Claws or whips?
#1
Since I've just learned exactly how significant Phase Focus Blade's Crit Chance + Damage bonus really is, I'm beginning to wonder if whips might be better than claws for Seha. (Although I'm not sure exactly how much crit rate I'll be able to stack given the limited number of time gear can be tuned.)

Claws:

-More consistent higher damage.
-Higher Attack Speed.

Whips:

-+10% higher crit rate.
-Lower cooldowns, resulting in slightly more PFB uptime.

What do you guys think? If I can get to 30% or higher, go whip, otherwise stay claw?
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#2
I'd rather pick a claw on Seha than whips. Yes, it's true Seha and any character benefits from critical, but he has lots of true damage, which don't apply critical damage (If I'm not wrong). So, that way, raw damage in the of the end benefits him the most.
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Kaideh 45Kudaranai 43Mitsumi 43 — Alejandro 30  — Harisu 20
ID: Kaideh
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#3
I have no idea why any sane Seha would pick Claw.
Why would you deliberately increase your time outside of Phase?
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#4
Claws. All the time claws on Seha. You should be air comboing all the time. The extra two seconds on your skills is negligible. Phase Focus Blade is only really good for powering up your finishing moves. From the 3rd town onwards, enemies are just doing super armor shenanigans all the time.
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#5
It seems that majority is on claw's side.
...time to write a rant about claw.

(02-11-2015, 11:07 PM)Red Wrote: Claws. All the time claws on Seha. You should be air comboing all the time. The extra two seconds on your skills is negligible. Phase Focus Blade is only really good for powering up your finishing moves. From the 3rd town onwards, enemies are just doing super armor shenanigans all the time.

First of all,
(02-11-2015, 11:07 PM)Red Wrote: You should be air comboing all the time.

No. Just no. There is no absolute playstyle for any character ("should"), which is what I love the most about Closers.
Seha is definitely the king of air combos, but it's definitely not his only playstyle. I've been partying for a long while, and the most common Seha I see are ones who stay on the ground.
(Don't discriminate them, either...at least they aren't launching EVERYTHING away from my ultimate. >:U haha jkjkjk but most of them do that so...)

Second of all, I just don't understand people who pick claw...
Why give up 10% crit/40% crit dmg/CD Reduction/etc. plus additional bonus effects just for higher basic attack...?

...Just why...? Critical damage...is just...SO EASY TO GET... THERE'S EVEN A BLOODY PASSIVE FOR IT.
A PASSIVE
If you stack up enough critical stats, you could effectively DOUBLE/TRIPLE your damage...at that point, why would some extra attack even MATTER?
ADD THAT WITH PHASE BLADE ON AND IT'S JUST RAPE SESSION.
...and the bloody Cooldown increase...
...n-negligible?
Y-you're not going to notice additional 5 second wait on Meteor Blade?
You're not going to notice additional 4 second wait on Storm Burst?
You're not going to notice being out of Phase Blade for 2 extra seconds?
You're not going to notice your Shockwave is still on cooldown and you're surrounded by mobs ready to grope murder you?

If you say yes, then congrats. You are the king of tolerant. Marry me.

Anyways, unless you guys are discussing a leveling up weapon, I just don't see why anyone would pick Claw.
Really, really don't.

For more damage? Stack crit and you can beat it.
For more speed? Phase Blade can make up for it. (Though admittedly this is probably the only valid argument against using Whip...)

And...
(02-11-2015, 11:07 PM)Red Wrote: Phase Focus Blade is only really good for powering up your finishing moves.

ಠ______________________________________________ಠ

Sir, you underestimate the greatness that is Based Focus Bureiido

(02-11-2015, 05:46 PM)Kaideh Wrote: I'd rather pick a claw on Seha than whips. Yes, it's true Seha and any character benefits from critical, but he has lots of true damage, which don't apply critical damage (If I'm not wrong). So, that way, raw damage in the of the end benefits him the most.

Also this is false. You can crit on True Damage.
(I mean, if this were true then naddic would be pulling an even dickier move than monthly UM wiping...)
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#6
air combo is bad for team play, it ruins other people skills. espeacially when you seeing a saattelite fall down to the ground on nothing because of you......
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#7
I'd rather go with whip. True Damage's are still based on P or M attacks depending on the skill so they can and do crit.
And as Khleys said, stacking Crit Damage is very easy in this game. 30-40% Crit with a lot of damage means chances are you are easily out damaging a claw.

