Nek0Yasha's Anti-Mage Primadonna Guide (ver 2.2.0)
I am writing this guide due to the fact that I find that there is a lack of updated Cat's guide. Most up to date was probably lnsanity's, and she is an AP cat player. So I guess I'll do a HV Prima guide here.
[Disclaimer!!!] Some points before I begin.
1. Keep in mind that this guide will contain a lot of my personal views and experiences. Take them with a pinch of salt.
2. This guide and tips will be mainly geared towards PvP/GvG cats. Why being an Anti-Mage while you PvM? Of course, you can still use this guide as a rough guide for Primadonna.
3. Certain basics of the game, such as TM points, etc, are expected from readers.
I.) Why play a Cat/Primadonna? [agshd]
I.5) But I want to play a Diva? [lkjhsd]
II.) Builds of a Primadonna [bdjfei]
III.) Skills description [ckeold]
IV.) Skill Build [dmvhsk]
V.) Grinding [egyudq]
VI.) Elements, and what are they about? [fyncsj]
VII.) Equips - What to use? [gvxqro]
VIII.) PvP/GvG - What to do [hekdns]
IX.) Credits and Version History
I.) Why play a Cat/Primadonna? [agshdj]
Before the release of 3rd jobs (pre-Revo stages), Cat has always been in the second tier of the Charm class. Raccoons generally is superior to Cats in whatever the Cats can do. Superior defense (Super Hips), a stronger RANGED offensive skill (Volley Kick vs One Pair), and the better "morphing" skill (Meta vs Evo). People basically played Cats only due to...
1. Eye Candy
2. Easier grinding due to Volley Kick
But now, with the introduction of 3rds and new 2nd skills, people have more reason to choose a cat now...
1. Instead of going Raccoon -> Duke, people can train faster as a Cat and proceed to Diva.
2. Sumo Suit is simply the saving grace for cats. Raccoons are entertaining the thought of going Duke, because of Volley Kick, Siren Song and Sumo Suit (probably the main reason).
The next question will probably be Diva vs Primadonna. In my opinion, a Diva is better suited as a PvM option, or if you are those DP/HP builds, or an AP cat who wants more option (This option is generally taken from the pre HV buff era... Divas in post HV nerf win Prima hands down in GvG, though in PvP Prima can still put up a decent fight.) Primadonna are heavily geared towards PvP/GvG areas. The inclusion of Charm Wink is probably the best indication that Ntreev is creating a niche area for Primadonna to work on. And that is to be an Anti-Mage.
And of course, there is the prestige of being a pure class. Honestly speaking, I doubt I would be as proud as I am now if I were to announce to the rest that I am playing a Diva. But that's just me.
I.5) But I want to play a Diva? [lkjhsd]
Below is the link to Kyuzuumi's Diva guide, which is very comprehensive, and makes a good read. If you want to read about Diva, go ahead and read the guide.
II.) Builds of a Primadonna [bdjfei]
If you haven't already, get used to the TO's graph lingo. Basically, we describe our builds in the PMSC.
P = Power stats
M = Magic stats
S = Sense stats
C = Charm stats
1.) 4114 (Pure HV or ??/HV)
Simple really. This build goes for maximum damage, at the cost of sacrificing weight. It makes no sense to have a decrease in the power stats for that extra weight, when cats are not accurate to begin with. You'll often find yourself wanting more accuracy in PvP/GvG fights. Potions carrying ability can be fixed (especially in GvG), by either using a weight equip, or using a pot slave.
Pure HV is recommended due to the fact that a lot of the skills are based heavily on the stat as its multiplier. Magic Meltdown, an important skill you'll use a lot if you are playing anti-mage, is heavily dependant on the amount of HV you'll have.
??/HV are commonly refered to as hybrid builds. Choices are wide and many, and it depends on what you are aiming to do by pumping skill points in other areas. Most (me included), goes 2AP/2HV for a more balanced build which allows for the use of Evolution and elemental equips. Some may prefer AC for that more accurate attacks.
