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Default lnsanity's Charm Guide

lnsanity's AP Cat Video Tutorial (Part 1)


lnsanity's AP Cat Video Tutorial (Part 2)


I wanted to give you guys a VERY helpful link for deciding on your skill builds. Use this guide to see what the TM level requirements are for the skills you want, but use this skill simulator to see how you'd make your skill build work. I used it for making all my builds. Original guide follows below.

I originally wrote this guide for cats, but I thought I'd go ahead and let it apply to both charm types. They're both pretty much the same in first job, anyway. I started this guide before 2nd job came out, but started revising it after third job came out. I feel the information here is pretty useful now as I've corrected most of the mistakes I made in my own build as well as the ones I've posted here.

*There's now an asterisk after the 100 level range part of the Super Hips discription, thanks to Hanayumi!
Thanks also to The Prestige for telling me how the TM level requirements for hybrid (specifically Duke) skills worked. And thanks to iS2kev for showing me the light when it came to the fact that Sumo Suit's gonna be a REAL big help in PVP for pure AP cats. I also recommend getting a good AC set for PVP/GVG if you go pure AP like me. I CAN 1-hit-KO just about anybody, but only if I HIT them.

lnsanity's Charm Guide!
Merow?

--------------------
| Table of Contents |
--------------------

I. Credits and Version Information
II. Your Charm and You
II-B. Elements/Not Pure AP? No Problem!
III. Stat Distribution
IV. Charm Skills (1st, 2nd and 3rd jobs)
V. Skill Builds For Your Charm
VI. Training Grounds


-----------------------------------
| I. Credits and Version Information |
-----------------------------------

This FAQ was made by Rhinehart (more commonly known as lnsanity). First job skill info was from
mytrickster.net's wiki, for quick reference and skill formulas, which can be found here:
Cat - Trickster Wiki
The 2nd job skill info was found at:
MyTrickster.net
So credit goes to Shoyriazu for having written up the skill guide for charms at 2nd job. My source on the
3rd job skills were from the Japanese Trickster Wiki at TricksterWiki - TricksterWiki and I used Google's
web site traslator, since I can't read Japanese. Everything else was pretty much done by me.

Version 1.0: Wrote the original guide, complete with the skill tables, but it looked pretty bad on mytrickster.
Version 1.1: Fixed the section indents and skill charts so now it actually looks good on this thread.
Version 1.2: Added second AND third job skills and revised the builds.
Version 1.3: Added more builds and the TM level requirements for Duke skills.
Version 1.4: Added the HP Charm Build and revised the DP Charm build.
Version 1.5: Added Section VI: Training Maps.
Version 1.6: Added the Prima Evo skills, removed the DP build and fixed the HP build and a couple skill builds. I also edited the training maps. Thank you, Revo, for killing so many good training spots.


--------------------------
| II. Your Charm and You |
--------------------------

In this section, I'll discuss the builds you'll want to keep in mind
for starting your cat. Hopefully, it'll help you. But first, I'll
have to explain what all the stats are. When you first create a
character, you have the option to adjust the stat growth points any
way you see fit, except of course, to change the main stat, Charm in
this case. First is Power, second is Magic, third is Sense and fourth
is Charm. The stats in each section is as follows.

Power: AP, AC and DX.

AP is your attack power. The damage you do with melee weapons will
depend mostly on this. I say mostly, because you can add a certain %
to your damage with elemental weapons, but I'll go into that in a later
section.

AC is your accuracy. This affects how often you hit. It also
determines guns' attack power, but you don't really need to know that,
do you?

DX is your dexterity. For some reason, the LOWER the stat, the faster
you attack. Took me awhile to figure that out. I was all like "Why
would I want that to be LOWER?" when I first started to figure it out.

Magic: MA, MD and MP.

MA is your magic attack. You REALLY don't need this stat at all.

MD is your magic defense. This stat could be useful, but magic defense
gear is more useful, I think. I'd rather not spend points on this,
especially since I have Mana Reflect (which I'll discuss in the skill
section).

MP is your magic points. This determines how often you can use what
skills before having to use an MP pot. That's pretty much it, and
really not worth pumping points into.

