Stellar Flare's Sky Emperor Rambly guide: Difference between revisions

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(Created page with "On Skills: <images> First job: Exactly like that Second Job: Exactly like that probs. Third job: Doesn't matter lol. Max Document, Purification, Universe Stance. Get New Moon Kick lv1 for cloaking Fourth Job: Max Warbook. Get your main skills. Get a decent level you feel confortable with on Enchanting Sky. Sky mastery at 10 if you have points to spare. otherwise take points from here to make up for what you want since it's mod is so low. Skill Rotation: Use Flying K...")
 
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On Skills:
== Skills ==
<images>


<images>
First job: Exactly like that
 
Second Job: Exactly like that probs.


First job: Exactly like that
Third job: Doesn't matter lol. Max Document, Purification, Universe Stance. Get New Moon Kick lv1 for cloaking  
Second Job: Exactly like that probs.
Third job: Doesn't matter lol. Max Document, Purification, Universe Stance. Get New Moon Kick lv1 for cloaking
Fourth Job: Max Warbook. Get your main skills. Get a decent level you feel confortable with on Enchanting Sky. Sky mastery at 10 if you have points to spare. otherwise take points from here to make up for what you want since it's mod is so low.


Skill Rotation:
Fourth Job: Max Warbook. Get your main skills. Get a decent level you feel confortable with on Enchanting Sky.  Sky mastery at 10 if you have points to spare. Otherwise take points from here to make up for what you want since it's mod is so low.


Use Flying Kick to gap close
=== Skill Rotation ===
Skill rotation: Put both Midnight and Dawn on turbo. Hold both.
Use Flying Kick to gap close.  
Skill Rotation plus: Add in Twinkling Galaxy and Star burst to the rotation when they're off cd
Skill Rotation plus ultra: If you wanna bother, add in noon blast after all your skills are on cooldown


On Buffs and beneficial effects to keep in mind:
Skill rotation: Put both Midnight and Dawn on turbo. Hold both.


Buffs:  
Skill Rotation plus: Add in Twinkling Galaxy and Star burst to the rotation when they're off cd.  
Almighty for stat IC.
Tumbling for dodging attacks (Turn off against turret type enemies unless you wanna flying kick away from where you wanna go and die)
Stellar Stance for +5 All Stats for IC
Solar Stance if you can get IC on your own and want extra damage. (Eg Cardi buffs giving you IC overflow)
Arc Wand Clan
Berserk Pot if you wanna get higher ASPD
Red Herb Activator if you feel you need more damage
Golden X if dealing with reflect
Enchanting Sky to maximize dps and convenience
Sun/Moon/Star Buffs whenever available.


Skill Rotation plus ultra: If you wanna bother, add in noon blast after all your skills are on cooldown.


On Stat Distribution:
On Buffs and beneficial effects to keep in mind:


This is the stat screen. Buffs: The One Potion, Healer bless and agi, berserk potion
Buffs: Almighty for stat IC.  


How you should distribute your stats:
Tumbling for dodging attacks (Turn off against turret type enemies unless you wanna flying kick away from where you wanna go and die)
Your focus is on getting instant cast, so for that you'll need 0.5s of Fixed Cast time reduction plus 530 status points on dex*2+int


For that first you'll need to find a balance between your dexterity and inteligence so you don't spend too much or too little getting your IC. This will depend on what armor you are using since some armors/cards give you dex/int enchants and almighty will give you a majority of those.
Stellar Stance for +5 All Stats for IC


After this you should get between 120~130 str. I decided to get 130 because of the extra damage and extra carry weight you can't get anywhere else. Reminder that any carry weight you get from base stats is doubled by the 2nd job skill Knowledge of Sun, Moon and Stars.
Solar Stance if you can get IC on your own and want extra damage. (Eg Cardi buffs giving you IC overflow)


After this you can put to your heart's desire between vit and agi. You'll have incredibly good aspd even with one agi so don't feel the need to put that much in agi if you have party members that buff it. The main benefit agi gives is for solo play and for flee.
Arc Wand Clan


Vit helps you not die.
Berserk Pot if you wanna get higher ASPD


Luk is the least important stat. The return of investment on it is so low that I feel that it isn't useful at all.
Red Herb Activator if you feel you need more damage


Traits you want Pow, Crt and Con. You're a critical melee class so those buff your damage the most. C. Rate being the secondary trait stat that gives you the most return for your damage since your patk is already so high.
Golden X if dealing with reflect


Enchanting Sky to maximize dps and convenience


Explaining this class skills:
Sun/Moon/Star Buffs whenever available.


