code-database
code-database
Another Code
9 posts
A guide blog for everything Eve! Combos, PvP help, PvE help, skill tree builds.. We've got you covered, your majesty!
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code-database · 8 years ago
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[PvP Tactics] Summon to Mind
Requires:
A level 80+ Transcended Code Empress
Difficulty: ★☆☆☆☆ Very Easy
Discovered by: CodexEmpress / Luna
Summon to Mind is a great active for getting some extra MP, but did you know that it also gives invincibility frames? When you use this active, Eve will twirl around and gain approximately 2~3 seconds of iFrames. In addition, there is very little end delay so you can quickly counter or escape once the iFrames end!
In Arena, skill delays will also stop Eve’s movement and prologue her invincibility. This is especially useful against skill-heavy classes such as Yama Raja or LuCiel. You can also use this active to escape from leaky combos and potentially launch a counter attack! Think of it like the new and improved Cloaking~.
Luna shows off this discovery in their video below. While the timing isn’t too difficult, you may need some practice to get everything perfect.
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code-database · 9 years ago
Video
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Today, let’s talk about Eve’s ZZ loop! The video above will go into some detail about what the loop is like and how it can be used. We recommend watching the video before you continue reading.
Requires:
Any Eve class
Difficulty:  ★★★☆☆ Moderately Difficult
After watching the video, we bet you’re curious on how to ZZ loop right? The steps are easy:
1. Press your Z key 3 times 2. Just as Eve finishes her second attack, dash forwards.
As mentioned in the video, ZZ>><> is essentially ZZ(Z)>><>. All you’re doing is executing the ZZZ combo, but then quickly dash-canceling out of it before Eve moves into her third attack.
The timing might be a bit tricky, but play around with it, and you’ll eventually get the hang of it! If you’re having difficulty, try practicing with all your equipment off and at 0% Attack Speed. After that, just gradually increase the speed until you’re comfortable looping ZZ at your normal speeds.Although not the most necessary loop, this one’s definitely flashy and fun to use~.
For more information on trashlock, check out this post, or EmpatheticPikachu’s video!
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code-database · 10 years ago
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Do you have any tips on facing Aras? (Asuras in particular; I can never seem to escape their combos)
The queen’s rival in both mobility and fashion, Aras are definitely a tough opponent! We’ll be focusing primarily on base Ara and Asura, here are some advice we hope will aid you on the battlefield!
Watch out for Ara’s (aerial) mobility!
Ara has amazing mobility, and is second only to Eve (and maybe Add). She has one of the fastest spring steps, so catching up with her may be difficult. Her >>^X attack doesn’t deal a lot of damage, ‘nor does it has a long hitstun, but it’s fairly anti-lag sensitive and very good at shutting down aerial catches or just preventing you from doing anything if you’re hit in midair. Ara’s >>^X can be used as a platform sweep (as shown in this video) and is considerably faster than when used in midair. This means that an Ara who is platform sweeping you will be able to easily lock you down and prevent any leaky combos from occurring.
Ara’s >>^ZZZ combo also covers a large range and similarly, is great for both catching and shutting down catching attempts. Most non-YR Ara players will usually not carry out the last hit, as it knocks down. Luckily, this combo has high KD values and can no longer be looped as an infinite >>^ZZ.
Asura pales a bit in comparison with her other classes, but she still has her diving >>^ZXX combo. Although the >>^Z[XX] part is a bit leaky, the spirit attacks have good vertical range and works great as a recatch after a platform.
Shadow Press is also a very popular skill for PvPing Aras, due to it being usable in midair. It also has great mobility usages, allowing the Ara to quickly move about while her opponent is locked by the skill delay. When noted, Shadow Press also inflicts a debuff that slows you down if you are hit, please be careful of that. While we’re on the topic of skills…
Be careful of how you approach the Ara.
Ara’s regular attacks, such as her ^Z attack, cover a massive range. In addition, she has many skills that cover a lot of frontal range (eg: Wind Wedge) or allow her to move forwards very quickly (eg: Steel Body). Some skills such as Shadow Weave also have a backwards hitbox, meaning that if you stand close enough behind an Ara when she uses Shadow Weave, you will get caught and brought forwards along with the shadow. Ara also has many skills that inflict a status effect, such as stun (Steel Body, noted Falling Dragon), or the above mentioned movement debuff. Steel Body is arguably the most popular of these types of skills, and as you cannot decrease of its power stun (unlike a regular stun, which you can stack Light resistance to decrease its duration), please do be careful. Most Aras tend to use Steel Body as a catch, a counter/escape when they’re caught in a combo, or in the middle of a combo to either delay for time or keep you locked down.
