Talents

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Characters earn a talent point at level 5 and 40, be careful as once your talents points are chosen, they can only be changed in the Cash Shop or with Event/Quest Tokens. Using 'Rebirth' at maximum level does reset your stat points but not your talent points.

Short Sword[edit]

falchion.gif Provides the following bonuses when using short sword:
1-25% Chance of granting you a Critical Point on a successful hit (scales with skill %)
Criticals earned like this can only be used by short swords.
+15% base damage
Passive stats(all weapons):
Criticals regen 2 times faster
+8% chance to Crush (deals extra damage)
Increased combo damage (+1,+3,+5)
-5% Defense Ratio

Long Sword[edit]

Giantsword.gif Provides the following bonuses when using long swords:
Dash speed +42%
+15% base damage
Passive stats (all weapons):
+5% chance to Crush (deals extra damage)
+5% Crush damage
+5% Physical hit ratio

Fencing[edit]

sabre.gif Provides the following bonuses when using fencing weapons:
Attacks hit 2 additional nearby targets for 75% damage
Criticals hit 3 additional nearby targets for 75% damage
Can cast spells with shield equipped (with fencing weapon)
+15% base damage
Passive stats (all weapons):
+8% Magical hit ratio
+8% Physical hit ratio
-5% Defense Ratio

Axe[edit]

battleaxe.gif Provides the following bonuses when using axes:
Attacks cleave to two nearby units for 66% damage
+15% base damage
Passive stats (all weapons):
+15% chance to Crush (deals extra damage)
+15% Crush damage

Hammer[edit]

Battlehammer.gif Provides the following bonuses when using Hammers:
Physical absorption on target's armor is reduced proportional to endurance left on armor
Physical absorption on mobs is reduced by up to 75% proportional to health left on mobs
+15% base damage
Passive stats(all weapons):
Physical attacks ignore 8% of Physical absorption
Reduce target armor endurance by 0.35% per hit (doubled with crit).
+6% Physical damage

Archery[edit]

Dbow.gif Provides the following bonuses when using bows:
75% chance to pierce units on their way to their target
75% chance to hit a single unit each sideways for each tile
50% chance to hit the monsters twice
50% chance to not use an arrow when attacking.
+5% stun ratio
+15% base damage
Passive stats(all weapons):
+5% Physical hit ratio

Earth[edit]

necklaceofearthelemental.png Provides the following bonuses when using Earth magic:
Drains stamina.
+10% damage
Exclusive spells (learned with talent):
Earth Shock Wave (190 Int)
Passive stats:
+8% Earth absorption
-8% Fire Absorption

Lightning [edit]

necklaceofairelemental.gif Provides the following bonuses when using Lightning magic:
Cast +20% faster
Cast recovery speed reduced by 40%
+10% damage
Exclusive spells (learnt with talent):
Fury of Thor (182 Int)
Bonus to other elements:
Cast +10% faster
Cast recovery speed reduced by 25%
Passive stats:
+8% Lightning absorption
-8% Earth Absorption

Fire [edit]

necklaceofefreet.gif Provides the following bonuses when using Fire spells:
Burns enemies, stacking up to 3 times
Spells reduce 20% of target's Fire and Magical Absorption
+10% damage
Exclusive spells (learned with talent):
Hellfire (200 Int)
Bonus to other elements and mobs:
Spells Reduce 15% of target's Element and Magical absorption
Passive stats:
+10% chance to Crush (deals extra damage)
+4% Crush damage
+8% Magic Crush damage
+8% Fire absorption
-8% Ice Absorption

Ice [edit]

necklaceoficeelemental.gif Provides the following bonuses when using Ice magic:
Freezes enemies
+10% damage
+13% base damage on frozen targets
+5% Magic hit ratio
Exclusive spells (learnt with talent)
Blizzard (195 Int)
Passive stats:
+5% Magical hit ratio
+8% Ice absorption
-8% Lightning Absorption

Holy [edit]

