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  1. Post on Awakened PvE combo in Dark Knight

    By Yuii, posted
    Below is a quick video showing a PvE combo I worked out while grinding Pila Ku. It's mostly for tanky mobs, but can be used elsewhere. If anyone has suggestions or their own combos, feel free to reply with them.
     
  2. Post on Warrior PVP combos in Warrior

    By Fusseltuch, posted
    Heyho :]
    Cuz there is almost no good pvp guide for warris,atleast as far as i know^^ i hoped to get a few tipps here
    First thing, i heard reckless blow can be canceld to deal full dmg without the full charge (without awa buff^^) , but how?
    And whats a viable stun chain, or wich skills can extend certain stuns further etc...
    Thats the only two big questions i have till now, but if you wanna share other neat tricks feel free to do so
    Regards
    Fussel, das freundliche Handtuch aus der Nachbarschaft
     
     
  3. Post on Chakram Combo Guide? in Kunoichi

    By Strycer, posted
    Hallo,
    kennt jemand von euch gute Combos bzw Guides/Videos etc für den Chakram?
    Habe mal danach gegoogelt uznd finder sehr viele Combo Guides zum Kurzschwert als die standard Waffe der Kuno aber für den Chakram nicht wirklich soviel.
    Gibt es Combos zum Skill canceln? Oder gute Combos zum Switchen? Schwert -> Chakram, Chakram -> Schwert?
     
    gruß
    Strycer
  4. Post on Positioning Solar Flare? in Warrior

    By adRocZ, posted
    I noticed in the following video on YouTube that this player was able to thrust forward during solar flare, but move the direction of where the ult landed. I've been trying to figure out just how he did it and I just can't seem to find a solution:
    I have the video time stamped at 4:25 where you see exactly what I mention.
  5. Hello!
    I would like to make a suggestion on adding the action combo guide for awakened weapons. As we all know, there are action combo guides for non-awakened weapons, however, there's none for awakened. I find this guide to be very helpful in terms of determining the next skill to use in a combo. Aesthetically, it is also pleasing to see to me. I highly recommend adding this feature for awakened weapons. I've attached screenshots describing what I am asking to add. The awakened action combo guide does not show any already available skills. It does however show the basic features.
    In short, please make awakened weapons show available skills just like non-awakened weapons please in the action combo guide. Thank you!


  6. Hello. I'm a recent (about 3 weeks) reroll from valkyrie to sorc. One of the things I've admired about sorcs when on my valkyrie is the mobility. After rerolling and grinding up to 57.50 I've finally got to the point where I am comfortable moving around and executing each skill. So for the passed week or so I've been researching how to put all of the skills together to try and learn how to slam dunk on people.
     
    I can't say that I've had an easy time learning the combos and cancels but that's one of the things I find so enjoyable about sorc. But it seems impossible to execute all of the combos I've seen while ducking and dodging so many attacks and cc's. 
     
    So my question is: 
    How do you find time to do high dps combos while trying to stay mobile? Are the handful of air combos I've seen recommended only useful in 1v1? 
  7. Dard crépusculaire ultime + coup de pied ténébreux + éclats des ténèbres 3  + c + lacération retournée .
     
     
  8. Post on Down Smash in Kunoichi

    By 6footgeeks, posted
    I see we have downsmash on Floor sweeping. tried it all day yet its not working . am i missing something?


    PS. any hidden down smashes ye guys found?
  9. Bonjour,
    Un problème nous a été rapporté à propos des Quêtes d'Eveil et en particulier de la partie concernant les combos à effectuer.

    Le souci provient de l'assignement des touches : il vous est demandé à un moment de changer d'arme (switch). La touche par défaut est la touche C de votre clavier. Si vous avez changé ce raccourci dans les options de jeu, le combo sera noté comme complété mais la quête ne se validera pas.

    Le moyen de contourner le problème et de valider votre quête est de :

    1) Vous rendre dans les Options du jeu -> Clavier
    2) Pour la "Commande du mercenaire no3, assignez la touche C comme sur la capture d'écran suivante :


