Post by Mujuuryoku on Mar 10, 2014 15:21:24 GMT
Like to embrace the dark side? Then go Majesty.
Majesty is one of the branches in the specialization of the Force User (Mystic) class. After receiving your grade from Master Sorceress Tamara, you will be able to harness gravitational force to wreak havoc in the battlefield - controlling your opponents' movement and breaking their skill casting whilst allowing your party members to go on a rampage.
As a reminder, you are more susceptible to damage compared to your shining sister, Smasher, due to your innately long, semi-awkward casting skill animations. It is also good to mention your class' shared mediocre to extremely low super armor. However, you and your sibling are blessed with the power to bend the time-space plane at your disposal; namely the skills Time Acceleration (Beyond Time) and Time Stop. The former is your 5-star skill, while the latter makes up for your lack of defenses - well, as far as map mobs are concerned.
Ready for some rocket physics and quantum mechanics, my dear?
Let's sweat the simple stuff first.
Maxing all evasions and HP Mastery is a must - Force Users in general tend to have lesser SA than their Pyro-Cryo siblings, so anything that can utterly promote their chance of survival is a no-brainer.
Glacial Spike is at Lv. 15 for that 20% chance of freezing for a single hit, providing an ice layer that lasts for 4 seconds (increases with Ice/Elemental resist reduction debuff) and amplifies all damage dealt to the target by 50%, while making a cackle-worthy scenario for us gravity maidens. Please refer to the mechanics of multi-hit Freezing spells and ice stacking here.
Shockwave Lv. 1 is useful as a panic button in case you get mobbed - which happens more often than not. Long cooldown but has a decent SA break. It's up to you to get it or not.
Poison Missile is pumped to Lv. 6 for three annoying pools. Great for trapping enemies, breaking things, shattering a Mace Boar's SA, checking out if Spirit at the Golden Meadows has its hitbox ready for pummeling, making someone do the Tilapia Dance in the Colosseum... The utility of this simple skill is endless.
Mental Mastery and Mind Conquer both left at Lv. 1. Kinda stupid? Maybe. However, unlike your quintessential twin, you do not really suffer much from using your mana reserves. She has Arcane Overdrive which can be a mana sinkhole, whilst you have Steal Magic. This is in great contrast to the Pyro-Cryo twins wherein their toggle-activated shields can be a nightmare sometimes.
Mana Flow. Class skill. Free to pump. Saves mana. Get it.
Still following? Let's do the advanced stuff then.
The bloody part is here. With so much internal debate, here is what the Force User tab looks like.
Gravity Ball is at Lv. 16 for a nice SA break with the damage to boot. With the upcoming boost, the board damage will be increased by 30%, making this skill almost as powerful, if not at par, with Linear Ray at the same skill level. Do take note that the explosion only deals 70% of the board damage; the 3 piercing hits as the ball travels comprise 30% of the total damage, so remember to aim the ball horizontally at a distance from mobs or breakable stuff. Choose to hit the floor if you need to utilize the ball burst effect.
Triple Orbs (Microholes) pumped to 16 makes it a mob-killer conjuration and a nemesis of big hitbox monsters. It takes practice to utilize delicate mouse-sweeping to make sure you achieve full hits. As a cherry on top, the board damage displayed on the tree is calculated PER ORB. Sweet. Add the Majesty Boost of increased 30% board damage, this is a staple for the Dark Twin and some Shining Twin builds too.
Now, the skill of much debate: Black Hole. For a long CD skill, this looks like a waste of SP. Sure, it is - for most people. However, due to the mechanics that will be stated later, you might see that this has a point. After all, a Majesty's blood is purple. At level 16, the damage increase is mediocre, just a few percent lower than Gravity Ball at the same level. This perhaps is your longest-ranged main tree skill. You can cast this at a distance of 7 meters; but when leveled high, the core is still stuck at the same distance, yet its reach increases due to additional suction which covers the OUTSIDE fringes of the skill's conjuration crest on the ground. That said, the skill damages (and sucks [uhm, yeah]) mobs even if the critters are away from its AoE, thus making it one of your safe-to-press spells. This mechanic will further be utilized when it is enhanced.
