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<?xml-stylesheet type="text/xsl" href="http://forum.ntreev.net/grandchase/utility/FeedStylesheets/rss.xsl" media="screen"?><rss version="2.0" xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:slash="http://purl.org/rss/1.0/modules/slash/" xmlns:wfw="http://wellformedweb.org/CommentAPI/"><channel><title>Tips &amp; Tricks</title><link>http://forum.ntreev.net/grandchase/forums/18.aspx</link><description>Share your best Tips &amp;amp; Tricks to the Chaser community.</description><dc:language>en</dc:language><generator>CommunityServer 2008.5 SP1 (Build: 31106.3070)</generator><item><title>Re: Archranger Tips and Tricks</title><link>http://forum.ntreev.net/grandchase/forums/thread/173563.aspx</link><pubDate>Fri, 12 Sep 2008 08:41:13 GMT</pubDate><guid isPermaLink="false">645dad86-7137-4011-be41-73286d58a84d:173563</guid><dc:creator>Fuikosan</dc:creator><slash:comments>0</slash:comments><comments>http://forum.ntreev.net/grandchase/forums/thread/173563.aspx</comments><wfw:commentRss>http://forum.ntreev.net/grandchase/forums/commentrss.aspx?SectionID=18&amp;PostID=173563</wfw:commentRss><description>&lt;p&gt;What I noticed with White Wind, if you try to run them over, they&amp;#39;ll get knocked down. If you however, stay just close enough that they get hit, they won&amp;#39;t get knocked down. &lt;/p&gt;&lt;p&gt;Here&amp;#39;s a Tip from that thread DT7 posted. This I&amp;#39;ve used only against melees though.&lt;br /&gt;&lt;/p&gt;&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Arrow Uppercut (&lt;/strong&gt;&lt;strong&gt;Jump + Up Up + Z ) + Backward. &lt;/strong&gt;If a charging melee gets hit, follow up with next move.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Hyper Shot. &lt;/strong&gt;This will stun them.&lt;br /&gt;&lt;/li&gt;&lt;li&gt;&lt;strong&gt;White Wind. &lt;/strong&gt;This should finish them.&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;Oh and another tip by Wirblewind.&lt;ul&gt;&lt;li&gt;&lt;strong&gt;Spawn Chakra. &lt;/strong&gt;Right when they spawn, use it. They will get trapped and even if they try to run, they&amp;#39;ll still get hit.&lt;/li&gt;&lt;li&gt;&lt;strong&gt;Dash Attack. &lt;/strong&gt;A move you should learn to use. Using this right you can move up to places quicker while sending an attack. &lt;br /&gt;&lt;/li&gt;&lt;/ul&gt;&lt;br /&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;</description></item><item><title>Re: Archranger Tips and Tricks</title><link>http://forum.ntreev.net/grandchase/forums/thread/172699.aspx</link><pubDate>Thu, 11 Sep 2008 19:53:28 GMT</pubDate><guid isPermaLink="false">645dad86-7137-4011-be41-73286d58a84d:172699</guid><dc:creator>WirbleWind</dc:creator><slash:comments>0</slash:comments><comments>http://forum.ntreev.net/grandchase/forums/thread/172699.aspx</comments><wfw:commentRss>http://forum.ntreev.net/grandchase/forums/commentrss.aspx?SectionID=18&amp;PostID=172699</wfw:commentRss><description>Actually , White Wind + Hyper Shot + Grab is a much more useful 3mp use because people tend to get countered when they are in the white wind. Thus using Hyper Shot right before the knocking down part (where the knock down from countering often occurs) then grab is quite useful. Not to mention the damage you give.&lt;br /&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;</description></item><item><title>Re: Archranger Tips and Tricks</title><link>http://forum.ntreev.net/grandchase/forums/thread/165959.aspx</link><pubDate>Fri, 05 Sep 2008 23:41:45 GMT</pubDate><guid isPermaLink="false">645dad86-7137-4011-be41-73286d58a84d:165959</guid><dc:creator>auraking</dc:creator><slash:comments>0</slash:comments><comments>http://forum.ntreev.net/grandchase/forums/thread/165959.aspx</comments><wfw:commentRss>http://forum.ntreev.net/grandchase/forums/commentrss.aspx?SectionID=18&amp;PostID=165959</wfw:commentRss><description>&lt;BLOCKQUOTE&gt;&lt;div&gt;&lt;img src="http://forum.ntreev.net/grandchase/Themes/default/images/icon-quote.gif"&gt; &lt;strong&gt;stealthyE:&lt;/strong&gt;&lt;/div&gt;&lt;div&gt;&lt;p&gt;I just love Archranger; it&amp;#39;s my favorite Lire PvP class. Maybe Nova&amp;#39;s better, but I just suck with using Nova, so I&amp;#39;ll stick with Archranger. (Besides, Nova may not come out for a nother half year, so...).&lt;/p&gt;&lt;p&gt;At any rate, here&amp;#39;s just a few short tips for using Archranger. I may expand on this later, but meh.&lt;/p&gt;&lt;p&gt;In Survival, at first you&amp;#39;ll probably just be firing arrows in a corner as to save your lives to when there&amp;#39;s only 2 or 3 people left to fight. But this is more for 1v1 AR techniques.