    3) Effectuez votre combo
     
    Note : je tiens à remercier @Gargaflug pour son aide à ce sujet  
  10. Hi all,
    Had a question for fellow sorcs. When doing the common transition of Turn Back Slash -> Dead Hunt, I've noticed quite a bit of variation in how smoothly the two skills connect. Here are the possible ways it goes each time, rather randomly (with 5 cast speed and cast speed addons):
    If you time it just right, you get a very smooth transition from TBS to DH - DH's beginning cancels TBS ending just right and it feels fluidIf not, the transition will happen but with a slight ramp up delay as DH starts casting. Not the worst thing but it will slow you down and feel sluggish.If you get timing really wrong, DH will actually skip its first side swing and start directly with the upper hook swing. If you were planning to do 2 swings of DH and don't realize this immediately, you'll get stuck in the long animation of the 3rd swing of DH before you know it.Obviously, I'd like to be able to do (1) each and every time. I *have* noticed that by timing it right, I can increase my chances of landing it, but it's still not 100%. I'm suspecting latency might play a role in it too.
    I'd love to hear if anyone knows of any tips here.
    Cheers
  11. Sorry if this question was answered before. I'm still fairly noobish to the game.
    Its just a shift right-click attack after some normal attacks, but I can't seem replicate it when its needed. Does anyone know how to make this attack consistently work? 
    Video: https://streamable.com/1zmm

  12. Is it because the skill Flow-hilt-strike doesn't have a cool down that I never see  the the icon appear when I use it? I just want to be sure it's going off as a flow skill after balance strike as described.
    Even though I see the extra animation I always wonder a bit about the flow damage because the icon never shows like the others. If anyopne has tested this and knows for sure please let me know.
  13. Working on making some flexible combos for Ninja. Should theoretically be able to rotate infinitely with CC and damage while always having something off CD to use for the desired effect. Still WIP. Input is appreciated. Still testing and theory crafting.
    CC lockout breakdown thanks to @Zephen :
    Freeze : Locks ALL CC for a few seconds after it's used.Stiffness : Only locks further StiffnessStun : Locks Stun and KnockdownKnockdown : Locks Knockdown and StunBound : Locks Bound and FloatFloat : Locks Float and BoundGrab : Locks everything but other grabs (thanks`AckwardNinja)Ninja Moves Sorted by CC type :
    Stiffness :
    Star: Malice (Q)Fatal Blow (LMB+RMB) Air Attack Block Jump (Shift+Q) Ghost Greeting (Shift+W+LMB) Air Attack Down AttackFox Claw (Shift+RMB) Air Attack Down AttackBlack Moonlight (Hotkey) Down AttackStun :
    Smokescreen (Hotkey, Spacebar Combo) Can combo off of almost any moveHeart Aiming (LMB+RMB/Spacebar while stealthed)Beheading The Dead (Shift+E)Bound :
    Ankle Cutter (Shift+LMB) Down AttackBoss Slaughter Back (Shift+F > S) Down AttackFloor Sweeping (S+F) Down Attack Down Smash Removes cast time from Shadow Stomp If used directly beforeKick Down (Spacebar x 2 > F) Down AttackGround Thrust (Spacebar x 2 > S+F) Down Attack Allows you to cast Shadow Clone for ~5secsFloat :
    Crescent Slash (S+LMB) Air AttackStar: Flight (S+Q) Air Attack Air Smash Removes cast time from Shadow Stomp If used directly beforeShadow Stomp (S+E) Air Attack Allows you to cast Shadow Clone for ~5secsBoss Slaughter Forward (Shift+F > W)Blade Spin Blade (Hotkey) Air Attack Down Attack Down SmashThrowing Kick(F) Air AttackGrab:
    Suicide Fall (E) Used midair allows triple/quad jumpNote: Shadow Clone (Hotkey or Spacebar after Shadow Stomp) Air Attack Air Smash Down Attack Down Smash
    I left out a few abilities that don't see much use. If you disagree let me know and we'll see about fitting them in somehow. Moves are somewhat in order of priority. Moves towards the beginning are faster or easier to land and should be used early in a combo to set up said combo. Moves towards the end of each respective category should be used later in combos, or not at all. Moves towards the end also tend to do more damage and thus serve well as finishers, best used after suicide fall. Note: kicks are put at the end of their respective lists because they are generally inferior to other choices. They can still serve as fillers, though.
    Been doing a lot of testing, updating combo to reflect information gathered.
    Flexible Combo so far :
    Malice/Block Jump/Ghost Greeting (Can use any of these to open up. Can use multiple if needed for gap close)Beheading The Dead or Shadow Slash Optional -> Smokescreen -> Concealment -> Heart AimingAnkle Cutter/Boss Slaughter Back or Forward/Crescent SlashFox Claw Optional x2Flight/Star Throw/Floor Sweeping Suggested -> Shadow StompFatal Blow OptionalSuicide FallFox Claw Optional x2Shadow Clone (Can be used from your hotbar for ~5sec after casting Shadow Stomp or Ground Thrust)Blade Spin BladeBeheading The Dead OptionalSo in summary, you want to open by landing some sort of Stiffness. Malice, Block Jump, and Ghost Greeting all do this well, although Ghost Greeting and Block Jump take some practice to get use to. Once you confirm it's landed, you have two options for extending the standing CC with a Stun. Either Beheading The Dead if you are further away because you used Malice for Stiffness, or Shadow Slash Smokescreen Stealth combo followed by Heart Aiming if you got the Stiffness from Block Jump or Ghost Greeting. If they are further away, the Stun should give you enough time to close the gap for you to use one of your stronger CC's. Now we have two choices. We have the ground combo Ankle Cutter, Fox Claw if the Bound lands, Floor Sweeping for the Down Smash, Shadow Stomp. Or we have the air combo, Crescent Slash, Flight, Shadow Stomp. You can actually completely skip Crescent Slash in the air combo, as Flight is both a Float and an Air Smash. The air combo seems to land more consistently as people's resists for Float tend to be lower and Flight hits many more times than any of our Bound options. Now your opponent should be on the ground and completely locked out from any CC except Grab. You should be able to sneak in some extra damage quickly here. Fatal Blow and Fox Claw both do the trick. Blade Spin Blade CAN work and SOMETIMES extends the CC with a Down Smash, but usually they are locked out from being further smashed at this point and the length of the attack will allow them time to get up. Finish off your combo by Grabbing them as they are trying to stand up and pumping a little extra damage on their downed body with Shadow Clone or Blade Spin Blade or Beheading The Dead or Fox Claw x2. If they aren't dead at this point, consider retreating to safety until you successfully land a Stiffness again.
     