Sense: WT, DA and LK.

WT is your weight limit. A pretty handy stat, 'cuz the weight limit
as a 4114, such as myself, sucks pretty badly. But I have a good
Premium Pocket Pouch (and I highly recommend you get one), so it's all
good.

DA is your detection ability. It determines how often you get a light
bulb ("Item is here!") or anger cloud ("Item is NOT here!"). For sense
types who like to wield knives, it's their damage with Stone Strike.
But you're a cat, aren't you?

LK is your luck stat. This determines your critical hit rate. People
say it affects compounding as well, so there are some pure LK foxes.
But it can also make attack spells miss you. Not a bad stat if you
want a high critical hit rate and mages to miss you.

Charm: HP, DP and HV.

HP is your hit points. If it reaches -1, you die. Yeah, I've survived
on 0 HP a few times, including in a duel with InstantCoffee, in PVP.
If you get Physical Training, don't worry too much about this stat.

DP is your defense power. The higher it is, the less damage you'll
take. Pure DP cats are practically invincible AND Concert Tour is a
pretty nice area of effect skill. But that's 2nd job and 2nd job isn't
out yet, so pure DP cats really suck right now. You could make one and
then wait for 2nd job, but I wouldn't go too much further than that.

HV is your hit evasion. This determines how often things will miss
you. It's also a HUGE factor in Mana Reflect and a big factor in High
Kick. But being pure HV only gives you a little more damage than a
pure AP would get with High Kick, so think it through thoroughly. The
best HV skills so far are Mana Reflect and Magic Meltdown.


--------------------------
| Section II-B. Elements |
--------------------------

If your character is not a pure AP character and you're using just about
any given build (see Section III for recommendations) and you can
afford some uber equips, I have to tell you about elemental attributes.

Elemental attributes are added to your basic (not skills) attacks as a
damage multiplier. The % of your element is the % of your increase in
damage. The higher your elemental %, the higher your damage will be.
Let's say you're making a pure HV cat or raccoon and you're using
Galder Thrower. Once you're level 35 (provided this isn't your first
character...in which case, I'm not sure why I'm adding this section, but
hey, why not?), you can wield a mighty Pharoh set. The default range
of soil attributes you can get on a Golden Sword, provided you use
Soil Stones (the green little round things you get from Episode 1:
Chapter 2) is 120%-160%, since each stone has a range of 30% to 40%.
These stones have no level limit, so you can put them on ANY equip that
is soil attribute compoundable (such as a 3s Ultimate Knife (90+120%
range). The Golden Lion Shield should be compounded with either
Dark Crystal 35's or White Day Candies (phail elitists will laugh at you,
but who the Hell cares? We're just waiting for Darkness Stones), but
once Mirage Island comes out and you can do Episode 2, you can get
darkness stones, so I recommend you save at least one clean Golden
Lion Shield. Pharoh equips, by the way, are dropped by Tut (the first
available boss in the game), but only if you get the first hit.

Anyhow, a Golden Sword ALONE, even with minimum compounds will
outdamage any AP-based first job skill you could hope to get. Making
Galder Thrower only necesarry until level 35, which will save you quite
a bit of money (since you won't be throwing it all at your enemies
anymore). Add a darkness compounded Pharoh Shield onto that and
you've got yourself a hax nub. This elemental setup is recommended
for just about any character, even if you're pure AP (watch the big
numbers fly if you ARE pure AP).


--------------------------
| Section III. Stat Builds. |
--------------------------

Okay, now that you know what all the stats do, let's get down to the
builds. We'll start with mine.

4114 - This build gets you high attack power and high defense power.
Along with high HP. The lower stats in these are AC, DX and HV. Those
take the longest to boost, so if you're planning on boosting one of
those, you'd better pump lots of points into it. Best build, but your
weight limit will suffer greatly.

3124 - A bit more weight and lower attack power. This is the default
stat, but you'd also have a little more LK, too, which never hurt
anyone.

2224 - Any build with 3 2's in it is phail. End of story.

