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[GUIDE] Aloken

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Emerging from an elusive clan of jungle warriors, Alokens have waged a righteous war against the demonic forces of Karon since the Grand Fall, destroying evil and defending allies with equal ferocity. Alokens are a melee combat class who are balanced between defense, offense and party support. They claim to be descended from the very gods who once ruled Trieste, and whether this is fact or legend, the strength of their protective and supportive magic of the Alokens can’t be denied.

 

 

Skill Trees:

Spear: Deals burst damage to the opponent using Aloken's beloved spear. Some of the skills include abnormal effects, such as stuns, hp drain, etc.
Guardarm: Increases the defensive powers of the character, using shield-like weapon guardarm.
Spell: Aloken possesses a set of self and party buffs, helping to counter different PVE/PVP scenarios. Buffs get activated when dealing/receiving damage from the opponents, enhancing one of the battle aspects.

 

 

Party Roles:

Physical Offense: Containing potential for a very high damage outburst, combined with abnormal attacks, Aloken is valued for its ability to rush through the front line of the enemy and disintegrate the backline, forcing the enemy to leave the formation.
Defense: Using guardarm spells, Aloken has one of the highest defences in the game.
Support: Valued for the potent party buffs they provide.

 

 

Introduction:

Aloken is one of the most popular classes in the game, due to the great balance between the offense and the defense, as well the unique buffs that they provide. Aloken is great at single and party PVP content, however may not be the best class for a mass PVE situations. Due to its simple gameplay mechanics, Aloken is popular between the new players, however due to low DPS and not many AOE skills, other classes might be more desirable as a first character. Nevertheless, when it comes to the End-Game PVP material, Aloken is irreplaceable!

 

In this guide I'll cover:

1)  Aloken stats builds

2) Skills which you should use 

3) Aloken buffs and how to use the correctly

4) A little bit on the gear

 

1) Aloken stats builds:

 

  • Early game: In the beginning of your journey, a lot of your time will be spent on PVE material. Either if it's for the level, or item farming, the key strategy is to SURVIVE! Therefore, make sure you have enough Heal to outstand high damage outbursts. I would recommend starting with 300 Heal, 173 Dex, 2 Spr and rest put on Str.

 

  • Mid-Game: Assuming you reached at least 200 level and acquired some stronger gear (such as Osmium +9/+10, 180 weapons +10, etc.), you are ready to transition more towards the damage, since grinding is about to start! Reset your Heal, put back 150-200 on Heal, and rest on Str.

 

  • End-Game: This is where it gets interesting. Different players use different amounts of Heal, however from my experience, 100 Heal should be enough to outstand End-Game boss attacks, leaving you with high damage output for PVP content. Each player should find their own preference, however I would not recommend going higher than 300 Heal, as the damage output will be too low to finish your opponent during the PVP.

 

 

 

2) Skills which you should use:

 

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Your skillbar doesn't need to look exactly like this, however this is a setup that I'm using. First of all, let's talk about PVP. A lot of people ask, "what are the best combos"? But the truth is that to be a good player, you cannot rely on combos, as you will become extremely predictable and easy to counter. Therefore, I will rather go through the important skills and when to use them (for referencing x.y - tab.skill).

 

  • 2.4 : Judgement Sting. An attacking skill, which deals a high burst damage. Best used in close contact against melee classes and due to its ability to follow the target, can be casted before the opponent starts running away, leading to ranged attack.

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  • 2.8 : Magunorin. A very similar skill, however instead of a burst, it provides a slower, but more extensive damage output. Used, when the opponent is running away, due to the following damage ability.

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  • 2.7 : Blastro. A skill which has further casting range and deals nice damage in the casted area. Use before attack (e.g. if the opponent is buffing, don't attack straight, but rather cast Blastro). By doing this, you will be able to stack much more damage.

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  • 2.6 : Piercing Wave. Similar to 2.7, just higher damage output. Make sure the enemy is not leaving the area once you cast it (e.g. use Judgment Step after, in order to slow the opponent down).

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  • 2.5 : Judgment Step. A skill, which slows the opponent and prevents them from using their skills for a short period of time. One of the most important skills of Aloken. Use it between the pure attack damage skills, to throw the opponent off their game.

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  • 2.= : Ethereal Shock. Aloken throws an arrow from distance, which prevents the target from moving. Very useful for chasing classes like Segita Hunter, Concerra Summoner.

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  • 2.- :  Genesis Spear. More useful in PVE, however has a very long casting range. Used to finish the running opponent or a buffing opponent, who you can't get close to fast enough. 

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  • 2.1 : Shock Spear. THE MOST IMPORTANT SKILL, WHICH ONLY WORKS WHEN THE TRANS-UP BUFF (1.1) IS ON. Stuns the enemy, preventing them from doing anything. Gives Aloken a chance to land Final Punish skill (2.2), as well as a possibility to change to Dragonic Lachrymae, Necklaces and Masochie earrings to maximize the damage dealt. Use before skills Final Punish, Piercing Wave or to save yourself from a tricky situation.

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  • 2.2 : Final Punish. Grand Meister skill, dealing the highest damage out of all the skills. Make sure to stun the enemy before, and DO NOT WASTE THIS SKILL ON A RUNNING TARGET.

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  • 2.3 : Punish. A skill, which works similarly to 2.2, however deals less damage, but starts draining opponent's HP. Try to make sure the target is not leaving the area when you cast this skill.