&lt;/p&gt;&lt;p&gt;Most people I see with AR use the large group techniques, but I&amp;#39;m personally bad at that. I 1v1 much more with my AR, so I use the 1v1 techniques...obviously.&lt;/p&gt;&lt;p&gt;The reason I love AR so much may be because of her grab animation (it&amp;#39;s a forward grab stab) and her air dashing. The latter makes Lire more mobile, while the former makes Lire not suck so much against fighting meleers with arrow defense, at least in my opinion. Her grabs just add to everything that she has. Her quick arrows, short combos, and mobility makes her deadly in my opinion.&lt;/p&gt;&lt;p&gt;These are basic and obvious things, but whatever.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Hyper Shot Grabbing&lt;/strong&gt;=I love this skill because not only is it the only one that goes through the map no matter if it hits, but it has fairly decent damage that can&amp;#39;t be blocked by arrow defense and a short stun. Basically, a very, very awesome 1st job. Use this when your opponent is in front of you or falling down towards you to stun them, then grab them when they can&amp;#39;t escape. &lt;strong&gt;Maybe I haven&amp;#39;t timed it right&lt;/strong&gt;, but I don&amp;#39;t think it works multiple times -- there&amp;#39;s always been a space in which my opponents could run out of the way of the Hyper Shot. Also, don&amp;#39;t use it if your opponent is in an upwards trajectory, AKA jumping; they&amp;#39;ll stun in midair, and while it does damage, it wastes MP and somewhat defeats the purpose.&lt;/p&gt;&lt;p&gt;Plus, Hyper shot doesn&amp;#39;t kill in fatal, but grabbing does.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Hyper Shot+White Wind&lt;/strong&gt; (I call it Topspin, that&amp;#39;s what it sounds like to me, plus I&amp;#39;m a tennis player...)=This 3 MP bar combo is much, much better than Chakra. It&amp;#39;s easier to initiate correctly, harder to avoid, and does more damage. The good thing about any 1 MP bar combo starters is that if you didn&amp;#39;t pull off the first attack correctly, you don&amp;#39;t have to follow through with it. You can just wait a couple of seconds and try again.&lt;/p&gt;&lt;p&gt;Anyway, the Hyper shot damage plus the stun, added with the damage of Topspin, will do a substantial amount of damage, if it doesn&amp;#39;t kill them. Topspin does kill in fatal; hypershot as aforementioned doesn&amp;#39;t. However, try to avoid using it if they&amp;#39;re in the air or jumping. You can do about the same amount of damage if they&amp;#39;re in the right spot above you, but generally if the opponent is airborn while using Topspin, they get knocked back and just avoid the rest of the attacks.&lt;/p&gt;&lt;p&gt;However, since the initial attack of the combo is a 1st MP bar skill, you can easily correct any mistakes that may happen afterwards and save yourself two vital MP bars.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Semi-Rainstorm+Grab&lt;/strong&gt;=Much like Lass&amp;#39;s kunai grab, the AR rainstorm grab is effective, quick, and easy to use, more so than the xbow one in my opinion. &lt;/p&gt;&lt;p&gt;Plus, you can use your melee jump attack and still use your rainstorm in the air with the same jump. Nifty little fact.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Upwards Combo+Grab&lt;/strong&gt;=I think I like this one the most. Lire has 3 basic combos, right? 2 arrows then your back critical arrow, 2 arrows then your down arrow stab, and 2 arrows then your bow uppercut. The latter is extremely useful because it hits the opponent in the air, and the animation doesn&amp;#39;t take long. It gives you time to airgrab.&lt;/p&gt;&lt;p&gt;So AR up combo+airgrab. It does a great amount of damage and is killer if the 1st two arrows negate the arrow defense. Plus, you get a chance to get away.&lt;/p&gt;&lt;p&gt;That&amp;#39;s all I have so far. I can&amp;#39;t play Grand Chase because of some weird error...I know I have more, but I have to refresh my memory...&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;p&gt;&lt;/div&gt;&lt;/BLOCKQUOTE&gt;&lt;/p&gt;&lt;p&gt;yes its possible, you just need to time it right :P &lt;br /&gt;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;</description></item><item><title>Archranger Tips and Tricks</title><link>http://forum.ntreev.net/grandchase/forums/thread/165955.aspx</link><pubDate>Fri, 05 Sep 2008 23:36:01 GMT</pubDate><guid isPermaLink="false">645dad86-7137-4011-be41-73286d58a84d:165955</guid><dc:creator>stealthyE</dc:creator><slash:comments>0</slash:comments><comments>http://forum.ntreev.net/grandchase/forums/thread/165955.aspx</comments><wfw:commentRss>http://forum.ntreev.net/grandchase/forums/commentrss.aspx?SectionID=18&amp;PostID=165955</wfw:commentRss><description>&lt;p&gt;I just love Archranger; it&amp;#39;s my favorite Lire PvP class. Maybe Nova&amp;#39;s better, but I just suck with using Nova, so I&amp;#39;ll stick with Archranger. (Besides, Nova may not come out for a nother half year, so...).