Explainer on first class skills:
=== Explaining this class skills ===


==== Explainer on first class skills ====
Leap: With your fct reduction, this becomes an incredible mobility skill. It can jump over obstacles but is disabled on maps where teleport is disabled.
Leap: With your fct reduction, this becomes an incredible mobility skill. It can jump over obstacles but is disabled on maps where teleport is disabled.


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Kihop: Final damage modifier.
Kihop: Final damage modifier.


Explainer on second class skills:
==== Explainer on second class skills ====
 
This is the main source of damage for the Taekwon Class. Mastering these mechanics is essential to playing it correctly.
This is the main source of damage for the Taekwon Class. Mastering these mechanics is essential to playing it correctly.


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Union: I ran out of space check pins.  
Union: I ran out of space check pins.  
Explainer on third class skills:


==== Explainer on third class skills ====
Third class doesn't have much to learn compared to second.
Third class doesn't have much to learn compared to second.


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Idk. I heard Gravity Control is insane.
Idk. I heard Gravity Control is insane.


Explainer on fourth class skills:
==== Explainer on fourth class skills ====
 
ºPassives
ºPassives
-War book Mastery: Raw patk buff. Always good to max out
-War book Mastery: Raw patk buff. Always good to max out
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Their timings vary between every one of them, but all of them require you to use Twinkling galaxy first before using Star burst or cannon. They last a long time in the field so this is supposed to be used as an additional Damage Over Time instead of your main damage source.
Their timings vary between every one of them, but all of them require you to use Twinkling galaxy first before using Star burst or cannon. They last a long time in the field so this is supposed to be used as an additional Damage Over Time instead of your main damage source.


ºExplaining the phases of the day:
===== Explaining the phases of the day =====
Okay so you want to use your skills but it says it needs sunset, moonrise or whatever the hell those are. This is the part I explain you that
Okay so you want to use your skills but it says it needs sunset, moonrise or whatever the hell those are. This is the part I explain you that


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To set the position for sun skills, you use Rising Sun, to set the position for Moon skills, you use Rising moon. The images should help exemplify what works best.
To set the position for sun skills, you use Rising Sun, to set the position for Moon skills, you use Rising moon. The images should help exemplify what works best.


ºExplaining the phases of the day when using Enchanting Sky
Explaining the phases of the day when using Enchanting Sky


Everything just works the best and you can completely ignore the part above.
Everything just works the best and you can completely ignore the part above.
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In current patch, since acute is back in the meta, you'll probably end up with a lot more cdmg compared to melee. Try to find a sweet spot with that in mind.
In current patch, since acute is back in the meta, you'll probably end up with a lot more cdmg compared to melee. Try to find a sweet spot with that in mind.


== Stats ==
This is the stat screen.


Headgear(top): starting with a cheap Temporal circlet acute luk3 - > temporal combo with temporal weapon for autocast
Buffs: The One Potion, Healer bless and agi, berserk potion


Headgear mid/bot: Sealed chain combo - > gambler's seal combo
How you should distribute your stats:  


Armor: Do the highest of these at any point as you find your self able to. Some may take more time than it's worth to farm for: Illusion sprint combo- > Wolf armor Melee Warrior 3+2 -> Nebula of Creative Pow/Sharp/dex and/or Varmundt depth flame earth
Your focus is on getting instant cast, so for that you'll need 0.5s of Fixed Cast time reduction plus 530 status points on dex*2+int


Boots : Illusion Sprint shoe -> Hero Boots LT (if you get it for cheap. Don't spend bsb on this) ->Varmundt flame boot. Get it for cheap and then upgrade it as you level. It retains grading and refine on reform. Get Creative enchant instead of pow.
For that first you'll need to find a balance between your dexterity and inteligence so you don't spend too much or too little getting your IC. This will depend on what armor you are using since some armors/cards give you dex/int enchants and almighty will give you a majority of those.


Garment: Pirate captain forever.
After this you should get between 120~130 str. I decided to get 130 because of the extra damage and extra carry weight you can't get anywhere else. Reminder that any carry weight you get from base stats is doubled by the 2nd job skill Knowledge of Sun, Moon and Stars.


Weapon: Eden - >Glacier - >Dim glacier. Enchant it for the skill you want to use (probably moon or sun) -> temporal moon weapon for autocast
After this you can put to your heart's desire between vit and agi. You'll have incredibly good aspd even with one agi so don't feel the need to put that much in agi if you have party members that buff it. The main benefit agi gives is for solo play and for flee.


Accessories: Wolf - > Venom ring -> stellar seal
Vit helps you not die.
If you can skip wolf, better. Venom is super cheap to make. Get either Pow or crt doesn't matter which.


