Archive for July, 2010

New Player Guides

July 2nd, 2010

Aion Guides to Help New Players Into the Game
Whether you’re a veteran or a new player to Aion, we’ve got plenty of
newbie guides to help
you sort out what’s what in the Aion world.

Original Link: http://www.tentonhammer.com/aion/guides/new
Author: B. de la Durantaye

Aion General Guides

July 2nd, 2010

A Collection of General Guides to Aion
Can’t find the Aion Guide you’re looking for? Chances are you’ll be able to find it here, in our
Aion General Guides.

Original Link: http://www.tentonhammer.com/aion/guides/general
Author: B. de la Durantaye

Class Guides

July 2nd, 2010

Find All of Your Aion Class Guides
If you’re looking for Aion Class Guides to uncover all the intricacies of your favorite class,
you’ve come to the right place.

Original Link: http://www.tentonhammer.com/aion/guides/classes
Author: B. de la Durantaye

Aion: Beginner’s Guide to Skills and Chains

July 2nd, 2010

A beginner’s guide to the skills and chains of Aion.

Whether you’re an Elyos Gladiator, an Asmodian Assassin, or a
living version of Napoleon Dynamite, you can’t get anywhere in
Aion without any skills. Sure, you have an auto attack at your
disposal, but if you’re relying on that to fulfill your destiny as
an almighty immortal you might want to just quit now. Skills
are the source of all your power, to both heal and destroy.
Without them, not only will you fail in your quest, but you’ll
also never discover the pure, unadulterated joy in unleashing
a chain skill upon your enemies.

I Don’t Have Any Skills


This is essentially true in the beginning of your Aion adventures, no matter which
archetype/class you choose. You’ll start out with a couple of basic skills and be sent out into
the world. This early in the game, the skill system works the same way every hotbar-based
game in existence does without exception. Simply set the skill you want to use in the hotbar
of your choice, then either hit the corresponding key (1, 2, Alt+1, etc.) or click on the icon
with your mouse and you’ll be on your way.

As you level, you don’t gain skills automatically. Skills come in the form of books and can be
obtained in one of three ways. You can buy them for your class trainer, acquire them through
drops yourself (after level 10), or purchase them from other players. This last option can be
done from the player private stores scattered throughout the land, or through the Auction
House.

No matter which method you choose to gather the myriad of books that will reveal the
pathway of your destiny, the same technique to harness their power applies to all of them.
Once a book is in your inventory, simply double-click it and voila! You have now learned the
skill. Pretty simple, eh?

Skills Basics 101


To see which skills you have at any time, click the up arrow beside your hotbar for the game
menu list, or hit the “k” key by default. Once there, you’ll see a number of different tabs. The
three you should be the most concerned with are the Active, Passive, and Actions tabs. The
Crafting and Emotes tabs are also available to you, but unless you have a special interest in
either one, there’s little or no need to use them.

The Crafting tab displays the amount of skill you have in a given craft along with its current
maximum rather than any actual abilities you would need. The Emotes tab displays all the
emotes available to you in the game. Who would have guessed? For those that use a few of
these on a regular basis, being able to move them to a hotbar for easy access actually is
useful for them. These aren’t the two tabs I wanted to go over with you though.

The least used (but no less important) tab out of the three major players I listed earlier is the
Actions tab. At first glance, the abilities on this page appear useless, but before you close the
tab in disgust, you may want to move the Rest skill to a free spot on one of your hotbars. I’ve
heard players complain for weeks about not being able to regenerate health and mana at a
reasonable rate, even if they’re sitting down. It’s important to understand that as far as the
game is concerned, there is a huge difference between sitting down and actually resting. It
may look the same as sitting to you, me, and every other player in the world, but unless you
actually use the Rest skill, you’re going to be there a very long time waiting for anything to
regenerate.
Original Link: http://www.tentonhammer.com/aion/guides/new/chains
Author: Dalmarus

Aion Class Guide: The Spiritmaster

July 2nd, 2010

Discovering the power of the Aion Spiritmaster

The Spiritmaster


The Spiritmaster class is not the most natural path of progression from the Mage archetype.
Unlike the Sorcerer class, the Spiritmasters of Aion no longer feel the need to continue on the
path of pure spell slinging, since they’ve unlocked the secrets to forcing the very spirits of the
land to serve their needs. Just because they may not have the full magical range of their
Sorcerer brethren, only a fool would believe they can’t deal as much (if not more) damage.  

