#[Neamhain] The Goddess with the Holy Lance aka Me Yappin' for a few Paragraphs
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Quick Disclaimer before the Guide
This Guide was written on February 11th based on the NA servers current Neamhain with no knowledge of KR balancing patches so things may change that make something invalid.
I have not looked at any gameplay videos of Neamhain so everything included will be stuff I've learned, experienced or think. I also haven't done any 120/Hero raids/Special Dungeons/Space Time Distortion and just came back to the game on Neamhain release (last played during 7th Anniversary +sweat) so if I get something wrong, oops I'm sorry. +fight
This will be a overview of her abilities and combat tips. I will do my best to explain things through text alone. I play using mouse mode so this guide will purely be using terms for that, not keyboard controls apologizes.
Index for abbrevations used in the guide: LLL Chain=Left Click x3 | RRR Chain=Right Click x3 | LC=Left Click | RC=Right Click | CD=Cooldown | ~ if used at the end of a word it's an approximation.
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Introduction to the Character -
Neamhain is honestly pretty simple from a rotation and using abilities standpoint, who deals a high amount of damage if you stay aggressive but where she can be more "complex" -if you will- is when weighing wether to should trade a hit for damage since it can be annoying to stop your RRR chain right before the third RC to block/dodge. Sometimes you gotta trade that HP for Divinity +best
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Holy Lance Skills (in order as they appear in-game from Left>Right) -
'Active: Ethereal Wave' Her butter for her bread, an active skill that costs 150 SP and gives the "Flame of Thought" buff a 10% damage boost when attacking enemies for 20 seconds on a 30 second CD which can be reduced by 10 seconds when hitting your final LLL chain.
'Ascension Slash' Her second attack of her RRR chain that gives no Divinity. Other skills will start you here for your RRR chain, more on this on relevant skills.
'Blink Pike' Her first attack of your LLL chain that gives 1 Divinity when you hit an enemy.
'Counter Slash' Her counter which you activate by RC after successful block with her skill 'Shield of Faith' which has it's own block-frames during the slash. Can start your RRR chain from her second attack 'Ascension Slash' skipping the first attack 'Penitent's Plunge' if you continue pressing RC afterwards.
'Divine Slash' Her main damage skill which is connected to her next skill below that can only be used after gaining '10 stacks of Divinity' and fully charging her skill 'Embrace Divinity' by holding RC and releasing upon the bar being fully charged. The skill gives block-frames upon begininning the downward slash and if it connects to an enemies attack the block-frames are continued for the remainder of the downward slash, be careful though as you have a tiny period of vulnerability where you can be hit after the slash finishes but you're still animation locked if you choose to chain it into her skill 'Heavenstride' (more on this later). Has a deceptively long range so can be used from a full dodge distance away and still hit the enemy. This skill also reduces the CD of her skill 'Active: Holy Vessel' by 5 seconds and has enhanced damage during 'Active: Holy Vessel' as well.
'Embrace Divinity' The passive skill that her entire gameplay revolves around, you need 10 stacks to activate it by holding RC which takes about "1.28 seconds~" (this is NOT accurate to the exact millisecond as I did this with my phones stopwatch but it's close enough) to fully charge upon release leads into her previous skill 'Divine Slash'. Your divinity is earned through all your LC and RC, Left click x1 gives 1 Divinity, LC x2 gives 1 Divinity, LC x3 gives 2 Divinity, RC x3 (only on the third hit not the first or second) gives 6 Divinity. And finally blocking a attack with 'Shield of Faith' or 'Active: Gemini Spiral' gives 2 Divinity even if either blocks multiple hits you will only get 2 Divinity per usage.
'Penitent's Plunge' Her first attack of your RRR chain that gives No Divinity when you hit an enemy.
'Rapid Pike' Her second attack of your LLL chain that gives 1 Divinity when you hit an enemy.