Shield: Illusion Silver Guard/Illusion guard with 2xStrength 2. Alternatively mad bunny LT for sustain/defense with defense 3 enchant.
Luk is the least important stat. The return of investment on it is so low that I feel that it isn't useful at all.


Shadow gear: (for union since you have full bypass)
=== Traits ===
Almighty acc combo
you want Pow, Crt and Con. You're a critical melee class so those buff your damage the most. C. Rate being the secondary trait stat that gives you the most return for your damage since your patk is already so high.
Infinity shadow gloves
Mega blitz shield
Lord Bearers/Mammoth armor+shoe
Get c. rate 5 on every piece.

Revision as of 17:41, 22 November 2025

Skills

<images>

First job: Exactly like that

Second Job: Exactly like that probs.

Third job: Doesn't matter lol. Max Document, Purification, Universe Stance. Get New Moon Kick lv1 for cloaking

Fourth Job: Max Warbook. Get your main skills. Get a decent level you feel confortable with on Enchanting Sky. Sky mastery at 10 if you have points to spare. Otherwise take points from here to make up for what you want since it's mod is so low.

Skill Rotation

Use Flying Kick to gap close.

Skill rotation: Put both Midnight and Dawn on turbo. Hold both.

Skill Rotation plus: Add in Twinkling Galaxy and Star burst to the rotation when they're off cd.

Skill Rotation plus ultra: If you wanna bother, add in noon blast after all your skills are on cooldown.

On Buffs and beneficial effects to keep in mind:

Buffs: Almighty for stat IC.

Tumbling for dodging attacks (Turn off against turret type enemies unless you wanna flying kick away from where you wanna go and die)

Stellar Stance for +5 All Stats for IC

Solar Stance if you can get IC on your own and want extra damage. (Eg Cardi buffs giving you IC overflow)

Arc Wand Clan

Berserk Pot if you wanna get higher ASPD

Red Herb Activator if you feel you need more damage

Golden X if dealing with reflect

Enchanting Sky to maximize dps and convenience

Sun/Moon/Star Buffs whenever available.

Explaining this class skills

Explainer on first class skills

Leap: With your fct reduction, this becomes an incredible mobility skill. It can jump over obstacles but is disabled on maps where teleport is disabled.

Sprint: It runs really fast in one direction. Can be useful when leap is disabled. Can't change directions and has to be canceled manually or by hitting a wall.

Flying Kick: your main gap close skill. Since you're a melee class this skill helps you get in range of enemies so you can use your other skills.

Tumbling: This gives you survivability. It's a 20% chance to ignore other attacks.

Mild Wind: It endows your weapon with one of seven elements. This works differently from elemental converters in that it also uses your stat atk in addition to your weapon attack to give you better damage.

Kihop: Final damage modifier.

Explainer on second class skills

This is the main source of damage for the Taekwon Class. Mastering these mechanics is essential to playing it correctly.

ºFirst you need to understand the Sun, moon and star allignment. Even days are days of the Sun, odd days are days of the Moon, days that multiple of 5 are days of the Stars.

This plays part on your self buffs, they being: Comfort and Blessing of the Sun, Moon and Stars.

On Solar days: -Buff gives you hard def, you get bonus experience from sun aligned monsters.

On Lunar days: -Buff gives you Flee, you get bonus experience from moon aligned monsters

On Stellar Days: -Buff gives you aspd, you get bonus experience from stellar monsters.

ºSecond thing to understand: You can assign three monsters as an enemy of the sun, moon or stars. What this means is that you get a 75% damage increase toward the monster you assigned, plus the bonus mentioned above. -Solar enemies can only be of small size -Lunar enemies can only be of medium size -Stellar enemies can only be of large size So you can do overwhelming damage to whatever you assign, but keep in mind which monsters are worth assigning or not.

Third, you can assign one map as being solar, lunar or stellar alligned. To use the buffs mentioned on the first point, the map needs to be assigned with it's corresponding celestial body. You can assign a map as all three so just do that and don't worry about it. Additionally: On solar assigned maps, the skill Knowledge of Sun, Moon and Stars doubles your carry weight. So remember that for farming

Lastly: Demon of Sun, Moon and Stars gives you 30% aspd.

There's a very low chance on hit that you'll trigger the "Miracle" effect. This effect assigns all monsters on the map as enemy of the stars and allows you to use all protection skills. It lasts 1 hour and is removed when you leave the map.

Union: I ran out of space check pins.

Explainer on third class skills

Third class doesn't have much to learn compared to second.

ºStances

These are self buffs that have no duration -Stance of the Sun: 5% ATK. Best stance for damage. -Stance of the Universe: +5 all stats. Use this to reach IC. -Stance of the stars: 10% aspd, good for killing Crowrings -Stance of the moon: 5% mhp, useless

ªIn addition, you get these skills to add to your second class mechanics:

-Purification of Sun, Moon and Stars: Removes blind from Demon of S/M/S

-Document of Sun, Moon and Stars: Allows you to reset your assignments. Has three levels so you have finer control on what you want reset.