Strengths
High sustainable DPS
Multiple pet types for different situations
Less gear dependent than other archetypes

Weaknesses
Very pet dependent
Hobos have better armor
Slow mana regeneration


Wordsto live by
“Possessing a pet means never having to ask for
volunteers.”

Yay! I’m a Spiritmaster… now gimmee.


The first thing you’ll receive is your choice of a new weapon. Up until now, you’ve been forced
to flip open a spellbook, waggle your fingers, and zap some enemies. Now you can choose
between another spellbook and a new weapon type: an orb. There’s no reason why you can’t
choose the Spellbook of Karma if you’re so inclined, but the Orb is a far superior choice for the
Spiritmaster.

A Different Breed of Spellcaster


If there were only one piece of advice I could give players before they choose the path of the
Spiritmaster, it would be this; you are no longer a Mage. As simple as it sounds, there are still
a number of players out there that treat their Spiritmaster as a Mage with a new toy. During
your first few levels as a Spiritmaster, it’s very easy to fall into this mindset, but if you do, it’s
only going to make things rougher as you go along. Your pet is more than just an added boost
of DPS for you and the sooner you get that through your skull, the easier your life is going to
become. For some players, this will require a leap of faith, especially since it’s very easy to
still act like a Mage in the beginning. Trust me when I say this is a mistake. Your pet is not
just added damage. They will become both your close companion and your savior.

Whenever you receive a new spell that can be used by your pets, you’ll notice that some of
them have a list of the different spirit types and what the spell does for them. For example,
when you first become a Spiritmaster, one of the spells you’ll be able to buy from the trainer is
Command: Thunderbolt Claw I. The Fire and Water pets use this as a magical elemental strike,
while the Earth and Wind pets use this as a sustainable attack (it ends when they get hit).
Another example is Command: Threatening Stance I which you can use at level 13. The spell
has different levels of effectiveness depending on which pet it’s used in conjunction with. It’s
virtually useless when used by the Water Spirit, but extremely effective when used with the
Fire Spirit.

The key to staying alive with the Spiritmaster is learning to use the right pet for the right job
and being ready to swap on the fly.

Unleash the Beast


New Spiritmasters (and all pet classes from any game) have a distinct tendency to play in one
of two ways. They either treat their pet as nothing but added DPS, or they take on the role of
pet cleric. Because of the order that spells come to you in Aion, becoming a pet cleric isn’t
really a viable option in the beginning. By the time you do get the ability to heal your pet at
level 16, hopefully you’ll already have your own play style and won’t fall into that trap.
Avoiding the first is going to require some effort for some.

The first pet you’ll receive is the Fire Spirit. This floating mass of cracked lava may not be
quite at the top of the food chain in terms of hit points (though he is close), but if you’re
looking for a pet that’s able to keep mobs off of you with its taunting abilities, there’s no
better choice than this guy. It’s for this reason that the Fire Spirit makes a good first pet.
Original Link: http://www.tentonhammer.com/node/72289
Author: Dalmarus

Aion Asmodae Ishalgen Guide

July 2nd, 2010

A Newbie Introduction Guide to the Asmodae

Character Creation

So you’ve decided to roll Asmodae. Contrary to widespread
belief, Asmodae aren’t necessarily “evil,” but certainly got the
worse end of the deal when the cataclysm rent the Tower of
Eternity in two. No matter how much time you put into making
your character pretty, remember that your Asmodae-ness will shine through in several ways.
More sinister-looking Asmod visual attributes – large-ish claws on our feet and hands, a length
of mane on your back, sallower shades of skin, scars, and spell effect like red eyes – are
simply adaptations or the result of their environment. Nonetheless, living in a rugged land has
made the Asmodae into a hard people, and at first brush they are certainly act a little more
barbaric than their Elyos cousins.

Archetype, sex, and appearance are three options you won’t be able to change with your Aion
character, so choose wisely. Be sure to read the archetype descriptions closely and pick
something you’ll be happy with over the long haul.

