Aug 19, 2006, 09:46 PM // 21:46
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#1
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Academy Page
Join Date: Dec 2005
Location: Cincinnati
Guild: Sleepless Farmers
Profession: W/E
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Sun and Moon Slash, so what?
Attack target foe twice. The first attack cannot be "blocked." The second cann't be "evaded." Cost 8 Adrenaline.
Why does everyone love this skill. I go into the farming section and lots of factions builds use it. I realize you gain 2 adrenaline from it, but is that really so great since you use 8 just performing it?
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Aug 19, 2006, 09:55 PM // 21:55
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#2
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Frost Gate Guardian
Join Date: Sep 2005
Guild: [LOOL]
Profession: W/
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Well two reasons.
One, for the crazy dragon slash chain. With "For Great Justice", Dragon slash gives....7.5(?) strikes of adrenaline which should charge up sun and moon slash. At this point, Dslash should require one or two more strikes of adrenaline to be fully charged, and this is where sun and moon comes into play. "FGJ!", dragon, sms, dragon, sms, dragon sms < chain this with flurry for 20 seconds, and you'll know why people take it :P
Secondly, sun and moon slash does a decent amount of damage. Two strikes, at 16 sword, that sums it up :P
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Aug 19, 2006, 11:06 PM // 23:06
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#3
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Grotto Attendant
Join Date: Oct 2005
Location: Cedartown, Georgia
Profession: R/
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Its basically the Dual Shot of Swords, without the dmg reduction that dual shot gives to bows.
2 Hits...Thats 2 hits to activate effects, 2 strikes of adrenaline back, 2 chances to hit (so Gaurdian doesnt make it just useless).
the block and evade thing is just icing.
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Aug 20, 2006, 08:30 AM // 08:30
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#4
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I'm the king
Join Date: Nov 2005
Location: Aussie Trolling Crew: Grand Phallus and Chairman Pro Tempore
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Its one strike of adrenaline gained. You lose one strike from every skill when you activate Sun and Moon Slash.
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Aug 20, 2006, 11:10 AM // 11:10
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#5
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Jungle Guide
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double adrenaline, double zealous/vamp return, +damage bonus: an extra swing on a soft target is like +30 damage, except the extra damage can avoid prot spirit mitigation
then the block/evade thing is nice if you hit ppl in stances/wards/enchantments
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Aug 20, 2006, 11:28 AM // 11:28
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#6
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Did I hear 7 heroes?
Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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Quote:
Originally Posted by audioaxes
double adrenaline, double zealous/vamp return, +damage bonus: an extra swing on a soft target is like +30 damage, except the extra damage can avoid prot spirit mitigation
then the block/evade thing is nice if you hit ppl in stances/wards/enchantments
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To add onto this, the Conjure spells hit twice, Orders hit twice, although there is that unfortunate part that Empathy would trigger twice.
Quote:
One, for the crazy dragon slash chain. With "For Great Justice", Dragon slash gives....7.5(?) strikes of adrenaline which should charge up sun and moon slash. At this point, Dslash should require one or two more strikes of adrenaline to be fully charged, and this is where sun and moon comes into play. "FGJ!", dragon, sms, dragon, sms, dragon sms < chain this with flurry for 20 seconds, and you'll know why people take it :P
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Actually any three attack skills would work just as well. FGJ -> Dragon Slash - Standing Slash -> Silverwing Slash -> back to dragon at 16 sword. Which IMO is a better combo because you're getting +damage on each attack (especially useful on higher AL targets where SMS will do like 10-15 on each hit )
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