Dekaron Segnale Guide

Dekaron Segnale Guide by Trickzter

STATS

You get exactly 5 points to allocate in any stat that you wish every time that you level. There is no stat cap as of the date that this guide was written either.

There are a few ways that you can go here. You should know by now that the weapons have stat requirements, and ours are Dex / Spr. You will now have a choice as to where you want the remaining points to go. I can not tell you “the best” way to go because there is a lot of room for flexibility in that area.

However, myself and a lot of players decide that with those remaining points that are left over (after we allocate the points we need into our weapon req.’s) should go to health.

The reasons for this are listed below.
#1 Having a high health stat will ensure that you don’t get interrupted nearly as often.
#2 Health increases that green bar as well as your health bar, so in PVP (and PvE) it will help you survive MUCH longer.

STAT calculator: http://2moons.mmosite.com/calculator…e_status.shtml

Note The other popular build is to put the majority of the remaining points into dex. This however will make you more of a glass cannon, so keep that in mind if you decide to go that route.

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SKILL POINTS

There are a lot of opinions on how to spec your character skill wise, and like the stat point system this can be modified widely to fit your personal taste. At the endgame you have enough points to get just about every single skill maxed out. However, until then you are forced to choose wisely as I pointed out before. It isn’t until your very high level that you start getting more points than you know what to do with.

The popular build ideas are listed below

Heal / Blood Build
This build gives the player the damage of the blood, yet the support role as a healer/buffer. The buffs that Segnale get are the best in game. This is a pretty safe build because it allows you to do some damage, yet allowing you the option to play a role in groups.

Curse/ Blood Build
There are a few variations, but the idea is to spec heavily (if not all) into these 2 trees. The main concept underlying this build is to pvp and deal damage. Leaving the healing and buffing completely behind, and simply focusing on dealing as much damage as possible. However the curse line spells as of now have extremely long casting timers which limits this builds functionality.

Healing/ Curse Build
This is mainly a party healer build. It is not recommended to spec this route if you primarily solo kill. The Curse line gives some great skills, they are centered around debuffing mobs so others can kill it quicker. Therefore, players that wish to do this also put points into the blood line spells that have “curse” effects. This route is for PURE party play. Again however, the curse line spells as of now have extremely long casting timers which limits this builds functionality. Although speccing heavily into the Healing tree makes you a very popular, effective, and flexible healer.

Note I simply outline the popular build options that you may decide to use. I only wish to generalize and do not want to place bias on any one build type. If you have fun with a build you put together and feel it is effective than that is exactly what is best for you. This may or may not work for all players.

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SKILLS

Ok, this section is here to help you decide what skills are necessary. I am going to try NOT to put my personal beliefs into this section, but outline popular biases that other experienced segnales have had. This is the area of the game that allows you the player to put your personal “flare” on your specific Segnale.

Healing

Healing Mastery– This skill increases your passive mana regen, and most players decide to max this early on for that reason.

Self healing– This is a good skill to use while grinding solo mobs or in pvp. Its the most mana effective one to self heal with. The players that do decide to get this, usually put only one point into it (until later levels), so they can self heal without switching targets.

Wound healing– This is a good skill to use early on if your grouping or duoing. It is the most mana efficient single target heal we get. It is a good heal to use if you don’t want to waste mana overhealing your tank, or if you simply need a fast heal.

Hyper heal– This is a truely magnificent heal. This is our area of effect heal. Anyone within the casting radius get the heal. However if a player wanders out of the radius before its cast is done they won’t get the effect. Likewise, if a player is outside the radius, and at the last minute runs into the radius they will get the effect.

Recover– This is your resurrect spell. Most players only put one point into this, more points reduce the resurrection sickness and its duration.

Fast healing– This healing is your healing over time spell. This spell is amazing.

Dark Circle– This skill decreases your mana over time and adds curse to your attacks. This skill is a good buff because it makes ALL your attacks curse based, and so the curse mastery skill will stack with it. Your build will determine whether or not to invest heavily into this buff.

Rising guard– I will cover all of these at once. The single target heals are generally more powerful at later

Magic Shield– levels, but require you to cast them one by one. They are not needed to obtain the AOE
Increase attack } ones.