1144 - VERY low attack power, but a high critical hit rate and good
chances of finding something when ya dig. Good for compounding, too.
You'll also dodge alot of magic and bullets, especially if you get
some good LK gear. Actually, if you go pure HV or DP, you might wanna
try this build as an experiment. Elemental equips (such as the Pharoh
set is really recommended here).

1414 - Uber pure tanker. Possibly not a good build for PVP, but I do know a
pure DP cat who went with this build. All she carries are MP potions 'cuz
she takes tiny, miniscule damage from magic AND physical attacks from
all the mobs she trains on. If you wanna try something different, this could
be for you.

If there are any other builds, they're probably not worth mentioning,
so let's move on to stat descriptions. Everytime you level up, you
get 4 bonus points to distribute to the stat/s of your choice. But
what are they? Holy crap, there's twelve of them!! Let's go into
those.

--------------
|Power Stats|
--------------

AP: Attack Power. Pretty self explanitory, but if you're gonna boost
this stat, you best get Power Blow.

AC: Accuracy. This stat determines how often you hit a target. Cats
don't really boost this stat (lions do), so I'd advise against pumping
any bonus points into this.

DX: Dexterity. The lower this stat is, the faster you attack. DX cats
are pretty weak and mainly just for show. Only boost this if you're
really bored or just curious. If you REALLY want DX, I'd recommend
compounding DX to physical defense helms and swords.

-------------
|Magic Stats|
-------------

MP: Magic Points. You've GOT to know what this stat is. But in case
you've never played an RPG before, skills cost MP to use. Whatever
build you choose, you should have enough MP to use your skills, so
don't boost this. NOBODY does, not even mages.

MA: Magic Attack. Definately not needed for any type of character
except mages (sheeps and dragons).

MD: Magic Defense. If you want magic defense, get Mana Reflector.
Don't boost this stat.

--------------
|Sense Stats|
--------------

WT: Weight limiT. If you want more weight capacity, go for 3124 or
2134 (not advisable). Or just do what I did and get a Premium Pocket
Pouch. Use a Disabled Person's Pocket until you can get one. I still
recommend doing THAT and going 4114 overall. If you're an AP cat, you
need as much AP as you can get. If you're going HV or DP, choose any
build you like.

DA: Detection Ability. This stat boosts how often you can tell if an
item is where you're digging or not. As tempting as that might be,
don't boost it. Make a sense type if you really want it that bad.

LK: LucK. This stat determines your critical hit rate, gun and magic
evasion.

--------------
|Charm Stats|
--------------

HP: Hit Points. If you've ne'er played an RPG (and even if ya have),
this stat is your health guage. This will be high, since you're a
charm type, but if you want it higher, get Physical Training. Do NOT
boost this stat.
DP: Defense Points. This stat determines your defense. If you decide
to make a pure DP cat, you're definately gonna wanna pump points into
this. Concert Tour (a second job skill for cats) relies on DP and will
damage multiple enemies.
HV: Hit eVasion. This stat decides how often enemies will miss you.
It's also used in the formula for High Kick (but so is AP), Magic
Meltdown, Magic Defense Breaker and Mana Reflector. HV charms are the
ultimate debuffers.


The best way to decide what stats your going to spend your bonus points
on is to take a look at the skills you'll have available to you. Thus
begins the next section, Charm Skills.


--------------------------
| Section IV: Charm Skills |
--------------------------

------------
| First Job |
------------

First job charm skills are usable by both cats and raccoons. The only
thing that sets cats and raccoons apart at first job is the way they
spend their bonus points. You get those from leveling up, btw. When
you get a TM level up, you're awarded with a TM point as well. And
from what I hear, there's no TM level cap (but the base level cap is
400, if you're wondering). Or so I've heard.

