Post by Criswolf09 on Jul 19, 2022 10:07:39 GMT -5
Guide Overview
Hello guys and girls, today I bring you a new and updated guide for the Squall Archetype. So what does this hero do? This hero's powers manipulate the Wind element to cause burst, repels and knock effects to control the movement of the enemies in the battle field.
This is a premium Archetype that can be purchased by Silver Players from the Zen Store or is free for Lifetime Subscribers
This Archetype can be obtained for free by gathering 750 Winter Charms during the Winter Event on December to unlock from the Store of Toymaster's Apprentice
Main Mechanics:
1. Disorient: This is a debuff that can be applied by some Wind powers to lower their damage by 10% and their movement speed by 25%.
2. Repel: This effect can occur when an enemy is in close quarters near our hero and to survive we must push them back with our powers.
3. Knock: These effects can be triggered by some of our powers to control foes in the battle field.
4. Stagger: This is a debuff that reduces the target damage resistance by 2% and movement speed by 25% for 12 seconds. Stacks up to 3 times.
Archetypes Super Stats
1. Primary Stat: Ego
2. Secondary Stats: Recovery and Endurance
Specialization Trees
1. Level 10: Ego
2. Level 20: Vindicator
3. Level 30: Avenger
Archetype Power Progression
1. Wind Lash
1. Gust
6. Stormbringer
8. Wind Breath OR Ice Breath
11. Updraft OR Twister
14. Weather Shapping
17. Hurricane
21. Wind Barrier
25. Wind Reverberation
30. Electric Sheath OR Ice Sheath
35. Dust Devil
40. Typhoon
Power Explanation
Level 1 - Wind Lash: This is our energy builder that will generate endurance and the first strike has a 20% chance to Repel and Disorient the target. I recommend leaving this power at rank 1 because later in our power progression we'll generate energy more efficiently. The special advantage of this power is called Stiff Breeze which will give this power a chance to apply Disorient and Repel the target with all hits.
Level 1 - Gust: This power will compress a small sphere of wind and launch it to the foe, damaging and repelling them. This power is tagged as a Blast power for Specialization Tree purposes, and if the target is Disoriented, Gust will knock them down. The special advantage of this power is called Toppling Winds which will cause this ability to apply the Stagger debuff. Stagger reduces the resistance to all damage by 2% and movement speed by 25%. Stacks up to 3 times.
Level 6 - Stormbringer: This is our Slotted Passive which will increse our Cold, Crushing and Electrical damage we deal and also increase our resistance to those types of damage by a large percentage.
Level 8 - Wind Breath OR Frost Breath: This is the first choice between two powers for this Archetype.
1. Wind Breath: This power will deal Cold and Crushing damage in equal amounts to the targets every 0.5 seconds for 5 seconds within 50ft and a 45 degree cone and also has a 10% chance to apply the Disorient debuff. The special advantage of this power is called Unstable Footing which will give Wind Breath a chance to Knock down targets, and if they are knocked they will also be affected by the Stagger debuff.
2. Frost Breath: This power will cause our hero to exhale a breath of cold damage that increases every period and has a 25% chance to apply Chill on affected targets, slowing their movement speed and ocasionally trapping the inside an Ice Cage. The special advantages of this power are the following:
a. Frost Bite which guarantees the application of the Chill debuff on the targets.
b. Chilly Barrier which will grant our hero a scaling shield effect while this power is maintained.
Level 11 - Updraft OR Twister: This is the second choice between two powers for this Archetype.
1. Updraft: This power will deal Crushing damage to a foe and Knock them in the air. The spcial advantage of this power is called Dispersal which will cause this power to Knock and Repel targets within a 10ft sphere around the primary target as well deal 50% of the damage dealt to the main target to secondary targets. Costs 3 advantage points.
2. Twister: This power will Paralyze a single foe in a small tornado for 10 seconds and must be fully charged to apply the hold. This power has no special advantages.
Level 14 - Weather Shaping: This is our toggle form that will grant us stacks of Untapped Power which increase the ranged damage of our hero by a large amount and melee damage for a lesser amount everytime we attempt to Repel a foe. We can gain a stack of this form once every 4 seconds, stacks up to 8 times and the damage bonus of this form scales with our Endurance stat. Also increases our energy costs by 10%
Level 17 - Hurricane: This power will deal damage 5 foes around our hero dealing Cold and Crushing damage as well repelling the foes for the maintain. If this power is fully maintained, the targets will be Knocked back (distance scales with our Ego stat). The special advantage of this power is called Perfect Storm which will cause Hurricane to deal a moderate amount of Electrical damage as well apply Chill and Negative Ions to the targets. Costs 3 advantage points.
