Sechs Klassen und Backstories. Die Waffen der sogenannten SoulWorker sind der Spiegel ihrer Seele. Die tapfere Haru Estia zieht mit ihrem. Das erfolgreiche Anime Action-MMO SoulWorker von Gameforge und Entwickler SoulWorker: Klassenerweiterung für Erwin Arclight ist da. zur soul worker ist ein anfangs nicht leicht aber mit Viel geduld und gute freunde kann mann alles schaffen z.b beim leveln von 54 auf 55 kann.
SoulWorker: Klassenerweiterung für Erwin Arclight ist daKlasse: Kitarist (Nahkampf/Fernkampf; Support). Waffe: E-Kitara. Emotion: Jammer. Das Küken der SoulWorker ist genauso verletzlich wie. Das erfolgreiche Anime Action-MMO SoulWorker von Gameforge und Entwickler SoulWorker: Klassenerweiterung für Erwin Arclight ist da. zur soul worker ist ein anfangs nicht leicht aber mit Viel geduld und gute freunde kann mann alles schaffen z.b beim leveln von 54 auf 55 kann.
Soulworker Klassen Guide zu den Charakteren und ihren Fähigkeiten Video[Soulworker] PVP Battle room Before I begin, I would like to say that Www Tipico Com Score don't really like to speak or Crown Conference Centre Melbourne formally guess I'm too used to writing in short-form and stuff lolso if I somehow end up Kings Resort very informal, please pardon me. Very fast animation so it's useful to chain your 3-step combo, but useless otherwise. Do a rotating slash, and then slice enemies ahead of you together with Mammia Games Grim Reaper, knocking them back.
What is advancement class. Love its like an awakening, 2nd job or however you wish to call it. Basically they get new skills and new looks. As you may be aware at the moment only Haru has it and he got 2 swords instead of 1.
Advancement: Haru - gets another sword, dual sword. Erwin - his color changes xD has a new canon or gun whatever, can summon soldiers Lily - her color changes xD no new weapon but her reach is even bigger Stella - summons a dark knight to help in battle Jin - has something like wings in the back and has a final kameha meha Iris - has small wings too like a shrapnel thing in her drill which attacks the enemy on a skill.
Per page: 15 30 Date Posted: 21 Sep, am. Posts: FEATURES Enthralling Anime story based on humanity's battle for survival Hordes of enemies threaten the barely standing world of SoulWorker: There's not only beasts from other dimensions, but also a private military conglomerate and other power-thirsty peoples trying to wipe out all of humanity.
Four classes at launch At launch there'll be four classes to choose from, each radiating a true Anime feel. An optimized third-person camera lets the action-laden battles shine and serves to highlight the beauty of the real-time effects.
Large PvE content with adventurous dungeons Over PvE dungeons with episodic final bosses are split across different difficulty levels. In doing so, the initial instances tell the story behind SoulWorker, whilst adventures in regions with a higher level or daily challenges offer opportunities for big rewards.
A PvP Zone for mass battles on an open battlefield "District 6" is a dangerous PvP area where players can go head to head that borders on the PvE zones.
Mad monsters and a gigantic boss in the centre of the zone only serve to increase the thrill. Erwin ist ein schneller Revolverschütze.
Was man mit einer Gitarre nicht alles zustande bringt Jetzt SoulWorker kostenlos spielen! Poor Not so poor average good very good. Anime News Network.
April 6, Retrieved July 7, February 16, Larx Entertainment. Studio Hibari Lerche. Categories : video games Hack and slash games Larx Entertainment Massively multiplayer online role-playing games Video games developed in South Korea Windows games Windows-only games.
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Namespaces Article Talk. Views Read Edit View history. Do note that. As for how many Lvls to invest points into, I'll leave it to you to decide, since every Lvl just increases the SA destruction slightly.
Strengthens the attack buff provided by Support Mode orbs, which is very insignificant at endgame. You will rarely use this skill at endgame as well so I would advise not to waste SP just for a short term benefit.