Aldelle Basin

You’ll start your journey in Ishalgen with Aldelle Basin. Double-
click Vandarnt, one of the ubiquitous Ulgorn’s raiders, to receive
a quest to eradicate the local sprigg population in The Sprigg’s
Revenge
. Spriggs don’t pose much of a challenge, so this is a
perfect time to learn a little bit about your (rather limited)
combat skills. You’ll add more skills and spells at level 2, 5, 7, and 9, so be sure to read up on
and get the most out of each successive round of new abilities.

Complete your first mission and Vandarnt will send you on your way with The Sprigg Report.
Trek down the road a goodly ways until your just past the ruins on the hill. On the other side,
below, and to the left lies Guheiten’s Tent. Turn in The Sprigg Report (grats! Level 2!) and
pick up For The Love of Fruit from Vanar. Start at the Sprigg Den just to the northwest of
Guheiten’s Tent, double-clicking the fruit baskets (be sure to “Take All” each time) and
working your way counterclockwise. Return, turn in, and get Sight for Sore Eyes, which will
take you just to the northeast once again. Turning in this one will get you Level 3 and
Vanar’s Flattery, and you’re off again to your next quest hub: Aldelle Village.

Aldelle Village

Pull up your map (keystroke [M] by default) and you’ll see the
cusp of Aldelle Village down the road to the southwest.
Entering the village will grant you one of two “pop-up” quests: Captain’s Orders.
Hit [J] to pull up your quest journal and see that this is
also your first campaign quest. Campaign quests are mandatory
storyline quests that also provide you with some excellent equipment upgrades, so it’s worth
your while to complete these first.

Ulgorn is standing in the middle of the village. Report to him to get a few more campaign
quests (Thinking Ahead, The Search for Rae, Memento Mori). While you’re in the village,
grab The Shinier The Better from Bacorkerk (sell off any misc items you have to the general
goods vendor next to him) and Urd’s Request from, not surprisingly, Urd. Before leaving the
village, talk to your class instructor and pick up the next round of spells (Priests and Mages
will find their trainer in the northwest of the village, Scouts in the eastern part, Warriors in the
west). Then chat with Boromer to advance Thinking Ahead (and see your very first cutscene,
and get in touch with your bad Asmod self). You’ll then venture down the road to
talk to Nobekk for another Thinking Ahead quest advance, plus Angelica for Health and Wellbeing.
Off to Lake Tunapre.

Lake Tunapre

You’ll pick up Talking with Mirou on the way to the lake. Start cranking on the slinks and
airons around and in the lake and you’ll hit level 4 soon enough. Keep an eye out for Angelica
to harvest for Nobekk too. When you finish, talk to Bohr next to Negi’s Dock. You might as well
accept his proposal for the experience and cash – if you refuse you’ll be able to accept again
immediately. It seems Bohr’s cowardice knows no bounds. If you’re lucky, you’ll loot a rolled
scroll. Double click it to get Return to Sender, a simple delivery quest that’s the perfect way
to return to Aldelle Village.

Turn in this round of quests to advance Thinking Ahead, then pick up Idle Hands from Kaindal
(he’s wandering through the center of the village). Take care of the Sprigg Gatherers next to
the lake, and you should be level 5! Train your new spells and abilities, set up your hotbar,
and return to the village. This is a great time to sell your stuff, put any potions you have on
the hotbar, and expand your cube (or inventory, since soon your trips will take you farther
afield), and buy your level 7 spells / skills. Finish any remaining business you have in Lake
Tunapre and Aldelle Village, then head west on the road to Munihele Forest.

Munihele Forest

When you first venture into Munihele Forest, you’ll come across Dabi and Motgor. Motgor will
complete Idle Hands and offer you Insect Problem. Whichever insect you choose, both the
Sparkys and Sylphon are in abundant supply nearby. Talk to Dabi to get Search for Rae,
Token of Lost Love, and Sap for Leather. Before heading southeast to Verdandi, take care
of Insect Problem and Token of Lost Love then hand them in, but save Sap for Leather for
now. Head to Verdandi to advance Search for Rae, and she’ll want you to gather sticky
mushrooms. These grow on the base of certain trees, and several of the spawns seem to be
broken. Just keep clicking and searching until you get a usable node.

Verdandi will “tell your fortune” – a little bit of a playable cutscene that’s to be continued
later. Cull the Doru population a bit (and welcome to level 6), then Verdandi will ask you to
figure out which ribbit is the meddlesome little Rae. As you can probably guess,the cute ribbit
is the correct one.