Level 21 - Wind Barrier: This is our block replacer power that can be maintained to reduce incoming damage from foes' attacks. The feature of this block is that it will Repel foes attacking us within a 50ft distance. Wind Barrier will generate energy based on the damage taken and our Recovery stat, but given the Squall is locked in Ranged Damage Role, this energy return works at 50% of its capacity. This power has no special advantages.
Level 25 - Wind Reverberation: This is the our energy unlock of the Wind framework that will generate energy over time each time we Repel enemies. The energy return of this power scales with our Endurance and Recovery stats. This power doesn't need to be slotted in order to function and has no ranks.
Level 30 - Electric Sheath OR Ice Sheath: This is the third and final choice between two powers for this Archetype.
1. Electric Sheath: This is an Active Offense power which will boost the damage of all attacks based on rank. Whenever our hero takes damage, we will receive an amount of energy and have a 25% chance to apply Negative Ions to the attacker. This power can be used while held or confused, assists with breaking out of Holds, increases our Energy Equilibrium and generation. Reduces our energy decay and removes the Electric Surge if present from charging Gigabolt as well prevents its application for the duration of this power which is 15 seconds. The special advantage of this power is called Matter - Energy Union which will cause this power to grant our hero a damage absorption shield based on our energy pool.
2. Ice Sheath: This power is considered an Active Offense which will increase the damage of all our attacks for 15 seconds, additionally this ability will increase our Critical Hit Severity for each stack of Chill present on the foes. Ice Sheath can be used while we are affected by a Hold, Root or Disable and deal Break Free damage to these negative effects destroying them if possible, and this power will also grant us a chance to apply Chill to foes attacking our hero. Additionally this power will place the Cold Snap on us empowering the damage of Ice Blast, Shatter and the defensive benefits of the Ice Barrier power. This power has a special advantage called Supercooled which will apply the Chill debuff to foes attacking us with a 100% to do so.
Level 35 - Dust Devil: This power will summon a Dust Devil which will chase enemies and deal Crushing damage to them and has a 10% chance to apply the Disorient debuff, but this power is incapable of scoring a Critical Hit. The special advantage of this power is called Triple Threat which will empower our Dust Devil with cold and electric energy, causing this power to deal 40% of its damage as Crushing damage, 40% as Cold damage and 40% as Electrical damage. Additionally this advantage causes the Cold damage to be incresed by 30% versus targets affected by Chill and 30% more damage against foes affected by Negative Ions.
Level 40 - Typhoon: This power will a huge amount of Cold and Crushing damage to 5 targets within 100ft and a 5ft cylinder. Typhoon will also Repel targets, but if the targets are affected by Disorient they will be Knocked back instead. Additionally this ability has a chance to Knock down targets regardless if Typhoon was tapped or charged. This power has the following special advantages:
a. Cold Front: Adds a chance to apply Chill to the foes based on charge time.
b. Ionic Discharge: If Typhoon hits a target affected by Negative Ions, it will proc an Arc effect, chaining to an additional target dealing a small amount of Electrical damage.
