Hello palyers , Nice to see you here !
I collect a Menance Guide of Chronicles of Spellborn for you , if you are interested in it have a look !
General Remarks
All of these should be soloable around their respective level, possibly even lower, if you're good and have a suiteable class. A group of two should solve any problem, and a
group of three to four can take on significantly higher level Menances.I denoted Menances that can help you bridging the possibly left Fame gap to 27 with * for solo kills and ** for group kills. The fame is quite OK for an equal level and really
good for higher levels. Get those quests either at the numerous Quartstone docks or on the way there.
Old Wilfried
Type: level 10/1 BoarLocation: southeastern Hawksmouth - has a tendency to wander into the nearby AronitesTactic: Typical boar, hitting harder and having more health. If you know how to dodge no problem.
Gravis Werden
Type: level 15/3 AroniteLocation: patrolling along the wall in the very south of HawksmouthTactic: Mainly a melee fighter with some weak ranged moves, but many dangerous Aronite groups surrounding him.
Tiny Tyke
Type: level 15/3 HyenaLocation: running circles in northern AldenvaultTactic: Hit's viciously and is hard to dodge. Use Disarming Strike / Mind Blade / Vile Hunt & Ante Opener.
Serkin the Chestcutter
Type: level 15/3 OustedLocation: Ousted camp near the portal to Gravesbow in AldenvaultTactic: He himself hits moderately hard and debuffs using both melee and magic skills. Is protected by low level Ousted groups on a very fast respawn.
"Big Mama" Molar
Type: level 20/3 LionLocation: southern part of Tarnflower Fens in HoggsridgeTactic: Hit's viciously and is hard to dodge. Use Disarming Strike / Mind Blade / Vile Hunt & Ante Opener.
Daphne Bunscook
Type: level 30/3 Glaive (instead of level 20)Location: patrolling the road southwest of the Hoggsridge lakeTactic: Didn't really fight back much, not hard. Pull her into the open because she might bug and fall through the world.
Belevitos Berserker
Type: level 25/3 BerserkerLocation: partols the eastern rim between Cairnbog and Scourmarsh in HearthTactic: This one is relatively hard - she moves in and out of melee and varies tactics. Most important is to get her isolated and then simply have a deck with both good melee
and ranged options available.
Karaklos
Type: level 30/3 CrocodileLocation: hides under a tree just east of the Hearth battlefieldTactic: Typical crocodile with more health and hitting harder. Watch out for Hamstring and Physique debuffs and use Use Disarming Strike / Mind Blade / Vile Hunt & Ante Opener.
Pull it into the open because it might bug and fall through the world.
Shunny
Type: level 35/3 SlackjawLocation: patrols the main streets of Eastern and Western Stack in Green DistrictTactic: Sometimes doesn't fight, some does - if he does, he hits hard, but usually is rather manageable like all Slacksjaws. Make sure to clear some of the surrounding mobs
before engaging him.
The Beast
Type: level 35/3 HyenaLocation: running circles along the shore / carapace wall / bridge in the Green District park areaTactic: Hit's viciously and is hard to dodge. Use Disarming Strike / Mind Blade / Vile Hunt & Ante Opener.
Duraman
Type: level 35/3 UrugautLocation: at the Demon Wall near the eastern portal in BrightvaleTactic: Typically hard hitting and tough Urugaut - either be good at dodging or use Disarming Strike / Mind Blade / Vile Hunt & Ante Opener.
Jason Moonwit
Type: level 35/3 AroniteLocation: in the main camp of Tarnflower Fens in BrightvaleTactic: He himself doesn't hit too hard and has both melee and magic skills.But he packs a punch and has some tough groups of Aronites guarding him. Pull him into the open
because he might bug and fall through the world.
Hirck Freep
Type: level 40/3 GlaiveLocation: patrolling in front of the central Glaive camp in GravesbowTactic: Capable melee fighter with fall back ranged and quite some hitpoints. Many Glaive are patrolling this area, so watch out.
Barra Barra
Type: level 40/5 BathanderLocation: patrols along the edge / Demon Wall in the very east of GravesbowTactic: Is surrounded by many normal Bathanders and even more hyenas and pumas in vincinity. Either thin those out before or pull her into an empty area. Hits very hard (up to
3k pre resist), but is dodgeable (train on normal Bathanders first). You should either use a standard level 20 regenfood or have a good selfheal available. Hitbox is a hell to
melee. Also likes to run around like crazy and fall through the floor afterwards.
Mjirna Conall
Type: 45/3 CriminalLocation: in the Glaive camp in northwestern GarminholmTactic: Didn't really fight back much, greatest problems are the Glaive groups around that area, although they're quite spread out.
Spheya (quest not available)
Type: 45/3 PantherLocation: roams the eastern parts of Garminholm, with an annoying tendency to fall through teh worldTactic: Keep and eye on the local wildlife and be sure to keep its medium melee attacks under control or dodge / heal on a regular basis.
Bunnister Jilnas (quest not available)
Type: 45/3 CriminalLocation: small island in the northwest of SorrowmistTactic: Hits rather weak - just kill him.
Shagga (quest not available)
Type: 45/3 PantherLocation: patrols around the swamp in SorrowmistTactic: Hits rather weak - just kill it.
Heralon Shurinai (quest not available)
Type: 50/3 AroniteLocation: in the big Aronite encampment in StonedeepTactic: Uses weak magic and a blood hook. Make sure to clear any other Aronite resistance before engaging and he's quite doable.
Dodogan (quest not available)
Type: 50/3 ObodenaLocation: the big hollow mountain in the southern desert of Stonedeep - entrance is to the north-eastTactic: Very few hitpoints, so can be nuked after pulling the one or two groups around him first - often does not even hit at all.
Geer
Type: level 55/3 HowlerLocation: around the Howler hole near the eastern portal in Mount of Hero NorthTactic: Typically tough Howler with nasty poisons and fast retreat moves (very likely actually the retreat bug). Warriors simply rely on their Warcry, Rouges need to be careful
while dodging heavy at range, while Mages should try to take it slow and rely on massive selfheal.
Zack the Zealot
Type: level 55/3 GlaspailLocation: around the Howler hole in Evhail's Haerth in Mount of Hero North, although often eaten by local wildlifeTactic: Fair mix of melee and magic attacks with decent damage, slight AoE. Quite doable, but avoid disarms and fight in the opens - he is very prone to the retreat bug with all
those trees around.