Instead of returning to Aldelle Village, venture onward to Auturoon Sentry Post, your next
quest hub. There’s a flight transporter to Aldelle Village that you can unlock there to make
your village trips hassle free.

Auturoon Sentry Post

When arriving, the first thing you should do is click at the
Obelisk to bind yourself to the area. You’re bound to die at least
once (get it?) in this area, and returning here after death will
save you a trip (you could opt to bind in the village, but that
couple hundred kinah for the flight can add up). Next talk to Derot to
advance Memento Mori and grab Up to No Good, then Mijou will advance Teaching a
Lesson and give you Food Thieves and Checking on a Friend. Grab Brax Skin Rug from
Denma too. Before starting the grind, fly to Aldelle Village and turn in Sap for Leather and get
Delivery of Leather. Now is a great time to replace your leg armor from the armor vendor.

Now you can save a few kinah and use your return ability to get back to Auturoon. Once
there, hunt the nearby brax and karniff (note that these wolf-like creatures are the first kill-
on-sight aggro creatures you’ll meet). If the brax are overhunted (they’re both few and you
only have a random chance of picking up the quest loot), keep going on the karniff, and work
your way into the sailors and peons on the dock leading to the ship. Return to Auturoon when
you’ve completed this stage of Taking a Lesson, then grab Treasure Map from Ludun. The
treasure map is on a table amidships once you’ve fought through the sailor spawn. Take out
some enough brax and karniff to knock out those quests on your way back to Auturoon. Turn
in the Treasure Map quest, pick up Black Opal.

By this time you should be a comfortable level 7. Place your new spells / abilities on your
hotbar for your next formidable task, stealing the Black Opal out from under Carak in his
nearby lair. Note that you don’t have to kill Carak if you’re careful (or happen to be a rogue
and can stealth in). Carak is a challenge at level 7, but entirely beatable. The treasure is at
the far end of the lair, click to loot. Congrats on your Treasure Hunter title (press [p] and click ,
and be sure to equip your new necklace. You’re done with the Auturoon quests

Ishalgen Prison Camp

(Note: at this point you can choose to do Odella Plantation
quests or the Prison Camp quests. Odella Plantation quest
chains tend to be a little longer, but the Prison Camp is farther
away. My usual plan was to do the Prison Camp quests, then
use your “return” ability to get back to Auturoon, turn in your
Prison Camp quests, complete the Odella quests until complete while waiting for return to
recover, then head back to the Prison Camp. Seesawing back and forth seemed fairly fast, but
if you want to start with Odella, feel free!)

Head north to the Prison Camp, which is more like a graveyard. Along the way you’ll pick up
Captain’s Secret from Jephoni. The ghouls for Memento Mori, but the plant-like creatures
flatten themselves against the ground and can be a little elusive. Take care of Captain’s
Secret too, then return to Auturoon, where you’ll get Treasures Within Treasures from
Derot. It’s a great time to work on your Odella questline, so feel free to skip down to the
Odella questlines while your Return ability recovers. The Prison

Along the line you’ll likely loot a silver necklace, a quest item. Click it for a super simple
delivery quest that leads you back to the Prison Camp and Ashes to Ashes. The bone piles
are scattered on the ground around the incinerator (just to the right inside the Prison Camp,
just before the first wall (loc: 493, 1944). You may need to clear the spawn to safely dispose
of the bones. Click on gravestones and kill mobs to satisfy Treasures Within Treasures. Then
bounce into Auturoon.

Return to the Prison Camp. Continue up the ramp to find Munin, a daeva imprisoned deep
within the Prison Camp. He’ll be more important later on, but for now advance Treasures Within
Treasures and grab A Demanding Request. You can complete this quest at your
leisure but, though I can’t speak for all the rewards, grabbing a Ginseng Root from an Odella
Plantation farmer produces Murin’s Hat, a nice looking hat that almost completes your
ensemble. Kill the necessary Grave Sparkeys and return to Murin. you won’t be able to go any
further in Prison Camp.

Unless you’re level 9, you won’t be able to work on Munin’s Ascension quest at level 9, but
pick it up if you can. With all quests complete, return to Auturoon.