As with Asura, she has amazing range. Along with the aforementioned skills, Restraint Specter and Fox’s Meal are both low MP-costing skills that are extremely quick and have a large horizontal range (about 2~4 characters’ widths). Skills like Necromancy and Mana Drain are also fast activating and cover a good circular range around the Ara. As the latter only costs one spirit orb to use, be very careful when approaching an Ara from above, below, or behind! Furthermore, Spell : Thunder teleports the Ara to you if you are horizontally close enough to her (the skill has massive vertical range), and the buff’s lightning strikes help to deal extra damage, better lock you down, and even slightly increase her normal attacks’ horizontal and vertical range! How fearsome…
Beware of stoic.
Asura arguably has the most number of stoic frames out of any Ara. Although we may not be able to provide perfect counters for all of them, let’s still talk about them!
XXX~XZ
This is base Ara’s X mashing attack, with a spirit claw attack at the end to prevent launching the opponent. This combo covers a good horizontal range, so you’ll want to be careful and fly above/below it when you see it coming. Fortunately, this combo has very high knockdown values (44.13 at the least, just barely less than half of the 100 KD limit in Arena!). Unfortunately, the last hit reduces KD by 15.76 points minimum, although the spirit claw adds another 8.27 points (minimum) to it. So an Asura will be able to use this combo twice, fully, before breaching the 100 KD limit. If you see the Asura use Gain Force after two usages of this combo, that means that she’s trying to reset the KD and prolong the combo. Gain Force has a CD time of 6 seconds when noted, so count! If the Ara uses other skills or X [pause] to delay the time, she might be attempting for an infinite combo, so be sure to mana break as soon as you can!
One important thing to note about this combo is that at the end, just as the Ara is transitioning from X → Z (spear to spirit claw attack), she will lose stoic. Skills that have a long duration, such as Oberon Guard, a well-timed MEB/Taser/Kugel, or CBS’s >>^XZ, especially when attacking from behind, will allow you to catch the Asura as she’s finishing up this combo. If she’s prepared, she may try to find a way to escape such as by using skills that move her such as Steel Body, Tempest Dance, etc.
XX↓XZ~Z
This is Asura’s rapid claw attacking combo. It has a high KD rate, does moderate damage, and doesn’t give back a lot of MP to both the Ara or the player being hit. You likely won’t be seeing many Asura players in higher ranks using this skill, except on small maps just for the stoic. Sometimes, due to lag or other reasons, the Ara may fail to re-catch after the final hit, launching you away. In addition, most Asuras tend to use this combo in the middle of their attacks, so more often than not, they’ll bypass the KD limit and you’ll be automatically knocked down while her attacks are still on-going. In this case, your best course of action is to either roll behind her, or get away and restart the neutral stage. If you don’t get knocked down mid-combo, you’re better off saving your MP and instead, mana breaking at a latter attempt, or getting lucky and having the Ara miss her re-catch.
Rapid Raid
This is another stoic+spirit claw attack in the form of an active. It costs 30 MP and can be used without spirit orbs. When this skill is used, Ara will fly across the map at a really fast pace, and in stoic too! The skill covers a pretty large range (think of the range of Ara’s ^Z but a bit more) so you’ll definitely want to be careful! Rapid Raid has a cooldown of 8 seconds which means it is very easy to spam, haha. The final hit launches the Ara’s opponent away, but she’ll likely cancel and convert Rapid Raid into another skill before that happens. From Rozen’s experiences, Asuras tend to use Rapid Raid when you’re on the same level (platform) as them, and are fairly close, maybe half a screen’s width or less away. If you can’t jump and get away quick enough, placing a long-duration+multi-hitstunning skill such as Oberon Guard (facing the Asura), Kugelblitz, or Photon Blink + Core’s laser combo may be helpful, so that the Asura is interrupted and flinches once her stoic is gone. Alternatively, a well-timed and placed special active will allow you to get away and/or catch her. Skills with long start and end delays such as Electronic Field, Dimension Link: Guardian, Thousand Star, and Energetic Heart, are great to use for this sort of situation.