Summon Comet is left at Lv. 11. Another thing that might cause insanity. Fret not. Maxing it is cool, but it needs a Technique accessory to pump it up to more than 800% board damage. Sounds tempting, isn't it? However, due to its semi-low SA, 2-second casting time, and the trajectory distance of 4 meters (very much like Freezing Field of an Elemental Lord), you can be vulnerable especially when the mobs are coming at you. The way to combat this is by utilizing Spirit Boost and/or copying the Berserk buff (from Mutant Spitflowers or DDN's Abbubah) for faster casting (and I believe they stack too), and exploiting Guardian Force/Iron Skin for an uninterrupted gate opening. The huge SA break of the comet fall is a nice thing to take note though; the increased size of it after Lv. 6 is a very welcome plus.
Gravity Ascension is set at Lv. 11 for its damage peak. Crazy? I think not. Sure, its damage is low, plus the cooldown and the channeling is a pain. Yet, the saving grace of this spell is the major MAJOR super armor shattering. Cast this and your opponents will kneel. That's why you are a Majesty. It is Dark-based, so Intellect suffix and Elemental Resist debuffs will add oomph to this loved-hated skill. When the Majesty revamp gets to SEA, this skill will have an increase of 50% board damage and a CD of 35 seconds. Talk about semi-spammable. Also, it's a DDN Dragon Phase Manticore's best friend. This debilitating spell will reach new heights (but it pins enemies down... @.@) in the Majesty tree discussion.
Meteor Swarm at Lv. 1? WHY? Long CD and casting animation. Perhaps it is good for group PVP. The thing is, unlike Eraser, the only protection you can get from this ultimate would be the 2-second invincibility aura for a sure-fire uninterrupted casting. Ironically, after floating in the air, you can be flinched too. Meteor Swarm has a nice caster SA and SA breaking capabilities for an ultimate. However, that does not remedy the consequences of being vulnerable to all types of damage for too long. In short, I only got this as a prerequisite for being a Majesty.
I tried using Escape Current Location to halt the casting process but it seems like it doesn't work anymore. If you can check it, then please do approach me.
On the other side of town, all skills were taken until Force Mirror, which can boost magical damage to everyone inflicted by its debuff. Also, the Mirror is invincible too (or, in actuality, is a mortal immortal - it can only die by the hands of the PKN burning rollers, Abbubah's Summon Flowers, and Green Dragon's Ancient Heraldry Break); great for barricading yourself from the Spirit King's tempest outbreak in the Golden Meadows.
The other Laser tree skills were left at Lv. 1 as fillers. Force Shield is a mixed can of gummies though. If you think you might get hit a lot, remove 5 SP from Black Hole and dump it here. The activation is annoying; it interrupts skill casting but offers increased defenses and magical attack for 20 seconds - not my cup of tea since it doesn't increase SA at all.
Maxed Teleport for a 10-second escape switch and added mobility. Sweet thing to plate too if you have a heraldry expansion slot. With an epic 20% CD reduction plate, enjoy spamming it as much as you can spam Glacial Spike. In actuality, just level 1 would suffice, but I love the cackle in every escape situation. Not your type? Bring down to 1 and distribute SP to other skills.
Got Void Wave Lv. 1 for utility. This makes for an extra panic button with a lower CD compared to Shockwave. Can flinch targets, break shields, and gives a nice view of the Sorceress' butt when she does this (assuming that she wears a Swimsuit or something that shows skin - lots of it).
Time Stop is set to Lv. 3. For me, 14 seconds is overkill, and besides, on a DDN raider's point-of-view, you still have a lot of debilitating spells in your arsenal. If you think it isn't enough, take away 5 SP from Black Hole and pump 2 SP here, then add the remaining points to Glacial Spike, Mind Conquer, or whatever skill that floats your boat.
Beyond Time maxed. Star skill of a Force User. Get it and be fabulous for a lagfest of 15 seconds.
Now that the bloody part is over, here we will tackle on the scientifically insane part of being a Majesty.
All maxed as seen on Figure 3. Explanations?
Steal Magic can be used to copy Abbubah's Berserk status (haven't tried Golem's yet) for faster skill casting, and copying Protection Shell from random Mages in dungeons can help you tank damage. Most of the time, there are no enemy buffs seen AT ALL. Why make a semi-useless skill? The Majesty Boost offers additional 20% Dark Attack buff for 10 secs which increases by 10% per skill level (40% at Lv. 3, capped, meaning no more increase in dark attack even with a skill accessory) which makes it worthwhile as a prelude skill before spamfest. Also... CD of 18 seconds? There, buff copying is just a plus.