Ferrus
Type: level 55/3 AncorrLocation: patrols the Shard edge of the western island in DesolateTactic: Has very few HP and can be nuked - just disarm it or precharge a combo.
Jhryux L'niar
Type: level 55/3 VhuulLocation: the Eastern Peaks in Desolate along the Shard Edge and Corrin's RestTactic: Has quite some HP in is quick on its feet. Weaker melee and stronger magic - be very careful when he has built up a -5 / +5 morale on you / him as he can dish out
something like 3k hits by then.
Daahn Daaevid (quest not available)
Type: level 55/3 GhostLocation: patrols between the Deslandes Estate and the northern ruins in SlywoodTactic: Casts magic and has melee moves - hits not particularly hard. Just remember dodging and debuff physique if you want to stay in melee.
Waya (quest not available)
Type: level 60/3 WolfLocation: patrols on a east-west line between the tavern and the Tree of Ascendance in SlywoodTactic: Hit's viciously and is hard to dodge. Use Disarming Strike / Mind Blade / Vile Hunt & Ante Opener. Watch out for the wildlife around it, especially the roaming cats.
Hyonia Shurinai
Type: 55/3 AroniteLocation: partols the northern Knifewilds in Mount of Heros South around the little Aronite encampmentTactic: Has strong ranged attacks, including one that applies a nasty burn. Best ambush her afar from support and close quickly to melee, where she's rather weak. Sometimes is
not attackable, then just follow her a bit until she debugs.
Goor
Type: level 60/3 HowlerLocation: roaming the eastern parts of Mount of Hero South, usually near the small Mine entrancesTactic: Extremly bugged due almost constant being in retreat mode and thus being unhitable most of the time. Bring healing and lots of patience and expect to kill up to a dozen
wild-life on the way. The poisons are nasty bug nothing too serious with good regenfood and dodging & healing.
Perrefin Sadirn (quest not available, area currently not accessable)
Type: level 60/3 GhostLocation: spawnable via using a monolith at the northwestern edge of the Scoured HillsTactic: Mix of strong melee and magic attacks, including a blood hook. But very doable at the level if you keep an eye on your healing / resistbuff and dodge a bit.
Possibly Missing
It seems like every Zone has two menances in it. Based on that information, we still miss:* Scoured Hills - one (possibly bugged)
Thanks for your attention ! If you have more skillful guide we appreciate that you can post it in our comment and share with other players . Anyone that need to buy TCOS Gold can click the link to the related pages , you can choose the service as you need , we now offer very cheap gold online for 24 hours .
so you can buy at any time you want . Have a look !
The source is from here .
2009年4月22日星期三
TCOS Boss guide
Hello players , glad to see you here !
Killing boss not only increase your HP and also enrich your Inventory , but you should bear in mind that do not kill a boss who is difficult for you killing ... Here I collect a guide about how to kill boss in TCOS , wish you would like !
Before you enter the CoA
- Make sure you have some inventory space - Discuss loot rules with your party members. A good rule is to agree on using greed for every resource / waste item. And use need for the boss drops that you want. - Bring along some food. Sauteed Fungi works excellent. It is a lvl 20 food item that increases health generation by 5. If your healer crashes on you, you'll be cursing the seven sigils if you dont have any of these with you!
The bosses you will encounter in this order : Becks, Pooch & Tack and finally Amsell.
Becks can be soloed, however you will need regenfood. Preferebly the lvl 30 ones but depending on your self healing skills you might do with a cheaper kind. Take into consideration that this can take up to 20 minutes, perhaps longer, to complete!
The normal mobs in this instance are very weak. Their damage ouput is really low and half the time they dont do anything at all. They do however have alot of HP (8k~) and use alot of crippling attacks draining your physique in no time. Running past them to the bosses is easy, but take into consideration that you will be running with no physique at some points and you will take damage.
For every boss the general rule is; DO NOT aggo untill your party is complete and ready to fight! The instance works with a door system. When you start fighting a boss, the doors in that room will close. No one will be able to enter or exit the room untill the fight is over.
Becks
Becks is a big sack of uglyness, much like his pal Amsell. Make sure that everyone has their weapons drawn before engaging! Becks opens with a massive Area of Attack skill doing around 1.5k - 2k dmg! His normal hits vary from 400 to 900dmg, just make sure everyone is above 2k health so that his AoE attack does not kill anyone.
Becks is a bit buggy, he tends to walk to the door and hug it, if he is left alone too long he will regenerate health. Try to keep him in the middle of the room to prevent this.
On the right side of Becks there is a big bell that you can interact with. If you use it, that person will be transported to a room with a couple of normal monsters, kill those and Becks will take triple damage. (need verification on this) It is not necessary to use this though.
After defeating Becks, the doors open and you can move up the staircase. And Becks has 253,045 HP
Pooch & Tack
The second boss are guardian dogs named Pooch and Tack.They can be pulled seperatly increasing your chance of survival. Though they are not incredible powerfull they can still pack a punch without heals or buffs. If you do pull both at the same time, split up your party and fight them. A good solution is to have a warrior solo one, using Disarm as much as possible to reduce damage taken.
Pooch uses normal melee hits, nothing really worth mentioning but they can hurt. Tack does the same except he can teleport you away from him. It does no damage but it disorients you. Tack seems to have less resistance then Pooch, and dies faster. So far, it seems that Pooch has a higher chance of dropping the APP necklace (best drop in this instance). However it has been said that any mob in the instance can drop it.
After disposing the guardian dogs, move up the staircase again and into the final room. Before entering its a good idea to discuss the tactics for Amsell.
Both dogs have 54,293 HP
Amsell
Amsell is in a big room, really nice looking place. Around him in the corners of the room are four crystals. As soon as Amsell starts his conversation, his minions will spawn. Destroy the crystals and the summoning will stop. Now kill the minions as fast as possible and make sure that you stay out of range of Amsell. Do not destroy the crystals if he has not started his conversation/summoning. This will cause him to keep summoning to no end and you will be overrun with angry little fat ugly minions!
After there are no minions left, kite Amsell around the room. Make sure that he does not walk into any obstacles because that might cause him to fall through the floor.
Keep kiting him and keep using ranged attacks. He's not that bad in the end. His special move is a lifetap that damages for around 1,5 - 2k dmg and heals him for 10k hp! Also he has a Damage over Time spell that is quite powerfull. Keep an eye out for that.