ºCloaking New Moon Kick: Gives you cloaking. Need to have Universe Stance to use.

ºPVP Idk. I heard Gravity Control is insane.

Explainer on fourth class skills

ºPassives -War book Mastery: Raw patk buff. Always good to max out -Sky Mastery: Adds a small % bonus to skill formulas. The buff is small so you don't need to feel bad if you can't max this one out

ºSkills The skill tree for Sky Emperor is divided in three branches: The sun branch, the moon branch and the stellar branch.

-Sun Branch: The sun branch is focused on skills that can crit without requiring union. Therefore it's the best branch for those that aren't using union in their builds. All skills in this branch are targeted skills, have ACD and cooldown, with 0 cast time. It's best skill is Noon blast, giving you the best damage.

-Moon Branch: Moon branch is focused on high doing high AoE damage without being able to crit (unless under Union). All skills in this branch are self targeted skills, have 0 acd and 0.5+1s of cast time, plus cooldown. It's best skill is Dawn break. This skill tree is intended so that you use all your skills simultaneously, comboing one into the other as they lack any ACD.

-Star Branch Star Branch is focused on skills with a high hit count that linger a long time on the field. Twinkling Galaxy and Star cannon are self cast, while Star Burst is targeted. Their timings vary between every one of them, but all of them require you to use Twinkling galaxy first before using Star burst or cannon. They last a long time in the field so this is supposed to be used as an additional Damage Over Time instead of your main damage source.

Explaining the phases of the day

Okay so you want to use your skills but it says it needs sunset, moonrise or whatever the hell those are. This is the part I explain you that

Think of it this way: You have a fan with 3 intensities + off. Some people prefer it on 2, while some prefer on 3. If you make a person happy, they'll do more for you.

Skill in the sun tree are able to crit when you set them on the best intensity. Skill in the moon tree do more damage when you set them on the best intensity.

To set the position for sun skills, you use Rising Sun, to set the position for Moon skills, you use Rising moon. The images should help exemplify what works best.

Explaining the phases of the day when using Enchanting Sky

Everything just works the best and you can completely ignore the part above.

<images>

ºUnion: When you get the Taekwon Soul link from a Soul Linker, you get access to the Union ability. This ability gives you the following bonuses: -Increased movement speed -All skills and attacks will crit no matter what -All skills and attacks will hit no matter what -Completely bypasses the enemy defense

-You lose 2% max HP every hit you deal to an enemy (4x on pvp) -Natural recovery disabled -Healing received to 1/4 of its value (except fixed value heals like talisman of protection) -Dies if below 20% HP

Lasts 10 minutes and consumes the soul link after use, allowing the SE to receive another link buff. Dispellable.

How to decide what gears you want for your Union SE moon build: Since you have 100% def pen and guaranteed critical, your equipment decisions should prioritize the following:(more or less in that order, but almost all equally important) +++C.RATE, CRI, POW, Patk, ++Melee Damage, ++Critical damage, +++enough stats to get IC with buffs, Racial, elemental, size. ++++Size ignore.

Trying to balance your cdmg and your melee modifiers is the true endgame for the class.

In current patch, since acute is back in the meta, you'll probably end up with a lot more cdmg compared to melee. Try to find a sweet spot with that in mind.

Stats

This is the stat screen.

Buffs: The One Potion, Healer bless and agi, berserk potion

How you should distribute your stats:

Your focus is on getting instant cast, so for that you'll need 0.5s of Fixed Cast time reduction plus 530 status points on dex*2+int

For that first you'll need to find a balance between your dexterity and inteligence so you don't spend too much or too little getting your IC. This will depend on what armor you are using since some armors/cards give you dex/int enchants and almighty will give you a majority of those.

After this you should get between 120~130 str. I decided to get 130 because of the extra damage and extra carry weight you can't get anywhere else. Reminder that any carry weight you get from base stats is doubled by the 2nd job skill Knowledge of Sun, Moon and Stars.

After this you can put to your heart's desire between vit and agi. You'll have incredibly good aspd even with one agi so don't feel the need to put that much in agi if you have party members that buff it. The main benefit agi gives is for solo play and for flee.

Vit helps you not die.

Luk is the least important stat. The return of investment on it is so low that I feel that it isn't useful at all.

Traits

you want Pow, Crt and Con. You're a critical melee class so those buff your damage the most. C. Rate being the secondary trait stat that gives you the most return for your damage since your patk is already so high.