Gravity Ball EX's added damage (20% board damage per additional explosive hit = 40%) and flinching effect due to extra explosions makes it cooler.
Triple Orbs EX's increased AoE (can hit downed enemies) accompanied by added damage, flinch effect and mini-explosions definitely ease the pain of getting the mouse movement to chip away the enemy's HP bar.
Black Hole EX provides a whole new level of sucking power. Its AoE increases dramatically, making you extend the crest diameter of the skill to ~2 to 3 meters (a little bigger than the innermost circle on the stage in the Anu Arendel's New Moon area where the NPCs frolic) and the gravitational area bigger than the bounds of Spectrum Shower EX (the outer circle of the stage, a few more steps away from it). Everything within the AoE will get dark damage and has a high tendency to be sucked into the core. The 'nova' of the skill is worth 30% of the board damage, which has the diameter of ~4 to 5 meters (about the same area as Spectrum Shower EX's inner ring, if not bigger). I will display pictures next time.
Gravity Ascension EX receives a total makeover: no more channeling. After releasing the skill for 1 second, you are free to Blink, Teleport, or spamfest away while your enemies are under the Gravitational Pull condition: a scenario of constant SA break. After the skill duration is up, the core will explode, dealing 30% additional board damage and a 20% Dark resist debuff for 10 seconds. Great as an intro before the inflicting the Big Crunch, mainly on bosses or FROZEN ENEMIES.
What? Big Crunch? It's a theory where all cosmic bodies will converge due to their innate gravitational force. Due to an immense amount of matter in the universe, there will come a time where everything will implode to a single spot where the Big Bang initiated.
I digress. Anyway...
The main attraction of the Big Crunch will be Reverse Gravity and the Gravity Controller passive.
The 65 passive lets a Majesty deal 100% additional damage PER HIT using BLACK HOLE, GRAVITY ASCENSION, and REVERSE GRAVITY - that is if the target cannot be restricted by enforcing and/or reversing gravity, or sucking. Basically, it's 100% FD with a catch. Imagine it with a dual ice stack. Sounds hard? Think again.
Got an Elestra in your party? Well, your Glacial Spike and Intellect/Elem Resist debuff Jade weapon will do, but an Elestra is your best friend. Being assisted by the restraining capabilities of a Bow Master's Ankle Shot and a Soul Eater's Cling Snake EX will do wonders too in this setup.
The wonder of HITBOX RESTRICTION. A frozen enemy always has its hitbox directly on the ground and it has increased super armor. Under this condition, the enemy (or its damageable area) is apparently stationary which makes Black Hole EX utilize the passive skill. Funny thing too, even if the target gets sucked, as long as it is frozen, Gravity Controller still holds. Also, since a frozen target's SA can be considered indestructible for the debuff duration, Gravity Ascension will deal double damage per hit too. If you have a Bow Master with Ankle Shot or a Soul Eater spamming Cling Snake EX, the Restraint status makes it easier for you to lock down on your targets, thus dealing full hits without difficulty.
Tests will be done if a summoned Puppet will work too - in theory, it should, for the Puppet is a stationary target that cannot be moved in the length of its duration.
Reverse Gravity has mediocre damage now - a little over 800% board damage at level 7 with 27 seconds cooldown time, 2 seconds more than Spectrum Shower or Summon Comet. But, with the effects of Gravity Controller, you can deal twice the damage since it somehow has a wide AoE (which makes mobile monsters a little tricky to catch and can send huge and/or immobile monsters to oblivion). In addition, Gravity Controller is reliant on the numbers made AFTER applying all buffs/debuffs (Gravity Ascension EX, Steal Magic, etc.), meaning a dual-ice stacked target will experience 2x damage from Reverse Gravity, then ADD that total damage as the effect of your passive skill - just don't forget the plus sign and the purple color. Talk about painful.
To close it off, the Majesty Boost provides a damage oomph (1485%+33389 for Lv. 7, 1514%+36576 if using a +1 Technique accessory) and a CRAZY mechanic to the above conjuration - deal 3 additional hits to the enemy with the lowest HP in the spell's AoE, and EACH hit is worth 50% of board damage. Furthermore, it is not considered a damage amplification effect (can be seen with a plus (+) sign like a Dancer's Dark Elf Buff). Taking it into consideration, adding Gravity Controller passive effect can be lethal especially to single targets - like bosses. Hence, if the boost will be implemented, this is a potentially deadly bursting skill if set up properly.
