can really think of.

Applications:

This move is extremely accurate. Because of its speed of activation in addition to its humongous range, you can catch opponents by surprise with this spell easily. Shoot off a Stone Curse with good timing as your targets come down, and you can put a good amount of damage on them. This works on groups as well, and tossing your enemies into the air and then petrifying them buys a truckload of time for your teammates to heal or prepare for their next attack.

If you want to be mean, you can actually combo 6 of these together if you have 3 Armes on your team with some simple teamwork and timing. Not that that's very practical.

 Level 3 White Magic: Cure

 I bet there's hearts all over the world tonight!

Description:

Arme spins around and shoots out 4 waves of hearts. The closer Arme is to her teammates, the greater the damage she heals. This move is not affected by Arme's stats, unlike Alchemist's Cure, so I'm assuming that it heals by a percentage amount.

Pros:

- You make pretty hearts and your teammates love you.

Cons:

- The heal can be relatively weak, and it's not easy to get the maximum effect out of it in the middle of a heated battle, where positioning won't always be ideal.

Applications:

This move can restore health to someone even if they are in Fatal, but using a full bar of MP for the amount of healing you get may not be the best use of your MP. Regardless, there are some times where healing may be a better option than attacking, in which case this spell comes into play. It's best used as close to your teammate as you can possibly get.

Level 1 Black Cash Magic: Dark Cloud (Death Cloud)

Cloud Kill!

 Description:

Arme shoots out some little black balls that look like strange flies. This spell travels a little slower than a firebolt in a straight line, although it moves up and down slightly in a wave-like pattern (Not enough for it to matter though from what I can see). Once an opponent is hit by it, it does a small amount of damage and curses the opponent, causing the opponent to take slight damage each time he/she presses the Z button. The curse lasts for roughly 15 seconds, and is denoted by the target turning a darker color until the curse is lifted. The range appears to be roughly long enough to reach from the leftmost pillar on Forgotten City to a little past the rightmost pillar.

It also appears that each ball does its own individual damage. As such, if this spell grazes the top or bottom of an opponent, some of the balls may continue to exist and move onward to potentially strike more opponents. An interesting trait.

Pros:

-  Punishes enemies for mashing the attack button or using many attacks.

- Can be used to initiate a combo. 

- Each ball is considered as its own nuke, so it is possible to hit enemies at varying distances, although unlikely. 

Cons:

- Slow moving, easy to see.

- Low damage if the enemy does not attack much during curse.

- Moderate lag after casting. 

Applications:

I imagine that this attack might actually be quite useful against Lires, as they seem to have an inherent need to constantly hit the Z button to keep people away from them (Especially Xbow). I don't see this being overly useful against any other classes, however. In most cases, a Stone Curse will probably end up doing more damage, although I can't guarantee as I have not used this skill yet. I will try it out and post my analysis in the future. Because of how slow the projectile is, it is difficult to use this in the middle of a combo unless your target is directly in your face, so this is best used alone, as a combo starter, or as a combo ender.

 Level 2 Black Cash Magic: Home of Darkness (Call of Darkness)

Arme realized that throwing giant skulls at people's heads confused them. 

Description:

Arme sends out a skull that travels at the speed of a firebolt in the same wavy line pattern as Dark Cloud, although the wave movement is more accentuated. If the skull hits a target, the target takes a small amount of damage and temporarily has their left and right keys switched, which is denoted by little birds dancing around their head. This switch lasts for 15 seconds. If enough enemies are close together, this attack has a small amount of AoE, so it is possible to hit multiple opponents. Seemingly unlimited range -- it can hit an enemy across Forgotten City.

Pros:

- Travels moderately fast and is fairly large, so it is not too difficult to hit with.

- Switches opponents left and right keys, which can confused opponents. Works well in Gorge, watch your opponents run off the ledge!

- Small AoE. 

- Seemingly unlimited range. 

- Small lag after casting. 

Cons

- Supremely low damage for a 2 bar skill.

