DC: Empo, time is for bots that auto assist, besides its better to have 50k+ of damage than 10 secs more for 20k, even more if you usually do 1v1
Arcane Barrier / Transfer Pain: P. Def/time for AB but actually time is stupid for me because robes are weaker in p def, so even you had 1 min of AB you will last 10 secs going out of MP and 5 more to die. Transfer is power for 75% transfer dmg and summons have good hp/m def for pvp any class, you just need practice and fast fingers to always stay alive with more than 30k of hp from summons.
Air Rider: P def for pvp, most in olys, time for pve with DM +WW
Fear/mass death fear: chance
Wizard Spirit: i tried time and chance fear, for me is the same, im wearing epics, when i get 16 AP ill back to time.
All the elemental skills: Duel
Both devil's curse: M def, im soultaker and it lands a lot even against heros.
Ignore divinity: chance, use it before you start a pvp or when UD/Celestial goes on. If you leveled up your character from 1 its nosense explain this.
UBTM: Power MP, enchant this is optional, but for olys.
Shadow snare: ill not enchant this tbh, as Devil's sway.
Death Howl: Distance, for me works, more with daggers and tyrrs.
Magical Charge/Evasion: Distance, very helpfull for pvp, avoid most of damage with those at 10.
Unleash Hell's: i thought enchant it on slow, but... im a range dd so slow is usefull if you compares the land rate and the duration, even using devil's sway.
Death Lord: in Olys at power.
Hell Binding: M Def, for me it lands :) add this plus Death Lord in Olys, youll kill it fast with death breath/devils curse/Curse gloom.
Mass HB: Power/range for PVE, in PVP in my opinion is useless.
Death Breath: Duel, on critical its like a half kill, putting CP's of enemy at 0 from the beggining.
Crystal Form: HP for SOultaker/ MP for any other class.
All passives in power first on enchant: weapon, armor and anti magic in my opinion.
YW, now play fair your characters, leveling them and learning from it, dont buy:)
sorry but, when I open my skills window i cant enchant but 2 actives and 6 passives so, how can you enchant all the skills you say in this post?
thanks in advance
As you level up you will be able to enchant more skills. I recommend not enchanting skills until you are 99. The success rate is also higher depending on your level as well.
DC: Empo, time is for bots that auto assist, besides its better to have 50k+ of damage than 10 secs more for 20k, even more if you usually do 1v1. I have tried both Emp and Time and time is by farrrr the better option. The extra time you get from double casting is much more helpful than the emp. Especially in oly.
Arcane Barrier / Transfer Pain: P. Def/time for AB but actually time is stupid for me because robes are weaker in p def, so even you had 1 min of AB you will last 10 secs going out of MP and 5 more to die. Transfer is power for 75% transfer dmg and summons have good hp/m def for pvp any class, you just need practice and fast fingers to always stay alive with more than 30k of hp from summons. You don't die as fast as he is saying so yes time is the best option. He's also a necro who doesn't have AB so he wouldn't really know how helpful it is :D. Although I should mention this is an Oly or 1v type skill not meant for mass pvp.
Air Rider: P def for pvp, most in olys, time for pve with DM +WW Time is really your only real option since the skill is removed once you receive any dmg at all. Enchanting for pdef would help with 1 hit and then its gone.
Fear/mass death fear: chance
Wizard Spirit: i tried time and chance fear, for me is the same, im wearing epics, when i get 16 AP ill back to time. same as double casting. You will want time on this one.
All the elemental skills: Duel
Both devil's curse: M def, im soultaker and it lands a lot even against heros.
Ignore divinity: chance, use it before you start a pvp or when UD/Celestial goes on. If you leveled up your character from 1 its nosense explain this.
UBTM: Power MP, enchant this is optional, but for olys.
Shadow snare: ill not enchant this tbh, as Devil's sway. both of these skills can only be enchanted for cost and neither of them will be needed.
Death Howl: Distance, for me works, more with daggers and tyrrs. Distance refers to how far (when it succeeds) it pushes the enemy away. Imo pvp is the better option.
Magical Charge/Evasion: Distance, very helpfull for pvp, avoid most of damage with those at 10. Tested and the extra distance you get is insignificant. Better pvp for oly :)
Unleash Hell's: i thought enchant it on slow, but... im a range dd so slow is usefull if you compares the land rate and the duration, even using devil's sway. Chance is the best option since it has a low land rate but in all honesty not that useful
Death Lord: in Olys at power.
Hell Binding: M Def, for me it lands :) add this plus Death Lord in Olys, youll kill it fast with death breath/devils curse/Curse gloom.
Mass HB: Power/range for PVE, in PVP in my opinion is useless.
Death Breath: Duel, on critical its like a half kill, putting CP's of enemy at 0 from the beggining.
Crystal Form: HP for SOultaker/ MP for any other class. HP on every class imo
All passives in power first on enchant: weapon, armor and anti magic in my opinion.
YW, now play fair your characters, leveling them and learning from it, dont buy:)
Anything I didn't comment on I pretty much agree with