    Reddit Post
  14. Is there anyone here who plays Kunoichi in KR and could give a few tips on Kunoichi combos, like for certain situations such as pvp and pve? I know it all depends on my playstyle but I'd like to prepare myself as much as possible and try out other people's combos! I'd just like advice on combos, when to use what skills / what certain skills are good for, etc.
    Thanks in advance!
    (also I know this exists but it was never finished: http://forum.blackdesertonline.com/index.php?/topic/87519-wip-kunoichi-class-guide/#comment-1141642)
    Edit: Somehow stumbled upon this when not even Goggling Kunoicni, I'll try these combos!
    https://www.reddit.com/r/blackdesertonline/comments/3fqgz6/kunoichi_combo_guide/
  15. Hey, I'm a relatively fresh 56 lvl giant and today I found during a duel that fearsome tyrant was being instantly casted, not consuming black crystal power (even when I had 100%) after certain skills, which I can't really tell if it was happening every time I did it, but it was after casting grabs, followed by undertaker, then tried to follow with a frenzied destroyer double smash into another grab, but instead of the double smash it would cast frenzied destroyer. I have no idea why this is happening, but I can't duel because of that, it just prevents me from doing any combo and I can't control it. Is it there any hidden flow that causes this? I would like to know, as I don't think I missclicked or misspressed any button, just tried to execute the combo previously explained.
  16. Salut, j'ai vue sur cette video https://www.youtube.com/watch?v=dTGxKxPBAjQ a 2:15 un cancel anim pour Vent pénétrant mais impossible de le reproduire au point que je me demande si il na pas été supprimer.
    Quelqu'un arrive a le faire? 
  17. The guide assumes you know how to cancel skills such as Blind Thrust, and Blooming Phantom.
    There have been a lot of questions regarding Musa since it's a bit of a complex class which makes it so fun. This video will show you the skillbuild to maximize your damage.
    But most importantly I wanted to make this video to help those who still believe Musa's can't stunlock after the CC patch.
    When I talk about the dynamics between different CC states in the video it might sound a little confusing so below is a simplified version of how our stuns can stack on each other for best success.
    This has been tested with a Musa against other classes, therefore it's possible that playing a different class to alternate between stuns and stiffs to create CC combos may not work.
    First we need to talk about the CC patch and what that means:
    1. It means once you knockdown someone, they become CC immune meaning you cannot create any stunlocks after you knockdown a target. The CC immunity once they are on the ground are something in the range of 4-6 seconds immunity.
    2. It has changed the dynamics of how stiffs and stuns stack on each other. Previously common sense and logic would assume that the different CC states (like stuns and stiffs) are hierarchical since there are 2 versions of resistances. i.e stiff being a weaker form of stun. This is true, but it lead to people making assumptions and conclusions that once you stun someone, you cannot go back to the weaker form of CC by inflicting stiffness hence why people QQ about not being able to CC chain anymore. This is not true.
    3. The CC patch seem to have introduced same state resistance however. What this means is if someone is stunned, trying to stun them again rather than stiff has a very low chance of succeeding.
    Therefore, to summarize the dyanmic between stunlocking with different CC states, you will have the most success if you alternate between the Musa's ability to stun and stiff.
    Correct CC chain:
    The Double Dragonbite CC Combo
    1. Stun (Dragonbite+Dragonclaw. DO NOT use Lunar slash) , Stiff (Blind Thrust), Stun (Blooming), Stiff (Back step Slash), Stun + Knockdown (Dragonbite with Lunar Slash) Finisher (Rising Storm).
    This combo is the strongest Combo I have tested as it has one combo'd Valkyries with 175 DP whilst testing with 99 AP. However it's high risk, high reward as the more stunlocks you chain together the less chance it has of the full combo landing.
    It's worth to note, in my testing, Black Horn Bow consistently landed stunlock combos more frequently than a White Horn Bow. Accuracy in landing stunlocks is a definite factor to think about.
    This combo is not recommended to White Horn users without accuracy accessories or bhegs gloves.
    Basic CC Combo
    Stun (Blooming), Stiff (Backstep Slash), Stun + Knockdown (Full Dragonbite Combo), Finisher (Rising Storm)