Besides, you can always try to get an "All P. Attack Increased by x%" tuning on the whip to make it catch up to a claw while still keeping the crit bonus AND a crit rate tune for extra crits.
Attack for the hit, fight for the win.

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#8
I just upgraded to a level 35 whip from my 30 claw.

Definitely noticing the crits. And yes, True Damage hits DO crit.

.....Unfortunately, the lower Attack Speed throws me off a bit. But I'll adapt. (Not to mention leveling up PFB will boost it over time.)
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#9
I'm too lazy to do a bunch of quote fixes to respond to you, Khleys, so I'm just gonna...reply. :u

1.) You get extra damage for doing things in the air though? I mean, I did say air COMBOS, so I guess that's my fault. But enemies don't HAVE to be in the air to count as aerial attacks, just you. Yes, you can play Seha on the ground just fine, but the damage adds up if you do small little...aerial attack bursts, if that makes sense?

2.) There's two passives for crit. Seha is mostly physical, yes, but he does have a few magic attacks that you'd need to take account for. That and I don't think your considering identifiable weapons (like, the ones? that you right click to identify? yeah those). You can't really afford to put a bunch of SP points into passives, even if you only level up your normal skills to 9. Maybe if you're level capped and have a super swag whip it'd probably be better. But claws have been doing work for my Seha, and I don't see any reason to switch. That and the passives don't give you crit CHANCE. They give you crit DAMAGE.

3.) No. I don't really notice the cooldowns. You have so many skills. If you have that much of an issue with cooldowns, you might want to spend more time doing normal attacks? You're not playing Seulbi. :u

4.) Dunno. I use Phase Focus Blade in dungeons whenever I can, almost solely for the increase in attack speed. The crit stuff is barely noticeable, unless it's for Finishing Moves which have an absurd amount of hits and good damage to begin with.

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#10
(02-12-2015, 08:12 PM)Red Wrote: I'm too lazy to do a bunch of quote fixes to respond to you, Khleys, so I'm just gonna...reply. :u

1.) You get extra damage for doing things in the air though? I mean, I did say air COMBOS, so I guess that's my fault. But enemies don't HAVE to be in the air to count as aerial attacks, just you. Yes, you can play Seha on the ground just fine, but the damage adds up if you do small little...aerial attack bursts, if that makes sense?

2.) There's two passives for crit. Seha is mostly physical, yes, but he does have a few magic attacks that you'd need to take account for. That and I don't think your considering identifiable weapons (like, the ones? that you right click to identify? yeah those). You can't really afford to put a bunch of SP points into passives, even if you only level up your normal skills to 9. Maybe if you're level capped and have a super swag whip it'd probably be better. But claws have been doing work for my Seha, and I don't see any reason to switch. That and the passives don't give you crit CHANCE. They give you crit DAMAGE.

3.) No. I don't really notice the cooldowns. You have so many skills. If you have that much of an issue with cooldowns, you might want to spend more time doing normal attacks? You're not playing Seulbi. :u

4.) Dunno. I use Phase Focus Blade in dungeons whenever I can, almost solely for the increase in attack speed. The crit stuff is barely noticeable, unless it's for Finishing Moves which have an absurd amount of hits and good damage to begin with.


2.1) Identifiable weapons have set additional stats, I don't see your point (e.g. if you identify a weapon named 'Kitty Kitty Cat' with additional stats of +777 HP, and then identify another weapon named 'Kitty Kitty Cat', they will both still have additional stats of +777HP. The only thing that can be different between 2 weapons sharing the same name is 1) basic stat roll, 2) tuning options, 3) enhancement level...there's probably something else, I'm forgetting, but the additional stats will definitely be the same)

2.2) I know it's critical damage...are you sure you read right...? I said
"...Just why...? Critical damage...is just...SO EASY TO GET... THERE'S EVEN A BLOODY PASSIVE FOR IT." ...

2.3) You can learn to give up things, can't you? There are so many skills that aren't even that useful for some playstyles, like Flame Pulverization. And if it's in exchange for 34% critical damage, I think you can give up about 300% damage from your Finishing Move. ~_~

3) Yes. I have so many skills. And I'd rather not use 50% of them most of the time because their damage is pitiful and I want to f**king save MP, which is why cooldown is important. I don't have a large issue with cooldowns, but this is an action game. Even one second can get you royally raped.

4) critstuffisbarelynoticablebecauseyoupickedclaw>:c
Unfortunately, crit isn't good until you stack a bit.
Which was why I said claw is okay as long as it's just for leveling up.

I really suggest using whip + crit stacking over claw for endgame hahahahaha. Try something new.
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