&lt;/p&gt;&lt;p&gt;At any rate, here&amp;#39;s just a few short tips for using Archranger. I may expand on this later, but meh.&lt;/p&gt;&lt;p&gt;In Survival, at first you&amp;#39;ll probably just be firing arrows in a corner as to save your lives to when there&amp;#39;s only 2 or 3 people left to fight. But this is more for 1v1 AR techniques.&lt;/p&gt;&lt;p&gt;Most people I see with AR use the large group techniques, but I&amp;#39;m personally bad at that. I 1v1 much more with my AR, so I use the 1v1 techniques...obviously.&lt;/p&gt;&lt;p&gt;The reason I love AR so much may be because of her grab animation (it&amp;#39;s a forward grab stab) and her air dashing. The latter makes Lire more mobile, while the former makes Lire not suck so much against fighting meleers with arrow defense, at least in my opinion. Her grabs just add to everything that she has. Her quick arrows, short combos, and mobility makes her deadly in my opinion.&lt;/p&gt;&lt;p&gt;These are basic and obvious things, but whatever.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Hyper Shot Grabbing&lt;/strong&gt;=I love this skill because not only is it the only one that goes through the map no matter if it hits, but it has fairly decent damage that can&amp;#39;t be blocked by arrow defense and a short stun. Basically, a very, very awesome 1st job. Use this when your opponent is in front of you or falling down towards you to stun them, then grab them when they can&amp;#39;t escape. Maybe I haven&amp;#39;t timed it right, but I don&amp;#39;t think it works multiple times -- there&amp;#39;s always been a space in which my opponents could run out of the way of the Hyper Shot. Also, don&amp;#39;t use it if your opponent is in an upwards trajectory, AKA jumping; they&amp;#39;ll stun in midair, and while it does damage, it wastes MP and somewhat defeats the purpose.&lt;/p&gt;&lt;p&gt;Plus, Hyper shot doesn&amp;#39;t kill in fatal, but grabbing does.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Hyper Shot+White Wind&lt;/strong&gt; (I call it Topspin, that&amp;#39;s what it sounds like to me, plus I&amp;#39;m a tennis player...)=This 3 MP bar combo is much, much better than Chakra. It&amp;#39;s easier to initiate correctly, harder to avoid, and does more damage. The good thing about any 1 MP bar combo starters is that if you didn&amp;#39;t pull off the first attack correctly, you don&amp;#39;t have to follow through with it. You can just wait a couple of seconds and try again.&lt;/p&gt;&lt;p&gt;Anyway, the Hyper shot damage plus the stun, added with the damage of Topspin, will do a substantial amount of damage, if it doesn&amp;#39;t kill them. Topspin does kill in fatal; hypershot as aforementioned doesn&amp;#39;t. However, try to avoid using it if they&amp;#39;re in the air or jumping. You can do about the same amount of damage if they&amp;#39;re in the right spot above you, but generally if the opponent is airborn while using Topspin, they get knocked back and just avoid the rest of the attacks.&lt;/p&gt;&lt;p&gt;However, since the initial attack of the combo is a 1st MP bar skill, you can easily correct any mistakes that may happen afterwards and save yourself two vital MP bars.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Semi-Rainstorm+Grab&lt;/strong&gt;=Much like Lass&amp;#39;s kunai grab, the AR rainstorm grab is effective, quick, and easy to use, more so than the xbow one in my opinion. &lt;/p&gt;&lt;p&gt;Plus, you can use your melee jump attack and still use your rainstorm in the air with the same jump. Nifty little fact.&lt;/p&gt;&lt;p&gt;&lt;strong&gt;Upwards Combo+Grab&lt;/strong&gt;=I think I like this one the most. Lire has 3 basic combos, right? 2 arrows then your back critical arrow, 2 arrows then your down arrow stab, and 2 arrows then your bow uppercut. The latter is extremely useful because it hits the opponent in the air, and the animation doesn&amp;#39;t take long. It gives you time to airgrab.&lt;/p&gt;&lt;p&gt;So AR up combo+airgrab. It does a great amount of damage and is killer if the 1st two arrows negate the arrow defense. Plus, you get a chance to get away.&lt;/p&gt;&lt;p&gt;That&amp;#39;s all I have so far. I can&amp;#39;t play Grand Chase because of some weird error...I know I have more, but I have to refresh my memory...&lt;/p&gt;&lt;p&gt;&amp;nbsp;&lt;/p&gt;&lt;div style="clear:both;"&gt;&lt;/div&gt;</description></item></channel></rss>