Odella Plantation

Pick up Hit Them Where It Hurts and The Robbery Plot from Mijou in Auturoon (you may
need to advance to level 8 first, so work on your Prison Camp quests if you like). Head up the
road to Odella Plantation, advancing your quests and grabbing Pearls Before Swine from
Alfrigh and Devalin on the way. The dumdum pots are close to the buildings on the plantation.
Keep in mind that while the farmers won’t aggro you, the sentries and Grey Man Fighters and
Sentinels will. Gather the pots with caution, and take out a Sentinels and Iron Ore nodes
whenever you see them. Both of the latter are scarce, but the Iron Ore is harvested three at
a time and leads to a shiny new weapon!

When finished, return to Alfrigh and Devalin and turn in on the way back to Auturoon. Sell your
miscs, and by this time you might have looted a green item that you can’t use or don’t want
to use. Instead of selling it, consider buying a set of Extraction Tools to convert it into a
special level 12 enchantment stone that will convert one or your items into a “+1,” with
increased stats across the board. Use these stones only on an powerful item you’ve just
received and are sure to keep uptil level 12.

Fly back to Aldelle to advance The Robbery Plot with Hephe, and take the opportunity to sell
down your equipment and pick up your level 9 spells. Another trip to Odella will close out The
Robbery Plot, and you can track down Gray Mane Fighters for the last stage of Pearls Before
Swine too.

By now you should be level 9, so if you don’t have Munin’s Ascension quest, make a quick trip
to Prison Camp to get it before returning to Aldelle.

Dubaro Vine Canyon: The Abyss Gate & Ascension

A quick trip to Adelle will get you The Abyss Gate, and you’ll need to get quest advances from
Nobekk, Derot, and Verdandi for this and to gather the cards you need for the Ascension
quest. Pick your way into Dubaro Vine Canyon, which is west through Odella Plantation
(consult your map). Naalto will advance The Abyss Gate quest, and offer you Suspicious
Activity
. The patrol mobs you need to complete this quest are in abundant supply on your
way to destroy the Abyss Gate. The fastest way to get there is to go straight on when the
road forks, but DON’T try to rush through the mobs or sneak past any unless you’re sure you
can make it. It’s a long run back into Dubaro Vine Canyon from Auturoon if you die. Speaking
of which, it’s a great time to group up if there are other players working on the same objectives about.

When you reach the Abyss Gate area, Rae is just to the left
before the door. The blue power generator is off to the left and
the green generator is around the room to the right. The violet
generator is at the top of the platform (destroying it will grant
you a nice little Abyss Gate destruction cutscene), and likewise
is the boss mob you need for Suspicious Activity. He’s not much
of a challenge as long as you clear the platform of potential
adds. When complete, talk to Rae again, then work your way ever upward to Naalto to finish
out Suspicious Activity, return to Auturoon, fly to Aldelle, and receive the thanks of Ulgorn.
You’ve got a new title to equip too – “Raider Hero”. Just one more step to complete.

Fly back to Auturoon, then run to Munin at the Prison Camp. Cards in hand, Munin will guide
you through a piece of cake interactive cutscene, at the end of which you’ll choose your
class. Read well and pick just the class you’ll want over the long-haul – not just the class that
sounds the coolest. When complete, take Munin’s offer for a free ride to Pandemonium.
Congrats on level 10, your new class, and for completing the Asmodae side of Ishalgen!

Original Link: http://www.tentonhammer.com/node/71596
Author: Ethec

Kiting guide for rangers

July 2nd, 2010

Hi, I made this guide because I was seeing quite a lot of threads asking about kiting,
and hopefully this would be useful enough for people who would like to clarify their
questions.

Work in progress so far, please do tell if I missed anything or got anything
wrong.

Contents
1. Movement
2. Movement Modifiers
3. Kiting Basics
3.1 Normal Attacks
3.2 Skills (instant cast)
3.3 Skills (non-instant cast)
4. Kiting Methods
4.1 Normal Kiting
4.2 Circling
5. Tips and Tricks
5.1 Jump Shot (bug)
5.2 Auto Attack Weaving
5.3 Game Options
5.4 Using Terrain
5.5 Risky Stuff
5.6 Transform!

1. Movement
In Aion there’s 3 ways in which we can move, the first is by pressing the forward key
on the keyboard (default W also), next would be to click-to-move with the mouse, and
finally to press down both mouse buttons (forward movement only, you turn by moving
your mouse left or right).

