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Vicious Summoner Overview of 2Moons(3)
2010 - 7 - 14This is a General 2Moon guide to playing a segnale.It will introduce Segnale stats and skills. I figured I would write one up for those that are having trouble figuring out what to do.If you are interested in it ,please read up.Hopefully the article can help you. I believe you will learn something from it.
Note: You will have to be a little choosey when selecting your skill and character stats. The reason for this is that you do not get enough points at the beginning levels to spend them everywhere. At the later levels however, you start to accumulate more and more points. With that being said there is some guidelines that you can follow to efficintly minimize mistakes.
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STATS
You get exactly 5 points to allocate in any stat that you wish every time that you level. There is no stat cap as of the date that this guide was written either.
There are a few ways that you can go here. You should know by now that the weapons have stat requirements, and ours are Dex / Spr. You will now have a choice as to where you want the remaining points to go. I can not tell you "the best" way to go because there is a lot of room for flexibility in that area.
However, myself and a lot of players decide that with those remaining points that are left over (after we allocate the points we need into our weapon req.'s) should go to health.
The reasons for this are listed below.
#1 Having a high health stat will ensure that you don't get interrupted nearly as often.
#2 Health increases that green bar as well as your health bar, so in PVP (and PvE) it will help you survive MUCH longer.
Note The other popular build is to put the majority of the remaining points into dex. This however will make you more of a glass cannon, so keep that in mind if you decide to go that route.
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SKILL POINTS
There are a lot of opinions on how to spec your character skillwise, and like the stat point system this can be modified widely to fit your personal taste. At the endgame you have enough points to get just about every single skill maxxed out. However, untill then you are forced to choose wisely as I pointed out before. It isn't untill your very high level that you start getting more points than you know what to do with.
The popular build ideas are listed below
Heal / Blood Build
This build gives the player the damage of the blood, yet the support role as a healer/buffer. The buffs that Segnale get are the best in game. This is a pretty safe build because it allows you to do some damage, yet allowing you the option to play a role in groups.
Curse/ Blood Build
There are a few variations, but the idea is to spec heavily (if not all) into these 2 trees. The main concept underlying this build is to pvp and deal damage. Leaving the healing and buffing completely behind, and simply focusing on dealing as much damage as possible. However the curse line spells as of now have extremely long casting timers which limits this builds functionality.
Healing/ Curse Build
This is mainly a party healer build. It is not reccommended to spec this route if you primarily solo kill. The Curse line gives some great skills, they are centered around debuffing mobs so others can kill it quicker. Therefore, players that wish to do this also put points into the blood line spells that have "curse" effects. This route is for PURE party play. Again however, the curse line spells as of now have extremely long casting timers which limits this builds functionality. Although speccing heavily into the Healing tree makes you a very popular, effective, and flexible healer.
Note I simply outline the poplular build options that you may decide to use. I only wish to generalize and do not want to place bias on any one build type. If you have fun with a build you put together and feel it is effective than that is exactly what is best for you. This may or may not work for all players.
HEALING TIPS
Some of you may know this already, but it warrants repeating here. Segnales are not your average healer, and as such I felt as though a few tips were needed that apply to us.
--->To target yourself in order to use Wound Healing or buffs, press the letter E on your keyboard.
--->To Switch between hotbar 1 and 2 press the letter Z on your keyboard.
--->Make sure you never stray too far from your tank. If you rely heavily on Hyper Heal then this is vital because tanks have a habit of being out of the healing radius at the last minuite.
--->Keep your health bar under control first and foremost! You can always use Recover on them later if they die, but if you die then they have a long run.
--->Attack the Monster! Segnales do good damage and people know it. A wise Segnale will know how to attack, and at the same time monitor the health of the party.
--->Don't be afraid to step back for a minuite when the going gets tough to concentrate on healing and buffing. We can attack and do damage, but no one else can fill the role of a healer. If you have to step back in order to keep the tank from dieing, then politely do so, and when the situation is under control resume your havok.
GEM UPGRADE SYSTEM
This section is geared towards teaching you how to upgrade your weapons using Gems. This area of the game plagued me for weeks before I was able to figure it out. I wanted to create a section to help those that are in the same bind that I was. Keep in mind that the system holds true whether its a Gem, Ring, necklace, inherent bonus on blue majic armour, or any other form.
First lets define a few things.
Magic damage- A broad catagory of damage. All damage is comprised of 2 main catagories; Magic and Physical damage. Magic damage is comprised of 5 subcatagories.
Element damage- The subcatagories of magic damage. The subcatagories are poison, curse, lightening, Fire, and ice. Spells often will tell you in the description if it deals this type of damage.
Physical damage- A broad catagory of damage. Auto attacks and skills can deal this type of damage. Spells often will tell you in the description if it deals this type of damage.
Some Common Bonuses you will see
Type Gem............................................Auto Attack / Physical based damage skills / Curse based damage skills
+ X increased Magic Damage ......................... no............................no.................................................+
+ X increased Physical Damage .................... +...............................+.................................................no
+ X (ice,fire, Poison, or lightening) Damage.....+...............................+.................................................no
+ X Curse Damage....................................... +...............................+.................................................+
+ x% Curse Damage ....................................+...............................+.................................................+
summary explanation It kinda all makes sense if you think about it.
--->"+X Increased magic" will only increase your magic attacks. The same holds true for "+X increased physical damage" gems.
---> The "+ X (ice, fire, Poison, curse, or lightening) Damage" type gems, add that type of damage to all your physical attacks. However they will also add that damage to your spell ONLY if it deals that type of damage. The same rule applies to the "+% + X (ice,fire, Poison, or lightening) Damage" type gems as well.
---> Note that Segnales get a bit more benefit out of the curse type gems naturally because we use Curse Damage in some of our spells. The same holds true for other classes that deal a specific type of damage in thier spells.
---> +% Curse Gems stack with each other when they are added to your weapon.
Curse type gems- Curse Mastery does work with curse type gems in a different way when it comes to curse spells. You will see more of an increase in your curse spells when you use curse gems. This is because the +x curse damage gets added in to the spell damage, and then the Curse Mastery comes along and multiplies that damage by its predefined %. This does not hold true for your physical attacks though because if you remember correctly, curse mastery only works on spell damage.
BIG Note: This information was all tested by myself and confirmed by others. Keep in mind a few things though. No one on the 2Moons staff has ever confirmed this to the best of my knowledge. If you find I made an error somewhere, I will have to ask you to please give me concrete proof using the same parameters that I did. I used all the same weapons and they were ALL white without bonuses. All the weapons I used had only the gem appropriate to what I wanted to test inside of it. I used the doors in the temple of nunvice because they have no resistance and no defence and no armour at all. So the damage you deal is just raw damage based on the games alogrithmic codeing.