Amsell has 144,030 hp
When you get him to 20%HP he stops fighting and returns to the middle of the room. This is called the Rune Sequence. Runes on the floor will light up dimly, a player must step on it and it will light up brighter. Make sure all runes are lit up, but do not step on a rune another player has activated (can possibly cause a crash of the instance) After all are lit up, Amsell dies and the last door opens. The repository lies at the end!
Congratulations on clearing the Citadell of Ail!
Loot list:
Sigils: There are quite a few sigils that drop here .Weapons: Both weapons drop in the form of a Broken Weapon, the ingredients arent too rare though! The scimitar looks really nice.Jewelry: The APP necklace drops from one of the Guardian dogs (second boss in CoA) and is basicly the best drop in this instance!
List of known bugs
- Becks can regenerate health when hugging the wall. He can also fall through the floor.- Amsell can also fall through the floor, or simply not do anything at all (killing him in that state will not do anything, you will need to reset the instance by logging out)- Normal monsters can also fall through the floor, they usually end up a level lower. - CTD's (Crash to Desktop) are common in CoA. Sometimes the whole party gets it at the same time. Sometimes, and if your lucky, one person will survive the CTD kickstick and let you re-enter the instance without starting over again. - While fighting Amsell the instance can crash. Players will notice that it feels like a disconnect, but they never get the message of disconnection. After exiting (ending the task in taskmanager) the instance will be unresponsive and you cannot enter until the servers reset in the daily maintenance. It is believed that this instance crash is related to the rune sequence. - It sometimes feel like the instance becomes more unstable after succesfully clearing it once. CTD's are more frequent after clearing it. - The quest 'The Tel'maht Grimoire' is bugged, it cannot be found in the instance.
Thanks for reading !
If you want to possess some very powerful weapons or armors , you can buy some cheap TCOS Gold from our website and then shop the items you need .
The source is from here .
Killing boss not only increase your HP and also enrich your Inventory , but you should bear in mind that do not kill a boss who is difficult for you killing ... Here I collect a guide about how to kill boss in TCOS , wish you would like !
Before you enter the CoA
- Make sure you have some inventory space - Discuss loot rules with your party members. A good rule is to agree on using greed for every resource / waste item. And use need for the boss drops that you want. - Bring along some food. Sauteed Fungi works excellent. It is a lvl 20 food item that increases health generation by 5. If your healer crashes on you, you'll be cursing the seven sigils if you dont have any of these with you!
The bosses you will encounter in this order : Becks, Pooch & Tack and finally Amsell.
Becks can be soloed, however you will need regenfood. Preferebly the lvl 30 ones but depending on your self healing skills you might do with a cheaper kind. Take into consideration that this can take up to 20 minutes, perhaps longer, to complete!
The normal mobs in this instance are very weak. Their damage ouput is really low and half the time they dont do anything at all. They do however have alot of HP (8k~) and use alot of crippling attacks draining your physique in no time. Running past them to the bosses is easy, but take into consideration that you will be running with no physique at some points and you will take damage.
For every boss the general rule is; DO NOT aggo untill your party is complete and ready to fight! The instance works with a door system. When you start fighting a boss, the doors in that room will close. No one will be able to enter or exit the room untill the fight is over.
Becks
Becks is a big sack of uglyness, much like his pal Amsell. Make sure that everyone has their weapons drawn before engaging! Becks opens with a massive Area of Attack skill doing around 1.5k - 2k dmg! His normal hits vary from 400 to 900dmg, just make sure everyone is above 2k health so that his AoE attack does not kill anyone.
Becks is a bit buggy, he tends to walk to the door and hug it, if he is left alone too long he will regenerate health. Try to keep him in the middle of the room to prevent this.
On the right side of Becks there is a big bell that you can interact with. If you use it, that person will be transported to a room with a couple of normal monsters, kill those and Becks will take triple damage. (need verification on this) It is not necessary to use this though.
After defeating Becks, the doors open and you can move up the staircase. And Becks has 253,045 HP
Pooch & Tack
The second boss are guardian dogs named Pooch and Tack.They can be pulled seperatly increasing your chance of survival. Though they are not incredible powerfull they can still pack a punch without heals or buffs. If you do pull both at the same time, split up your party and fight them. A good solution is to have a warrior solo one, using Disarm as much as possible to reduce damage taken.
Pooch uses normal melee hits, nothing really worth mentioning but they can hurt. Tack does the same except he can teleport you away from him. It does no damage but it disorients you. Tack seems to have less resistance then Pooch, and dies faster. So far, it seems that Pooch has a higher chance of dropping the APP necklace (best drop in this instance). However it has been said that any mob in the instance can drop it.
After disposing the guardian dogs, move up the staircase again and into the final room. Before entering its a good idea to discuss the tactics for Amsell.
Both dogs have 54,293 HP
Amsell
Amsell is in a big room, really nice looking place. Around him in the corners of the room are four crystals. As soon as Amsell starts his conversation, his minions will spawn. Destroy the crystals and the summoning will stop. Now kill the minions as fast as possible and make sure that you stay out of range of Amsell. Do not destroy the crystals if he has not started his conversation/summoning. This will cause him to keep summoning to no end and you will be overrun with angry little fat ugly minions!
After there are no minions left, kite Amsell around the room. Make sure that he does not walk into any obstacles because that might cause him to fall through the floor.
Keep kiting him and keep using ranged attacks. He's not that bad in the end. His special move is a lifetap that damages for around 1,5 - 2k dmg and heals him for 10k hp! Also he has a Damage over Time spell that is quite powerfull. Keep an eye out for that.
Amsell has 144,030 hp
When you get him to 20%HP he stops fighting and returns to the middle of the room. This is called the Rune Sequence. Runes on the floor will light up dimly, a player must step on it and it will light up brighter. Make sure all runes are lit up, but do not step on a rune another player has activated (can possibly cause a crash of the instance) After all are lit up, Amsell dies and the last door opens. The repository lies at the end!
Congratulations on clearing the Citadell of Ail!
Loot list:
Sigils: There are quite a few sigils that drop here .Weapons: Both weapons drop in the form of a Broken Weapon, the ingredients arent too rare though! The scimitar looks really nice.Jewelry: The APP necklace drops from one of the Guardian dogs (second boss in CoA) and is basicly the best drop in this instance!