2.) 3124 (Pure HV)
This is for pure HV-ers who wants to sacrifice some power stats for weight. Going 3124 will most definitely net you a pure HV build, simply because it is not wise of you sacrificing some AP stats, only to pump it back using your skill points. This way, you'll be sacrificing your much needed AC for DA and LK, which Cats do not really need.
If you are planning to go 3124 pure AP, a better build will be to go 4114, 3AP + 1WT. You gain the same amount of AP this way, but instead of wasting precious points into DA and LK, they now goes into AC and DX.
If you are going for weight and not planning to go full HV, a much wiser option will be to go 4114 and go 1WT/3HV.
3.) 2134 / 1144 (Pure HV)
Never really seen it, but I guess it can be done. Tons of weight to tank hits. I guess the main job of this build is to do debuffing, because your AC will make it hard for your hits to land. I guess anyone who is doing this build can do some input into this.
III.) Skills description [ckeold]
I am not gonna put what each and every level of each skill will do and so on. Those can be found in a tidy little site called TRICKSTER WIKI (GGFTW version). I'll just give some input on what I think of the skills. This will probably make this section slightly biased, so proceed with care.
The images shown are the damage dealth as a 4114 2AP/2HV cat at level 222 with no equips, and no buffs. Base AP is 1342, Base HV is 82.
CHARM SKILLS - Skills which Cats and Coons share.
Entertainer Skills - And maybe for Dukes...
Primadonna Skills - No Diva for Diva readers.
IV.) Skill Build [dmvhsk]
A short summary of the above for those who are too lazy to read what I have typed above... ;o;
Anti-Mage Primadonna Build (in order of acquisitions)
Power Blow (Mastered)
Dodge Master (Mastered)
Sturdy Shield (Mastered)
Volley Kick (Mastered)
Mana Reflect (Mastered)
Physical Training (Mastered)*
Skunk Pouch (Mastered)*
Shield All (level 10)
Sumo Suit (Mastered)
2-Hit Combo (Mastered)
Magic Meltdown (Mastered)
Magic Defense Breaker (lvl 10)
Charm Wink (Mastered)
Sharp Scream (If you mastered Evolution)**
Deadly Funk (Mastered)
* For Physical Training and Skunk Pouch, learn them around at your own liking. That extra HP is not that essential for training at lower levels. As for Skunk Pouch, you'll probably not gonna need it until you PvP/GvG or boss.
** Depends on when you want to learn it, and whether you are learning it.
The basic build. Feel free to learn anything after you hit Deadly Funk. I went to master Shield All, learned Team Bolster before finally relearning Siren Song.
V.) Grinding [egyudq]
Note: Due to the almost idiotic creation of a beginner party, do not EVER get into a party until you are level 31.
Note #2: For the information of beginners, always train on monsters of a higher level than you if you want to maximize your training efforts.
This section will list the suitable training sites for Cats (though it is basically the same as nearly all classes...)
Level 1 - 15
You are basically stuck in Coral Beach unless you do some exploring.
Level 15 - 31
Nothing much to say. Stay in Beach Field until you hit that magical 31.
Level 31 - 35
For players who have good Pharaoh equips waiting for you, 35 will never come fast enough. I'll recommend players to test out South-East forest on those Chipmunks etc, since they are physical weak.
Level 35 - 60
Let's be truthful to ourselves. Everyone will grind at Path to Oops Wharf. Everyone. Alternate place will probably be Path to Phantom School.
Path to Oops Wharf -
Skill Spammers: Turtles are physical resist, so do take note. I'll go or those Tigers.
Elementalists: Kill on sight. Nothing much to say.
Path to Phantom School -
Used to be extremely popular as a bridge before people steps onto Path to Black Swamp. Due to the difficulty of reaching there during the early implementation of the teleport twins, it has been forgotten. It only last till level 50 plus, however, since Gallis are level 54.
Skill Spammers: Focus on the aggressive Red Gallis. They are physical weak, and decently easy to kill.
Elementalists: Kill on sight.
Poppuri Dungeon -
Suggested by Ildanach. It is not affected by revo changes, and thus it's level range should be easier to handle. I do remember Soppos being quite a pain with it's double attacks. A good place to try out if you are getting owned at Path to Oops.
