Building a Skill Deck.

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Building a Skill Deck.

Well, the skill deck is the most important part of this game in my opinion. No mater how many skills you have or how powerful they are you will always fail if your deck is not put together properly.

So, what is a skill deck?

Your skill deck the the bar that pops up when you are in attack mode. When you cast a skill the deck rotates one rotation out of a max of 6 rotations. You may only use skills that are on the current tier, the skills on the line of the rotation in front of you. So, even though at max level you can have a total of 30 skills on your skill bar you may only chose from up to 5 of them at once, and then the next skill must come from the next tier on your deck.

Due to this, your skill deck really requires some planning on what order your skills must be in for combos, or where you can place your healing skills or w/e. You really do not want to rotate to a tier that has a full line of skills in cool down, then you are just plain out of luck and have to run around like a chicken with its head cut off until the cd is done.

From the beginning of the game you only start with 3 slots on 2 tiers of your deck, but you will gain more slots and tiers as you progress in the game.

Starting out:

After you finish the tutorial you are given your first two class specific skills. With 5 skills and 6 slots on your skill deck. Just throw your skills wherever... it's not a big deal yet.

The skill deck starts to take affect when you get into Aldenvault where you are around level 7 and have a little more skills to play with. It is now when you should actually take some time to prepare your skill deck properly. I am not going to tell you exactly how to do it, but keep in mind a few things.

Skill Cool down time - some skills have very short cool down, it is often a good idea to put a skill into your deck in 2 different slots if this is the case.

Buffs/Bonuses - many of your skills will buff up other skills, set these in your deck before your main damage skills to gain maximum effect.

Heals - You will want to be able to access your healing skills, so place them wisely so that you will be right around to hit them again as soon as their cool down is up.


Level 11 - Openers!

So, you're Level 11, congratulation! You now are able to access some of these skills new skills called "openers." An opener skill will start a combo, they all have different effect when used so be sure to read them carefully. Opener skills should be cast first of course so that you may get the effect of that skill. As a runemage I have an opener skill that almost doubles my "mind" and my damage, combos rock, so use them!

Level 16 - Finishers!

Allright, at level 16 you get some more skills that are new to you and they are called "finishers." Just like the opener skills they give you an effect or bonus when you use them. The difference is their effect may be altered by how long your combo is. A combo can be 8 skills long, look on the bottom of your deck and you will see small circles that light up while doing a comba, this is your combo bar.

Once you have these finisher skills it is a little more difficult to set up your skill deck. You now have to consider what finisher you are going to use for what combo and make sure that your deck will be on the correct tier when it hits that 8th combo light for the maximum effect.


From here on out, you should be pretty good at setting up your deck. So, good luck and have fun playing!