List of known bugs
- Becks can regenerate health when hugging the wall. He can also fall through the floor.- Amsell can also fall through the floor, or simply not do anything at all (killing him in that state will not do anything, you will need to reset the instance by logging out)- Normal monsters can also fall through the floor, they usually end up a level lower. - CTD's (Crash to Desktop) are common in CoA. Sometimes the whole party gets it at the same time. Sometimes, and if your lucky, one person will survive the CTD kickstick and let you re-enter the instance without starting over again. - While fighting Amsell the instance can crash. Players will notice that it feels like a disconnect, but they never get the message of disconnection. After exiting (ending the task in taskmanager) the instance will be unresponsive and you cannot enter until the servers reset in the daily maintenance. It is believed that this instance crash is related to the rune sequence. - It sometimes feel like the instance becomes more unstable after succesfully clearing it once. CTD's are more frequent after clearing it. - The quest 'The Tel'maht Grimoire' is bugged, it cannot be found in the instance.
Thanks for reading !
If you want to possess some very powerful weapons or armors , you can buy some cheap TCOS Gold from our website and then shop the items you need .
The source is from here .
TCOS Early warrior advice
Dear players , Nice to see you !
If you have chosen the Warrior as your character in TCOS and want to play it much easier , here are the advices for you . Have a look !
No matter what discipline you're picking, you should get battle cry and stomp as your first skills. Just use hack and slash for damage while keeping these two buffs up every cooldown. You don't need any other skill for now.
At level 5, grab charge. This ability is very useful (and very overpowered imo) because you can use it to travel faster and it makes each part of your abilities have burst. Battle cry has 5 parts to it, 4 of them is buffing your 4 teammates with infused melee and the other buffs you with resistance. Even when you don't have any teammates, battle cry with charge buff gives you +5 physique, so a total of +8 counting vigour from charge. With this, you can travel at +10 physique (+50%) movement speed almost permanently. Also, charge + stomp combo will make it VERY easy to dodge attacks because you enemy will be turning at 50% speed while you are traveling at 150% speed around them.
Depending on what discipline you go, grab a damage skill with a cooldown 5 second or less since you can use your third tier at this level. Blood warriors and wrathguards might want break defense for the damage and adepts will probably want swift kick for maneuver. Blood warriors can also get hardened scars, but make sure you buff hardened scars before battle cry so you get double ranged/magic resistance. I think it's a bug. Battle cry will only replace hardened scars' melee resist instead of all of them, whereas hardened scars will replace all of battle cry's resists. Also, sometimes hardened scars with charge buff will give you +3 physique, other times it'll give +6. It's a bug.
With warriors, your basic plan is to get as many defensive buffs as possible since you don't get your heal until level 34. Buffing your defense and dodging attacks will be your survivability.
Wish you would like this article and enjoy yourself in this wonderful game !
More link :
TCOS Gold
The source is fromhere .
If you have chosen the Warrior as your character in TCOS and want to play it much easier , here are the advices for you . Have a look !
No matter what discipline you're picking, you should get battle cry and stomp as your first skills. Just use hack and slash for damage while keeping these two buffs up every cooldown. You don't need any other skill for now.
At level 5, grab charge. This ability is very useful (and very overpowered imo) because you can use it to travel faster and it makes each part of your abilities have burst. Battle cry has 5 parts to it, 4 of them is buffing your 4 teammates with infused melee and the other buffs you with resistance. Even when you don't have any teammates, battle cry with charge buff gives you +5 physique, so a total of +8 counting vigour from charge. With this, you can travel at +10 physique (+50%) movement speed almost permanently. Also, charge + stomp combo will make it VERY easy to dodge attacks because you enemy will be turning at 50% speed while you are traveling at 150% speed around them.
Depending on what discipline you go, grab a damage skill with a cooldown 5 second or less since you can use your third tier at this level. Blood warriors and wrathguards might want break defense for the damage and adepts will probably want swift kick for maneuver. Blood warriors can also get hardened scars, but make sure you buff hardened scars before battle cry so you get double ranged/magic resistance. I think it's a bug. Battle cry will only replace hardened scars' melee resist instead of all of them, whereas hardened scars will replace all of battle cry's resists. Also, sometimes hardened scars with charge buff will give you +3 physique, other times it'll give +6. It's a bug.
With warriors, your basic plan is to get as many defensive buffs as possible since you don't get your heal until level 34. Buffing your defense and dodging attacks will be your survivability.
Wish you would like this article and enjoy yourself in this wonderful game !
More link :
TCOS Gold
The source is fromhere .
TCOS : Combat Tips, Tricks and Tactics
Welcome to our website !
I collect an article about theTCOS Combat , including tips , tricks and tactics . Hope you can master some skills about combat in game . Now read it on !
Manual Dodging
Keeping your health level high enough to stay in combat longerSpellborn features fast-paced, action rich combat. The need to aim to hit a target is generally well understood. The fact you have to dodge is not. Most new players will stand their ground, exchanging blows with an opponent and whilst the opponent goes down, so does the players health. These players generally fight a single mob, retreat from combat and then sit down to regenerate their health. Although it certainly works, it is not what we had in mind with fast paced combat.
Spellborn offers a more fun solution: manual dodging! You can evade attacks of enemies if you maneuver your character out of the way fast enough.
To try it out, find low level boars. Generally they can be found near the City of Hawksmouth's Spawn Shrine and the Lumber Yard. A boar has a rather predictable attack pattern:
· It will notice you· It will run towards you · When close enough, it will stop moving· Within about a second it will execute its attack· If needed, it will start running again to catch up with you· It will stop moving again to attack
The start of the attack is recognizable from the sound and the animation. To notice this easily, let a boar come close (use ranged attacks to “lure” it) and at a certain distance it stops moving. If you learn and anticipate this distance and move away from the boar (strafing works best), you can evade the attack. It requires some timing, and lots of practice but you can evade an attack this way.
As soon as the boar is halfway its attack, you should run close to it, hit it just in range (by timing your own ‘swing’) and immediately run out of it's range again. This hit-and-run approach generally works well on all animal opponents, and you can “juggle” several at the same time using this approach. At level one, it is perfectly possible to kill a boar, and only get hit once or twice yourself.
Different animals will use different patterns so study your opponents; generally, grinding them will make you better at killing them. Also remember not to walk through an animal. Although there is no collision on opponents there is a penalty that animals will always hit you if you stand inside them. If you are quick on the reflexes, you can find the exact range behind them where you are no longer considered ‘inside’ and can move in such a way the opponent never turns quickly enough to hit you.