Skill Name...........TM Level.TM to learn...........TM to Master
Power Blow.........1............1....................... .2
Formula: Attack Power (AP) x attack %.
Comments: Since this skill relies purely on AP and the skill level,
it's best used for AP cats. If HV cats get it, it'll be weak, but
it'll eventually outdamage Galder Thrower. Just not by much.
------------------------------------------------------------
|Skill level..MP Consumption......Cooldown Time......Attack %.|
|1............30.........................3 seconds............120%......|
|2............34.........................3 seconds............130%......|
|3............38.........................3 seconds............140%......|
|4............42.........................3 seconds............150%......|
|5............46.........................3 seconds............160%......|
|6............50.........................3 seconds............170%......|
|7............54.........................3 seconds............180%......|
|8............58.........................3 seconds............190%......|
|9............62.........................3 seconds............200%......|
|10..........78.........................3 seconds............210%......|
|Master....94.........................3 seconds............240%......|
-----------------------------------------------------------


Skill Name...........TM Level.TM to learn...........TM to Master
Dodge Master......1............1........................ .2
Comments: This skill increases your own hit evasion (HV). In lamen's
terms, it makes you harder to hit. A pretty useful skill, especially
for HV cats and Mana Reflector and High Kick, which I'll get into
later.
-------------------------------------------------------
|Skill level.MP.............HV Increase %..........Duration....|
|1...........80...............10.................. ......60s...........|
|2...........100.............13................... .....65s...........|
|3...........120.............16................... .....70s...........|
|4...........140.............19................... .....75s...........|
|5...........160.............22................... .....80s...........|
|6...........180.............25................... .....85s...........|
|7...........200.............28................... .....90s...........|
|8...........220.............31................... .....95s...........|
|9...........240.............34................... .....100s.........|
|10.........260.............37.................... ....105s.........|
|Master...300.............45...................... ..120s.........|
------------------------------------------------------


Skill Name...................TM Level.TM to Learn...............TM to Master
Galder Throw...............20..........2................. ...........2
Formula: Damage=100*damage increase %.
Comment: Don't bother with this skill unless you absolutely have to.
Fixed damage ftl.

-----------------------------------------------------------------
|Skill level...MP............Damage Increase %...Critical Damage........|
|1.............20..............200................ .. ....300.......................|
|2.............22..............250................ .. ....375.......................|
|3.............24..............300................ .. ....450.......................|
|4.............26..............350................ .. ....525.......................|
|5.............28..............400................ .. ....600.......................|
|6.............30..............450................ .. ....675.......................|
|7.............32..............500................ .. ....750.......................|
|8.............34..............550................ .. ....825.......................|
|9.............36..............600................ .. ....900.......................|
|10...........38..............650................. ......975.......................|
|Master.....44..............800................... ....1200......................|
-----------------------------------------------------------------


Skill Name...................TM Level..TM to Learn...............TM to Master
Magic Meltdown...........20...........1................. ............2
Formula: Hit Evasion*Magic Strength %.
Comments: This skill's good to use if you want to weaken a boss or
a mage's magic attack in PVP, but personally, I'd just go with Mana
Reflect instead. It's a nice debuff if you wanna help your party,
but beyond that...save it for later.

---------------------------------------------------------------
|Skill level.MP.............Cool..........Magic Strength %.....Duration|
|1...........28...............5s............15.... ....................12s......|
|2...........30...............5s............18.... ....................14s......|
|3...........32...............5s............21.... ....................16s......|
|4...........34...............5s............24.... ....................18s......|
|5...........36...............5s............27.... ....................20s......|
|6...........38...............5s............30.... ....................22s......|
|7...........40...............5s............33.... ....................24s......|
|8...........42...............5s............36.... ....................26s......|
|9...........44...............5s............39.... ....................28s......|
|10.........46...............5s............42..... ....................30s.....|
|Master...52...............5s............51....... ..................32s.....|
--------------------------------------------------------------


Skill Name.................................TM Level.TM to Learn...............TM to Master
Magic Defense Breaker................20..........1.............. ...............2
Formula: Hit Evasion*Magic defense decrease %*16
Comment: This is another good debuff for people who want to help out
mages in your party or just piss off mages who are fighting other
mages. But I wouldn't recommend getting this skill right away. You'll
want it for third job, though. Get this skill for that, but not until
you've got the first and second job skills you want.
Note: See this thread for an experiment on how Magic Defense Breaker
effects Mana Reflector.