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  • 2.9, 2.0, 1.3 : Use in case you have no other skills available or waiting for some combo to cooldown.

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  • 1.8 : La Defense. A skill, which gives you a partial damage immunity. The damage received gets decreased drastically. Use when the opponent is about to deal a great amount of damage on you (try hiding under their skills, so that they don't see the shield on you). SAVE FOR EXTRA SITUATIONS.

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  • 1.9 : Divine Cure. HP regenerating skill. Mainly use when the PVP reaches HP stage. Cast before attacking and hope for the best, because at the end, each HP point counts. Can be used to counter Summoner, Bagi HP drains during the rest of the PVP.

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  • 3.= :  Mana Shock. The skill removes 4784 MP points from the opponent. Can be very usefull in the middle of a fight with another melee class, as they cannot cast skills anymore and gets confused. ONLY USE AGAINST CLASSES WITH NO SPR STATS, OTHERWISE IT WILL BE INEFFECTIVE.

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  • 3.- : Regression. Removes the last buff, that the opponent put on. Can be very useful if you manage to remove their trans-up.

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  • 1.2 : Fast Running. Increases running speed.

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3) Aloken buffs and how to use them correctly:

 

Aloken has two buffs which can be used on Guardarm:

  • 1.6 :  Self Bless. Increases self-guard and self-vitality. Has no cooldown and it lasts long. Always use before any fight and if the fight gets extended, don't forget to check on this buff.

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  • 1.7 :  Physical Bless. Increases self-defense. Use just like 1.6.

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  • 1.1 : Trans-Up. The skill increases defensive and offensive performance of the class, as well as it unlocks two very important skills: Shock Spear and Punish. In some scenarios it is a good idea to save the skill for the end of the fight, in order to have a stun and a HP drain to finish off the opponent.

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  • 1.0 : C'est La Vie. Increases damage by 10% each time used. Can stack up three times, therefore giving an additional 30% of damage! A purple bar indicates the charge level, which is accumulated by attacking the opponent. Once it reaches 100%, the bar starts to glow, and the skill can be cast. The strategy is to have 3x C'est La Vie stacked up for the end of the fight. The skill cannot be cast if Aloken has 3x Cancimo (3.2) buff activated, as well as it cannot be cast more often than every 30 seconds. Therefore, the longer the fight, the stronger the Aloken gets!

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However, what makes Aloken so unique is the Spell skill tree. And it's not as straight forward as it seems to be! I won't go through all of the skills, but rather the most used ones. Each skill in Spell tree has a self and a party version. Make sure to use the self-versions on yourself, and  the party version on the party members since the effect differences are massive! Furthermore, each character can only have one Offense and one Defense buff on at the same time.

 

  Defense buffs:

       

  • 3.9, 3.0 : Decrease Bless and Decrease Damage (aka DD). The skill reduces damage received from the opponent, with a certain chance rate. I will not put the exact numbers of damage reduction and activation chance since they can be easily found in game. The skill should be used against classes, which deal a lot of damage and do not have too many abnormal attacks (stuns/debuffs/drains). Countering Azure Knight would be a good example of a class, where one would use Decrease Damage. Also use it for PVE.   

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  • 3.3, 3.4 : Aqua Fudge and Aqua Remover. When activated, the skill increases abnormal resistance of the character, therefore preventing from abnormal attacks, such as sleeps, drains, etc. This skill should be used against classes which rely on debuffs, stuns, drains. Countering Segnale would be an example, where one would use Aqua.

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Offense buffs:

  • 3.5, 3.6 : Rebellion Spear and Rebellion Sword. When activated, the skill increases the overall damage with a certain chance. Use it for classes, which do not get a lot of critical attacks or whilst stacking C'est La Vie. Also give for the party members during PVE, melee and ranged classes during PVP, and use yourself for large groups of mobs.

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  • 3.7, 3.8 : Weaken Tolerance and Weaken Resistance. Once this skill is activated, it has a chance of lowering opponent's elemental resistance, therefore working as debuff. This skill should be given ONLY to elemental classes during PVP (Incar Magician, Black Wizard, Segnale, Seguripper, Staff Concerra Summoner and Staff Vicious Summoner).

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  • 3.2 : Cancimo. Once this skill gets activated, it increases self-critical attack and self-vitality. Use it during PVP on yourself, however once this skill has 3 active stacks, you cannot cast C'est La Vie. So, plan it ahead!

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4) A little bit on the gear

 

This is more of an EXTRA section, with some tips of how to modify your gear for the End-Game:

  • On your MC2, use 2x Guard 2x MAX HP  gems, since Aloken in the End-Game has a maximum guard anyways.
  • Fighting Black Wizards is painful for Aloken, therefore make an extra MC2 helmet with fire gems to counter BW. Also put fire gems in your Guardarm and try to get as high fire resistance on the set as possible.
  • It doesn't matter what element gems and armlets you are using, however try to stack the elemental damage onto one element.
  • In pants use 4x MAX HP gems since Aloken has little HP and a lot of defense.
  • Get all the necklaces, since Aloken plays a lot on them. It can even be 170lvl ones. AND DON'T FORGET TO SWITCH TO LACH, NECKLACES AND MASOCHIES WHEN ATTACKING. If you do not, you will never be able to use the full potential of the Aloken. 

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On 7/1/2020 at 5:28 AM, txong1989 said:

Mana shock needs a buff so it works like every other mp drain skil on every class. 

Same with shock spear that stun is barely long enough to get 1 hit on punish 

Edited by Hoedin

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