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Question about Zero's Skill Tree

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ScorqioN posted on 03-22-2012 3:00 AM

I just got a SP Reset card that removes all the skills and I used it on Zero. I was wondering, what skills should I use for Zero? What skills are the best to use in dungeons?

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Top 150 Contributor
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2,083 Posts

The needle is pretty good for dungeons.

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KENMASTER123:

The needle is pretty good for dungeons.


What is "the needle" skill exactly called? I can't find it anywhere. no

 

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406 Posts

He means Orchid

 

 

 

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5,696 Posts
Suggested by cuterabbits

HEEEEELLO!

I am the #1 Zero Waifu around here AND YOU BETTER KNOW IT!

I am a dungeon main for Zero, so here's my build:


Max out all SS stances

Max out all OS stances

Don't even bother with DS.


Put enough points in Wanderer so that you get

Loss HP

Bleeding Gash (this includes Gran X)

and at least one point in each of the forces but not so much, such that you can acquire Gran Force.


Then in Seeker, get

Orchid AP

Gran Force

Abyss.



My dungeon set is usually:

Bleeding Gash

Loss HP

Gran Force/Gran X

Orchid AP

Abyss


ign: gracidea
Top 500 Contributor
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1,598 Posts

Sunakacus:

I am the #1 Zero Waifu around here AND YOU BETTER KNOW IT!

no

 

 

 

Well, if you are a dungeon player, get increase for to help a lot w/ his stances (But not preferred to some since SS is faster w/ the combo z z (zv) (z>) while tanking the boss w/ hp loss + orchid if you want too, but Reinforced OS does help alot in dungeons like Angry Bosses.) HP/AP orchid/loss don't really matter, but for higher lvl dungeon, hp is prefered. (4 hit hp Loss ~ 60~75% hp, but AP gives only a few)

Sunakacus:

Max out all SS stances

Max out all OS stances

Don't even bother with DS.


Put enough points in Wanderer so that you get

Loss HP

Bleeding Gash (this includes Gran X)

and at least one point in each of the forces but not so much, such that you can acquire Gran Force.


Then in Seeker, get

Orchid AP

Gran Force

Abyss.

Prefered Build ^^^^

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Female
5,696 Posts

solsweet:

Sunakacus:

I am the #1 Zero Waifu around here AND YOU BETTER KNOW IT!

no

is that a challenge?!

do you challenge my zero yaoi pics folder? broken


ign: gracidea
Top 500 Contributor
Female
1,598 Posts

Sunakacus:

solsweet:

Sunakacus:

I am the #1 Zero Waifu around here AND YOU BETTER KNOW IT!

no

is that a challenge?!

do you challenge my zero yaoi pics folder? broken

No, but I would love to see them yaoi if you have them.heart

ily~

Top 500 Contributor
Female
875 Posts

If you still need an opinion, i'll toss mine on the pile:

 

Passive:

 

-Full Standard Stance

For longer sword combos

 

-Full Offensive Stance

To dish out high damage in a pinch

 

-1-3 SP dedicated to Defensive Stance

In dungeons especially, you may need to spare all the HP you can get, and Defensive Stancing a high-hitting boss attack will be beneficial, in the event that you have no AP to use on a special.

 

Active:

 

-AP/HP Orchid

Works well in dungeons, as well as PVP. In dungeons, using it in an area swarming with enemies, in conjunction to a HP/AP enchant (of your choice) should restore a decent quantity of your chosen meter. In PVP, it's a great punishing move for those exiting invincible frames after missing you with a special attack.

 

 -Ice or Gran Force

Either, depending on how much SP you have spare. I recommend investing in other moves before considering a force to choose, but Ice and Gran are both effective in dungeons. Sure, Gran Force has a very good effect in PVE and PVP, but if you need a "Panic Button" in PVE, Ice Force is very cheap, and completely immobilises the enemy for a while. I'd also say Ice Force is pretty good in PVP, so it wouldn't be a complete waste if you can't afford a fully-upgraded Gran Force. If you can't afford a fully-upgraded Gran Force, it might not be worth pursuing that route.

 

-Break Through

Deals a ton of damage, and pairs well if you hit a target affected by your Ice or Gran Force. This should act as your power-house special move, to take care of groups of enemies or a tough boss with high health.

 

-AP/HP Loss

Just a way to extend combos, and another option to return health. It also stuns quite decently, i find, which should be useful.

 

-Triple Bash

Extends combos well, cheap AP/SP cost, and can be useful for enduring specials with longer frames; something you might find yourself confronted with a lot in dungeon environments.

 

Hope this helped; i realise some of my choices might be a bit more obscure that other's, but don't be afraid to try it out, if you have the opportunity. I'm trying to think with Dungeoning in mind, so hopefully these choices help!

-votes for Flippy-

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92 Posts

I say max out all the stances except defence stance. its useless because it only reduces damage by 5.

My moves are:
gran force (does good damage, frames let you escape quickly, and lingering damage)
triple bash (i use it to evade dangerous attacks or set up for a pet attack, by the time it ends you will gain all the AP it took.)
Abyss/Increase (Abyss does pretty good damage if you can get all the hits in, and at the end he jumps away from the enemy, letting you escape from harms way. Also the skill lasts a while and I usually can combo this with a gran force and a loss/offensive stance increase deals damage back to the user so its good to use in mobs that deal heavy damage or OHKO bosses.)
Bleeding Gash (pretty much because its my favorite move of his and does decent damage. Good for knocking away mobs.)
HP loss/Orchid (i prefer loss because i gain more hp and it has a lower time countdown, but in stages with many enemies on one screen orchid has its advantages)


IGN: NerdByNight

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89 Posts

And im #2! =D

 

 

*troll face*  lol

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