Now, I can breathe... Huuuuuuu~
Please refer to this when gearing up. Just change your defensive accessories to offensive ones, and get a Reverse Gravity Technique accessory (if it stacks with the future Skill +1 Cash Heraldry, it's be awesome). A Force Mirror necklace sounds great too. Jades for your necklace and earrings are up to you, really.
You can slot Dark Enhancement Jades for your rings and weapons, and replace weapon skill jades to Elemental Resist Reduction (much recommended, can help your ice stacker/s prolong the freeze duration) or Dark Resist Reduction ones. Switch the Talisman positions to the offensive (200% Matk & Int, 175% Wind and Fatal, the rest is up to you). If Critical Jades are elusive and you want to stack this stat, you can place Wind Enhancement Jades on your weapons, heels, muffs and tiara (much like getting it Wind-suffixed). Just a word of caution though; the critical cap at 70 is ~more than 61k.
For stat-enhancement heraldries, staples are Intellect, Wind, Fatal, Magician, Life Vitality, Health, Tent, and Iron Wall. If you can afford Crit 3rd stat plates, the better. Since your stellar skills make fewer hits as compared to a Smasher's, having them deal critical damage is a nice scenario, especially with the 65 passive just sitting there and doing the amplifications for you.
My personal choice of skill heraldries include Gravity Ascension damage crest (or a CD reduction plate for more debuffing opportunities, I believe they already have that in kDN as a replacement for the MP reduction crest), Reverse Gravity damage plate, Black Hole damage plate (since I usually utilize the passive's effect from a distance), and swapping Gravity Ball/Triple Orbs damage plate depending on the runs. If you have Heraldry Expansion slots, you can place Beyond Time CD and other damage plates as well. Force Mirror CD and Teleport CD fits snugly here too so it's your choice to mix and match these to your advantage.
Whew. Done. Bask in the penumbra of the eclipse, my dear.
TL;DR? A Majesty is not that strong. It's just her brains are just a little on the heavier side of the scale.
_____________________________
"I'm born a genius." - Sorceress, to Master Cynthia in Mana Ridge
Majesty is one of the branches in the specialization of the Force User (Mystic) class. After receiving your grade from Master Sorceress Tamara, you will be able to harness gravitational force to wreak havoc in the battlefield - controlling your opponents' movement and breaking their skill casting whilst allowing your party members to go on a rampage.
As a reminder, you are more susceptible to damage compared to your shining sister, Smasher, due to your innately long, semi-awkward casting skill animations. It is also good to mention your class' shared mediocre to extremely low super armor. However, you and your sibling are blessed with the power to bend the time-space plane at your disposal; namely the skills Time Acceleration (Beyond Time) and Time Stop. The former is your 5-star skill, while the latter makes up for your lack of defenses - well, as far as map mobs are concerned.
Ready for some rocket physics and quantum mechanics, my dear?
Figure 1. Sorceress Tree
Let's sweat the simple stuff first.
Maxing all evasions and HP Mastery is a must - Force Users in general tend to have lesser SA than their Pyro-Cryo siblings, so anything that can utterly promote their chance of survival is a no-brainer.
Glacial Spike is at Lv. 15 for that 20% chance of freezing for a single hit, providing an ice layer that lasts for 4 seconds (increases with Ice/Elemental resist reduction debuff) and amplifies all damage dealt to the target by 50%, while making a cackle-worthy scenario for us gravity maidens. Please refer to the mechanics of multi-hit Freezing spells and ice stacking here.
Shockwave Lv. 1 is useful as a panic button in case you get mobbed - which happens more often than not. Long cooldown but has a decent SA break. It's up to you to get it or not.
Poison Missile is pumped to Lv. 6 for three annoying pools. Great for trapping enemies, breaking things, shattering a Mace Boar's SA, checking out if Spirit at the Golden Meadows has its hitbox ready for pummeling, making someone do the Tilapia Dance in the Colosseum... The utility of this simple skill is endless.
Mental Mastery and Mind Conquer both left at Lv. 1. Kinda stupid? Maybe. However, unlike your quintessential twin, you do not really suffer much from using your mana reserves. She has Arcane Overdrive which can be a mana sinkhole, whilst you have Steal Magic. This is in great contrast to the Pyro-Cryo twins wherein their toggle-activated shields can be a nightmare sometimes.