Safe Zones
If it cannot reach you, it will retreatWhen all hope seems lost, there are always locations that wildlife or opponents simply cannot reach. Simply jump unto high enough objects and if you are lucky, your opponent will not be able to follow, retreating immediately from the fight.
Although it will regenerate its health immediately, it will leave you alone as it runs back ’home’. Be warned though, sometimes animals CAN find a way to where you are, and they won't hesitate to come up close and personal. If you think you are safe, but the animals stay near, they are only figuring out a way to reach you.
Grouping
Strength in numbersCasters generally have several Skills to keep health levels up. However, they also need to stand still when they cast, leaving them open for enemy attacks. It is beneficial for casters and other classes to team up. The more melee oriented class can perform the earlier described dodging maneuvers, while the caster supports the melee fighter. This does require some coordination as the melee fighter could easily block the caster from being able to hit the target.
Using the mouse wheel in combat
Leaves your fingers to do the dodgingWhen you roll the mouse wheel up or down during combat, you will notice that the selection circle will move left or right on the current rows of Skills. If you keep rolling in one direction, you will also notice the selection circle always stops at the first or last ’filled’ slot. If you use this so that your Skill Deck in has melee on the first, and ranged on the last; you can ‘blindly’ roll the mouse wheel up or down. You will know what kind of Skill you have selected, without having to look at the Skill Deck.
This is a slightly more advanced technique of playing the game but it has a huge advantage, if you select and “fire off” Skills with the mouse, you can leave your other hand to do the moving. Dodging, strafing and even targeting becomes a lot easier this way. It requires some practice, which again we suggest you combine with a little dodge training.
Humanoid Opponents
Get the casters firstHumanoid opponents in Spellborn are not stupid. They generally know very well how to strafe and operate in groups. Like yourself, they have the exact same restrictions with regards to aiming and have cooldowns on their Skills. If you encounter a group with a caster in it, you can generally recognize what type it is from the skills they use. Different casters will use different tactics, some come a bit closer to you.; others keep their distance. What they have in common however, is that they will support their group. They can keep the health levels of their own group up, while you exhaust yourself on it.
Melee fighters of an enemy group know this, and they will generally try to stand between you and a caster, blocking your ranged attacks as they will hit them and not the caster. To make matters even more interesting, some melee classes will try to debuff your Physique State (making you slower) or can do a lot more damage to you when they can get behind you.
Grouping up makes things easier, as the enemy will spread out over the members of your team. They too know about that caster in your group after all! There are many tactics to solve this little ’action-puzzle’ but generally it is a good idea to single out the caster first and overwhelm it quickly. Then go for the strongest (most bulky looking) melee fighter.
If anyone has better tricks or skills , post them them out and share with us . and players who have you point of view to this topic please leave your precious words in our comment and wish you can give us some suggestions . Thank you !
More link:
TCOS Gold
The source is from here .
I collect an article about theTCOS Combat , including tips , tricks and tactics . Hope you can master some skills about combat in game . Now read it on !
Manual Dodging
Keeping your health level high enough to stay in combat longerSpellborn features fast-paced, action rich combat. The need to aim to hit a target is generally well understood. The fact you have to dodge is not. Most new players will stand their ground, exchanging blows with an opponent and whilst the opponent goes down, so does the players health. These players generally fight a single mob, retreat from combat and then sit down to regenerate their health. Although it certainly works, it is not what we had in mind with fast paced combat.
Spellborn offers a more fun solution: manual dodging! You can evade attacks of enemies if you maneuver your character out of the way fast enough.
To try it out, find low level boars. Generally they can be found near the City of Hawksmouth's Spawn Shrine and the Lumber Yard. A boar has a rather predictable attack pattern:
· It will notice you· It will run towards you · When close enough, it will stop moving· Within about a second it will execute its attack· If needed, it will start running again to catch up with you· It will stop moving again to attack
The start of the attack is recognizable from the sound and the animation. To notice this easily, let a boar come close (use ranged attacks to “lure” it) and at a certain distance it stops moving. If you learn and anticipate this distance and move away from the boar (strafing works best), you can evade the attack. It requires some timing, and lots of practice but you can evade an attack this way.
As soon as the boar is halfway its attack, you should run close to it, hit it just in range (by timing your own ‘swing’) and immediately run out of it's range again. This hit-and-run approach generally works well on all animal opponents, and you can “juggle” several at the same time using this approach. At level one, it is perfectly possible to kill a boar, and only get hit once or twice yourself.
Different animals will use different patterns so study your opponents; generally, grinding them will make you better at killing them. Also remember not to walk through an animal. Although there is no collision on opponents there is a penalty that animals will always hit you if you stand inside them. If you are quick on the reflexes, you can find the exact range behind them where you are no longer considered ‘inside’ and can move in such a way the opponent never turns quickly enough to hit you.
Safe Zones
If it cannot reach you, it will retreatWhen all hope seems lost, there are always locations that wildlife or opponents simply cannot reach. Simply jump unto high enough objects and if you are lucky, your opponent will not be able to follow, retreating immediately from the fight.
Although it will regenerate its health immediately, it will leave you alone as it runs back ’home’. Be warned though, sometimes animals CAN find a way to where you are, and they won't hesitate to come up close and personal. If you think you are safe, but the animals stay near, they are only figuring out a way to reach you.
Grouping
Strength in numbersCasters generally have several Skills to keep health levels up. However, they also need to stand still when they cast, leaving them open for enemy attacks. It is beneficial for casters and other classes to team up. The more melee oriented class can perform the earlier described dodging maneuvers, while the caster supports the melee fighter. This does require some coordination as the melee fighter could easily block the caster from being able to hit the target.
Using the mouse wheel in combat
Leaves your fingers to do the dodgingWhen you roll the mouse wheel up or down during combat, you will notice that the selection circle will move left or right on the current rows of Skills. If you keep rolling in one direction, you will also notice the selection circle always stops at the first or last ’filled’ slot. If you use this so that your Skill Deck in has melee on the first, and ranged on the last; you can ‘blindly’ roll the mouse wheel up or down. You will know what kind of Skill you have selected, without having to look at the Skill Deck.