Great Guard– The AOE buffs are useful in parties because it makes buffing real fast, however they are

Divine Shield– more mana costly, and generally weaker at higher levels. Most players prefer these.
Amazing attack }

Curse

Curse Mastery– This spell increases the attack power of all your curse spells. This means that all your curse based attacks in the blood line will do more damage as you put points into this. It also increases the potency of curse gems when using curse based skills. For more info on this see the section below on Gems.

Decrease Attack– Reduces the enemies attack. Long recast

Diminish– Reduces the enemies defense. Long recast

Anti Magic– Reduces the enemies Magic attack. Long recast

Paralyze– Causes the enemy to be “rooted” to the ground. You need at least one point in the other curse spells to get this one, and its very popular at the higher levels due to its reletivly long duration (or short duration depending on who you talk to).

The Blood tree

Blood Mastery– This increases your HP regeneration rate. Its recommended among players to max this out, but save the
points early on for more important skills. The reason for
this is because you can heal yourself already, so its not as
important as other skills at lower levels.

Ruins skull– Your fist skill what a joy! Its utter crap, and most players don’t even put another point into this skill
ever.

Death Side– Your first physical “root” type skill. Its effect is only long enough to get distance quick, get off a
quick heal, or use another skill in succession to gain
distance. This skill does decent damage, but later on you’ll
get dread nail which has the same effect but more damage.
Most players put only one point here and wait for dread
nail.

Backdraft– This is your first curse based attack. It also happens to be the shortest recasting skill you’ll ever get.
Its also one of the only skills you can use at a good
distance to “pull” an enemy toward you. If you like this
skill putting more points into it is fine. Some players put
only one, and some keep a few points into it. Its up to you.

Blood Hit– This is your biggest physical hitting skills. As you get more points invested into it, it hits for
more times and more damage. One thing a young player needs
to realize though is that if one of the hits are blocked the
rest of the combo is stopped. Nonetheless, no one will argue
that this skill is a deadly one at all levels. Again, if you
like this skill putting more points into it is fine

Vampire– This is a physical attack that Hits the enemy once for good damage, and heals you over time for a good amount. This is another fine skill that is up to your discretion as
to how many points to allocate toward it. Because Blood hit
and others are so popular though, players may want to wait
till higher levels to start investing.

Dread Nail– This is a curse based attack that also “roots” the target to the ground. It hits for 3 times. Its one of
the highest single target curse based damage spells we have,
so keep that in mind when deciding if you want to put one or
more points into it. Its also a very fast casting spell, and
does not get interrupted as often.

Evil Spear– This is part curse attack and part physical attack. It has the potential to hit multiple enemies if you
position it right. Its recast is just above that of
backdraft which means its a very fast casting spell, and its
also part curse based which means curse mastery stacks with
it. But as an AOE, this spell stinks!

Curse Field– This is our Curse based Area of Effect. This is
arguably one of the best AOE’s in the entire game. It
contaminates the area with curse for 10 seconds. This is one
of the best skills we get. Putting points into this is a
wise investment.

Evil Crow– This is also one of our high damage attacks. The First and last hits are curse based and the rest are
physical attacks. This skill hits for six times, and does
real good damage. Putting points into this is a wise
investment.

Spirit Emission– This is a 2 hit linear area of effect skill, meaning the mobs have to be in a straight line in order
to get AOE`d. This attack is very useful at grinding since
it`s a AOE and it does a lot damage.

Rise Pierce– This a also one of our high damage attacks. This skill hits 3 times and when you have it a level 7
It can decrease movement speed by 15% with a chance of 60%
When you keep upgrading this skill the chance and movement
Speed of the enemy will decrease more.

Transup

Mornie– This skill let you go in transup.

Curse Cry– this attack hits the enemy 3 times. Curse cry is a area of effect skill.
The skill is a powerful one and hits hard.

Revive– This version of the ress. Gives
The target some shield and some hp. If you upgrade this skill
The amount of shield and hp increase.

Curse Blizzard– This skill is a curse attack and Debuff the target which let him/her don’t use
Skills for a certain amount of time. Good to interrupt combos.