Klonessneck.gif Provides the following bonuses when using Holy magic:
Replaces Hunger with Faith
Healing spells overheal, granting a shield up to 20% of Max HP
+100% health with healing spells
+100% stamina with stamina recovery spells
Exclusive spells (learned with talent):
Divine Touch (costs 100 Faith, damage based on level, 15% max MP cost, 20 Int)
Mass Heal (heals up to 3 allies in a 5x5 area, 60 Int)
Meditation (30% max MP recovery +15% on next regen + 66 heal, 20% max MP cost, 40 Int)
Provides the following passive stats:
Cast +10% Faster

Cast recovery speed reduced by 20%
Activation cooldown reduced by 25%
Increased Paralize duration by 5s(1s for Tier 7+ mobs)

Poison[edit]

necklaceofmedusa.gif Provides the following passive stats:
Poison deals additional damage based on unit's current health
25% Chance to tick poison on hit (requires poisoning weapon)
+10% Poison resistance
+25% chance to reduce Paralyzed duration by 1 second when hit

Tank[edit]

towershield.gif Provides the following passive stats:
Increase aggro on monsters
+15 Vitality
+1 Vitality every 14 levels
+30% HP Recovery
+25% chance to reduce Paralyzed duration by 1 second when hit
25% chance of evade stuns (player spells excluded)
+7% Physical Absorption when directly facing your opponent with a shield
+7% Magical Absorption when directly facing your opponent with a shield

Xelima[edit]

Xelimaneck.gif Provides the following passive stats:
+25% chance to crush (chance to deal more damage)

+15% Crush damage (deals more damage)
+8% physical damage
+12% magical damage
+15 Hit Ratio
Cast +0.05% faster per 1 Mag
Cast recovery speed reduced by 0.1% per 1 Mag

------------
-20% Max HP

-20% HP Recovery
-25% HP from Health Potions
-8% Defence Ratio
-8% Magic Resistance

Merien[edit]

Merienneck.gif Provides the following passive stats:
Increased attack speed

Cast +0.1% faster per 1 Mag
Cast recovery speed reduced by 0.2% per 1 Mag
Activation cooldowns reduced by 25%
+15 Strength
+15 Magic

-----------
-14% Magical damage penalty to enemies (not mobs)

-7% Physical damage penalty to enemies (not mobs)

Exclusive spells (learned with talent):
Transfer Criticals
Meditation (30% max MP recovery + 15% on next regen + 33 Heal, 20% max MP cost, 40 Int)

Example Builds[edit]

Basic Builds

Fencing - Poison

The stats are: 104 STR, 147 DEX, 36 INT, 10 MAG, 180 VIT and 10 LUK.

Long Sword - Archery

The Stats are; 150 STR, 170 DEX, 62 INT, 15 MAG, 80 VIT and 10 LUK.

Never forget to carry a Direction Bow, because that will be your main tool on Mass PvP.

Poison - Tank

The stats are: 104 STR, 171 DEX, 59 INT, 25 MAG 118 VIT (140 with Tank talent). You should work on your INT angel as soon as possible, and you might drop INT (down to 36) and MAG entirely. Both stat drops should go in favour of VIT.

I insist, this is not a PvP friendly Build!

Long sword/Axe - Xelima

The stats are: 156 STR, 200 DEX, 36 INT, 10 MAG, 10 VIT, 75 LUK. Work on your INT Angel and DEX angel as soon as possible. If using an Axe, your STR should be 169 having less LUK.

This is not viable for PvE! And to use it you will need to get you gear first! Be warned!


Extra Tip: Get Ring of Thirst + Necklace of Thirst = 30% Lifesteal (helps hunt alot!) Example: https://youtu.be/NpwstprQSpk


Beginners Guides been written by Nani!!! (Yellow#1337).

Advanced Builds[edit]

Maxwell's Archery Artillery guide to max well:


As dozens of players in-game and now in Discord were asking my archery build... Here it is. I try to keep this simple with some advanced tips and tricks. Demonstrative screenshots added are purely for education, not for name shaming. I started Helbreath Olympia from a scratch at September 2020 and unfortunately had to quit playing at 9th May 2021. Meaning this guide is still relevant and up to date. I only had time to get 0 to 20 rebirths and 1022 EKs with ~130 deaths. I'm sure you can do even better after this guide as you don't need to try 200luck oddball builds - I've tried these for you and I only recommend the most efficient setup here. In my opinion, Xelima Archer (and Mage) are the most efficient builds for new players as you are able to EK, hunt and rebirth even without relying on anyone.