Mana Flow. Class skill. Free to pump. Saves mana. Get it.
Still following? Let's do the advanced stuff then.
Figure 2. Force User Tree
The bloody part is here. With so much internal debate, here is what the Force User tab looks like.
Gravity Ball is at Lv. 16 for a nice SA break with the damage to boot. With the upcoming boost, the board damage will be increased by 30%, making this skill almost as powerful, if not at par, with Linear Ray at the same skill level. Do take note that the explosion only deals 70% of the board damage; the 3 piercing hits as the ball travels comprise 30% of the total damage, so remember to aim the ball horizontally at a distance from mobs or breakable stuff. Choose to hit the floor if you need to utilize the ball burst effect.
Triple Orbs (Microholes) pumped to 16 makes it a mob-killer conjuration and a nemesis of big hitbox monsters. It takes practice to utilize delicate mouse-sweeping to make sure you achieve full hits. As a cherry on top, the board damage displayed on the tree is calculated PER ORB. Sweet. Add the Majesty Boost of increased 30% board damage, this is a staple for the Dark Twin and some Shining Twin builds too.
Now, the skill of much debate: Black Hole. For a long CD skill, this looks like a waste of SP. Sure, it is - for most people. However, due to the mechanics that will be stated later, you might see that this has a point. After all, a Majesty's blood is purple. At level 16, the damage increase is mediocre, just a few percent lower than Gravity Ball at the same level. This perhaps is your longest-ranged main tree skill. You can cast this at a distance of 7 meters; but when leveled high, the core is still stuck at the same distance, yet its reach increases due to additional suction which covers the OUTSIDE fringes of the skill's conjuration crest on the ground. That said, the skill damages (and sucks [uhm, yeah]) mobs even if the critters are away from its AoE, thus making it one of your safe-to-press spells. This mechanic will further be utilized when it is enhanced.
Summon Comet is left at Lv. 11. Another thing that might cause insanity. Fret not. Maxing it is cool, but it needs a Technique accessory to pump it up to more than 800% board damage. Sounds tempting, isn't it? However, due to its semi-low SA, 2-second casting time, and the trajectory distance of 4 meters (very much like Freezing Field of an Elemental Lord), you can be vulnerable especially when the mobs are coming at you. The way to combat this is by utilizing Spirit Boost and/or copying the Berserk buff (from Mutant Spitflowers or DDN's Abbubah) for faster casting (and I believe they stack too), and exploiting Guardian Force/Iron Skin for an uninterrupted gate opening. The huge SA break of the comet fall is a nice thing to take note though; the increased size of it after Lv. 6 is a very welcome plus.
Gravity Ascension is set at Lv. 11 for its damage peak. Crazy? I think not. Sure, its damage is low, plus the cooldown and the channeling is a pain. Yet, the saving grace of this spell is the major MAJOR super armor shattering. Cast this and your opponents will kneel. That's why you are a Majesty. It is Dark-based, so Intellect suffix and Elemental Resist debuffs will add oomph to this loved-hated skill. When the Majesty revamp gets to SEA, this skill will have an increase of 50% board damage and a CD of 35 seconds. Talk about semi-spammable. Also, it's a DDN Dragon Phase Manticore's best friend. This debilitating spell will reach new heights (but it pins enemies down... @.@) in the Majesty tree discussion.
Meteor Swarm at Lv. 1? WHY? Long CD and casting animation. Perhaps it is good for group PVP. The thing is, unlike Eraser, the only protection you can get from this ultimate would be the 2-second invincibility aura for a sure-fire uninterrupted casting. Ironically, after floating in the air, you can be flinched too. Meteor Swarm has a nice caster SA and SA breaking capabilities for an ultimate. However, that does not remedy the consequences of being vulnerable to all types of damage for too long. In short, I only got this as a prerequisite for being a Majesty.
I tried using Escape Current Location to halt the casting process but it seems like it doesn't work anymore. If you can check it, then please do approach me.
On the other side of town, all skills were taken until Force Mirror, which can boost magical damage to everyone inflicted by its debuff. Also, the Mirror is invincible too (or, in actuality, is a mortal immortal - it can only die by the hands of the PKN burning rollers, Abbubah's Summon Flowers, and Green Dragon's Ancient Heraldry Break); great for barricading yourself from the Spirit King's tempest outbreak in the Golden Meadows.