Specter Walk
Specter Walk isn’t a very common skill to see in Arena (from Rozen’s experiences), but it can still be quite deadly. It’s similar to Eve’s Cloaking, but it reduces the defenses of opponents Ara touches, allows Ara to phase through objects, and gives Ara stoic until the skill’s duration runs out or the Ara attacks. Fortunately, it has a set duration of just over 10 seconds at most, and the debuff lasts 7 seconds at most. The skill’s CD is 8 seconds, so it may be a good idea to stay away from the Asura and then quickly try to ambush her as soon as the skill ends. The debuff flames reduce defenses by 22% per flame, and they stack up to 3 times, so definitely be careful around those!
If you can, try to keep track of how much MP and how many spirit orbs the Ara has.
This one is definitely very tricky, but it can be quite useful! Many of YR and Asura’s skills require spirit orbs to use, which means that they’re at a disadvantage if they don’t have many spirit orbs. Asura’s skills can also be quite costly when chaining them, so an Asura who is suddenly chaining skills together but suddenly stops is likely trying to gather spirit orbs but ran out of MP to do so (or her fingers slipped, oops). However, be careful of Aras in Eun mode! In Eun mode, Ara will gain one spirit orb per 8 hits. Asura’s Assimilation passive allows her to awaken into partial Eun mode with only 1 or 2 awakening beads. With 1 bead, she will have 3 tails and will gain one spirit orb every 18 hits, with 2 beads, every 13 hits. Furthermore, in awakening, Asura will gain 8 MP per every spirit orb used. That means a skill like Steel Body, which costs 2 spirit orbs to use, will give back 16 MP, plus the MP gained if the attack lands a hit! SD has a similar passive in which if she has a full set of spirit orbs, she will regain MP depending on how many spirit orbs are gained. In addition to this…
Aras gain MP exceptionally quickly.
Even without a Magic Necklace, Ara has one of the greatest MP gain per hit ratios out of all the characters. Many Ara PvPs are also fond of using a weapon attributed with Plague III, Asuras especially. All of this, combined with Asura’s Mana Drain, allows her to gain MP just as easily as she might in PvE. Continuing off of this…
Stack Darkness resistance!
As mentioned above, Aras love Plague III. Some even go as far as to socket their weapons with Resonance stones and get special titles to boost their plague proc (activation) rate. Asuras also have access to Gain Force and Mana Drain, which allows them to steal even more MP from you! Your best bet to counter these types of Ara players is to stack as much darkness resistance as you can, so that their plague has little effect on you. Furthermore, if you also use a weapon attributed with the plague element, it may proc when you are being attacked. This helps to steal back some of the MP the Asura took from you.
If all else fails… Button mash and hope for the best.
If you’re stuck in an endless X [pause] loop with no MP to mana break out, mash all of your arrow, attack, and skill keys, as well as the awakening key. If you’re lucky, one of your skills will activate (your best bet is on quick activation skills such as Tesla Shock, Taser, MDA, Hornet Sting, etc.). Unfortunately, Ara’s X attack is pretty good at withstanding against lag, so you may not be able to jump or awaken out of it with ease.
We hope these tips are able to provide use to you. We wish you the best of luck in Arena!
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code-database · 10 years ago
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[General Tactics] Fast-falling MEB
Requires:
Any Eve class with Mega Electron Ball (MEB) at level 1 or higher OR Code Battle Seraph with Kugelblitz or Taser Pilum at level 1 or higher
Difficulty: ★★☆☆☆ Moderately Easy
MEB is a great active, it covers a good amount of range, deals a lot of damage, and only for 30 MP at most! Furthermore, you can use it in midair or trigger Core’s laser. We’ll be focusing on that second last point in this post.
If you’ve ever used MEB in midair before, you’ll notice that Eve floats a little bit before falling.
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...Like this! See how Eve stays in midair for a split second after MEB is released? Well, how about now?
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Did you see that? When Eve released MEB, she immediately began to fall! This little technique is great for quickly reducing your vulnerability in midair, whether it be in a dungeon against a hoard of flying mobs, or in PvP. You can also use this tactic to throw a MEB at your opponent as bait, and be able to more quickly land on the ground and follow up afterwards.
Click this link to view the two .gifs side by side, in higher resolution. You’ll notice that fast-falling may take more time, but we promise the increased recovery time is worth it!