Archers are very stat heavy to build so I recommend to do as many rebirths as possible. We are also the best Alchemy characters in-game so you better make those Invisible Potions to make this class work out with full potential.


There are many archery talent setups (mostly used as a secondary talent for warriors), but after trying the most, I can tell you that the best is Archery + Xelima. This is what makes us Artilleries. Thanks for original build goes to my buddy cesinhaRKT, but I think I've pushed this even further.(editado)


RECOMMENDED BUILDS FOR DIFFERENT REBIRTHS:


140+0: 156str 189dex 62int 50mag 20vit 10luc

140+10: 194str 181dex 62int 50mag 20vit 10luc

140+15: 194str 198dex 62int 50mag 20vit 10luc

140+20: 194str 200dex 62int 51mag 20vit 20luc (I had 199+16str to get +1 base damage to my Kloness Blade+7 as Archery + Xelima)


STAT PRIORITY AS ARCHER:


STR: The most important stat for Archers. Every 30str gives us +1 base dmg to bow, +% base melee dmg, max health, max sp and max. weight.

DEX: Very important stat. We want to get as high DEX as possible for high Hit Ratio. Hit Ratio scales well with both Archery and Xelima talents.

INT: As we are spending lots of time in back line we have great opportunity to cast spells, I highly recommend 62INT for Haste. Your team will appreciate it.

MAG: Personal preference how much you invest here. Highly recommend 50 or more. I had 51 to get Fast Cast from 100% magic skill, a bit extra HR for Elebow and MR for MR set. Mana regen counts as Mag/3. This is enough to always have Berserk and PFM on. As we are trying to not take damage, Mana Convertion is pretty useless stat for us.

LUC: Very good stat if one can afford. Gives you drop rate bonus (items play big role in Helbreath) and Crush Chance for extra DPS. 15 didn't play a big role for drops but extra Crush Chance is always welcome with Xelima talent.

VIT: Unlike for any other class, this is the most useless stat for Archer. Archers are here to deal damage, not to take any. I was using 20VIT mostly for SP regen, as my SP Tower only had ~+80% SP Regen. If we need to regenerate, we can eat a meat with HP set, have some potions or use Ring of Thirst and Neck of Thirst (Against Demons and Gargoyles).


SOLO REBIRTHING GUIDE:


1-9: Slimes or Ants (for Alchemy)

10-69 Orcs (for Teeths, Meats and Contributions) or Scorpions (better shard drops than Orcs)

70-119 Cyclops (Easy Elite and drops meat so very easy to level up) or Skeletons (for Skeleton Bones)

120-140 TOH1, TOH2, TOH3, SW (We can solo all these maps efficiently with Elebow) or Cyclops/Skeletons (without Elebow)

NOTE: Archers can solo IceBound at 110+ for lucky drops but it's bad exp.


LOW LEVEL STAT ORDER RECOMMENDATION (NOTE: NOT FOR +0):


Step1: All-in into STR up to 150. Bows are all non statted so we only care about damage. There's huge difference killing something with 1 or 2 hit. High damage is our indirect Exp bonus. Not to mention how much increased max.weight, stamina and health from STR help at low level.

Step2: Take 20 VIT to deal properly with Elites (without meats).

Step3: I would recommend 26 INT for Possession -> 50 MAG for Fast Cast and Mana regeneration. Then INT up to 59 (or 62 if you plan to go Promiseland).

Step4: Get 50+ DEX. If you wonder why we are taking DEX last, as ranged characters we only care about Hit Ratio here. We can compensate our HitRatio with Magic Diamond, Monster Statistics, HR15, HR45 and HR60 necks. I was only using HR15 and HR60. Our talents are giving us Hit Ratio aswell so Dex isn't that important. Low level PvP is all about Crits (naturally high Hit Ratio bonus) and Potions.


GAMEPLAY GUIDE:


Xelima Archer is hybrid glass cannon class. We have high ranged and melee damage. We have Physical and Magical damage covering every possible Element. This means that we can kill a lot and survivability is up to your items, ping and personal experience with the game mechanics (decision making). Not the easiest one to play, but playing one is very fun and rewarding.