While it is possible to kite using the keyboard for movement and mouse to click for
skills, I’m rather unused to it, and I find it quite difficult. Also, I don’t think you
can kite effectively with only the click-to-move, so therefore I’ll be using the last
method to explain kiting.

2. Movement Modifiers
The next thing you’d like to know about Aion, is that movement does affect your combat.
You may have already noticed some arrows appearing on the middle of your screen during
combat, and these are the movement modifiers. These movement modifiers don’t appear
immediately, you need to keep moving in a certain direction for a while.

Below are the values of the modifiers, but if you note the damage and movement speed,
you’ll notice that there can be a huge difference that is worth taking advantage
of.

Forward:
+10% Physical Damage
+10% Magic Damage
-20% Physical Defense
-20% Magic Damage

Backward:
+500% to Parry
+500% to Block
-70% Physical Damage
-40% Movement Speed

Left/Right Strafe:
+300% to Evasion
-70% Physical Damage
-20% Movement Speed

3. Kiting Basics
Whichever your definition of kiting, it involves doing damage to a mob while trying to
maintain a distance as it comes towards you. If you can kite a mob perfectly (very
doable in Aion), you’d be able to kill a mob without being hit at all.

The first thing you need to know is that along with the normal attack, there’s
basically only two types of skills that’ll make a difference when you kite. Just note
that you’ll always be moving forwards kiting, and there’s never a need to face your
target manually to activate your skills.

3.1 Normal Attacks
Normal attacks can be done on the move and in jumps. However in order to initiate a
normal attack, you’ll need to face your target for a split second, and there’s two ways
in which this can be done.

Method 1:
When you’re running (forward) away from your target, just release your movement buttons
(either one or both mouse button will do), and press the normal attack key. You can
then immediately move again. This can also be done during a jump.

Because of Auto Facing, your character will just fire arrow backwards (there’s an
animation too), and if you’re fast enough on the ground, or do this in a jump, your
character practically doesn’t stop running at all.

Method 2:
When auto-attack is already activated (note that there was a bug that turns it off
sometimes), when you’re running (forward) away from your target, jump, swivel to face
your target, land and continue moving whichever direction you like.

You don’t even have to release or press any other buttons, and your character will fire
an arrow.

For both methods you need to be in range of the target, and your normal attack must
have already “cooled down”.

3.2 Skills (instant cast)
Entangling Shot I would be your first such skill and these are simple enough to use
while kiting.

All you have to do is to press a button while you’re moving, and the skill will
activate without making you pause. If you do while it jumping (and don’t release the
mouse movement buttons), the skill animation is also canceled.

3.3 Skills (non-instant cast)
These skills have an animation to them, and you’re forced to stay still until the
animation ends. The first such skill is Swift Shot I.

Without using the Jump Shot bug, there’s no way you can avoid the animation, and this
is where your target can close up the distance.

The best way to go about it is using the Jump Shot bug, but if you can’t do it
consistently enough, still try using these skills in a forward jump (the same result as
a failed Jump Shot). You’ll fire off your arrow when you land. It’s a poor alternative,
but you gain a bit of distance and you keep the forward movement modifier.

4. Kiting Methods
4.1 Normal Kiting
Pretty much just a mix of the techniques above, do note however that we are never
required to move backwards to kite. In order to maintain your distance with a mob, what
you’ll want to do is to have your character move forward with your back facing your
target. That way you’ll have the forward movement modifier all the while.

4.2 Circling
This is what I usually do PvE, especially if there isn’t a lot of space to run.
Basically with Entangling Shot I, mob speeds are lowered enough that you can actually
kite around a mob and still have it out of melee range.

All you have to do after you initiate combat and the mob gets near, is to move forward
perpendicular to the direction the mob is coming in, and maintain a slight left or
right turn. Essentially moving sideways in a circle.

It isn’t difficult to do at all, but you need to get a feel of how small a circle you
can move in, without the mob catching up to you.

5. Tips and Tricks
5.1 Jump Shot (bug)
The reason I felt I had to include the (bug) tag although it is neither a bug nor
exploit is because it is easily confused with just activating a skill in the middle of
a jump.

To do a Jump Shot, all you have to do is to jump (it can be in any direction or on the
spot), release all movement buttons, use your skill after the highest point in the
jump, and finally wait till you land before pressing any movement buttons to move
again.