Enters a stance where you fire energy pulses with your guitar by holding [LMB]. Cannot move while in this stance, and the stance ends when either the timer runs out, you release [LMB], or you dodge cancel.
While in Offense mode , pulses deal damage to enemies targeted by the reticle. Has a small Area of Effect, and reduces the movement speed of enemies slightly.
While in Support mode , pulses steal HP from up to 3 enemies, doing significantly lowered damage but with higher SA destruction and an added Stun effect.
Very useful as long range healing. Up for much debate whether maxing this skill is worth it, since the extensions won't really be used to their max potential either, so Lvl at your own discretion.
Extension Duration Increase: anv Lvl according to preference. Increases Decade Pulse's stance duration by 1 second per Lvl so that you can spam pulses for longer.
Extension Radius Increase: anv Lvl according to preference. Area of Effect increases by 2 meters per Lvl, so that more enemies can be hit.
Useless extension if fighting single bosses. Create a Stun barrier for 10 seconds with your ghosts, providing 1 second of invincibility on skill cast.
Barrier stuns surrounding enemies for 3 seconds. Very long cooldown prior to max Lvl 50 seconds , but shortened to 30 seconds at max Lvl.
Again, up for debate whether the 1 second invincibility is worth it to max this skill, but as far as I'm concerned, having more survivability is always welcome.
Create a black hole with your ghosts a short distance ahead, which pulls enemies towards it before exploding after a while.
Deals high damage if all hits connect, especially the last few ticks. Summons a few ghosts which charge forward, damaging and pushing enemies back.
Very similar to Beast Parade, only this time you do not move along with the ghosts. This skill is also geared towards SA destruction instead of damage unlike Beast Parade.
Very long animation lock if you do not dodge cancel, but do take note that dodge cancelling while in the air costs 40 SG instead of 20, and does not provide an iframe.
Main crowd control skill. Deals high damage as well if all hits connect within the time limit. Create a marsh of ghosts in front of Stella.
Cannot move while in this state, till either the timer runs out, or you dodge cancel. Pulls enemies into the marsh while damaging them with [LMB], while stunning and launching enemies into the air with a single blow at the centre of the marsh with [RMB].
Summons 4 speakers in the 4 diagonal corners relative to where Stella is facing, which you can use to attack enemies with.
You are invincible for the entire skill duration, but you cannot move or dodge cancel out of it early. Press [LMB] to attack with the 2 left speakers.
Press [RMB] to attack with the 2 right speakers. Might be a placebo effect, so if anyone could clarify, that would be good. Skill build: Jin Seipatsu.
Since some of Jin's skills have added effects or increased damage when used after a successful counter, I'll be adding a [Strengthenable] marker to those skills, with a description and rank added behind it so that you can prioritise what skills to use under the Strengthened buff e.
While on the ground, smash the ground with your leg, creating a radial shockwave that stuns surrounding enemies. While in the air, do a superman punch forward towards the ground, also creating a radial shockwave but doesn't stun.
You will only notice an SG gain when the attack lands on multiple enemies, so Lvl at your own discretion. While running, executes a dropkick on enemies to knock them back.
Has a brief windup animation, therefore leaving you vulnerable especially if you miss the kick. Not worth investing points in this, but if you really want to go ahead.
Afaik, this damage reduction stacks multiplicatively with gear mitigation, not additively. Seeing how Jin relies heavily on skills with long animations, definitely not a bad idea to max this.
Knocks enemies up. Tap [RMB]x3 tap each time when the previous animation ends to activate a subsequent combo. Your highest DPS skill till midgame, though with a really lengthy animation to get all the damage out.
Max it for the extension. Extension Upper:? Personally haven't seen this skill in action even after watching other players play, so I'm assuming it's not good.
Based on the screenshot in the tooltip, it seems to add a multi hit attack at the end of Glory Upper's entire combo. Unsure about the range, but SA destruction values is definitely higher than the other extension.
Lvl this at your own risk. Slam yourself into the enemy, and tapping [RMB]x2 will activate 2 subsequent combos. Deals moderate damage especially if you land the entire combo.