*Tip: At level 40, for new players, save up the level 40 gift box. It sells for roughly 0.5m worth of galders, which is very helpful in helping you to fund your 1m galder check needed for job change
Level 60 - 110
Tip: You'll probably get a purple box at level 60. It is decently sought after, and contains random items not really useful to you at the moment. If you are in need of some fundings, these boxes goes for an easy 5m - 7m.
Mermaid Dungeon 1 -
A pretty good crowded map. With good AP equips and elemental equips, you should be able to OHKO the Cheles there. I've forgotten what weakness the turtles are. They do hurt when they mob, so beware.
Skill Spammers: I think the Cheles are easier to kill too.
Elemental users: Kill on sight.
Nora Sewers -
Another forgotten place. Nora mummies are magic weak, while bigs are physical weak. You really only have to be wary of mummies, since they can deal insane criticals. Not to mention, the top part of the map mobs easily, and thus is really good to train.
Skill Spammers: Nora Bigs and Nora Joes. Mummies are physical resist, and they hurt. Be aware of them.
Elemental users: Kill on sight, particularly Nora Mummies
Path to Snow Field -
You can step into it as low as level 60 - I did using my 4141 Bunny. With a few good HP equips, I can grind there with about 4k HP. It is highly recommended that you place points into Physical Training before you come here. Also, it will be recommended that you use elemental gears if you step into it at such a young level, since the damage on your VK will suck.
If you do not feel that confident, you may want to try going there in the early 80s. Jokers are no longer physical weak, they are harder to kill, and they hit a lot harder as well. Bugbears are still elemental weak, but they resist physical now. And they have banish for Jokers, and Impelling Rage for Bugbears.
Skill Spammers: Jokers. Bugbears are physical resist now, I tested it and it resist about a third of the damage away.
Elementalists: Bugbears should still be the main priority. Jokers resist air and light, but few uses those element, so you should do fine
Tip: Once again, those level 100 boxes. You get 2 of them, and they contain 3x Boosters. Using both on them at level 100, in a full 2.5 party, will probably catapult you to level 121. However, selling them for about 3m each will fund you for the harkon you'll need for 3rd job change.
Level 110 - above
Congratulations. You've just opened up a whole lot of grinding grounds. I'll just list some of the popular places, and my personal favourites.
Music Room ( @Phantom School) -
My favourite place for the lower 100+ levelers. Small crowded room with full of creeps running about for that delicious exp. Repot area is really just a stone throw away. So the Dazes hurt more than expected. But you are charm, and repot comes easy. Not to mention they are physical weak. What not to like?
Only problem will probably be the fact that it is not too popular there. But if you are adventurous, and does not mind creating parties, your efforts will definitely pay off.
Skill Spammers: Dazes are definitely easier to kill. Work on them
Elementalists: Accordians are dark weak, if I remembered correctly. I think you'll have an easier time to kill them.
Tech 4 -
Used to be the map of fail. Crowded, constantly KSed by pew-pewers, looters, and EEs favourite haunt. However, it is a really decent place to grind now, since most have deflected to Tap 1. Both are physical weak, which is great for skill users. Not to mention, they drop pots and equips, making it a great place to grind and earn some loots. Only problem is that Aabon must be OHKOed, else the impelling rage can be deadly.
Skill Spammers: Kill on sight.
Elemenalists: Both resist earth, so replace the GL sword with something else. 1 of them resist fire as well, the other air. Either get dark, water or light.
Tap 1 -
The new Tech 4. Heavily crowded. I am not gonna try to be a pro here. I can safely (and proudly) say I've never grind here long enough to gain a single level. That's how much I hated this place.
Skill Spammers: Map of fail. You need to ignore Reds. Checked. The place is crowded. Checked. You'll constantly gets KSed by lions and mages. Checked. Try not to train here.
Elememtalists: I think you guys will hate Blues, as I think they are elemental/magic resist... I think.
Moths (aka Path to Tap, Drying Forest) -
THE BEST PLACE TO GRIND UNTIL YOU ARE 200. Okay, I am biased. I am a big fan of this map. It is the perfect place to TM grind. Moths are hax TM givers.