As for how to do this, simply release MEB when Eve reaches the peak of a jump or dash. The peak is the point at the end of a dash, when Eve begins to slow down a little bit, just barely before she falls. If you launch MEB at any other point during a jump/dash, Eve will float temporarily after releasing MEB. It’s a bit difficult to explain through words, but try it yourself!
Jump a few times and see if you can notice when Eve moves her head from looking up, to tilting down. You’ll want to release MEB just before she tilts her head down. After you’ve gotten the hang of fast-falling MEB from a single jump, try a double jump, or a high jump. After that, move onto a single jump followed by a horizontal dash, and so forth!
You can also fast-fall after using Code Battle Seraph’s Taser Pilum or Kugelblitz skills, as they function in the same way as MEB does. In addition, you’re still able to aim ECS while fast-falling Taser/Kugel. Here’s what they look like!
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We’ve also added a few more helpful links to our blog! We don’t have a Masterpost list for mobile users yet, but if you’re on a laptop/desktop, do check those updated pages out!
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code-database · 10 years ago
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[Let’s Talk] CEx/CN’s >>XZ
Pros of using this combo:
Deals a good amount of damage
Regains a large amount of MP
Decent hitstun
Great horizontal and vertical range
Exceptionally great against large mobs
Easy to juggle with
Easy to incorporate into combos
Launches opponent
>>X hit may launch opponent behind you
Difficult for opponents to get out of
Spears still move even if you are attacked mid-animation
Very easy to catch afterwards
Only the final spear hit gives knockdown values (5 points)
Cons of using this combo:
Launches opponent
Lag sensitive
>>X hit may launch opponent behind you
Can be countered fairly easily by counter skills or passives
Without a Magic Necklace or any other MP-gain-per-hit modifying objects, landing all four hits gets you about 20 MP. If you loop >>XZ a couple of times, you will be able to easily gain tons of MP in just a short amount of time. With a Magic Necklace, you gain about 30 MP if all hits land.
In PvE, >>XZ is great against large, immobile bosses such as Bone Dragon, Eltrion, and Nasod Core. It is also a very good combo to use against bosses that enter stoic often, such as Kenta, Dullahan, and Hallucination’s Joaquin. When using this combo against a boss, please make sure that you don’t accidentally launch the boss away from your teammates, especially if they’re attacking the boss!
In PvP, >>XZ is great for pulling off all sorts of fancy combos. It is very easy to catch after using this combo, with regular attacks such as >>^Z, ^Z, X, etc. or with skills such as Tesla Shock, MEB, Atomic Blaster - Plasma Gun, etc. The video below shows some examples of easy catches after using >>XZ.
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You are also able to incoporate >>XZ into numerous combos. LustyHearts shows off some of these combos in his post here. The video below also demonstrates a couple more simple combos that use >>XZ.
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However, sometimes when you use >>X, your opponent will be launched behind you. This usually occurs when you are too close to your opponent, or if they are in mid-air when you attack. This isn’t a major issue however, as you can simply turn around and >>X again if you’re quick enough. Back in Season 1 and 2, you could intentionally cause your opponent to be launched backwards in order to more easily infinitely loop >>XZ. This tactic can be seen in N0VA’s video below. While it is still possible to execute this in Season 3 of PvP, take note that it is definitely a lot more difficult and requires more precise timing.
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Furthermore, like all of Code Exotic’s other Nasod spear combos, once Eve begins the animation, the spears will carry out the combo, even if Eve is attacked or falls off a ledge. This is a great method for launching and re-catching your opponents if they are close to a ledge. You can see this motion in the short video below.
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code-database · 10 years ago
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As a CEm player, do you have any advice for fighting against Chungs? IPs especially, since I practically only ever meet that class of Chung's. Great blog btw, I like how clean the site is and the guides you link to are all good to read. I have high hopes for you guys!
Chungs are definitely tricky opponents. We’ll try to cover some general advice against all Chung classes first and then delve into specifics.
Don’t rush straight at a Chung.
Many Chungs have great neutrals (tools to help them land a catch or punish/counter the opponent’s catch attempt). You’ll want to avoid being super aggressive and going straight after them as soon as the match starts. Wait around a bit, use your mobility to your advantage and try to figure out some of your opponent’s habits (eg: Do they tend to use a ranged attack/skill when you’re close by in front of them?)
Try to keep track of how many cannonballs they have.
