Friday, February 1, 2013

Raiderz Skill Hidden Abilities

Raiderz Skill Hidden Abilities by Anip

Updated - 1-26-2013

Now... I am trying to find out exactly how many of these "Hidden Abilities" are in Skills when you reach a certain Rank.

BTW, as we all should know by now, RaiderZ NA is using the old KR version, such as we only have 2 Ranks of Uplift, while KR have 3 Ranks, not all skill act the same between NA and KR currently.
Which is why I placed some skills with KR Version.
(placed unconfirmed skills as -require more confirmation-)

Also, this Thread's purpose to to allow players to see exactly what some skills do that's not mentioned or can't be seen until a certain Rank.
And most info comes from the community itself, so as we share, we all learn.


Currently WE only know of:

- - - - - BERSERKER - - - - -
Crush - Rank 3 - Unblockable Effect

Dodge Attack - Rank 2 - Identify Weakness Effect (increase Phy Crit and Mag Crit by 10% for 4 sec)

Dodge Attack - Rank 3 - useable during Block animation
(requires more confirmation)

Furious Dash - Rank 2 - Immobilization Effects & Reduce Damage Taken by 10%.
(checking to see if Immobilization Effect is (remove effect) or (can't be immobilized) during Dash animation)

- - - - - SORCERER - - - - -
Rapid Blast - Rank 3 - Required for Flame Impact Knock Down and Knock Back Effect
(require more confirmation - Rapid Blast 3 + Rapid Blast 3 deal Knock back Effect)

Flame Impact - Rank 3 - Knock down and Knock back Effect
(requires both Rapid Blast 3 & Flame Impact 3 for 100% Effects)
(RB3 + Flame Impact 1 have 15% chance of Knock down Effect)
(RB3 + Flame Impact 2 have 30% chance of Knock down Effect)
(Flame Impact 1 & 2 Knock down may only work on mobs lower level than you)

Flame Impact - Rank 2~3 - Gains 8 unit range per Rank up
(I1H wpn range = 100, 2H wpn range = 175)

Flame Orb - Rank 2~3 - Gains 1 target per Rank up
(IE: at Rank 1 you hit 3 target, at Rank 5 you hit 5 targets)

Ice Thorn - Rank 5 - Target incapable of using Dodge
Ice Barrier - Rank 5 - Target incapable of using Dodge
(requires more confirmation)
(needs testing to see if it requires a prerequisite skill like RB3 + FI^)

- - - - - CLERIC - - - - -
Heal - Rank 2~5 - Gains 1 person healed per Rank up & reduce Cooldown by 1 sec per Rank up
(IE: at Rank 5, it heals a total of 7 people)
(IE: Rank 1 - 5 sec CD, Rank 4 - 2 sec CD, Rank 5 - 1 sec CD)

Orb of Judgement - Rank 2~3 - Gains 1 extra Orb per Rank up
(IE: at Rank 3, you get 3 Orbs instead of just 1)

- - - - - DEFENDER - - - - -
Rush - Rank 2 - useable during Block animation
(requires more confirmation)

Rush - Rank 3 - Stun Effect
(requires more confirmation)


- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -

None Written Abilities with just Rank 1 Skills (and most ranks afterwards)

- - - - - BERSERKER - - - - -
Crush - Rank 1 - Knock down Effect

Dodge Attack - Rank 1 - Flinch Effect

Buffalo Charge - Rank 1 - Knock down and Knock back Effect
(If all 3 attacks hit) (2H Mace have a wider range) (cannot be Flinch during animation)

Neutralize - Rank 1 - Flinch Effect

Berserk - Rank 1 - Flinch Effect on targets near you

Nocturne - Rank 1 - Knock down, Knock back, Unblockable and Undodgeable Effect
(cannot be Flinch during animation)

