Kung Fu Master - Blade & Soul Wiki. The Kung Fu Master (aka KFM) is a close- quarter combat class that relies upon quick reflexes (and good latency) to fight with near- invincibility while delivering respectful, oftentimes surprising damage. Armed with nothing more than gauntlets and their own bodies, KFMs are renown as the most difficult class to play in Blade and Soul, due to the unforgiving nature of their timing- based attack conditions. On the defensive, KFMs can effortlessly dodge and counter nearly anything thrown their way, which effectively makes them an ideal tank class (if players chose to generate and hold threat). However, the higher level KFM players goes, gameplay revolves around using their attacks and dodges together in one fluid style, giving off the appearance of constantly fighting within the eye of a storm. The decision to main a KFM isn't one meant to be taken lightly; that being said, all other classes will feel easier by comparison, should you successfully master the art of kung fu. But with regard to Pv. E damage output, KFMs are generally considered to be above- average at best, even when played correctly. As such, new players are typically advised to play KFM for their gameplay style, for Pv. P, or to fulfill the role of a tank- DPSer, and not for raw power. A point is added to the Kung- Fu Master's Focus bar every time a basic combo or move is used. The larger, more complicated moves will require a certain amount of Focus points to perform and will consume the Focus points upon use. For now, the one above gives some knowledge of skills that persisted across the skill revamp (though some of their specifics may now be incorrect). This skill has 3 moves as you repeat the LB skill. You receive +1 Focus per enemy hit. Hitting an enemy in the 3rd skill of this move generates +2 Focus. Useful for quickly closing the gap during combos. Can follow up with skills like Upper Kick and Force Strike. This will transport you to another point in the map. This holds the target down for 3 seconds, and allows the use of several domination skills. Cannot be under a CC effect at this time. If block, the attack is reflected for some damage. Range attacks can be reflected as well. Most attacks that cannot - where pve is involved - display a charging ring indicator to let you know to move away. Additionally, holds the target down for 1. Ultimate Purgatory Vanquisher Not 1.1.0 Updated! Empire's grasp+Bleed+Cyclone / The 'Blackhole Knockback'. Marvel Ultimate Alliance. Ultimate and Original are by far the best outfits available. Blade Cyclone T: Radial. Discover the Dyson difference and learn more about the latest Dyson technology. 9 Compared to the original Dyson Airblade Will be knocked down again if damaged during the cast time. If successful removes downed state and dazes the enemy for 2 seconds. This holds them down for the duration of 3 seconds, regardless if the domination timer has ended. Unconscious targets will wake up if damaged. Can be cast again upon successful hit for another 3 Focus. Can also remove the charging portion of the move by successfully performing a Jeet Kune. However, if used after a Jeet Kune, you cannot cast the skill a second time. Casts instantly and halves cooldown if used after evading. Grants user Unleashed which increases critical by 1. Focus. You can change targets during this time. This is a list of warrior skills. Your shot splits into a spread of harpoons that each bleed your target. Facebreaker Cyclone in Endgame Ultimate Blender Breaker. How to bleed a RockShox. Kuroko catches the ball and uses his Cyclone Pass to pass the ball to Koganei who. If used to dodge an attack you recover 2 Focus and can use Multi Kick. If used to dodge an attack you recover 2 Focus and can use Multi Kick. Scorching Kick can be skilled to be activated off the use of this skill to dodge an attack. Activated by using WW, or Shift (default keys). Jumping while sprinting causes the user to enter Qing. Gong. Activated by using WW, or Shift (default keys). Jumping while sprinting causes the user to enter Qing. Gong. This stop the consumption of stamina in Qing. Gong, and starts regaining it. It slows horizontal velocity from speeds achieve by Qing. Gong, but also slows decent. Can use Air Dash during this time. You gain much more height and movement than that of a normal jump, while consuming stamina. This can be used to glide, as well as use star chaser. For now, the following link should get you started, though we hope to make things a bit easier to read by porting it here: KFM 2. Talent Tree Translated. Straight Jab Tree 1 Tree 2 Tree 3 1. Damage increased. Stacks Critical bonus up to 1. Costs 2 Fighting Spirit per cast. Prevents targets from using dash skills for 8 seconds when hit. Decreases movement speed by 3. Recovers two Fighting Spirit when immune. Cooldown increased to 9 seconds. Increases aggro by to all targets within 3. Puts cold CC on close targets for 3 seconds. An ice flower icon forms over the head for 3 seconds, and if hit during this time you turn into an ice statue. Cooldown increased to 4. No longer converts to hp. Cooldown increased to 4.
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