This can be a bit tricky. Depending on your opponent’s skills and equipment, as well as their class, they may be able to reload several cannonballs at once. Although not necessary, it’s a good idea to know roughly how many cannonballs a Chung has, so you can estimate how many times they can use a certain skill, or even what skills they can use (eg: A noted Rumble Shot costs 2 cannonballs, so a DC that does not have the Remodel Magazine passive will not be able to use the skill as often as a DC who does.)
Avoid staying in front of a Chung.
As stated before, Chung has great neutrals that cover a good frontal range especially. If you get too close to a Chung from up front, there’s a high chance that he’ll be able to quickly catch and lock you down.
Stay out of his ‘zone’ and try to bait him into open areas.
This applies heavily for the range-focused Chungs and Siege-heavy Chungs. At the risk of sounding like a broken record, Chung has a lot of powerful tools to use when his target(s) is in close proximity. Please be careful.
Evasion is your best friend.
This one is not really a guideline but just something Rozen has noticed from her experiences. A lot of Chungs she meets don’t stack a lot of Accuracy, so she is able to escape many of her attacks via Evasion proc or Core’s shield/Photon Blink. This can be very helpful against burst-heavy Chung players but not so much against multi-hitting or DoT players.
Be wary of Heavy Stance!
If you attack a Chung while they’re in heavy stance, it’s highly likely that they’ll counter with an X blast. Try baiting them and then flying above/below them so that they waste a cannonball shot, and then quickly returning to your assault.
Heavy stance can also only withstand a few hits, around 6 if Rozen remembers correctly. If you have an attack/skill that is very quick and deals multiple hits, you may be able to break the Chung out of heavy stance!
As for IP-specifics….
Always try to get behind him.
Many of IP’s skills cause him to rush forwards or in general, cover a lot of frontal range. Compared to the other Chungs, IP doesn’t have as many back-countering tools so it’s always a good idea to try and stay behind him. IP’s Guard doesn’t protect him from back attacks either, so make sure to take full advantage of that! Speaking of Guard…
When an IP is guarding, don’t attack him.
Eves feed a ton of MP to a guarding IP. Trust me, Rozen was completely annihilated by a Lunatic Fury in less than a minute into a match. It was scary. qwq
…Coughs. When an IP starts guarding in the middle of your combos, he can’t manabreak or counter, but he’ll still gain MP, and a lot if the one attacking is Eve! If you have to attack a guarding IP, get behind him! As a CEmp, you can either use your >>ZX combo, or place down an Oberon Guard and quickly fly behind him.
Don’t let the IP get any MP!
If you have a MP-viewing item, take full advantage of it! When an IP has at least 200 MP, he will most likely try to get close to you and use Iron Howling. If you can predict this, try flying high and out of his range to get him to waste that MP. If you’re close enough to get hit, you can try using Photon Blink or Cloaking to evade, but if you don’t get away quickly enough, and the IP has enough MP, he may try to follow up with additional howls to fully lock you down.
Furthermore, Lunatic Fury and Pain of Caladbolg are 300 MP skills that are extremely painful to deal with in Arena (the former more-so due to its multi-hits and its popularity). Lunatic Fury cannot be manabroken and if you don’t stack enough defenses, it’s very easy to lose at least 70% of your HP from this skill alone. Lunatic Blow is a 200 MP skill that is also able to deal massive amounts of damage, but it can be escaped from and doesn’t appear to be as popular in Arena now.
Don’t play aggressively.
IP is arguably the number one class you do not want to fight aggressively. A lot of IP players tend to start the match off by looping XX and sometimes XXX. This is because the second and third motions have a long heavy stance duration, so it’s very easy for the IP to counter if attacked. An aggressive front against an IP without knowing what you’re doing is highly likely to lead to your death as well. Please be careful.
Take advantage of your mobility!
This is a huge one in Rozen’s opinion. IP doesn’t have as much aerial control as compared to his other classes, so it’s a good idea to use CEmp’s >>^Z[Z]X and >>^XZ as baits if possible. Please be careful of your positioning however, especially when using the former combo, as it will cause you to fall straight down. If you’re high up, it can be easy to predict where you’ll fall and as you’re unable to do anything, this can result in an easy catch for your opponent.
Try your best to avoid head-on contact and just fly around and wait for an opening. Just be careful not to fly in a predictable pattern, or else the IP might hit and catch you with Leap’s weird pulling hitboxes.
Mana break immediately!