Applications:

 The effectiveness of this spell is quite variable, as it depends on how used to the reverse controls that your target is. Still, as it is an uncommonly used cash skill, it does tend to be quite effective sometimes. Not very effective on enemy Armes, as they still have their teleport, so even if they make a mistake it may be difficult to punish them. This spell, like Dark Cloud, does not combo effectively unless used in close quarters, so it is best used alone, as a combo starter, or as a combo ender.

 Level 3 Black Cash Magic: Fire Storm

 

 Description:

Arme causes 3 pillars of flame to shoot out around her, causing massive damage. After the pillars of flame recede, rocks shoot out and rain upon opponents, causing further damage.

Pros:

- Massive damage, usually enough to instantly kill players with stats far above yours.

- The rocks at the end provide excellent cover. Many times, players will attempt to hit you with a skill after you use this, and I've seen the rocks cause Counter Hits many times.

- Huge AoE, as shown on screenshot.

Cons:

-  Only does full damage when enemies are roughly on the same lateral plane as Arme.

- Slight lag after casting, but the rock shower provides cover. 

Applications:

This is best used as a surprise move to kill your opponents. Keep in mind that after you use it once, they will be wary for it, and may attempt to bait you to use it. In addition, as listed in the cons, unless the opponent is roughly on the same lateral plane as Arme, the spell will not do full damage and may not kill. So do your best to get your opponent in that position. It is best if you wait for a teammate to lock your opponent in a combo or skill of some sort so you can be sure of the kill.

 Level 1 White Cash Magic: Shining Arrow

Have a taste of your own medicine Lire!

Description:

Arme shoots out a fairly large magic arrow which travels in a straight line and does a moderate amount of damage.

 Pros:

- Large projectile size and moves quite quickly.

- High combo factor. Best used as a combo starter or filler.

- Most reliable damage for Arme's 1 bar attacks.

- Virtually no lag after casting. 

Cons:

- Damage can possibly be the lowest of all of Arme's 1 bar moves, depending on the circumstances.

Applications:

This move is excellent for starting off a combo. In fact, there's not really any other use for it -- if you were just going to throw it out randomly, firebolt does just a little less damage, and it's free. As with Stone Curse, this is an easy to hit with attack, so it is best used with damage buffs such as Holy Blessing or Athena's Sword.
 

Level 2 White Cash Magic: Athena's Sword

Hulk SMASH! (In a can)

Description:

 This buff roughly increases your entire team's damage by 50%. The buff lasts a whopping 30 seconds. Just cast it anywhere and at anytime and your teammates will receive the buff, regardless of your position.

Pros:

- 50% extra damage for your entire team for the next 30 seconds.

Cons:

- None, really. Unless you don't attack much during these 30 seconds, in which the buff is wasted.

Applications:

As noted earlier, this buff is best used in combination with attacks that are easy to hit with, as you want to guarantee as many hits as you can for the duration of this. For example, if your Landscaper + Stone Curse combo did roughly 60% of your opponent's hp in damage to him, you'd be left with no MP to finish him off. With this buff on, you will now do 90% of his HP in damage, and because you still have the buff on, shaving the last 10% off with a firebolt or a grab should be easy.

In other words, this buff makes your easier combos better for killing, lowering the need for you to use over-the-top spells like Fire Storm, which isn't nearly as easy to hit with. This applies to your teammates as well, of course, and if they're smart, they'll apply this same tactic to their fighting style.

Level 3 White Cash Magic: Boost Heal

Even my cross is green! 

 Description:

Arme gives her entire team, including herself, HP regeneration for the next 30 seconds. Just like Athena's Sword, this can be cast anywhere to full effect.

Pros:

- This spell makes Arme the only character in the game with a powerful self-heal. (Alchemist's Health Restore item is good too, but it's luck-based)

- This spell can virtually heal your entire team to full health from near none over the entire duration. Of course, this is only if they don't take additional damage during the 30 seconds.

- Your team will love you each time you cast this. 

Cons:

- While it heals a lot, it doesn't heal in a burst, so this can't be used to quickly heal someone in an emergency like Cure can.

- Cannot heal people if they are in Fatal. In this case, Cure can get them out of Fatal.