    This is recommended for White Horn Bow users with 130+ AP as there shouldn't be many classes that survive that.
    As you can see, the pattern goes Stun, Stiff, Stun and Knockdown at the end of a combo.
    With this knowledge you can Mix and match quite a few skills to create you're own personalized CC combo.
    These combo's work best with 5 Attack Speed and 30+ accuracy without food.
    Have fun.
  18. The guide assumes you know how to cancel skills such as Blind Thrust, and Blooming Phantom.
    There have been a lot of questions regarding Musa since it's a bit of a complex class which makes it so fun. This video will show you the skillbuild to maximize your damage.
    But most importantly I wanted to make this video to help those who still believe Musa's can't stunlock after the CC patch.
    When I talk about the dynamics between different CC states in the video it might sound a little confusing so below is a simplified version of how our stuns can stack on each other for best success.
    This has been tested with a Musa against other classes, therefore it's possible that playing a different class to alternate between stuns and stiffs to create CC combos may not work.
    First we need to talk about the CC patch and what that means:
    1. It means once you knockdown someone, they become CC immune meaning you cannot create any stunlocks after you knockdown a target. The CC immunity once they are on the ground are something in the range of 4-6 seconds immunity.
    2. It has changed the dynamics of how stiffs and stuns stack on each other. Previously common sense and logic would assume that the different CC states (like stuns and stiffs) are hierarchical since there are 2 versions of resistances. i.e stiff being a weaker form of stun. This is true, but it lead to people making assumptions and conclusions that once you stun someone, you cannot go back to the weaker form of CC by inflicting stiffness hence why people QQ about not being able to CC chain anymore. This is not true.
    3. The CC patch seem to have introduced same state resistance however. What this means is if someone is stunned, trying to stun them again rather than stiff has a very low chance of succeeding.
    Therefore, to summarize the dyanmic between stunlocking with different CC states, you will have the most success if you alternate between the Musa's ability to stun and stiff.
    Correct CC chain: stun, stiff, stun, knockdown
    Incorrect CC chain: stun, stun, stiff, stiff.
    The Double Dragonbite CC Combo
    1. Stun (Dragonbite+Dragonclaw. DO NOT use Lunar slash) , Stiff (Backstep Slash), Stun (Blooming), Stiff (Blind Thrust), Stun + Knockdown (Dragonbite with Lunar Slash) Finisher (Rising Storm).
    This combo is the strongest Combo I have tested as it has one combo'd Valkyries with 175 DP whilst testing with 99 AP. However it's high risk, high reward as the more stunlocks you chain together the less chance it has of the full combo landing.
    It's worth to note, in my testing, Black Horn Bow consistently landed stunlock combos more frequently than a White Horn Bow. Accuracy in landing stunlocks is a definite factor to think about. Only get Black Horn bow, if you don't have Bheg's gloves and Full Ap Accessories otherwise you will gimp your damage severely. Full accuracy accessories with AP bow are quite viable with this combo too.
    This combo is not recommended to White Horn users without accuracy accessories or bhegs gloves.
    The Double Dragonbite Combo (Safer Version) shown at 6:23 in the video guide.
    1. Stun (Dragonbite+Dragonclaw. DO NOT use Lunar slash) , Stiff (backstep slash), Stun (Blooming), Stiff ( Blind Thrust) Knockdown (Rising Storm) Finisher (Dragonbite lunar combo).
    Basic CC Combo
    Stun (Dragonbite + Dragonclaw + 1st hit of Lunar slash), Stiff (Backstep Slash), Stun (Blooming), Finisher (Rising Storm)
    This is recommended for White Horn Bow users with 130+ AP as there shouldn't be many classes that survive that.
    As you can see, the pattern goes Stun, Stiff, Stun and Knockdown at the end of a combo.
    My Gale Combo (Recommended)
    Stun (Dragonbite + Dragonclaw + 1st hit of Lunar slash) > Stiff Backstep Slash > Stun Blooming Phantom > Float Gale > Finisher Ultimate Rising Storm + Blaze.
    With this knowledge you can Mix and match quite a few skills to create you're own personalized CC combo.
    These combo's work best with 5 Attack Speed and 30+ accuracy without food.
    Please note that despite what the tooltip says, for the Musa our dragonbite inflicts stun and for Maewha it inflicts stiffness.