Shield Field– This is a AOE which regenerate the shield of your party members. This is one of the BEST skills ingame.

A skill calculator is located here to help you decide what skills you can get at what levels and how to allocate them http://2moons.mmosite.com/guide/class/segnale.shtml

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HEALING TIPS

—>To target yourself in order to use Wound Healing or buffs, press the letter E on your keyboard.
Or you can go to option and put auto self target on.
When you do this you cant ress other people unless they are in your party, so make sure you turn it off while clearing some ip for others.
—>To Switch between hotbar 1 and 2 press the letter Z on your keyboard.
—>Make sure you never stray too far from your tank. If you rely heavily on Hyper Heal then this is vital because tanks have a habit of being out of the healing radius at the last minute.
—>Keep your health bar under control first and foremost! You can always use Recover on them later if they die, but if you die then they have a long run.
—>Attack the Monster! Segnales do good damage and people know it. A wise Segnale will know how to attack, and at the same time monitor the health of the party.
—>Don’t be afraid to step back for a minute when the going gets tough to concentrate on healing and buffing. All classes can attack and do damage, but no one else can fill the role of a healer. If you have to step back in order to keep the tank from dieing, then politely do so, and when the situation is under control resume your havoc.

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GEM UPGRADE SYSTEM

This section is geared towards teaching you how to upgrade your weapons using Gems. Keep in mind that the system holds true whether its a Gem, Ring, necklace, inherent bonus on blue magic armor, or any other form.

First lets define a few things.

Magic damage– A broad category of damage. All damage is comprised of 2 main categories; Magic and Physical damage. Magic damage is comprised of 5 subcategories.

Element damage– The subcategories of magic damage. The subcategories are poison, curse, lightening, Fire, and ice. Spells often will tell you in the description if it deals this type of damage.

Physical damage– A broad category of damage. Auto attacks and skills can deal this type of damage. Spells often will tell you in the description if it deals this type of damage.

Some Common Bonuses you will see

Type Gem……………………………………..Aut o Attack / Physical based damage skills / Curse based damage skills
+ X increased Magic Damage ……………………. no……………………….no……………… ………………………….+
+ X increased Physical Damage ……………….. +………………………….+…………….. …………………………..no
+ X (ice,fire, Poison, or lightening) Damage…..+………………………….+…… …………………………………….no
+ X Curse Damage………………………………… +………………………….+…………….. …………………………..+
+ x% Curse Damage ………………………………+…………. ………………+…………………………. ………………+

summary explanation It kinda all makes sense if you think about it.

—>”+X Increased magic” will only increase your magic attacks. The same holds true for “+X increased physical damage” gems.
—> The “+ X (ice, fire, Poison, curse, or lightening) Damage” type gems, add that type of damage to all your physical attacks. However they will also add that damage to your spell ONLY if it deals that type of damage. The same rule applies to the “+% + X (ice, fire, Poison, or lightening) Damage” type gems as well.
—> Note that Segnales get a bit more benefit out of the curse type gems naturally because we use Curse Damage in some of our spells. The same holds true for other classes that deal a specific type of damage in their spells.
—> +% Curse Gems stack with each other when they are added to your weapon.

Curse type gems– Curse Mastery does work with curse type gems in a different way when it comes to curse spells. You will see more of an increase in your curse spells when you use curse gems. This is because the +x curse damage gets added in to the spell damage, and then the Curse Mastery comes along and multiplies that damage by its predefined %. This does not hold true for your physical attacks though because if you remember correctly, curse mastery only works on spell damage.
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Builds

Your choice of build in dekaron depends on which place you wish to fulfill on the battlefield. Some people like to be healers, while others are more for attacking the enemy. This choice logically affects the use of your stat points in the so-called “builds”. The ones I’ll show you are some of the most-used and they have shown their usability through time.
The choice is all yours. Just keep in mind that you will receive only one free restat from your classmaster per account. Okay, here we go!

Segnale Stats Distribution

Stats effects
Every level you will get 5 points to distribute in your
character menu (shortcut C)
This chapter contains some information about the effects of
these stats and their usefulness.
There is on this moment no knowing of a stat cap.