In a successful Jump Shot, there will be no bow-draw animation, and you’ll just see an
arrow flying out from your character. The advantage for the Jump Shot is that since the
animation is cancelled, you can start using your next skill, or move almost immediately
after you land.

In a failed Jump Shot, you’ll see your character start to draw the bow in mid-jump,
land, continue the bow-draw/arrow firing animation, and you’ll be stuck in position for
a second or so.

The Jump Shot is therefore only good for those non-instant cast skills, but it does
help quite a bit to improve your kiting and burst DPS. The timing for the Jump Shot
also depends a lot on your latency, we have players who cannot do Jump Shots in C-Aion
do it easily on our servers, and players like me who can’t get it out consistantly (I
blame me lag not me skillz).

Have a look at this video from Takyn
YouTube – Aion 25 Ranger PvE

YouTube – Aion 25 Ranger
PvE

The second and fourth skills are great examples of a Jump Shot, and the sixth skill is
a failed Jump Shot (at about 0:17).

Finally, we’d still be able to do Jump Shots in the version 1.5 that we’re starting
with, it’s just that we supposedly lost the ability to fire off multiple skills in a
single jump from previous versions (never tried that, sounds overpowered eh?). Check
Jumpshot (now that the 1.5 beta event is here) though.

5.2 Auto Attack Weaving
Interestingly enough, in Aion there is no such thing as a global skill cooldown (wow~)
but animation instead is used to control the speed in which you can use your
skills.

In fact this is the same for auto attacks, and if you compare your combat log with the
on-screen action, you’ll notice that the damage is already done before the animation
(and the on screen damage numbers) even starts. We can take advantage of this fact by
cancelling the auto attack animation with any skill.

Most of us (like me before I knew this) probably just used some skill rotation, i.e
spammed our skills once their cooldowns are over. However (till level 30 at least), it
appears to me that our damage from skills isn’t very much above what we do with auto
attacks, and in my opinion it would be advantageous to tag an additional auto attack
damage before every skill.

The easiest way to learn to weave is to stare at your combat log, shoot a normal arrow,
and press any skill once you see a new (damage) line pop up.

What I do for myself (and this may change depending on latency), is to just tap auto
attack a moment before hitting any of my skills. Sometimes I’ll see a small arrow in
front of my “skill’s arrow”, and sometimes I don’t see anything else at all, but the
extra auto attack damage is done.

Video demonstration at level 10:

YouTube – Aion Autoattack
Weaving

YouTube – Aion Autoattack
Weaving

For an example I would now start battles with Attack > Swift Shot I > Attack
> Arrow Strike I (chain).

Fitting in the two attacks makes me about half a second slower than someone who would
just go Swift Shot I > Arrow Strike I, but I think the extra damage is worth it
(and think it increases dps).

Later, if you’re looking to fire a skill like Entangling Shot I, as you are moving,
try jumping, releasing the movement button, tap auto attack followed by the skill
swiftly, and hold the movement buttons back down before landing. You’ll probably only
see your character fire off the Entangling Shot, but if you check your log, an extra
round of auto attack damage has been added.

This is especially useful for classes with very slow attack weapons (thus long attack
animations).

Original video here:
YouTube – Howto:
Auto-attacks and specials in Aion

YouTube
– Howto: Auto-attacks and specials in Aion

The video is very well explained, although if it weren’t for lag, the auto-attack
animation can be cut even further. Do check out the original thread in the
Gladiator forums (link below).

5.3 Game Options
There are actually quite a few game options that you can change to make your life
in Aion easier, and there are some of them that would help rangers.

First is “Show Distance to Target”. Enabling this option allows you to see your
distance to your target in the status bar, which along with the radar, is a good
way to determine if the target is still within range of your skills.

The next option which you might like to modify is “Max Camera Distance”. The
biggest problem when kiting is the risk of running into another aggressive mob, and
with the camera distance set to maximum, you’d be able to zoom out to get a wider
view that gives you better a understanding of whats around you.

The other options I’d change for myself would be to tick “Display Monster Name”,
untick “Disable Click to Move” (that means it’s enabled), untick “Left Click to
Rotate Camera”.

5.4 Using Terrain
In some areas you might find a slope leading to higher grounds. If you stand there
and shoot at a mob at a level below you, especially if the slope is
transverse-able, the mob would actually take the indirect path and climb the slope
to get to you. And if before the mob reaches you, you jump down to the lower level,
the mob will then again take the longer path down the slope (they won’t jump down
after you).