Upward Strike - Rank 1 - Flinch Effect

Bash - Rank 1 - Knock down, knock back, Unblockable and Undodgeable Effect

Armageddon Crush - Rank 1 - Flinch Effect
(Knock down Effect when chain from Dodge Attack)

Grievous Wounds - Rank 1~2 - when crit, deal 2~3% / 2~6% of dmg done every 2 sec, increase chance to deal physical crit on target by 3/5%, reduce target move speed by 10%
(Slow move speed is said to be broken currently)
(unable to really test if crit increases on target, can't see debuff description on target)

Grievous Wounds - Rank 1~2 - KR version - when crit, deal 10/14% of dmg done every 2 sec, increase chance to deal physical crit on target by 3/5%, reduce target move speed by 10%

Vanquish - Rank 1 - Knock down, Knock back, Unblockable and Undodgeable Effect

Tornado - Rank 1 - cannot be Flinch during animation

- - - - - SORCERER - - - - -
Fire Magic Effect - 3.5% Magic Attack increase per stack
(IE: 10.5% with 3 stack)

Ice Magic Effect - 3.5% Reduced Cast Time
(IE: 10.5% with 3 stack, 0.75 becomes 0.67)

Flame Arrow - Rank 1 - Deal 15~25% of Original Damage Done on Target every 2 sec for 4 sec
(IE: 500 dmg done on target deal 75~125 dmg every 2 sec, total Ticks = 3)
(seems it disregards Crit Damage and only counts what the damage would be if it didn't crit)
(requires more confirmation - trying to self test in HH on tiny spiders of same level)

Rapid Blast - Rank 1 - Flinch Effect

Flame Impact - Rank 1 - Flinch Effect

Flame Orb - Rank 1 - Unblockable Effect
(requires Rapid Blast Rank 3)

Flame Orb - Rank 1 - Knock down and Knock back Effect

Pillar of Fire - Rank 1 - Flinch Effect on Initial hit
(Will not Flinch Target if they're knock down - will do opposite effect instead, it makes target recover from knock down faster)

Burning Meteor - Rank 1 - Knock down and Unblockable Effect

Flame Tornado - Rank 1 - gives Dodge Effect on first explosion
(shown on other player's screen during PvP - teleportation effect - but it's actually a server lag issue)

Ice Arrow - Rank 1 - when hit a Sub-Zero affected target, deal additional 195% damage
(for better understanding, Cold Wave will not trigger this effect)

Cold Wave - Rank 1 - give a Cold Wave effect that act the same way as Frostbite Effect
(for better understanding, does not give Sub-Zero Effect)

- - - - - CLERIC - - - - -
Divine Punishment - Rank 1 - Flinch Effect

Hammer of Judgement - Rank 1 - Flinch and Unblockable Effect

Focus Strike - Rank 1 - Flinch Effect

Healing Strike - Rank 1 - Flinch Effect

Circle of Healing - Rank 1 - Increase Healing inside Circle by 15%

Circle of Punishment - Rank 1~5 - every 2 sec for 8 sec
R1 - 26% Magic Attack
R2 - 30% Magic Attack
R3 - 34% Magic Attack
R4 - 38% Magic Attack
R5 - 42% Magic Attack

Circle of Punishment - Rank 1 - Increase ALL Damage inside the Circle by 5%
(Whirlpool of Light when cast inside Circle deal Double Hit Effect)
(not sure if Circle effect stacks - requires more confirmation)

Circle of Punishment - Rank 3 - KR version - reduce Defense of targets by 2.5%
Circle of Punishment - Rank 5 - KR version - reduce Defense of targets by 5%

Uplift - Rank 1~3 - KR version - 5/10/15% on magic attack to restore 10 Stamina, increase all dmg done by 10% for 8 sec
(Circle of Punishment's ALL Damage inside Circle increased while Uplift is active)

Orb of Punishment - Rank 1 - Flinch Effect when hit by physical/ melee attack

Salvation - Rank 1 - Casting Time reduced by 50% during Possession

Storm of Judgement - Rank 1 - deal additional 130% damage and Flinch targets affected by Circle of Punishment