This is a slightly more advanced technique of playing the game but it has a huge advantage, if you select and “fire off” Skills with the mouse, you can leave your other hand to do the moving. Dodging, strafing and even targeting becomes a lot easier this way. It requires some practice, which again we suggest you combine with a little dodge training.
Humanoid Opponents
Get the casters firstHumanoid opponents in Spellborn are not stupid. They generally know very well how to strafe and operate in groups. Like yourself, they have the exact same restrictions with regards to aiming and have cooldowns on their Skills. If you encounter a group with a caster in it, you can generally recognize what type it is from the skills they use. Different casters will use different tactics, some come a bit closer to you.; others keep their distance. What they have in common however, is that they will support their group. They can keep the health levels of their own group up, while you exhaust yourself on it.
Melee fighters of an enemy group know this, and they will generally try to stand between you and a caster, blocking your ranged attacks as they will hit them and not the caster. To make matters even more interesting, some melee classes will try to debuff your Physique State (making you slower) or can do a lot more damage to you when they can get behind you.
Grouping up makes things easier, as the enemy will spread out over the members of your team. They too know about that caster in your group after all! There are many tactics to solve this little ’action-puzzle’ but generally it is a good idea to single out the caster first and overwhelm it quickly. Then go for the strongest (most bulky looking) melee fighter.
If anyone has better tricks or skills , post them them out and share with us . and players who have you point of view to this topic please leave your precious words in our comment and wish you can give us some suggestions . Thank you !
More link:
TCOS Gold
The source is from here .
TCOS House of Maul Quest
Hello players , I collect a guide for House Maul for TCOS , if you are interested you can read them now !
Stage one: Test of mightLocation: Aldenvault - House Maul.Fame: 2168 (At fame rank 9)
Stage Two: Fists of the ManyLocation: Aldenvault - House Maul.Fame:1897 (At fame rank 9)
Stage Three: The Stance of the BladeLocation: Aldenvault - House Maul.Fame: 2710 (At fame rank 9)
Stage Four: The Wolf's ShieldLocation Aldenvault - House MaulFame: 3252 (At fame rank 9)
Stage Five: A Force to be Reckoned With.Location: Aldenvault - House MaulFame: 3794 (At fame rank 9)
Final Stage: Brothers in ArmsLocation: Aldenvault - House MaulFame: 2086 (At fame rank 12)
Go to the docks at hawk's landing, there, talk with the shard ship dockmaster. You will get one free ticket, choose the rent cabin or join crew if you wish to fight some enemies while you fly.
Thank you for your attention to our website ! We would appreciate that if you can post some suggestions or comments in our website , you precious words will give us great courage to improve our jobs .
More link :
TCOS Gold
The source is from here .
Stage one: Test of mightLocation: Aldenvault - House Maul.Fame: 2168 (At fame rank 9)
Stage Two: Fists of the ManyLocation: Aldenvault - House Maul.Fame:1897 (At fame rank 9)
Stage Three: The Stance of the BladeLocation: Aldenvault - House Maul.Fame: 2710 (At fame rank 9)
Stage Four: The Wolf's ShieldLocation Aldenvault - House MaulFame: 3252 (At fame rank 9)
Stage Five: A Force to be Reckoned With.Location: Aldenvault - House MaulFame: 3794 (At fame rank 9)
Final Stage: Brothers in ArmsLocation: Aldenvault - House MaulFame: 2086 (At fame rank 12)
Go to the docks at hawk's landing, there, talk with the shard ship dockmaster. You will get one free ticket, choose the rent cabin or join crew if you wish to fight some enemies while you fly.
Thank you for your attention to our website ! We would appreciate that if you can post some suggestions or comments in our website , you precious words will give us great courage to improve our jobs .
More link :
TCOS Gold
The source is from here .
TCOS: Skill thread
Hello everybody there! This Goldceo, your old friend. Now here is TCOS guide for skill, just go through and have a good time in our website!
Circle - Rune Mage lvl 24 skills, should probably be combined into a single skill, to be somewhat useful, and even then, I'm not sure it would be worth the skilldeck slot unless you group a lot. Duration/effect too low to warrant using.
Spirit Arc - Ancestral Mage, lvl 5, the effect is sort of minor/hard to hit with, but the timer is a very long 30 seconds, possibly worth it if the effect was increased, or the timer drastically shortened.
Spirit Discharge - Ancestral Mage, lvl 5, extra healing isn't so bad, but it's less than tap magic(or the schleef healing you once), and has extra negative effects instead of possitive. Seems underpowered. Perhaps if it took moderate health from pet to give a major distributed party heal or something.
Ball Lightning - Ancestral Mage, lvl 16, looks very good on paper, until you realize it's a focus based melee attack for a mind based spellcasting class, damage for a fully combo'd up ball lightning is less than an uncombo'd righteous hunt, and the heal is less than tap magic(about the same as spirit discharge). Really marginal, at best.
Mind Over Body - Spellcaster Archetype, lvl 24, probably never worth casting in combat over just a damage spell, and the 12s duration means it's not going to be good enough as a pre-combat preparation buff to warrant a deck slot, I'd like to see an increase to at least 30s, preferably more, and it could see use.
Pyroclasm - Rune Mage, lvl 16, same problem as Ball Lightning, it's offstat(body), and melee, damage fully combo'd up is less than well, uncombo'd rising stakes, for a similar example.
Electrocute - Ancestral Mage, lvl 24, for something that is supposedly "major" damage, and blows up your pet(essentially a last ditch effort, or a rather long delay as you recast pet, as ancestral mages need their pet to combo, and thus deal decent damage), it doesn't do that much damage... probably due to being focus rather than mind. It needs a damage upgrade to be really worth it. Damage seems about the same as rising stakes.
Ball Lightning/Pyroclasm for example could both be made useful by either making them mind based, or short range spells, either would turn them decent, both would probably overpower them.
If you wanna buy TCOS gold, just contact our customers service. Good luck!
The source is here.
Circle - Rune Mage lvl 24 skills, should probably be combined into a single skill, to be somewhat useful, and even then, I'm not sure it would be worth the skilldeck slot unless you group a lot. Duration/effect too low to warrant using.
Spirit Arc - Ancestral Mage, lvl 5, the effect is sort of minor/hard to hit with, but the timer is a very long 30 seconds, possibly worth it if the effect was increased, or the timer drastically shortened.
