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Old 08-20-2008   #1 (permalink)
RPGamer
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Default [CORE] Rush Dragon Guide




[Preview] This Guide is a Complete Reference for all Arrow Rush focused Dragon Builds and covers all Dragon Types (Priests, Dark Lords,and Wizards) ...

(Abstract inserted for Preview Text when you Highlight the Link to this Guide)


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[DISCLAIMER] This Guide is Copyrighted, and owned solely, by RPGamer of myMMOGames.net


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Table of Contents
(Use [CTRL+F] to Search for Each [Section])

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Code:


[SEC 1.0] Introduction

[SEC 2.0] Frequently Asked Questions

[SEC 3.0] Build Graphs and Stat Point Distribution

[SEC 4.1] Shaman Skill Build

[SEC 5.1] Light Magicial Skill Build
[SEC 5.2] Dark Magicial Skill Build
[SEC 5.3] Hybrid Light Magician Skill Build
[SEC 5.4] Hybrid Dark Magician Skill Build

[SEC 6.1] PvP/GvG Priest Skill Build
[SEC 6.2] PvM Priest Skill Build

[SEC 7.1] PvP/GvG Dark Lord Skill Build
[SEC 7.2] PvM Dark Lord Skill Build

[SEC 8.0] Wizard Build Primer
[SEC 8.1] Earth/Fire Wizard Skill Builds
[SEC 8.2] Wind/Earth Wizard Skill Builds
[SEC 8.3] Water/Wind Wizard Skill Builds
[SEC 8.4] Elec/Water Wizard Skill Builds
[SEC 8.5] Fire/Elec Wizard Skill Builds

[SEC 9.0] Leveling Guide Primer
[SEC 9.1] Key Quests
[SEC 9.2] Episode Quests
[SEC 9.3] Love Hunter Quests
[SEC 9.4] Card Quests
[SEC 9.5] Party Quests
[SEC 9.6] Grinding Areas
[SEC 9.7] Chaos Tower
[SEC 9.8] Monster Guild Quests

[SEC 10.0] Equipment Primer
[SEC 10.1] Equipment Modification
[SEC 10.2] Useful Quest Equipment
[SEC 10.3] Useful (Player Shop) Equipment
[SEC 10.4] MyShop Equipment
[SEC 10.5] Pharoah Set
[SEC 10.6] Sacrifice Set
[SEC 10.7] Gatcha Sets
[SEC 10.8] 4g Sets
[SEC 10.9] Accessories

[SEC 11.0] Guide to Galder Making

[SEC 12.0] PvP/GvG Primer
[SEC 12.1] Understanding the Priest
[SEC 12.2] Understanding the Dark Lord
[SEC 12.3] Understanding the Wizard
[SEC 12.4] Combating Powers
[SEC 12.5] Combating Magics
[SEC 12.6] Combating Senses
[SEC 12.7] Combating Charms

[SEC 13.0] Credits

[SEC 14.0] Version History
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[SEC 1.0] Introduction

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If you are interested in this Guide, please realize that it was intended for anyone interested in playing a Dragon. This means that while a Sheep may find use in the Guide, it's not really geared towards them.

This is Primarily a Guide to Arrow Rush Dragon Builds. Arrow Rush is one of, if not the, strongest Single Target Spell that a Mage will have access to early on and will allow for OHKOs on Stronger Targets. Although Ring and Storm Builds have their uses (Primarily if you are going Wizard), Rush remains useful throughout your Trickster life (Leveling, Bossing, PvP, GvG, etc.). I also find it more useful because Mana Arrow serves as a Pre-Requisite to several Dragon Skills later on as well and if you need to Level Mana Arrow to Level 10 anyways, you may as well get Rush. The Spell is just that strong and that useful. Thus, it is my own personal preference in terms of Builds and I highly suggest it to everyone who isn't knowingly avoiding Rush to save TM.


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[SEC 2.0] Frequently Asked Questions
(and comments thereof)

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Is a Dragon right for me? What kind of Dragon should I be?
Spoiler!


You Lie! Light Dragons are supposed to go with Ring Builds to not Waste TM!

Spoiler!


Dark Dragons should use Storm Builds so they can level with Gravity Crush later on.
Spoiler!


Which Light Skills do you suggest I aim for?
Spoiler!


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[SEC 3.0] Build Graphs and Stat Point Distribution

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[NOTE] For a Basic Stat Primer, check out out the MMOG-TO Wiki Stat Entry.


Build Graphs


Builds at Level 200 w/o Bonus Points Applied.


(Credits: HK-47 <Trickster Stats Table Generator>)

[NOTE] This does not factor in Builds with 2+ Power


There are 2 Types of Builds here: Sense or Charm Focused. Of these, the 1-4 Combos are more for the experienced or funded while the 2-3 Combos are better for General Use. Just think of it as Specialized VS Versatile here.