'Shield of Faith' Her block which is used by pressing Spacebar with no movement key inputs. Upon successful block gives 2 Divinity and can be followed into her skill 'Counter Slash' that will extend your block-frames which we talked about above but be warned if the enemy has a delay of 2~ or more seconds between their attack 1 and attack 2 this can actually leave you exposed to the second attack since there's a recovery window for 'Counter Slash' where you can't block or dodge again. Her block is a full 360 degree block, in which I mean even if you have your back to an enemy and block she will turn to face the enemy while blocking the attack. Her block is extremely responsive and can easily be used mid combo of yourLLL/RRR chain (won't interupt/cancel you out of your current attack but she will use it as soon as the animation finishes) but there is a tiny window of delay upon pressing Spacebar and block where you can be clipped by an attack unguarded.
'Shift' Her dodge which is used by pressing Spacebar with a directional input of WASD, extremely fast, very little delay between back to back dodge usage, covers a lot of ground by itself, finally can be chained into her next skill 'Shifting Slash' to cover even more ground.
'Shifting Slash' Her extension to her dodge which is used by pressing RC after dodging, gives no block-frames or i-frames but can help you cover ground fast during a dungeon or walk to the boss which dealing some damage to anything hit. Can start your RRR chain at her second attack 'Ascension Slash' if you continue pressing RC afterwards.
'Smite the Wicked' Her other main damage skill, upon successful hit on an enemy gives 6 Divinity. Has a wide range, very far forward reaching range and surprising elevated range as well (can hit things above your head) making it an excellent attack to hit multiple enemies or making it hard to miss a boss due to the wide reach. Also reduces the CD of 'Active: Gemini Spiral' by 5 seconds upon hitting an enemy.
'Supplicant's Slash' Her third attack of your LLL chain that gives 2 Divinity when you hit an enemy. Gives stamina back and also reduces the CD of 'Active: Ethreal Wave' by 10 seconds when hitting an enemy with it.
'Active: Gemini Slash' An active skill that costs 250 SP which will act as a block the entire time you're spinning giving 2 Divinity if an attack is blocked, will not give more Divinity even if multiple attacks are blocked. Upon using the skill she will leap into the air which you have zero block-frames and can be hit or even staggered out of the skill, it's not till she begins the spin that you have block-frames. CD is reduced by 5 seconds upon hitting an enemy with 'Smite the Wicked'
'Active: Heaven Tail' An active skill that costs 350 SP which will hit an enemy four times giving 1 Divinity each hit. Does not give block-frames or i-frames leaving you exposed during it.
'Piercing Rush' A dash skill which is used by pressing TAB. Not much to say here, does very little damage, has a windup before she begins the dash leaving you standing in place, can put you out of position in a fight. All in all I personally never use it and recommend leaving it at Rank-E as well.
'Comet Impact' A continuation skill of 'Piercing Rush which is used by pressing TAB a second time after. Not much to say again, I can't speak for exactly how much damage it does but combined with the previous skill 'Piercing Rush' explantion and by how this skill also leaves you even more exposed, I personally don't use it and recommend leaving it Rank-E too.
'Heavenstride' Another i-frame skill which can be used by presing RC after her skill 'Divine Slash' which she begins to kneel down and jump into the air at an enemy, during the initial kneeling up till her feet leaving the ground she is completely exposed to damage from enemies but after she leaves the ground she is untargetable by enemy normal attacks and ground wave attacks avoiding any of the damage till she lands on the floor which she then has a small window where damage can hit her before you can dodge or block. Gives 30 stamina on the first hit midair and another 30 upon impacting the ground, in total you can expect 64~ stamina with Rank-3 Battle Respiration (you will gain 4 stamina from it during the skill usage) if an enemy is hit.
'Active Holy Vessel' A buff skill that costs 250 SP that can double as 4.38~ seconds (phone stopwatch again) of invulnerability letting you dodge anything(? if there's an exception I don't know about it sorry) much like how 'Active: Paladin/Dark Knight Transformations' work. You can cancel the invulnerability animation if you don't need it and just need the buff by pressing either Spacebar to block or Spacebar+WASD to dodge right after using 'Active: Holy Vessel' (Example just incase, "Z+Spacebar" instantly, Z would be key the ability is bound to) Upon finishing the animation or cancelling it you will recieve the buff and be healed for 3,000 HP, gain increased attack speed, damage reduction, enhaned damage for 'Divine Slash' (I don't have the exact numbers sorry) and reduces the charge time for 'Embrace Divinity' from 1.28~ seconds to about half~ .64~ seconds (again may not be exact to the millisecond but it gives you an idea) buff lasts 20 seconds on a 90 second CD which is reduced by 5 seconds if 'Divine Slash' hits an enemy.