Applications:

 Combined with Saver and some survival tactics, Arme can get herself back to full health if she's badly injured. In the meantime, this will also heal your teammates, allowing them to take more hits to protect you as you heal. This is obviously more powerful when used with Elesis or Ronan on your team, as they have more defensive capabilities in general than the rest of the character cast. This is a much more effective heal than Cure is, but Cure has its uses as a burst heal, so use good judgement to decide which of the heals is best for the current situation.

 Basic Strategies

As I don't think listing generalized strategies will help people understand how to apply it all in battle all at once, I'll try and list specific scenarios and which course of action is the best to take. 

Vs. Elesis - Sword

General Strategies - Both for team battle and 1v1.

Scenario 1: Stuck in a combo

Elesis can combo Arme to death in 3 main ways: she must either hit Arme with an air attack right before landing, and then begin to combo Arme with the standard combo, hit Arme with a pet and then begin the standard combo, or simply catch Arme in her standard combo. This is because after she has does 4 hits in the combo, she can simply switch to skills to combo Arme with skills such as Mega Slash or Magnum Break. 

To avoid being hit by the entire combo, it is absolutely vital to force a Counter Hit as soon as possible if you are stuck in this combo. You can also attempt to use your pet to hit her, but there is a chance that if she notices, she will immediately activate a skill and continue attacking you while dodging your pet. In the worst case scenario, she still has the option of hitting you with the first three hits of Mega Slash (She won't have time to charge farther than 1 bar after reacting to your pet), and then using either of her 2 bar skills. Thus, it is generally safer to force a Counter Hit and not take risks. This leads us to our second scenario.

Scenario 2: Knocked down

If Elesis has successfully knocked you down on the ground, chances are that she will be waiting somewhere near you to attempt to attack you. If you have no MP, then the two safest moves for you to do upon wakeup are either teleporting in the safest direction or jump attacking to potentially interrupt her attack and dodge any skills she might use at the same time. Be careful when doing the jump attack -- Elesis' Air Spiral will put on a world of hurt if she uses it on you while you're in the air. If you choose to teleport instead, you may shoot a firebolt backwards if you please, but only do this if she if she read your move wrong and attempted to attack you on your wakeup spot, rendering her immobile and unable to chase you. If she read your teleport correctly and is following you, shooting a firebolt will only make you vulnerable. In this case, jump, turn around midair, and do a jump attack, then quickly land and teleport again in the safest direction.

In the case that you do have MP, you have the option of waking up with a skill, but Elesis' Mega Slash has a long invincibility duration and can protect her from your skills, so if you believe she is going to attempt to clash skills with you, teleport away and let her waste a bar of MP. If you are certain that she only has one bar and just used it for her Mega Slash, then hit her with your most powerful skill as soon as she is done. If you are uncertain, then you should only use a 1 bar skill to conserve your MP and test the waters, Stone Curse probably being the best option. At the worst scenario, she will dodge your Stone Curse by using another Mega Slash, but that's not bad at all because despite you having wasted a bar of MP, you've still forced her to use another bar as well, and you can repeat this process again if you still have more MP.

Ahhh gosh, this is so long. I'd like to have shortened it, but I want to be as specific as possible so there is no confusion. Anyways, more to come. 

 

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 Corrections

 

Firebolt ---> Fireball

I know, it should've been firebolt, but man the translators are weird. =.=' 

Lvl 3 White Magic: Cure ---> Lvl 3 White Magic: Heal

Cure is alchemists' lvl 1 white magic.

Teleport ---> Phantom Dash

It's not really a teleport anyway. o.o;; All it does is make you translucent, not teleport. ;D

 

 

I could be wrong, but these are the common terms i've heard often.

C4d Attempt *_*

GGftw!

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Posts 133

Eh well, Arme says Firebolt and everyone else calls it Firebolt...so I'll just go with the generalized term and call it Firebolt.

As for Cure, the official site's name for Arme's Level 3 White Magic is Cure as well, and she screams "Cure!" while casting it, so I can only assume that both her Alch and Mage form have the same spell name.

As for phantom dash, I was aware of the name...but I didn't really feel like typing phantom dash all the time, so I used teleport :P

 Thanks for the help anyhow. I'm not really concerned about the names, people can call them what they want, I just hope people find use for the strategies.
 