Strength —>
This stat is useless to train and does not change a thing.
Unless you are working with Dagger. (Yep Seggies can use the
low-level daggers until lvl12) In that case it will affect
physical melee attack.

Dexterity —>
Physical Range Attack: Increases the power of physical range
attacks AKA normal blood whip attacks
Attack Rate: Affects the rate of successful attacks
Block Rate: Affects the rate of successfully blocking an
attack.
Guard Rate: Affects the rate of successfully guarding
against an attack.

Spirit —>
Magic Attack: Affects power of magical attacks AKA our curse
based attacks
MP: Affects maximum MP
Heal Power: Will increase heal skills

Health —>
Physical Defense: Reduces physical damage.
HP: Affects maximum HP
Note: This stat also reduces knockback and interruption

Different Builds
Your choice of build depends on which place you wish to
fulfill on the battlefield. Some people like to be healers,
while others are more for attacking the enemy. This choice
logically affects the use of your stat points in the so-
called “builds”. The ones I’ll show you are some of the
most-used and they have shown their usability through time.
The choice is all yours. Just keep in mind that you will
receive only one free restat from your classmaster per
account.

Glass Cannon (full dexterity build)
Weapon: -Bloodwhip

If u want to level up really fast in the beginning than this
build is yours. This build puts almost all available
statpoints into Dexterity. Most people restat from this
build when they get Cursefield at 59 and start needing a
lot of Mp to spam their skills really hard.

How to realize this build?

Strength —> Nothing
Dexterity —> All points not needed for health and spirit
Spirit —> Requirement for your weapon
Health —> Enough to survive

Positive
-You will do allot of damage
-Mana is balanced

Negative

-Lowered Health leads to being knock backed and interrupted more often and therefore less overall effectiveness.

Hybrid (Full heal Build)
Weapon: -Bloodwhip

This has become the most used build, and is very useful at
all stages of your character due to its overall
effectiveness in all areas. It does not go to the extreme in
any one direction, its aim is to balance your character to
be effective in both pvp and pve overall.

How to realize this build?

Strength —> Nothing
Dexterity —> Requirement for your weapon
Spirit —> Requirement for your weapon
Health —> All other points

Positive
-Mana is balanced
-Damage is balanced
-survivability due to a good size of HP and Shield

Negative
-Not as much damage as the Glass cannon
-Not as much survivability as the Max Heal Build

The Meattank (Max heal Build)
Weapon: -Bloodwhip
-Dagger

This has become the build for those that want more
survivability at the cost of damage. The premise this is
based on is that they are able to survive longer than most
(if not all) other classes. This has its benefit in both pve
and pvp. This build is geared towards characters past level
59 when Curse Field is acquired. Some players do tend to put
some more points towards spirit for increased mana and curse
damage than the weapon requires. Most people who use this
build have low Dexterity and Spirit so are forced to use
low-level gear.

How to realize this?

—> Strength —> Requirement for a low-level dagger
—> Dexterity —> Requirement for a low-level bloodwhip
(most people tend to use the ones of lvl12)
Spirit —> Requirement for a low-level bloodwhip or dagger
Health —> All other points

Positive
-Highest Survivability of any build, because you have a decent hp, shield and defense

Negative
-You will do very low damage, in fact you will do the lowest damage of any build
-Mp is very low

Main Healer/Nuker (Max Spirit Build)
Weapon: -Bloodwhip

Spirit increases curse damage on spells, and therefore makes
this an interesting build. This build would be more
effective at higher levels when Curse Field and Evil Crow
are attained. However Backdraft, Dread Nail, and Ruins Skull
are all Curse based attacks, and thus the damage on them
would be magnified.

How to realize this build?

Strength —> Nothing
Dexterity —> Requirement for a low-level bloodwhip
Spirit —> All points u didn’t use for health and dexterity
Health —> Enough to survive

Positive
-gigantic amount of mana
-Curse damage spells will be increased significantly.

Negative
-Lower Physical attack
-Players have to be careful how much health they have
because it will determine their effectiveness. Lower hp than
the rest of the builds increase your risks of getting knock backed
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SKILL TREE PICTURES!~

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