--------------------------------------------------------------
|Skill level.MP.............Cool.........Magic Defense %......Duration|
|1...........26..............5s............21..... ...................12s.......|
|2...........28..............5s............24..... ...................14s.......|
|3...........30..............5s............27..... ...................16s.......|
|4...........32..............5s............30..... ...................18s.......|
|5...........34..............5s............33..... ...................20s.......|
|6...........36..............5s............36..... ...................22s.......|
|7...........38..............5s............39..... ...................24s.......|
|8...........40..............5s............42..... ...................26s.......|
|9...........42..............5s............45..... ...................28s.......|
|10.........44..............5s............48...... ..................30s.......|
|Master...50..............5s............57........ ................32s.......|
--------------------------------------------------------------


Skill Name................TM Level.TM to Learn...............TM to Master
Mana Reflector..........20..........2.................. ..........2
Formula: damage from target
decrease=(hit evasion*0.01+0.3)*Magic strength %
Comments: This skill has a pretty complicated formula. But to put it
simply, it reflects damage from spells back at the caster. It's nice
to have it just because it reduces the damage you take from spells,
but it's even better since it returns some of the damage. It depends
on your HV and magic defense. If you're wearing a magic type shield
like I do (DP compounded), take it off if you're gonna fight a mage.
To get the maximum potential of this skill, wear HV gears as well.
Alot of people don't know how useful this skill is. For AP charms,
it provides them with a little MD and damages a mage while they're
running over to finish them off with Power Blow. For HV charms, the
damage with this is nuts. A great skill to have no matter what stats
you boost. Wouldn't recommend mastering it, though. You need a level
10 Mana Reflector for Shield All, anyway. Which stacks nicely with
Sturdy Shield, btw.
Note: See this thread for an experiment on how Magic Defense Breaker
effects Mana Reflector.

---------------------------------------------------------------
|Skill level.MP.............Cool..........Magic Strength %.....Duration.|
|1..........100.............5s.............20..... .....................20s......|
|2..........120.............5s.............22..... .....................22s......|
|3..........140.............5s.............26..... .....................24s......|
|4..........160.............5s.............28..... .....................26s......|
|5..........180.............5s.............30..... .....................28s......|
|6..........200.............5s.............32..... .....................30s......|
|7..........220.............5s.............34..... .....................32s......|
|8..........240.............5s.............36..... .....................34s......|
|9..........260.............5s.............38..... .....................36s......|
|10........280.............5s.............40...... ....................38s......|
|Master..360.............5s.............44........ ..................44s......|
---------------------------------------------------------------


Skill Name...................TM Level.TM to Learn...............TM to Master
Shield All....................20..........3.............. ...............3
Prerequisites: Mana Reflector Level 10.
Comments: This skill boosts the DP of yourself and any party members in
range of it. It's signifigantly weaker than Sturdy Shield, but when
used WITH Sturdy Shield, you can get some pretty nice DP. Yes, they do
stack.

---------------------------------------------------------------
|Skill level.MP.............Cool..........Defense Increase %..Duration.|
|1...........200.............10s..........6....... ....................100s.....|
|2...........210.............10s..........7....... ....................105s.....|
|3...........220.............10s..........8....... ....................110s.....|
|4...........230.............10s..........9....... ....................115s.....|
|5...........240.............10s..........10...... ...................120s.....|
|6...........250.............10s..........11...... ...................125s.....|
|7...........260.............10s..........12...... ...................130s.....|
|8...........270.............10s..........13...... ...................135s.....|
|9...........280.............10s..........14...... ...................140s.....|
|10.........290.............10s..........15....... ..................145s.....|
|Master...320.............10s..........18......... ................160s.....|
--------------------------------------------------------------


Skill Name...................TM Level.TM to Learn...............TM to Master
Sturdy Shield...............30..........2................ ............2
Comments: This skill increases defense way better than Shield All
does, but if you're going the pure DP/Concert Tour route, you'll want
both.