The other Laser tree skills were left at Lv. 1 as fillers. Force Shield is a mixed can of gummies though. If you think you might get hit a lot, remove 5 SP from Black Hole and dump it here. The activation is annoying; it interrupts skill casting but offers increased defenses and magical attack for 20 seconds - not my cup of tea since it doesn't increase SA at all.
Maxed Teleport for a 10-second escape switch and added mobility. Sweet thing to plate too if you have a heraldry expansion slot. With an epic 20% CD reduction plate, enjoy spamming it as much as you can spam Glacial Spike. In actuality, just level 1 would suffice, but I love the cackle in every escape situation. Not your type? Bring down to 1 and distribute SP to other skills.
Got Void Wave Lv. 1 for utility. This makes for an extra panic button with a lower CD compared to Shockwave. Can flinch targets, break shields, and gives a nice view of the Sorceress' butt when she does this (assuming that she wears a Swimsuit or something that shows skin - lots of it).
Time Stop is set to Lv. 3. For me, 14 seconds is overkill, and besides, on a DDN raider's point-of-view, you still have a lot of debilitating spells in your arsenal. If you think it isn't enough, take away 5 SP from Black Hole and pump 2 SP here, then add the remaining points to Glacial Spike, Mind Conquer, or whatever skill that floats your boat.
Beyond Time maxed. Star skill of a Force User. Get it and be fabulous for a lagfest of 15 seconds.
Now that the bloody part is over, here we will tackle on the scientifically insane part of being a Majesty.
Figure 3. Majesty Tree
All maxed as seen on Figure 3. Explanations?
Steal Magic can be used to copy Abbubah's Berserk status (haven't tried Golem's yet) for faster skill casting, and copying Protection Shell from random Mages in dungeons can help you tank damage. Most of the time, there are no enemy buffs seen AT ALL. Why make a semi-useless skill? The Majesty Boost offers additional 20% Dark Attack buff for 10 secs which increases by 10% per skill level (40% at Lv. 3, capped, meaning no more increase in dark attack even with a skill accessory) which makes it worthwhile as a prelude skill before spamfest. Also... CD of 18 seconds? There, buff copying is just a plus.
Gravity Ball EX's added damage (20% board damage per additional explosive hit = 40%) and flinching effect due to extra explosions makes it cooler.
Triple Orbs EX's increased AoE (can hit downed enemies) accompanied by added damage, flinch effect and mini-explosions definitely ease the pain of getting the mouse movement to chip away the enemy's HP bar.
Black Hole EX provides a whole new level of sucking power. Its AoE increases dramatically, making you extend the crest diameter of the skill to ~2 to 3 meters (a little bigger than the innermost circle on the stage in the Anu Arendel's New Moon area where the NPCs frolic) and the gravitational area bigger than the bounds of Spectrum Shower EX (the outer circle of the stage, a few more steps away from it). Everything within the AoE will get dark damage and has a high tendency to be sucked into the core. The 'nova' of the skill is worth 30% of the board damage, which has the diameter of ~4 to 5 meters (about the same area as Spectrum Shower EX's inner ring, if not bigger). I will display pictures next time.
Gravity Ascension EX receives a total makeover: no more channeling. After releasing the skill for 1 second, you are free to Blink, Teleport, or spamfest away while your enemies are under the Gravitational Pull condition: a scenario of constant SA break. After the skill duration is up, the core will explode, dealing 30% additional board damage and a 20% Dark resist debuff for 10 seconds. Great as an intro before the inflicting the Big Crunch, mainly on bosses or FROZEN ENEMIES.
What? Big Crunch? It's a theory where all cosmic bodies will converge due to their innate gravitational force. Due to an immense amount of matter in the universe, there will come a time where everything will implode to a single spot where the Big Bang initiated.
I digress. Anyway...
The main attraction of the Big Crunch will be Reverse Gravity and the Gravity Controller passive.
The 65 passive lets a Majesty deal 100% additional damage PER HIT using BLACK HOLE, GRAVITY ASCENSION, and REVERSE GRAVITY - that is if the target cannot be restricted by enforcing and/or reversing gravity, or sucking. Basically, it's 100% FD with a catch. Imagine it with a dual ice stack. Sounds hard? Think again.