Nimble Healer - Rank 1~2 - Reduce Energy Cost of Heal and Revitalize by 5/10%

- - - - - DEFENDER - - - - -
Rush - Rank 1 - Flinch Effect

Stunning Smash - Rank 1 - Flinch Effect

Stunning Smash - Dodge Effect during animation

Massive Strike - Dodge Effect during animation

Rapid Assault - Rank 1 - Refreshes Counterstrike's Duration

Shield Slam - Rank 1 - Generate Aggro
(requires more confirmation)

Chaotic Strike - Rank 1 - Flinch Effect

Chaotic Strike - Rank 1~3 - Stamina Restore per Target Hit
(IE: 1 Target = 30/40/50 Stamina Restored)
(IE: 2 Targets = 60/80/100 Stamina Restored)
(requires more confirmation)

Cyclone Strike - Rank 1 - Dodge Effect during animation and Flinch Effect

PS: I don't have a Defender ._.


So... what else is there?
Have you guys noticed anything else that wasn't written in the Tooltips?


Quote:
ayaminn
Also if it hasn't been mentioned before, skills that say "x every 2 seconds for 8 seconds" really does x 5 times, not 4 because of the initial burst

Take revitalize, for example: Heal 44% of your m. attack every 2 seconds for 8 seconds

You would think it's 4(0.44x) but it's really 5(0.44x) with x being magic damage because of the initial heal when you first cast it (and then 4 more after that every 2 seconds, for the next 8)

anip
... Basically all skill that deal "over time Effect" all have "Initial" effects.

So if it says something like deal 3 times in 3 seconds, it actually deals 4 times in 3 second. ...

rosenduck
... Here's something most people don't know. Increasing the level of Flame Impact actually increases its range by a few units. Not a lot, just 8 units per level, but still very tangible for the caster. As a reference, 1h sword and mace attacks are considered 100 units, while 2h sword and hammer attacks are 175 units.
...
Incidentally, CoP extends 60 units outside of the shiny circle.

anip
... Seems like most AoE on ground skills extend farther than the Graphic Image depicts.

... being NONE of the skills says their Range except for some AoE about how large a zone their attacks will hit. (which basically means almost all Skills have a range Hidden Ability...)


artule
... edit: It's also worth mentioning that non-target aoe spells can't be blocked even with bastion. ...
rosenduck
As far as I know, the only non-target AoE spells that you can block are Divine Punishment and Rapid Blasts. Everything else is either unblockable or has a location modifier.

Credits Given to EVERYONE

Grand Wall Node Map

Grand Wall Node Map:

The Grand Wall is one of the most common farming spots of high level Ores at the end of the game, primarily because it's one of the only places. The Grand Walls deposits work in various clusters when I'm farming. Depending on how many people are there I run three different routes. Normally I run Red and Blue, but if it's busy I just run green.

Grand Wall Node Route Map

Grand Wall Node Route 1: RED


The first cluster is the entrance of the Grand Wall which yields three next the road. From there generally you will want to head north on the roadside to the east of the Reinforcement camp. Afterwards loop around the north end of the hill and pick up the node right below the Medic's office and head north from there. Once I hit the mountain, I go left and circle back down to the entrance.

(sometimes I go right to pick up the nodes and then go left)

Grand Wall Node Route 2: GREEN


The second route is the faster/easier route, but generally you are waiting a little longer for nodes to spawn. It's simply circling the lake constantly for Nodes. You will normally find this is a good place to farm if you are multitasking.

Grand Wall Node Route 3: BLUE


The third Grand Wall Node Route I use begins with the three at the entrance and moves to the node on the west side of the reinforcement camp. Afterwards I head south and circle the lake before heading back to the initial three nodes. This route is nice because it solves the lake node spawn issue a little bit.

Hope this helps people.