'Active: Arsenal Gate' Her Crowd-Control active skill that costs the usual 750 SP that'll make a boss unable to act (unless they're immune, Redeemers, Niflheim, etc.)
'Active: Ascendant Impact' Her last skill that costs 400 SP which does not give Divinity upon hits. Can stagger/stun an enemy (if they can be) out of an action, doesn't give block-frames or i-frames.
I didn't want to include this three seperate times above so it's being put here. Your RRR chain 'Penitent's Plunge' > 'Ascension Slash' > 'Smite the Wicked' all give you super armor (stagger ignore) during their usage, great for higher dps and Divinity building but can have the downside of not letting you be knocked down for i-frames and being combo'd by the boss.
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Gameplay Rotation
I will give you two examples of a boss fight start, one with 1250 SP and 10 Divinity entering the fight, and one with 0 SP and 0 Divinity entering the fight. Will not include blocking since that's aggro or boss attack dependent. I also like to keep my first 'Active: Holy Vessel' till I need the 3,000 HP heal or need the invulnerability animation to dodge.
Example: 1250 SP Start: 'Active: Ethereal Wave' > Dodge+RC torwards boss > hold RC into 'Divine Slash' followed by RC to 'Heavenstride' > 'Active: Heaven Tail' > 'Active: Ascendant Impact' (if you feel like you'd be safe to do this if not skip, it just chains really well following the previous skill) > Werewolf Paw > RRR chain > hold RC into 'Divine Slash' followed by RC to 'Heavenstride' > RRR chain > RRR chain > hold RC into 'Divine Slash' followed by RC to 'Heavenstride' > 'Active: Gemini Spiral' > 'Active: Ethereal Wave' | then Repeat your RRR > LLL chain into 'Divine Slash' and 'Heavenstride' using your Actives (aside from 'Active: Arsenal Gate') off cooldown.
Example: 0 SP Start: Dodge+RC towards boss > Werewolf Paw > RRR chain > RRR chain > hold RC into 'Divine Slash' followed by RC to 'Heavenstride' > 'Active: Ethereal Wave' > RRR chain > LLL chain > hold RC into 'Divine Slash' followed by RC to 'Heavenstride' > 'Active: Heaven Tail' > then Repeat your RRR > LLL chain into 'Divine Slash' and 'Heavenstride' using your Actives (aside from 'Active: Arsenal Gate') off cooldown.
Both above examples are not cookie cutter need to be repeated the exact same way everytime, they're both just comfy examples. Using 'Active: Ethereal Wave' as soon as possible everytime is a big damage boost so it should definitely be prioritized.
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Tips and other Information I thought to add at the end of writing this
Neamhain generates an insane amount of SP so don't ever feel pressured on if you use X will you have enough for Y, it's very common when have max uptime attacking/blocking with no interuption to have all SP active skills on cooldown and have near max SP gauge.
'Active: Holy Vessel' is a great way to save potions in any content where your defense is above cap.
As mentioned above in the skills section 'Active: Holy Vessel' can be used to dodge anything, like any of the Redeemers or any other boss with a grab hitting you for their one-hit KO move so keeping it in reserve when a boss is nearing a phase with a grab can be a simple way to "guarantee" (you still have to time it somewhat) your safety.
Successful block into 'Counter Slash' followed into RR chain > LL chain | gives you 10 Divinity
Successful block into 'Counter Slash' followed into RR chain > Successful block | also gives 10 Divinity
Standing as close to the boss as is allowed > dodge+RC away from them > 'Ascension Slash' (doesn't have to be towards them, can be done sideways just not away from the boss or you will gain to much gap and miss the next RC) > 'Smite the Wicked' | let's you reposition to safety and let's you get Divinity from a distance, thanks to 'Smite the Wicked' long range. This one is useful in Ein Lacher (I can personally vouch)
One Bug with Neamhain (as of February 11th) to be aware of | Divinity not being granted upon successful hits of your LLL / RRR or upon Blocking sometimes, for example doing your RRR > LLL chain can leave you with 8 Divinity sometimes even though you hit everything. It doesn't happen often but when it does you'll notice