This works the same for those watch/guard towers you find scattered around in
certain areas. If you start shooting at a mob from the top of one of those, the mob
will climb the spiral path up to you, and if you jump down before it reaches you,
it’d take the spiral path down again. Similarly, you can make use of this when
fleeing a mob by running up a tower and jumping (gliding) down.

Doesn’t work for ranged mobs.

5.5 Risky Stuff
I’m not sure if this is a bug, but if you are shooting at a target with your auto
attack, and use the tab key to change targets, you will shoot arrows at the new
target. Seems rather dangerous if you’re in an instance, so do take care.

5.6 Transform!
You can use a Karnif’s Soul or Worg Soul, which are vendored items, to transform
into a Karnif or Worg respectively and get a 10 minute speed boost. These (pricey)
items would probably be used just for reducing the time it takes to travel between
places, but there’s something else you can actually do with them.

Although all skills are locked after you transform, if you have a bow equipped,
you’ll still be able to “shoot arrows” (bark animation!?) and deal auto attack
damage. Considering that a level 3 Soul gives a 40% speed increase, you’d be
running more than a circle or two around your enemies.

Alas, auto attack damage is quite low, so this would sadly be one of the few things
you do on a lonely Saturday night (high wtf factor!).

Additional Stuff:
Have a look if you wish for more on AAW and Jump Shot for Templars (you heard me
right) here:
Templar 2-handed DPS Guide

Credits:
Just a small list else it’ll include everyone in the forum.
Takyn – Ranger FAQ (must read)
Kapla – [Video] How to weave auto-attacks with specials
Asa – Open Beta Jump Shot testing
Clog – Correcting the Movement Modifiers.
IDarko – Adding Distance to Target and Max Camera Distance

Original Link: http://www.aionsource.com/forum/ranger/40518-kiting-guide-rangers.html
Author: kirua

Aion Class Guide: The Sorcerer

July 1st, 2010

Discovering the power of the Aion Sorcerer

The Sorcerer


The Sorcerer class follows a very natural path of progression from the Mage archetype. Rather
than being saddled with the same old spells and a spiffy new pet like the Spiritmaster, you can
now focus all of your efforts into bending the weave of the universe to your will. The
destruction you were able to wreak as a mere mortal mage doesn’t remotely compare to the
hell you’ll learn to unleash upon your foes as an immortal Sorcerer.  

Strengths
Extremely high DPS (ranged)
Multiple “Get out of jail free” abilities
Less gear dependent than other archetypes

Weaknesses
Very slow auto attack
Hobos have better armor
Slow mana regeneration

Words to still live by
“Kill or be killed… quickly.”

Yay! I’m a Sorcerer… now gimmee.


The first thing you’ll receive is your choice of a new weapon. Up until now, you’ve been forced
to flip open a spellbook, waggle your fingers, and zap some enemies. Now you can choose
between another spellbook and a new weapon type: an orb.

Given all the information available to you in the description of both, it looks as though you
would be a fool not to choose the Orb of Karma. The Orb does more damage, has better stats
(minus the Magical Accuracy), and let’s face facts; everyone likes to play with something
new.

Sounds great, right? Guess what though. You should take the Spellbook of Karma instead. On
paper, this looks like a boneheaded idea of the first order. There’s just one disturbing little fact
the description of both items fails to mention. The Orb is a close range (as in melee distance)
weapon. This works perfectly for a Spiritmaster, but for the Sorcerer, it’s a near-suicidal
mistake. The Spellbook is a ranged weapon, just like you’ve been using all along, so grab it and
be happy.

Where Are My New Spells?


Once the thrill and excitement of your recent ascension wears off, you’ll quickly begin to
realize you’re little more than a glorified Mage at this stage of your development. While you
may not get a lot of new spells, you have grown in power so don’t get too depressed. The
treasures of the future are just around the corner.

At level 10, your method of hunting should not vary at all from your days as a Mage. Even
though you’re using the same techniques, you do have a couple of new abilities (Herb and
Mana Treatments) to do it with. Flame Bolt II is an upgraded version of Flame Bolt I (duh!) and
packs a meaner punch. It works exactly the same way and will also trigger your Blaze chain
attack.
Original Link: http://www.tentonhammer.com/node/71216
Author: Dalmarus