Your main reliable source of SG gain in combat, but the SG gain only applies to the 2 subsequent combos and not on the slam attack.
Short cooldown so you can spam this relatively often. Max this if you have spare SP. Do a somersault while jumping forwards to kick the ground when you land, knocking surrounding enemies up.
Recovers SG when hitting enemies, but not a lot. You are invincible during the counter animation. Core skill of Jin though made useless by certain game combat mechanics which I will try to go into detail about in the spoiler below.
Even though the game states that short-ranged attacks will be countered by this skill, certain attacks do not classify as short-ranged attacks like enemy grapple skill and therefore you will still take damage, while certain seemingly long-ranged attacks can be countered.
There is no definitive list that I can provide to show which attacks can or cannot be countered, so you can only learn through experience.
On a side note: can this game make up it's goddamn mind??? Adds a stun effect on successful hit when countering.
Bosses cannot be stunned so idk why would anyone even bother taking this. Much more useful than the other extension, since you get increased SA destruction values on successful hit when countering.
Very powerful VS melee bosses since following up with a Strengthened attack will blow a hole in them. Main crowd control ability.
Pulls surrounding enemies in a large area towards you, while applying a Taunt debuff for 20 seconds on them so that they will only target you if there are allies around.
You also get a Defense buff that increases per Lvl, but keep in mind that the buff affects your base Defense and not your total Defense, so it's pretty useless at endgame.
Combo with Counter Attack to ensure you will get hit and therefore activate the Strengthen buff. For those who don't yet know, evading only halves the damage taken and not completely, so it's not worth wasting SP to max Spirit Surge just to get this debuff.
Secondary crowd control skill. Pull enemies in a large cone-shaped area in front of you, and then hit them, dealing light damage and inflicting Stun for 3 seconds.
Lengthy animation before the stun is applied, so be wary when using against Super Armored elites. Changes the skill such that instead of hitting enemies after the pull, you unleash a multi hit orb of energy that damages enemies over time while constantly inflicting a 3 second Stun till it disappears.
Useful for keeping enemies in 1 spot for a short period of time provided you don't attack them and push them away from the orb.
Max Lvl for more damage per tick. Hold the skill key to begin charging your gauntlets up to 3 levels, then unleash a devastating punch forwards.
Damage increases per charge level. Deals rather high damage, but will only truly shine i. Changes the skill effect to shoot a ball of energy forwards instead.
Has an overall lower damage than the other extension, but if you want another long-ranged skill, go ahead and max this. Increases the forward attack range so that you can hit more enemies.
Also further increases Spirit Explosion's already top tier damage when Strengthened even further. Fire a small burst of kamehameha forward to stun enemies for 3 seconds while being pushed back by the recoil.
Imo not a useful skill for a melee-based character since you would want to be up close and personal instead of being far away.
Would only advise to Lvl 1 it to use in your combos if you so wish to. Throw fire spheres forwards up to a certain range, exploding upon contact with an entity.
Deals high damage if all spheres hit a target. Since the explosions have a rather small radius, it's not very effective against multiple enemies who are spread out in a line.
Highest DPS skill outside of Strengthened skills at max charge. Hold the skill key to charge a mini spirit bomb up to 3 levels, creating an explosion with increasing damage and radius per charge level when it hits the ground.
Spam this without charging during Big Plastica's golden ball effect. Charging is also significantly faster than all other charged skills in the game.
Slows the travel speed of the spirit bomb a little, but now pierces and damages enemies along the way before exploding when hitting the ground.
Very OP party buff. Highest sustained DPS skill, though with it's fair share of drawbacks. Enter a punching stance, rapidly tapping [LMB] to strike with both fists alternatively while moving slightly forward.
You cannot move while in this state, and cannot dodge cancel any part of it. Only way you can end this stance is to finish performing the finishing attack, which therefore makes you very vulnerable if used outside of Fusion Armor's effects.
Pound the ground with your gauntlets, while calling down energy gauntlets from the sky to cause wide explosions in the area.