Note that this map WILL need some getting used to. But once you got use to the map layout and the spawn areas, grinding's a breeze. It is not crowded, Moths are not hard to kill, and it's TM gain is superb. For those who complained that there are a lack of parties there, create one, for god sake. I grinded there from level 150 all the way to 200, and I can nearly always create a Moths party from scratch everyday then.
Skill Spammers: Moths are decently thick to be a good exp source. You'll need roughly 400+HV with 2.5k AP to OHKO.
Elementalists: They resist soil, so it's a no go for Pharaoh Sword. They are however, weak to water, which you should already have. Rape.
Q_Q. Dead and thus striked off...
Tap 3 -
Elementalists' favourites. I have nothing much to say, since I am not one.
Skill Spammers: Avoid, since I think there are 2 creeps there that resist physical.
Elementalists: You can get more information by asking fellow players. I simply don't grind here...
Tap 4 -
Higher-leveled version of Path to Drying Forest. Non are physical resist, though the repot point is slightly further. However, it is more popular amongst the higher leveled players, since nearly every class can grind there. It is more populated than Moths, so that should be good.
Skill Spammers: You can pretty much OHKO everyone with good HV. A great place to grind.
Elementalists: Golems heal through soil, so no Pharaoh Sword. Blue's there as well, but I think they are a breeze by the time you step inside. Other than that, no biggy.
Ice Dungeon 2/3 -
Ice Dungeon is actually pretty grindable for skill users now. ID2 has 3 monsters there. Freyja, Coolem and Freyr. Both Freyja and Coolem are physical weak, while Freyr is easily OHKOed with my VK. ID3 replaces Freyr with Great Coolems, which is magic weak now. Tried using elemental attacks on them, and it sucks. Not to mention they have faint. The only slight problems is it is far away from a repot station, and Freyja CAN hurt you with their wind melee attacks. I easily ate 3k crit from them. Else, I can predict ID2 to be an enjoyable place to grind, especially if you have those camp storage for potions.
Skill Spammers: You can pretty much OHKO everyone with good HV except for Great Coolems. A great place to grind.
Elementalists: I dunno. They have a wide variety of elemental resists, so it may not be the best place to go.
Bats (Count Blood Trials) -
More worth it for AOE-ers, something which Primadonna sorely lack. Repotting pretty easy. I'll say the best way to grind here is to Evo whenever possible, spam Sharp Scream and use elements to kill while it is on CD. In non evo, either VK, or continue to use elements.
Skill Spammers/Elementalists: Kill on sight.
1st Closed Lot of Precious Jewel -
Aiming mainly at the bears before the portal to the next maps. Spawns are instantaneous. However, they are physical resist, so you'll need to element your way through. If you can OHKO or 2crits KO in Evo form, grind here. Else, you are gonna get raped by the faint + berserk combo. Pots are dropped by tonnes here, so repotting is uber easy. Rack up all your pots on elixers, about 5 MP pots, and you are good to go.
There are also Golden Beetles for the less painful option, and they are the North-West of the bears. Slightly less painful, but has suicide skill, which should be easily dodged, or avoided all together if you OHKO. They are gun weak, however, which means you are sharing a spot with gunners most probably.
Then there are Silver Beetles, which are South-West of bears. It has a level cap of 220, and thus should be used for lower levelled people only. Easy to OHKO, not much damage dealt. Ideal for 150+.
Skill Spammers: Find somewhere else
Elementalists: Any of the 3 monsters will do.
For TM grinding, do all monster TM quests available from level 50 onwards, all the way until you are level 200. As for items TM quests, notable ones are probably the Panacea quest @ Monkey_T located at Mirage Island, where each quest can net you about 1.3m of TMexp, doable for 25 times.
VI.) Elements, and what are they about? [fyncsj]
New players of the game are probably confused about the grinding section, where i split players down into 2 camps, Skill Spammers and Elementalists.
Elementalists are players (or in this case cats) who trained through normal attacks, and get their normal attacks boosted by elemental equips. There are generally 7 attributes in the game.
Elements only boosts NORMAL MELEE ATTACK, unless a skill's formula includes elemental percentage (in Cat's case, non). The percentage boosts the normal attack directly.