This build is able to solo hunt everything up to Gargoyles/Nizies even we are not the best for T8+ monsters (atleast without massive Monster Statistic). Bows have more range than Elementalist's spells, so you can even join there even as naked to help your team. MA Cape and Elebow to same Elemental as Elementalist is casting (Shoot Elementalist with Earth if she casts ESW and so on) is enough to keep you alive, especially with RoT and NoT. If you are not able to shoot Elementalist from off range and need some fast regeneration and there are no monsters nearby, you can Summon Creature -> /hold and swing your summon few times with RoT and NoT in melee for full health. Never stay in Elementalist's cast range below 50% health. As hunter class, the most efficient way to play Archer is to hunt/rebirth and participate as many Events as possible for EKs.


In mass fights like events we are mainly interrupting mages, joining bursts when someone on screen gets targeted and kill runners from distant. As most players carry high HP sets, build tons of vitality, can summon guild or call BU, burst damage is the most efficient (even only) way to take them down. See someone running out of AMP? Switch into Elebow. See Warriors throwing crits into someone? Join the burst. Once your damage gets so high that you are flying opponents offscreen (happens easily in Events, my highest dmg with Direction Bow+3 without Heroset in CTR was 82dmg to some mage) please, Haste your team. You had your chance, now it's time to give same opportunity for EK to someone else. As warriors and tanks are more or less our counters, we try to stay out from their range. If they get close with Haste, we have 3 options: Kill them, use Invi potion / Pretend Corpse or use Summon Ogre Potion. Invi potion and Pretend Corpse makes you completely untargetable for Warriors. With these you can kite low mag Warriors out of mana as long as you don't trade with them (making their Mana Convertion useless). Once they do not have mana to PFM themselves, you can paralyze them and shoot them to death with bow for very easy EKs.


Invi Potions are very powerful as you can drop monsters aggro from yourself or re-position in mass fights. Ogre Potion with /hold command -> move on top of Ogre and there you have sweet big ass meatwall. You can punish Warrior from behind Ogre with your bow or melee weapon's Criticals while he is wasting his Crits to melt down Ogre. Use as many as you like for perfect damage trading. This also works well with Hellfire and Divine Touch. Our highest burst damage is: Xelima Axe/Blade Activation OR High Damage melee weapon -> 2-3 Crits -> Switch into Elebow/Deb -> Shoot the target as long as he is on screen. If the target eats Invi Potion, your Bows are dealing AoE damage as long as you can target something so not a big deal. Jumping someone in pit like this is very deadly and safe assassination. If they somehow survive and run offscreen from your bow range, you can chase them down or just recall and !jajajaja del rey before the guy gets any backup. None was brave enough to stay on screen after % dmg from Xelimas followed with up to 100-120dmg hits from Elebow (meaning they didn't equip any MA against Melee / Xelima activation, but who would? If they do have MA or AMP, use DEB/Direbow instead).


ARMOR RECOMMENDATIONS:


Exp HP Cap

Exp HP Trousers

Exp HP Shirt/Chemise

Exp HP Tunic/Bodice

Exp MA Cape

Greed Leather

Description: Pretty standard setup. If you wonder why we have Exp MA Cape here is that when you are solo leveling, it's harder for Mages to jump you from invis, especially when you are always having PFM on. Extra MA helps a lot against monsters with spells (Cyclops, Frosts, Liches, Demons, Elites..) As we are ranged, we don't really care about DR stat with EXP (especially when Clothes have naturally low DR and Xelima talent reduces it), making MA easily Best in Slot. Once you are done with rebirthing, you can update this to CIC/Gold+MA Cape. It's tested that those pieces with +50% HP Regeneration are enough with meat drops.