Spirit Discharge - Ancestral Mage, lvl 5, extra healing isn't so bad, but it's less than tap magic(or the schleef healing you once), and has extra negative effects instead of possitive. Seems underpowered. Perhaps if it took moderate health from pet to give a major distributed party heal or something.
Ball Lightning - Ancestral Mage, lvl 16, looks very good on paper, until you realize it's a focus based melee attack for a mind based spellcasting class, damage for a fully combo'd up ball lightning is less than an uncombo'd righteous hunt, and the heal is less than tap magic(about the same as spirit discharge). Really marginal, at best.
Mind Over Body - Spellcaster Archetype, lvl 24, probably never worth casting in combat over just a damage spell, and the 12s duration means it's not going to be good enough as a pre-combat preparation buff to warrant a deck slot, I'd like to see an increase to at least 30s, preferably more, and it could see use.
Pyroclasm - Rune Mage, lvl 16, same problem as Ball Lightning, it's offstat(body), and melee, damage fully combo'd up is less than well, uncombo'd rising stakes, for a similar example.
Electrocute - Ancestral Mage, lvl 24, for something that is supposedly "major" damage, and blows up your pet(essentially a last ditch effort, or a rather long delay as you recast pet, as ancestral mages need their pet to combo, and thus deal decent damage), it doesn't do that much damage... probably due to being focus rather than mind. It needs a damage upgrade to be really worth it. Damage seems about the same as rising stakes.
Ball Lightning/Pyroclasm for example could both be made useful by either making them mind based, or short range spells, either would turn them decent, both would probably overpower them.
If you wanna buy TCOS gold, just contact our customers service. Good luck!
The source is here.
TCOS: Archetypes
The first thing players get to decide is what Archetype they want to play in TCOS. All three Archetypes have a different background and function differently in group play. Once an Archetype is chosen, it will remain a characteristic of the created character and cannot be changed. The three Archetypes are:
Warrior
Masters of arms and close combat, Warriors use their brutal strength and intimate knowledge of a wide array of combat situations to turn any battle to their favour. Mistaking these skilled fighters for mere brutes has been the downfall of many a foolish assailant. From the blood link of the Bloodwarrior, the pure rage of the Adept, to the spirit possession of the Wrathguard, one will never encounter a more skilful force of raw power then a warrior!
Rogue
Precision, deception and speed are the main attributes of a rogue. Skilled in the arts of assassination, Rogues are precision instruments of death. Every rogue has a variety of lethal tools at their disposal. From the venomous lashes of a Deathhand, the shape changing madness of the Skinshifter to the deadly traps of the Trickster, rogues can dispatch those foolhardy enough to cross them with the greatest of ease!
Spellcaster
Scholars of hidden knowledge and experts in the art of controlling time, space and the elements are known as Spellcasters. Spellcasters are attuned to the primal forces that roam the Deadspell Storm, enabling them to unleash devastating magical powers on their opponents. Although close combat might not be the Spellcasters strong suit, when these masters of the arcane get the right distance between them and their foes, there is nothing more lethal. From the spirit legions of the Ancestral mage, the anti magic of the Void Seer to the pure explosive power of the Rune Mage, a Spellcaster is best left in a good mood if one values his life!
I highly highly recommend you buy TCOS gold for your characters to strengthen their powerleveling...just have a try..contact our customers service..
The source.
Warrior
Masters of arms and close combat, Warriors use their brutal strength and intimate knowledge of a wide array of combat situations to turn any battle to their favour. Mistaking these skilled fighters for mere brutes has been the downfall of many a foolish assailant. From the blood link of the Bloodwarrior, the pure rage of the Adept, to the spirit possession of the Wrathguard, one will never encounter a more skilful force of raw power then a warrior!
Rogue
Precision, deception and speed are the main attributes of a rogue. Skilled in the arts of assassination, Rogues are precision instruments of death. Every rogue has a variety of lethal tools at their disposal. From the venomous lashes of a Deathhand, the shape changing madness of the Skinshifter to the deadly traps of the Trickster, rogues can dispatch those foolhardy enough to cross them with the greatest of ease!
Spellcaster
Scholars of hidden knowledge and experts in the art of controlling time, space and the elements are known as Spellcasters. Spellcasters are attuned to the primal forces that roam the Deadspell Storm, enabling them to unleash devastating magical powers on their opponents. Although close combat might not be the Spellcasters strong suit, when these masters of the arcane get the right distance between them and their foes, there is nothing more lethal. From the spirit legions of the Ancestral mage, the anti magic of the Void Seer to the pure explosive power of the Rune Mage, a Spellcaster is best left in a good mood if one values his life!
I highly highly recommend you buy TCOS gold for your characters to strengthen their powerleveling...just have a try..contact our customers service..
The source.
TCOS: Shops
Shops play an important role in the life of a TCOS player and are operated by NPCs. You can go to a shop for a wide variety of services, ranging from the crafting of items to dyeing armour and clothing, and buying recipes. The following shops can be found throughout the cities of the Enclave: Forge:
Forge Assistant: Sell Weapons and Armor. Blacksmith: Identify Broken items to create Recipes. Craft items from Recipes. Sigilcrafter: Craft Sigils from Recipes. Place and remove Sigils.(link to FD) Tailor: Sell Clothing Dyer: Dye Armor or Clothing.
Rune Shop:
Tattooist: Sets Runemage Tattoos. Bloodletter: Applies Bloodwarrior Scars. Tinkerer: Sells Trickster Gadgets.
Soul Shop:
Preceptor: Teaches Adept Stances. Orb Weaver: Creates Void Seer Spheres. Soul Catcher: Sells Skinshifter Soul Mazes.
Spirit Shop:
Heraldist: Sells Wrathguard Crests. Echotamer: Sells Ancestral Mage Spirit Pets. Physician: Sells Deathhand Poisons.
Tavern:
Tavern Keeper: Sells Consumables. Cook: Creates Consumables from Recipes.
You could buy TCOS gold for your characters. Just have a try, the cheap price and the fast delivery are waiting for you.
Source.
Forge Assistant: Sell Weapons and Armor. Blacksmith: Identify Broken items to create Recipes. Craft items from Recipes. Sigilcrafter: Craft Sigils from Recipes. Place and remove Sigils.(link to FD) Tailor: Sell Clothing Dyer: Dye Armor or Clothing.
Rune Shop:
Tattooist: Sets Runemage Tattoos. Bloodletter: Applies Bloodwarrior Scars. Tinkerer: Sells Trickster Gadgets.