Top 25 Contributor
Posts 4,174

Good advice for those who are new to the class or new to the game in general.  (proud that I inspired someone) :O

Curious to see what you have to say about the cash skills...  (Firestorm gives me a good laugh now and then)

And as for the names of skills, alot of the time the site calls them one thing, the tutorial calls them another, and the characters call them something else =.= (I.E.  Killer Cloud, Poison Gas, Cloud Kill[er?])
So...  Who cares if you have the right name :P just as long as you get the point across.

Nice guide so far Kentisu :D 

Top 200 Contributor
Male
Posts 825

Impressive guide! Very informative. :D It'd be better if you could fix the format a bit like the double pictures, bold out the names of the skills and stuff. But overall, a very well-thought off guide.

Congratulations! 

~Ryugen™ Creation~

Not Ranked
Posts 133

Updated to include cash skills, so knock yourself out.

The basic strategies section will mainly focus on how to fight each individual class, in both team and 1v1. If you guys have any additions or suggestion you would like to make, feel free to post them here. 

Not Ranked
Posts 28
This is a very good guide. It covers all the basic info you should know before playing Arme (with quite a lot of words =P). It's nice to finally see some actual guides in this forum and not just people who never knew the Search button existed.
Top 10 Contributor
Male
Posts 4,811

kentisu, you need to put combos in to help others make their own.

 

for example:

Earthquake --> Shining Arrow --> Pet attack ---> Dash Grab 

C4d Attempt *_*

GGftw!

Not Ranked
Male
Posts 11

Is FireStorm the best skill in all of the class?

And also nice guide :D I love it!

Top 500 Contributor
Posts 317

Bump for awesomeness.

._.;

Oh, and yes, combos would be nice. I only know of earthquake--> grab xD

Top 50 Contributor
Male
Posts 2,522

I've thought about doing this, but was too lazy. <.<

A few things you missed though.

 

Stone Curse has another con. Most of the time, it won't deal a counter hit(Unless the opponent is stupidly charging when it ends). Also, if hit with something when put into it, they could be hit with that attack instead and knocked out of the Stone Curse.

 

The con for Magic Shield(Saver) is only half right. If you're hit by an opponents Stone Curse or grabbed while its up when doing a skill, your skill is canceled.

 

Firestorm has another pro: an opponent can't force a Counter Hit to avoid damage if they get caught. A small con for it is the start up time though. You also mention a lag after you use it so you can be hit. This is only half right. In the middle of it, Arme is controllable. It doesn't seem it, but she is. I've been attack while the Firestorm is going off(Both in Dungeon and PVP) so when you do it, prepare to Phantom Dash.

 

The jump attack not being able to combo isn't completely true. If you're fast enough, you can do a Jump Attack into a Throw(I've done this multiple times). This is best used when you're below an opponent and jumping onto their ledge.

 

 

Here are a few combos and tricks, mainly from Zhon's video.

 

Combos:

Lightning Curse: Simple. Use Lightning, then Stone Curse when Lightning Bolt is ending.

 

Reverse Gravity Curse: Similar to the above, only with Reverse Gravity, and harder to pull off at times. When you get the timing right though, it works perfectly.

 

Lightning Throw: Lightning Bolt into a throw

 

Earthquake Throw: Use Earthquake and then throw them. Can be modified for different spells such as Stone Curse, Reverse Gravity, Lightning Bolt, and maybe, if fast enough, Firestorm.

 

Jump Attack Throw: As mentioned above, if you're quick enough, you can knock someone down with the Jump Attack and catch them in a Throw.

 

 

Tricks:

 

"SIT DOWN!": At times when you cast Stone Curse, your opponent may try to jump over you or jump attack you. At times this will fail and you'll catch them in it. Well usually they'll still succeed in hitting you and regain a little HP(Remember, a little still matters). So instead, Phantom Dash toward them immediately after casting the spell while they're frozen, and do a throw. You'll plant them down, activating the Stone Curse and avoiding some damage as well with the invincibility frames of Arme's throw.

 

 I think I had more but brain doesn't wanna work now. so thats all for now.

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