My cat has 1000AP, with 75% element on my sword. Without the elements, I should do about 1000 damage on a Torrobie using a normal attack. However, due to the elements, i deal (1000 + 1000x75% = 1750) 1750 damage on a Torrobie.
Things are not so simple, however. There are other things to take note when using elemental equips. Below are some basic points on elemental damage.
1.) Elemental damage stacks, even with different elemental equips equipped on yourself. For example, a 150% Soil Pharaoh Sword and a 150% Dark Pharaoh Shield will yield you 300% of additional damage per normal attack.
2.) By my experience, elemental damage is counted as Magic damage. So your elemental attacks deals more on Magic weak monsters, and less against Magic resistance monsters (although it will still be more than an elemental-less attack).
3.) Some monsters are weak or resistance in certain elements. Factor those in if you are an Elementalist.
4.) Elemental damage are based on your physical attacks that are NOT YET tempered by the monsters' physical resistance or weakness (shown in quote below). The point will further be shown in point 5.
6.) Some monsters actually heals through some elements. So be aware.
Hot elemental equips in the game are probably Pharaoh Sword and Dark Attribute Pharaoh Shield. Both have 4 slots to compound elements. With dark stones and soil stones, once can achieve 120% minimum on those equips alone. Factoring in the fact that they can be used at level 35, you've some pretty good attacking power.
Elemental equips also enhances your Evolution. This is the fact why HV cats should not ignore Evolution. With decent elemental equips, you can actually deal decent damage in Evo mode. This is good if you want to be an independent player. Instead of relying on Gunners or Mages at quests like Red Salamaders or Niwearths, you can actually equip on elements, go Evo, and kill.
VII.) Equips - What to use? [gvxqro]
For PvM situations, you'll only need 2 sets of gears.
1.) HV sets (especially so for Skill Spammers). It directly boosts your VK damage. Since VK hardly ever misses in PvM, it is wiser to go pure power so you can grind at higher level maps sooner.
2.) Elemental equips. Mostly applicable for elementalists, but it is a good alternative for skills spammers, especially so when you are in Evo or when hunting lower leveled monsters for items. Pharoah equips will probably be enough for most cases.
PvP/GvG situations, it really depends on how much money you have to splash. Basically, you'll need only a pure HV set if you are going budget, but for players with more cash, there are wider options to choose from.
1.) Pure HV set. HV to nerf gun damage, HV to melt and so on. Absolutely essential.
2.) HP set. More for tanking for anything else. Use this when you find yourself getting OHKOed too easily.
3.) An elemental sword (preferably get those HV swords and compound elements on it). This is not too essential, but it will be a useful addition in PvP. The added HV in your sword will ensure your VK and 2-step's firepower stays at a decent level. Also, if you are shockvibed by Powers in PvP, you'll be better of meleeing.
Recommended equips for this purpose are Count Sword, Tenter Spear or Odinea Axe. They comes with 4 slots, high AP and fantastic base HV. You'll probably want to refine the sword to get the AP to a respectable number.
4.) AC set. With the current HV nerf, AC sets are wonderful against other classes now. Some 300AC will ensure that you hit most enemies you face in PvP.
Note that this is just a guide. Ultimately, what equips to don on will depends on your playing style.
VIII.) PvP/GvG - What to do [hekdns]
[Disclaimer] Following information are solely based on my experience and views. I'll say straight that I am not the best GvG-er around. Note that Primas, imo absolutely fails in GvG now.
The bread and butter combo
Yes. The basic combo which ALL Primadonna should know.
However, of you have just landed a delicious skunk (which you should always do), you can further enhance to combo to this...
Defensive buffs to use
IMO, all the buffs you need are probably...
1.) Mana Reflector
2.) Sumo Suit
3.) Dodge Master
The other shield moves are not gonna help much with Sumo introduced. It is also a distraction to keep maintaining them when you have the 3 buffs to juggle, especially that ever important MR with mages running about.
Again, it is easier to connect a skunk before you do these, because of Charm Wink's fail range.
Note that in the current GvG format, it is highly unwise to start winking at the start of the battle. You'll be targeted by Powers, One Pair etc. And not to mention Wink may not even land. Other then sacrificing for some unconfirmed cause, it is better to use Magic Meltdown, Skunk, etc. Only when you are safe before you start to do some winking.