Soul Shop:
Preceptor: Teaches Adept Stances. Orb Weaver: Creates Void Seer Spheres. Soul Catcher: Sells Skinshifter Soul Mazes.
Spirit Shop:
Heraldist: Sells Wrathguard Crests. Echotamer: Sells Ancestral Mage Spirit Pets. Physician: Sells Deathhand Poisons.
Tavern:
Tavern Keeper: Sells Consumables. Cook: Creates Consumables from Recipes.
You could buy TCOS gold for your characters. Just have a try, the cheap price and the fast delivery are waiting for you.
Source.
TCOS Adept skill bugs
Hello players , glad to see you in Goldceo !
Here is a list of bugs in TCOS , maybe not so complete ,please have a read ...
Stomp: The Steadfast buff portion of this skill is not working properly. It displays the melee resistance increase on the character window, but in combat the melee damage taken from monsters and players is not actually reduced by the resistance increase.
Ascend: The Evasive buff portion of this skill is not working properly. Same thing as Stomp above. Resists increase on character stat window, but in combat the damage taken remains the same.
Rising Gust: Says it hits all nearby enemies three times, but when using it, only hits one target.
Bounce: Maneuver finisher is not adding bonus concentration.
Energy Torrent: Effect does not seem to chain. Maybe it only means the concentration debuff chains...but that's kinda lame >.> Was hoping this skill would be like Trickster's Split and teleport you up to 3 times, not chain concentration loss up to three times :\
Forceful throw: Sometimes the disarm on yourself doesn't work and you can keep using melee skills. While nice, this is still a bug.
Eyes of the Ashcrow: This bodyslot is terrible. (Not a bug I know, but should be addressed imo :P)
Thank you for your attention ! If angone know more please post them in our comment to share with other players .
We here recommend you our TCOS Gold , for our price is very cheap and our service is excellent . Don't miss this good chance ,come on !
Here is a list of bugs in TCOS , maybe not so complete ,please have a read ...
Stomp: The Steadfast buff portion of this skill is not working properly. It displays the melee resistance increase on the character window, but in combat the melee damage taken from monsters and players is not actually reduced by the resistance increase.
Ascend: The Evasive buff portion of this skill is not working properly. Same thing as Stomp above. Resists increase on character stat window, but in combat the damage taken remains the same.
Rising Gust: Says it hits all nearby enemies three times, but when using it, only hits one target.
Bounce: Maneuver finisher is not adding bonus concentration.
Energy Torrent: Effect does not seem to chain. Maybe it only means the concentration debuff chains...but that's kinda lame >.> Was hoping this skill would be like Trickster's Split and teleport you up to 3 times, not chain concentration loss up to three times :\
Forceful throw: Sometimes the disarm on yourself doesn't work and you can keep using melee skills. While nice, this is still a bug.
Eyes of the Ashcrow: This bodyslot is terrible. (Not a bug I know, but should be addressed imo :P)
Thank you for your attention ! If angone know more please post them in our comment to share with other players .
We here recommend you our TCOS Gold , for our price is very cheap and our service is excellent . Don't miss this good chance ,come on !
AOC: POM skill points
Your skill point distribution will be determined by your type of server and your playstyle.
Casting Concentration - This should be maxed early on and after about level 20(AOC powerleveling, AOC gold) or 30 you only ned to put points here when you find yourself being interrupted. You will find gear that raises this skill allowing you to spend some points in other places.
Renew Mana - It takes quite a few points before the effects are very evident but it becomes quite noticable around 40 or 50 if you dont have enough. For many this will be a skill maxed every level to 80.
Mana Attractor (may be broken) - Should sometimes increase the mana regen rate. I dont keep this maxed but I do keep it high. I can tell a difference in regen rate with it vs without but some are reporting that it does not appear to do much. The skill may be bugged or due to the chance based nature of it not as effective as it should be.
Run Speed - Travel speed. For some this is extremely important. I have found others that dont put any points in it at all. Your mileage may vary.
Climb - In the Old Tarantia Nobel disrict there will be a quest in the 40s which requires 300 climb skill to complete. (this quest may be bugged) There are several quests that require climb near 200. We dont know how useful climb is going to be in the endgame but if you enjoy shortcuts this may be a skill for you.
**Perception & Hide - May be more important if you are on a PvP server.
A Note on Hide - It is not necesary to max hide if there are shadows present. They greatly reduce the skill level required to hide If you are only using this as a means to get the drop on unsuspecting players in PvP 30 points should do the trick.
Perception - there are mixed reports on how useful this skill is. if you do want to find high level sneakers you need points here so that you can search for them.
Skills that improve health or stamina regen are probably not worth investing in because you have the ability to heal these using your mana pool.
If more info, just post here. Have a good time inAOC. The source is here.
Casting Concentration - This should be maxed early on and after about level 20(AOC powerleveling, AOC gold) or 30 you only ned to put points here when you find yourself being interrupted. You will find gear that raises this skill allowing you to spend some points in other places.
Renew Mana - It takes quite a few points before the effects are very evident but it becomes quite noticable around 40 or 50 if you dont have enough. For many this will be a skill maxed every level to 80.
Mana Attractor (may be broken) - Should sometimes increase the mana regen rate. I dont keep this maxed but I do keep it high. I can tell a difference in regen rate with it vs without but some are reporting that it does not appear to do much. The skill may be bugged or due to the chance based nature of it not as effective as it should be.
Run Speed - Travel speed. For some this is extremely important. I have found others that dont put any points in it at all. Your mileage may vary.
Climb - In the Old Tarantia Nobel disrict there will be a quest in the 40s which requires 300 climb skill to complete. (this quest may be bugged) There are several quests that require climb near 200. We dont know how useful climb is going to be in the endgame but if you enjoy shortcuts this may be a skill for you.
**Perception & Hide - May be more important if you are on a PvP server.
A Note on Hide - It is not necesary to max hide if there are shadows present. They greatly reduce the skill level required to hide If you are only using this as a means to get the drop on unsuspecting players in PvP 30 points should do the trick.
Perception - there are mixed reports on how useful this skill is. if you do want to find high level sneakers you need points here so that you can search for them.
Skills that improve health or stamina regen are probably not worth investing in because you have the ability to heal these using your mana pool.
If more info, just post here. Have a good time inAOC. The source is here.
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