Light/Cic MR Fullhelm/Winged/Horned

Light/Cic MR Platemail

Strong/Cic MR Hauberk

Strong/Cic MR Plateleggs

CIC SP Cape / Towershield

CIC/Gold DR Cape

CIC/PR Cape

Description:

Personal preference if you want to use CIC or whatever you build, ALWAYS have your Helms identical so you do not show your timers to opponents when you are switching sets, this way you can actually give them fake timers (the more sets you have the stronger you are, I didn't have time to build other sets than MR and as armors already have natural PA/DR this was cheap, efficient and enough. It was funny when a Warrior whispered nice vortex sets from Revival Zone). I only had CIC5 SP Tower Shield to save item slots. I chose SP Tower over Cape as SP is not combat stat and everyone needs some shield - safer and less switching. Only equiped it for running with wand. Warriors do need CIC to be any useful, but as an Archer, we can pull out damage with Berserk (or Berserk Slate - which is the most efficient for us), as long as someone is on screen while regenerating Criticals. If you wonder why I recommend Light armors with over 200STR it's simply to lower max weight for more arrows/other heavy items. With big damage, I never felt like needing more Criticals. Only use DR Cape with AMP or in non-PvP map. As we are eating lots of potions, Gold is very nice alternative stat to have here. As we are not regenerating much, poison ticks can deal lots of damage. Get yourself high PR Cape and you are good to trade damage with poison guys. We prefer cape here over necklace to not drop DPS. Meduneck is very viable alternative item option here aswell.

As we are hunters, we are building MR over MA even with Xelima talent to not even get hit from Gargoyles, Elite Stone Golems or Nizies. High enough MR set can pretty much nullify Paralyzes and MIMs, especially from 10MAG MS32 Warriors. With the Exp MA Cape we built for leveling works fine here if we rarely get hit by someone (or by Elemental Weapon).


WEAPON RECOMMENDATIONS:


Direction Bow: This is very important to have and highly recommend to upgrade it to +3 or higher. Extra damage and endurance are welcome when you rebirth. Direction Bow with 210str deals EXACTLY same damage as DarkElfBow with 119str. Direction Bow is likely to not fly your opponents as often as DarkElfBow so you can stun lock opponents better for your group. High STR Xelima Archer can perform well in PvP with this bow.

Elemental Bow: The most important weapon for archers. Archer is unplayable without this one. Deals highest damage of all bows, gives situational MA, extra HR etc. Get this and you can hunt and kill nearly anyone.

DarkElfBow: Luxury item for this build honestly. Recommend to have it at some point, but it's not very high at priority. This is your main endgame bow. Even when you get one, I still recommend to carry Direction Bow for some situations as this will nearly always fly your targets.

DemonSlayer: Cheap starter weapon, has good base damage to scale with high STR and Xelima talent. Just one weapon needed to carry to save max weight.

Dark Executor+Lightning Blade: Same as DemonSlayer but requires 2 weapons instead of 1 and deals higher damage.

Kloness Blade: Probably the best price vs damage for Archers. High enough damage to fly all Hammer and Axe users away from you making you untouchable if they try to get close. I've dashed up to 196dmg to Dummy with this as Xelima + Archer talents. Needs atleast 2002 Reps being any useful.

Kloness Axe: A lot higher Critical damage than Kloness Blade, but lacks range. Make sure to have proper PA/DR set if you use this as you will get hit way more often when damage trading. Needs atleast 2002 Reps being any useful.

Kloness Esterk: Great alternative weapon in theory for some situations like when combining with optional Merien Shield (activation) and/or PR Cape/Neck to counter Poison Fencers / Short Sworders damage. Bows already cover our range needs and Axe or Blade hits way harder in melee. Had no plans getting one and this is not tested in action.

Xelima Blade: Every Archer needs a Xelima weapon. This is very viable option with more range than Axe.

Xelima Axe: EK Machine. Hits like a truck even without activation. Personal preference which Xelima weapon you choose.

Sword of Heaven: Cheap and best defensive item in game. Removes all debuffs from you and gives instant AMP with Freeze and Cancellation protection. If you are hunting risky somewhere like leveling in Promiseland at lvl100+, bind this to F3 and hunt safe. SoH activation with Invipotion is complete immortality against players and their crowd control. Nearly godmode combo.

Elemental Hammer: Very good damage. As tricky to use properly as Elemental Bow. Stat+CD Weapons: Crush Damage can potentially hit super hard, but there's RNG. If you go for one, it may be wise to build some Luck aswell. Critical+CD hits like a truck with Criticals. Agile+CD hits very fast making it difficult for your opponent to react / eat potions / change sets and fast stunning shines to interrupt casts if someone is paralyzed not to mention how Attack Speed plays a big role in the world of Last hitting or how it helps to trade with Fencers, Short Sworders and Merien talents. CC+CD deals the most balanced Crush Damage. Ancient+CD scales well with high STR and Xelima talent, especially in GiS for good Dash damage scaling.

