Sakon90
06-16-2008, 01:42
Double tap movement: Use it, don't just do the common run in circles that most melee classes tend to use. Why? honestly because its one of the best ways to prevent their circling, and it makes you hard as hell to hit, in addition to the proc effects. Surprisingly I was told last night by a guard after beating him, that it was the first time he's ever seen anyone use these to any effect...
double W: Gives a buff that stun procs
I use it generally with short combo moves (my preference is certain lvls of Swift strikes and Grim Corruption) Generally if you have a class wanting to go toe to toe, this is devastating. I've yet to run into ANY other melee class to use this, and generally its because they already have a move designed to do this at a lesser cost. Well till later levels, (mid lvl lotus lvl 70+ corr) we don't get any real CC, and even then it only works sometimes (lotus snap kick). It takes some getting used to, but it pays off very well. Get used to the distance you hop forward, also if you hop past someone, make sure your turned before you try to hit the finisher on the combo. As with most of our skills, a little patience goes a long way. SS is my preference due to the amount of attacks, generally it insta-procs when you do this... SS3 combo starter (doesn't matter if it hits), UL, double tap W, Mid. You'll have the buff for the combo finisher, and with so many attacks at once, it WILL stun 90% of the time. Good for interrupting heals, and getting the enemies back.
pro-tip, when using the double tap movements, if you time it right hitting active block directly after doing so breaks the "hop" but still gives the buff (-contributed by afireinasa & themephs)
Double S: Evade bonus
Whats better than having 6% evade? Having 56%. Costs some heavy action, like the other movement moves, but when you time it (know the attack animation of hte more common stuns/snares/hard hits from other melee) you can render a melee classes biggest baddest attack into nothing more than a fancy miss.
Double A/D: Spell immune
for now not sure if the buff is actually that worthwhile, i use it to break away form circle fights and get away to stealth.
double W: Gives a buff that stun procs
I use it generally with short combo moves (my preference is certain lvls of Swift strikes and Grim Corruption) Generally if you have a class wanting to go toe to toe, this is devastating. I've yet to run into ANY other melee class to use this, and generally its because they already have a move designed to do this at a lesser cost. Well till later levels, (mid lvl lotus lvl 70+ corr) we don't get any real CC, and even then it only works sometimes (lotus snap kick). It takes some getting used to, but it pays off very well. Get used to the distance you hop forward, also if you hop past someone, make sure your turned before you try to hit the finisher on the combo. As with most of our skills, a little patience goes a long way. SS is my preference due to the amount of attacks, generally it insta-procs when you do this... SS3 combo starter (doesn't matter if it hits), UL, double tap W, Mid. You'll have the buff for the combo finisher, and with so many attacks at once, it WILL stun 90% of the time. Good for interrupting heals, and getting the enemies back.
pro-tip, when using the double tap movements, if you time it right hitting active block directly after doing so breaks the "hop" but still gives the buff (-contributed by afireinasa & themephs)
Double S: Evade bonus
Whats better than having 6% evade? Having 56%. Costs some heavy action, like the other movement moves, but when you time it (know the attack animation of hte more common stuns/snares/hard hits from other melee) you can render a melee classes biggest baddest attack into nothing more than a fancy miss.
Double A/D: Spell immune
for now not sure if the buff is actually that worthwhile, i use it to break away form circle fights and get away to stealth.