If there are multiple mages in your opponent's team, it is probably wiser to disable those who have direct impact in your team. Usually, you'll aim for the most "haxxed" mage. However, if the mages are roughly balanced out, you can probably try to Wink mages in the order below, number 1 being the highest priority.
1.) Light Mages - You will have to skunk them first, else they will just heal other skunked targets. Preferably use Funk on them + others, and hope for the best.
2.) Shockers - Against them, you'll probably not get close enough to Wink. Use the window of opportunity when they are recasting their shock to try to Skunk them, before Winking.
3.) Dark Lords - Very irritating to fight against due to Fear and it's high hit rates. Winking them after a few occasions will cause them to Fear you on sight, even with other targets in sight. At then, if there is a lion in your team, it's probably wiser to toss a Skunk and pray for the lion to finish the Dark Lord off. If not, do not bother and just try to Wink them directly. Take advantage of messy situations, or when they are in the middle of casting their skill. Wink lasts longer than Fear, so even if they hits you with fear, if your Wink lands, your job is done.
4.) Others - You should probably pay attention to DoTers who may try to waste your pots.
And so I've Winked... Now what?
Since I am no longer into GvGing, I'll just add in my views and tips on what to do with a winked opponent.
In PvP circumstances, it is really a no brainer. You wink, you melt, you kill. Simple. It's a 1 on 1, and after the wink you should land a delicious skunk and kill them off. Immediately. No questions asked.
In GvG circumstances, however, it will be advantageous if you let the person live.
Why, you ask.
Simple. Living a useless person running about is much better than killing him and allowing him to respawn to kill you. If the opponent mages are good, this is an option you'll have to consider. It definitely is against the common logic, to kill on sight, but think of the advantages you can net your group. By not killing them and constantly renewing the Charm Wink, it ensures a fair battle of equal numbers to suddenly tip the scales in your guild's favour, since they are with a pseudo man down. If the man down is a good mage, you are effectively a thorn in the battle for up to 30 seconds. Definitely worth considering, no?
Kill the winked mage only when there is no one else to kill.
Magic Defense Breaker - Useful?
Do not, I repeat, do not use it on Charms. Uses for it is probably low, but it helps to add that extra damage that may allow your mage to OHKO, for say, high HP/MD powers. MDB-ing Charms will be sending your mage on suicide. Others is probably okay. Your mage will most probably appreciate the extra damage.
To Evo or not to Evo?
No. The main reason you'll never see a Cat Evo in GvG is because...
1.) Mana Reflector can't be renewed. Mage meat.
2.) No skunk. Skunk is an excellent defensive and offensive skill.
3.) Lack of powerful OHKO skill in Evo mode. Beast Claw does not make the cut. Sharp Scream probably will not OHKO them either, as most will stack HP, or have guard.
4.) Decrease in HV. Makes yourself gunners' meat.
Do not EVER Evo in GvG if you want to win. Simple as that.
Art of Skunking
Skunking requires precise timing. This is because of the fact that if you renew your skunk while the opponent is still in Skunked-status, they have a small window of opportunity to move. Skunks do not stack, so if the 2nd skunk misses while the 1st skunk's duration is not over, tough luck. Opponent's free to move.
It is best for you to do a mental calculation of how long the skunks last in the game, especially in PvP and GvG situations, so you'll only need to cast skunk at about 2 seconds before the skunk ends. Else, a good source of judgement will be to estimate by seeing how many VK + 2-Hit + VK combos you can do within a skunk period, and work from there.
Full House's stunned status is different from Skunk, so it will be useful to renew a skunk while they are under FH status. Now that Deadly Funk is released, feel free to abuse it with FH for that maximum oomph.
The current PvP changes actually do not allow one to precast any skills now. What does it mean? All the better against Light Mages and Powers, all the worse against Gamblers. Skunk finally works like it should.
Do take note of all these as they are pretty much essential for Charm players.