Devastator: Best in Slot. Good luck getting one.

Anc+HR MS22: As we have 50MAG we don't need MS32 nor CP wand (other than rebirthing). Anc HR is easily BiS here because Hit Ratio helps us land paralyzes against MR sets and Mages. Ancient is useful when you Fast Recall. Do yourself a favor and buy Mass Lightning Arrow and suicide with it. Very handy for Apocalypse maps and solo raiding enemy city to get away safely after EK before backup.

Description:

As you see here, we are naturally looking for highest dealing weapons as possible. Archers are hybrid characters so everyone needs a melee weapon. Personally I was using Long Swords (Kloness and Xelima Blades in endgame) because they have naturally high Critical Hit Ratio Bonus with more range and sweet Dash damage multiplier. If you build CiC, you can get some Blood Weapon, preferably Rapier for lowest (reflect) damage and faster attack speed to regenerate Criticals fast with shield.


MISC ITEM RECOMMENDATIONS:


Ring of Xelima: Very high priority. This has low level requirement and works well as end game ring aswell. It gives physical and magical damage to our bows and for melee aswell. Scaling with Xelima talent, Event modifiers and possible Crush Damage.

Ring of Abaddon: High priority. The best ring we can wish for.

Necklace of Kloness: High priority with high Reps. This gives us up to +8 Melee and Ranged damage. No reason to not look for this for endgame.

Necklace of Xelima: Alternative necklace. Very good in theory for hunting and opens up some Luck build opportunities. Never had one and had no plans getting one.

DM5 Necklace: Very high priority. This is our main necklace until we get Necklace of Kloness. Every damage is welcome here.

HR60 Necklace: High priority as it only has lvl60 requirement. Compensates lack of Dex at early levels making rebirthing easier. Else same as Necklace of Xelima, use for hunting before you get proper HR bonus from Monster Statistics. Sold mine when I got Hero Set and 20 rebirth because had no use for this anymore.

Ring of Thirst: High priority for hunting, but only use when you need to regenerate health.

Necklace of Thirst: Same as Ring of Thirst.

Angels: STR Angel is mandatory to get 210str. I recommend to get STR Angel once you finish your 10th rebirth to afford that high STR. You can get more Angels if you want, I was only playing with STR one for less hazzle and faster reaction time. INT Angel to be able to cast spell or DEX Angel for +32DR (even better if you combine that with Merien Necklace) to not get interrupted that easily during cast. Personally I was leaning for DEX Angel as secondary Angel because it has more uses than just casting but didn't have time to upgrade one. MAG is also nice for GG hunting as it gives HR for Elebow and MR scales with our set.

Magic Gems: Diamond is at high priority for us. It can be equiped at level 1 when you rebirth and compensates lack of Dexterity. Highly recommend to craft or buying one before you start rebirthing. Sapphire and Emerald are also very nice if you have room to carry them.

Description:

Reason we are using Damage necklaces over Hit Ratio ones is very simple. We want every possible damage modifier we can get to become truly a threat. As an archer, we can keep shooting targets as long as they are on screen. It's not end of the world rarely missing a hit. 200 Dex and both Talents giving us extra HR is honestly enough, not to mention that once you get Heroset you will pretty much never miss a hit against players. HR neck is mostly useful only if you intentionally want to drop your damage to stunlock your targets better. Warriors will always prefer HR over Damage because of their limited swing range, but we are not Warriors, we are hybrids.


BIND RECOMMENDATIONS:

F2: Elebow/DarkElfBow/Direbow

F3: Melee weapon/Sword of Heaven

Description:

This combo allows you to fast switch into whatever you need. Allowing you to burst real fast and mixing damages from melee to range and physical to magical. Shooting someone without magic protection with Elebow -> Target equips MA set -> Shoot with DEB -> Target equips PA set -> Shoot with Elebow without mercy. Making it very annoying to play against you.