Generally speaking, try to mana break as soon as possible. A lot of IP players like to loop ^X for its damage and lack of KD values and once they have enough MP, throw a Steel Edge into the combo. Steel Edge ignores defenses so even their simple combos can be devastating. Rozen likes trying to time a mana break with Chung’s ZZ[vZ] as it will launch her a bit higher and give her more invincibility time to think about what to do.
Photon Blink oki rarely works on IPs for some reason. It’d be best to save your MP for other occasions.
When knocked down, most Chung players will get up with a cannon blast. Even if they run into a Photon Blink while doing this, Rozen has very little success with capturing them afterwards. They just don’t seem to get stunned or even hit the plasma dummy. Rozen would like to push the blame onto KoG and her bad luck and proceed with this guide of sorts.
Similarly, when you’re knocked down, you can counter with Z or X to knock them away if they’re nearby. If you manage to launch the IP, you can follow up with >>X and then another attack/skill. Personally, Rozen likes to just roll away from the Chung and restart the neutral game.
Summons may be more disadvantageous for you depending on the match.
While summons are great for the extra damage and wall, sometimes they can be more of a hindrance than an assist. The IP may choose to go after the summon and tank their attacks (or attack them) for MP/awakening, for an example. Rozen recommends you watch your opponent and try to pick out some of their habits before deciding on whether or not you should summon a companion.
And finally, most importantly,
Core is your best friend.
We hope this is enough information to help you, best of luck! And thank you for your support!
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code-database · 10 years ago
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Unless something about it has changed recently, Trashlock can't be manabroken if it's used on it's own. If someone else is attacking the same target or if you have a skill like MDA active, though, the player can manabreak from those hits. So it's actually a hell of a lot more useful WITHOUT a skill like MDA, since trashlocking doesn't feed any MP and can't be broken out of, allowing you to stall a combo almost indefinitely.
We just tested trashlock in sparring, it seems like it can still be mana broken, even if the opponent is never attacked and just continuously locked down.
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code-database · 10 years ago
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[PvP Tactics] Trashlock
Requires:
Any Eve class but cannot be Code: Electra (CEl) or Code: Battle Seraph (CBS).
El Crystal Spectrum (ECS) at level 1 or higher.
Difficulty: ★☆☆☆☆ Very Easy
Discovered by: Trashyou / HuyRH
If you’ve ever used ECS before, you’ll notice that when used, Eve strikes a little pose, a red circle symbol appears, and your opponent (if close by) will flinch a little bit. “Trashlocking” is a term to describe the continuous use of ECS to repeatedly induce hitstun - the little flinch effect. As the activation of ECS deals no damage and has no knockdown value, its only real purpose is to fully lock down your opponent and perhaps annoy them a little bit.
When you use ECS, you’ll notice that the skill instantly begins its cooldown timer and prevents you from using the skill again. But when trashlocking, you are able to bypass the cooldown until the skill’s duration runs out. To do this...
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The above is EmpatheticPikachu’s video tutorial, they also go into a bit more detail with what you can do with trashlock that this text post will not cover.
Step 1: Press X or >>X
Step 2: Immediately afterwards, before the electronball is released, activate ECS.
That’s it! If done correctly, you should be able to activate ECS over and over again with no cooldown. The video below will show you what trashlocking looks like on a field mob if done correctly.
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This video below demonstrates this little trick against a real player in PvP. Notice how you can trashlock your opponent while another skill such as Metal Dust Aura is active.
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Additional Notes:
Trashlock can be manabroken.
Trashlock does not work on stoic opponents.
ECS has a very short hitstun range, so be careful that your opponent isn’t too far away when attempting to trashlock them.
Both videos show the X → ECS method, neither show the >>X → ECS method. The method of execution is still the same however.
Once you’ve begin trashlocking, you can stop and continue at any point, given that the duration of ECS has not run out.
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code-database · 10 years ago
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Hello everyone! This is a newly created blog aimed towards helping you become an even better Eve player! As this blog was just created, there isn’t a lot in terms of content, but rest assured, we’ll do our best to gather all sorts of useful information for you!
To give you a rough idea of what kind of blog we are, this blog will contain:
skill builds / skill tree explanations
combos / stepping tutorials and tips
general advice as to what to do in PvP and PvE situations
recommendations on equipment / socket builds
and more!
The ask box and submissions box are both open, anonymous asks are more than welcome. Please check out our Rules page first though!
We hope to gain your cooperation and support, thank you~.
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