Got an Elestra in your party? Well, your Glacial Spike and Intellect/Elem Resist debuff Jade weapon will do, but an Elestra is your best friend. Being assisted by the restraining capabilities of a Bow Master's Ankle Shot and a Soul Eater's Cling Snake EX will do wonders too in this setup.
The wonder of HITBOX RESTRICTION. A frozen enemy always has its hitbox directly on the ground and it has increased super armor. Under this condition, the enemy (or its damageable area) is apparently stationary which makes Black Hole EX utilize the passive skill. Funny thing too, even if the target gets sucked, as long as it is frozen, Gravity Controller still holds. Also, since a frozen target's SA can be considered indestructible for the debuff duration, Gravity Ascension will deal double damage per hit too. If you have a Bow Master with Ankle Shot or a Soul Eater spamming Cling Snake EX, the Restraint status makes it easier for you to lock down on your targets, thus dealing full hits without difficulty.
Tests will be done if a summoned Puppet will work too - in theory, it should, for the Puppet is a stationary target that cannot be moved in the length of its duration.
Reverse Gravity has mediocre damage now - a little over 800% board damage at level 7 with 27 seconds cooldown time, 2 seconds more than Spectrum Shower or Summon Comet. But, with the effects of Gravity Controller, you can deal twice the damage since it somehow has a wide AoE (which makes mobile monsters a little tricky to catch and can send huge and/or immobile monsters to oblivion). In addition, Gravity Controller is reliant on the numbers made AFTER applying all buffs/debuffs (Gravity Ascension EX, Steal Magic, etc.), meaning a dual-ice stacked target will experience 2x damage from Reverse Gravity, then ADD that total damage as the effect of your passive skill - just don't forget the plus sign and the purple color. Talk about painful.
To close it off, the Majesty Boost provides a damage oomph (1485%+33389 for Lv. 7, 1514%+36576 if using a +1 Technique accessory) and a CRAZY mechanic to the above conjuration - deal 3 additional hits to the enemy with the lowest HP in the spell's AoE, and EACH hit is worth 50% of board damage. Furthermore, it is not considered a damage amplification effect (can be seen with a plus (+) sign like a Dancer's Dark Elf Buff). Taking it into consideration, adding Gravity Controller passive effect can be lethal especially to single targets - like bosses. Hence, if the boost will be implemented, this is a potentially deadly bursting skill if set up properly.
Now, I can breathe... Huuuuuuu~
Please refer to this when gearing up. Just change your defensive accessories to offensive ones, and get a Reverse Gravity Technique accessory (if it stacks with the future Skill +1 Cash Heraldry, it's be awesome). A Force Mirror necklace sounds great too. Jades for your necklace and earrings are up to you, really.
You can slot Dark Enhancement Jades for your rings and weapons, and replace weapon skill jades to Elemental Resist Reduction (much recommended, can help your ice stacker/s prolong the freeze duration) or Dark Resist Reduction ones. Switch the Talisman positions to the offensive (200% Matk & Int, 175% Wind and Fatal, the rest is up to you). If Critical Jades are elusive and you want to stack this stat, you can place Wind Enhancement Jades on your weapons, heels, muffs and tiara (much like getting it Wind-suffixed). Just a word of caution though; the critical cap at 70 is ~more than 61k.
For stat-enhancement heraldries, staples are Intellect, Wind, Fatal, Magician, Life Vitality, Health, Tent, and Iron Wall. If you can afford Crit 3rd stat plates, the better. Since your stellar skills make fewer hits as compared to a Smasher's, having them deal critical damage is a nice scenario, especially with the 65 passive just sitting there and doing the amplifications for you.
My personal choice of skill heraldries include Gravity Ascension damage crest (or a CD reduction plate for more debuffing opportunities, I believe they already have that in kDN as a replacement for the MP reduction crest), Reverse Gravity damage plate, Black Hole damage plate (since I usually utilize the passive's effect from a distance), and swapping Gravity Ball/Triple Orbs damage plate depending on the runs. If you have Heraldry Expansion slots, you can place Beyond Time CD and other damage plates as well. Force Mirror CD and Teleport CD fits snugly here too so it's your choice to mix and match these to your advantage.
Whew. Done. Bask in the penumbra of the eclipse, my dear.
TL;DR? A Majesty is not that strong. It's just her brains are just a little on the heavier side of the scale.
_____________________________
"I'm born a genius." - Sorceress, to Master Cynthia in Mana Ridge