[Build Graph: 1441 - 1 Power, 4 Magic, 4 Sense, 1 Charm]
This Build has 2 Focuses: LK and WT. The Higher LK is useful for PvP/GvG and the WT is useful for PVM. It is the toughest of all the Builds to Start out with as you will die more often and the difference in LK at the early levels is really negligible - if you use Rush, you will miss. Maybe less often, but you will. The 3 Types of Characters that tend to Benefit most from this Build are Dark Lords (Being able to Out-LK your opponent is Key here), Priests with SoH (SoH gives you an HP Buffer based on MA), and Light Wizards going Fire/Lightning or Water/Lightning (Light for SoH, Elements are chosen because the LK helps with their Lower Accuracy).
[Build Graph: 1432 - 1 Power, 4 Magic, 3 Sense, 2 Charm]
This Build is better for those who want more LK but still have a fair amount of Defensive Stats. 1432 would have 2x more HP, DP, HV more than a 1441 Build while still maintaining a large amount of LK/WT for use. This is a better Compromise for those who want a little Defense but still an Overall Offense Oriented Build.
[Build Graph: 1423 - 1 Power, 4 Magic, 2 Sense, 3 Charm]
This Build is better for those who want a little more LK but prefer to have a good amount of Defense. You would have 2x more LK/WT than a 1414 Build but you'd still have a mostly Defense Oriented Build. This is a better Compromise for those who want a little more Accuracy but still an Overall Defense Oriented Build.
[Build Graph: 1414 - 1 Power, 4 Magic, 1 Sense, 4 Charm]
This Build is the only Build to make use of all of the Stats in it's Chosen Specialty. HP, DP, and HV are all going to prove useful to you and in PVM, you will eventually get enough LK from Equipment to hit everything. The Build "feels" slower than the other Builds but in the long run, if you are an AoE User or just plan to stick to PVM, this is the Build most useful for you. Ergo, for Priests who don't plan to PvP/GvG, the combination of this Build and SoH will essentially make you untouchable. Light Wizards can benefit from this as well as Earth/Wind and Wind/Water would all Benefit from having a Defensive Build.

Stat Point Distribution


There really are only 2 ways you would divide your Bonus Points as a Magic-Type: MA and LK. MA is for increasing your Damage and LK is for increasing your Magic Accuracy, Crit Rate, and Block Rate. You don't have much reason to put into any other Stats as you can Comp whatever else you need.


[Stat Allocation: Pure MA - 4 Points to MA]
You get +1 MA every 2 Levels instead of every 4 levels this way. MA controls your Damage so this is Optimal for Damage-Focused Builds. This is also Optimal for any Light Build as Light Shield and Shield of Heaven are based on MA. It is recommended for anyone who is interested in simply dealing lots of Damage, wants a "safe" place to put their stats, or are planning to go PvM/Bossing only. If you go PvP/GvG, you'll need a LK Set to compensate as most Serious PvPers/GvGers have insane LK.
[Stat Allocation: Pure LK - 4 Points to LK]
You get +1 LK every 2 Levels instead of every 4 levels this way. This is the path to take if you have enough MA from Equipment and are planning to PvP/GvG. LK gives you more Crit, Blocking, and Accuracy so it makes for a worthwhile Stat to put your points into if have another source of MA. You can always refine your Rods for MA but only Comp for LK outside of Base Equip LK so you're LK is somewhat more Limited as MA can be Comp'd for as well. With typical Mages pushing LK for PvP/GvG, unless you have some good Equipment, LK is the way to go if you plan to focus more on PvP/GvG. However, note that this Build is "Slower" since your MA won't hit OHKO Points as fast as a Pure MA Build will.
[Stat Allocation: Hybrid MA/LK - 3:1, 2:2, and 1:3 MA/LK Ratio]
I actually think this is a much harder Build to work with than a Specialized Build. This is only recommended for people who are funded or MyShopped as, without good Equipment and experience, it's hard to plan to push LK while maintaining enough MA to OHKO at each point you would move up to the next Leveling Spot. The idea here is to only add enough MA to OHKO and push the rest into LK for PvP/GvG. Again, I do not recommend this for all but those who already know what they want and, even then, I would suggest that you instead get in intervals of 4 (IE For 3:1, just add 4 to MA 3 times and then 4 to LK 1 time to get to the same point but benefit from the Stat Points faster). It's somewhat worthwhile to minimize waste but it's still a lot of hassle for what amounts to not too large a gain honestly.

Last edited by RPGamer; 08-21-2008 at 05:53 PM. Reason: Fine Tuning Preview Text
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