IX.) Credits and Version History
ver 1.0.0 - Basic guide rolled out.
ver 1.1.0 - Included Raging Nails (bullsh1t skill), and edited link to WIKI.
ver 1.1.2 - Edited views on Tech 4.
ver 1.1.3 - Revised some views on skills.
ver 1.1.4 - Placed a copyright against the thieving MT.
ver 1.1.7 - Added "And so I've Winked... Now what?" in the GvG section
ver 1.1.8 - Ironed out some mistakes.
ver 1.2.0 - Updated with Deadly Funk
ver 1.4.0 - Updated with Sharp Scream
ver 1.4.5 - Changed training spots for 50 - 70
ver 1.8 - Major revamp to grinding spots
ver 1.8.5 - Drying Forest is gone... Q_Q
ver 1.8.8 - Updated some grinding spots, gonna check out a few more.
ver 1.8.9 - Updated grinding spots, updated views on Sharp Scream.
ver 2.0.0 - Added in a lot of pictures.
ver 2.0.1 - Updated views on Tech 4 grinding spot
ver 2.0.2 - Updated Final Blow
ver 2.0.3 - Updated PvP and GvG stuff to current nerfs
ver 2.0.4 - Updated Skunk on the current PvP changes
ver 2.0.5 - Updated on box prices.
ver 2.1.0 - Updated some links, added in Kyuzuumi's guide's link
ver 2.2.0 - Slight edits due to screw up in previous edit
- I'll like to thank people in Pantsu / ex-Chibi members, for those GvG sessions. 8D
- Person on MT I'll like to really thank is Inune, although I don't think he visits MT anymore. He gave me great tips on my questions and posts in MT. His insight on Evolution then has probably shaped my views of Evolution, it's pros and cons. He is also probably the Cat player whom I respects a lot, along with other players.
Any questions and feedbacks, feel free to post on this thread. I'll also usually lurk around in the Charms section, so yeah.
EDIT:Slight update with Fatal Claw. Since it is useless, no major revamp to skill builds etc...
EDIT1: Updated Tech 4 training area.
EDIT2: Added "And so I've Winked... Now what?"
lol you + me + ~BoA~ @ music
zz snore lets gvg 40% till one pair finally zz
I'm in the process of making a cat for myself. I've tried it before but they've all end up deleted because of a horrendous skill build.
Your guide really helped out, though! I'll be following the skill build to a T! : D
Hmm you forget that sumo is also based on HV as well, you need 300+ HV to start adding percent so master it right away only if you have less than 300 HV.
Did a small update with deadly funk. =/
WOW neko still plays @_@
Boss, thought you were busy in the army? By the way, don't wanna spam but how have you been? Our guild is pretty dead.
Great guide thanks a bunch
Small lil update with Sharp Scream. I guess i need to find out where to train for level 50-plus.
Path to oops,until mid 60,gives decent exp for me.
After which, start hunting requi and quiems for quest items for levels?
Mermaid palace a suitable place to use instead of path to black swamp?
Edited some grinding spots due to revo. I think it's high time i check out the other possible grinding maps.
Hey Nek0, I just realize your guide is the perfect example of what should be available in the Wki Guides, under the Cat section: it's accurate, not (so) outdated, and I really like how you distingush Ele%Melee and SkillSpam builds :)
So, do you want it to be added there on it's own, or just a link leading here to the forum, or something? (since there's is no guide on the wiki yet, to be honest it's kinda test-prototype)!
I'll try to keep it updated as long as I still hold an interest in Trickster. =/
The only problem is probably the areas for grinding, since many of the changes are still relatively low leveled, and I am not gonna grind out another cat to test it's viability.
EDIT: Made some more changes to the grinding spots for revo-ed version. Any feedbacks are welcomed.
Updated slightly due to the dead of Drying Forest... Q_Q
Would a 4114 pure HV build go well with this skill build?
I'm gonna give it a try when I get around to quitting my Dragon :D
I think imma place pictures in next.
ehh. I fail I only find your guide just now Nek0.
Awesome guide btw. *deletes dragon*
Now, time to make a kitty. ;)
Oh. Make a PvP/GvG Coon guide next prz. :>
8D, Cheeeeeeeeeeps :P
Anyway, I only write guides on stuff i am familiar with. And I am not familiar wif coons. :py19:
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