Build Examples
1. Storm Spirit Recommended for PVE
Level 1: Wind Lash
Level 1: Gust (Rank 2, Toppling Winds)
Level 6: Stormbringer (Rank 2, Rank 3)
Level 8: Wind Breath (Rank 2, Unstable Footing)
Level 11: Twister
Level 14: Weather Shaping
Level 17: Hurricane (Rank 2, Perfect Storm)
Level 21: Wind Barrier (Rank 2, Rank 3)
Level 25: Wind Reverberation
Level 30: Electric Sheath (Rank 2, Matter - Energy Union)
Level 35: Dust Devil (Rank 2, Triple Threat)
Level 40: Typhoon (Rank 2, Rank 3)
2. Atmorspheric Manipulation Recomended for PVE
Level 1: Wind Lash
Level 1: Gust (Rank 2, Toppling Winds)
Level 6: Stormbringer (Rank 2, Rank 3)
Level 8: Frost Breath (Frost Bite, Chilly Barrier)
Level 11: Updraft (Rank 2, Rank 3)
Level 14: Weather Shaping
Level 17: Hurricane (Rank 2, Perfect Storm)
Level 21: Wind Barrier (Rank 2)
Level 25: Wind Reverberation
Level 30: Ice Sheath (Supercooled)
Level 35: Dust Devil (Rank 2, Triple Threat)
Level 40: Typhoon (Rank 2, Rank 3, Cold Front)
3. Weather Mutation Recomended for PVP
Level 1: Wind Lash
Level 1: Gust (Rank 2, Break Through)
Level 6: Stormbringer (Rank 2, Rank 3)
Level 8: Wind Breath (Nailed to the Ground)
Level 11: Updraft (Rank 2, Rank 3)
Level 14: Weather Shaping
Level 17: Hurricane (Rank 2, Perfect Storm)
Level 21: Wind Barrier (Rank 2, Rank 3)
Level 25: Wind Reverberation
Level 30: Electric Sheath (Matter - Energy Union)
Level 35: Dust Devil (Rank 2, Triple Threat)
Level 40: Typhoon (Rank 2, Rank 3)
Specializations for all builds[/u]:
Ego: Force of Will (2/2)
Ego: Insight (3/3)
Ego: Follow Through (3/3)
Ego: Sixth Sense (2/3)
Vindicator: Aggressive Stance (2/2)
Vindicator: Merciless (3/3)
Vindicator: Focused Strikes (2/3)
Vindicator: Mass Destruction (3/3)
Avenger: Ruthless (2/2)
Avenger: Round 'em Up (3/3)
Avenger: Surprise Attack (2/2)
Avenger: Preemptive Strike (3/3)
Mastery: Ego Mastery (1/1)
Talents for all builds
Level 7: Enduring (Con: 8)
Level 12: Boundless Reserves (Con: 5, End: 5)
Level 15: Quick Recovery (Con: 5, Rec: 5)
Level 20: Ascetic (Con: 5, Ego: 5)
Level 25: Worldly (Ego: 5, Rec: 5)
Level 30: Daredevil (Ego: 5, End: 5)
For gearing this Archetype I suggest the following gear:
1. Baseline:
Primary Gear:
Heroic Gloves of Precision + Ego Enhancement x2 + Gambler's Lucky Gem
Heroic Breastplate of Defense + Constitution Armoring x2 + Impact Prism
Heroic Helmet of Efficiency + Endurance Enhancement x1 + Recovery Armoring x1 + Gambler's Lucky Gem
Secondary Gear:
Armadillo's Goggles
Armadillo's Ring
Armadillo's Boots
The Armadillo secondaries can be obtained in the Questionite store for 75000 points of refined questionite. You can obtain this currency by doing Adventure Packs, Comic Series, Serials and daily alert missions from the Alerts Coordinator in Renaissance Center near Defender.
2. Endgame
Primary Gear:
Distinguished Gloves of Offense + Ego Enhancement x2 + Gambler's Lucky Gem x2
Distinguished Armor of Freedom + Constitution Armoring x2 + Impact Prism x2
Distinguished Helmet of Efficiency + Endurance Enhancement x1 + Recovery Armoring x1 + Gambler's Lucky Gem x2
Secondary Gear:
Cosmic Strike + Special mod of your choice rank 5 max (Cosmic Strike drops from Teleiosaurus)
Cosmic Talons of Rage + Special mod of your choice rank 5 max
Cosmic Vision of Rage + Special mod of your choice rank 5 max
The Endgame Gear refers to the items that can be unlocked by defeating Cosmic Threats (Teleiosaurus, Qwyjibo, Kigatilik and the Eidolon of Destruction) at level 40, who award Silver and Gold Champions Recognition tokens as well have a rare chance to drop cosmic secondary gear. The cosmic secondary gear can also be bought at the Champions Recognition vendors around the different maps with the respective perks. Be aware that you can only beat 3 cosmic monsters per day plus one fight against the Eidolon of Destruction and each fight will provide diminishing rewards.
Conclusion:
Well this is the guide, I hope it is helpful for you guys and have fun. If you have a question or suggestion on how to improve the guide, the feedback is always welcome!