    Gale Combo Key Inputs : 5:25
    Blind Thrust / Blooming Combo Key Inputs : 6:10
    Double Dragonbite Combo Key Inputs: 6:24
    Watching these combo's at low speed on youtube will show you what key binds to press to cancel the animation's as well.
    Have fun.
  19. Post on Combo Buttons in General

    By gibbo42, posted
    Hi,
    Does anyone know if it is possible to change the keybindings for the combo buttons, I've played the JP version last year and found no such option, if not, if a game developer reads this, will they consider adding it to the game, its the main thing stopping me from wanting to buy the game.
    Many Thanks,
    Gibbo42
  20. Post on Double Blind Thrust in Musa

    By Crotaro, posted
    Heya, I dunno if it's common knowledge already and this entire post is going to be in vain pretty much, but
    if you go for Blind Thrust and instead of doing Blind Thrust with W+Space you press only Space you can do a second Blind Thrust immediately (that does reduced damage tho because the CD already initiated) by pressing RMB. It looks like he/she (works on Maehwa too) does the turnaround stab thing and right when he/she wants to pull back the sword instead goes for a second stab.
    Found it pretty neat, thought I'd share it with y'all for the sake of being nice^^
  21. Post on Maehwa PvP Combo in Maehwa

    By Eternis, posted
    Here are two different 1v1 combos (long combos like these don't work in GvG) that I've used in the past in the KR servers. Just use this as references in building your own combo; copying others is fine but it doesn't help you at all when you have to improvise on the fly.
    1. Stub Arrorw - Blooming:Phantom - Dragon Bite/Claw - Blind Thrust - Backstab - Backstep Slash - Decapitate - RM/RM:Ascension
     
    2. Stub Arrorw - Blooming:Phantom - Blind Thrust - Decapitate - Dragon Bite/Claw - Blind Thrust - Backstab - RM/RM:Ascension
    Edit: Included skill chain
  22. Hi fellow Plums/Maehwas.
    I created my plum yesterday and particularly enjoy playing her. Since I'm essentially gonna use her for pvp, I was wondering if anyone found a guide on animation cancelling for our beloved plum ?
    I noticed you can cancel pretty much any animation with chase, but this only allows to escape from a "dangerous" situation where your character is exposed due to finishing her attack's animation. But is there any animation cancel that would allow us to do combos, like rangers, warriors, tamers, etc..? I guess it would be based on blind thrust since it seems to be able to cancel animations as well.
    Also, this has prolly already been noticed by players on the KR servers but by holding down both clicks as well as W and space it is possible to make 2 blind thrusts in a row
  23. Post on Rangerspell need help in Ranger

    By Helmen, posted
    when i was leveling up my ranger  and got my ulitimat evasive shot , after that i had a combo pressing and holding both LeftMB AND RightMB and tapping A or D. it worked as the q spam just with a different specialattcak
    at level 45 i respecced and i lost the ability and i cant remember what skill it was or how to get it back, any got anymore info on this ?
  24. After watching tons of videos and googling for hours I thought somebody here might help me: How is it called when I strafe left and right pressing LMB and press down RMB additionally? So pressing both mousebuttons while moving around? It's not Evasive Explosive and not Evasive or Ultimate Evasive...what is it? Is it anything? lol It seems to work for me, but I would like to know what I am doing. Thanks for any replies!