---------------------------------------------------------------
|Skill level.MP.............Cool..........Defense Increase %..Duration.|
|1...........100............10s...........10...... ..................40s........|
|2...........120............10s...........12...... ..................44s........|
|3...........140............10s...........14...... ..................48s........|
|4...........160............10s...........16...... ..................52s........|
|5...........180............10s...........18...... ..................56s........|
|6...........200............10s...........20...... ..................60s........|
|7...........220............10s...........22...... ..................64s........|
|8...........240............10s...........24...... ..................68s........|
|9...........260............10s...........26...... ..................72s........|
|10.........280............10s...........28....... .................76s........|
|Master...320............10s...........34......... ...............90s........|
---------------------------------------------------------------


Skill Name...................TM Level.TM to Learn...............TM to Master
Titanium Wrist.............40..........3................... ..........3
Prerequisites: Level 10 Power Blow
Formula:
AP*(Power Blow damage increase %+Titanium Wrist damage increase %)
Comments: This passive skill puts the power back in Power Blow.
But High Kick makes it completely unnecesarry. Don't bother.

-----------------------------
|Skill level.Power Increase % |
|1...........20......................|
|2...........25......................|
|3...........30......................|
|4...........35......................|
|5...........40......................|
|6...........45......................|
|7...........50......................|
|8...........55......................|
|9...........60......................|
|10.........65......................|
|Master...80......................|
-----------------------------


Skill Name...................TM Level.TM to Learn...............TM to Master
Skunk Pouch................40.........3................. ............3
Comments: This skill knocks a target out for a set period of time. It
renders them completely incapable of attacking, using skills, or in PVP
scenarios, using pots. All an unlucky target can do is stand there and
take the beating you give them in the alotted time. Quite handy at
bosses and PVP. Not used much in training. Worth getting to level 10,
but not really worth mastering. Three more TM points and 30 more MP
for just another second? Say it ain't so!

------------------------------------------
|Skill level.MP.............Cool..........Duration|
|1...........120............5s.............2s..... ..|
|2...........130............5s.............3s..... ..|
|3...........140............5s.............4s..... ..|
|4...........150............5s.............5s..... ..|
|5...........160............5s.............6s..... ..|
|6...........170............5s.............7s..... ..|
|7...........180............5s.............8s..... ..|
|8...........190............5s.............9s..... ..|
|9...........200............5s.............10s.... .|
|10.........210............5s.............11s..... .|
|Master...240............5s.............12s......|
------------------------------------------


Skill Name...............TM Level.TM to Learn..............TM to Master
Physical Training......45...........2...................... .........2
Comments: This skill gives you additional HP by a fixed ammount.
Even though it's fixed, it's a nice bonus, especially if you master it.

----------------------------------------------
|Skill level.HP Increase...............Stat Level.....|
|1...........500..........................16.7.... ........|
|2...........600..........................20...... .........|
|3...........710..........................23.7.... ........|
|4...........830..........................27.7.... ........|
|5...........960..........................32...... .........|
|6...........1100........................36.7..... .......|
|7...........1250........................41.7..... .......|
|8...........1410........................47....... ........|
|9...........1580........................52.7..... .......|
|10.........1760........................58.7...... ......|
|Master...2360........................78.7........ ....|
----------------------------------------------


Skill Name...................TM Level.TM to Learn...............TM to Master
Final Blow...................50..........3.............. ..............3
Formula: (1 - Current HP / Max HP / 3) x AP x 3.9
Description: Not many people have used this skill since AP charms use
Power Blow and Titanium Wrist, but if I were a pure HV or DP charm, I
might actually consider this skill, regardless of the ridiculous MP
cost. It'd be nice to have SOMETHING that outdamages Galder Thrower.
I'm going to test this theory by making an HV raccoon and see how it
turns out. I'd recommend a 4114 build for this skill, since AP is
still factored into the damage calculation. To use this skill
effectively, keep your HP low, use small HP pots to save your ass if
you DO get hit and try not to die.

---------------------------------------------
|Skill level.MP.............Cool...........Attack %.|
|1...........80..............3.5s...........120%.. ...|
|2...........90..............3.5s...........142.5% ..|
|3...........100............3.5s...........165%... ..|
|4...........110............3.5s...........187.5%. .|
|5...........120............3.5s...........210%... ..|
|6...........130............3.5s...........235.5%. .|
|7...........140............3.5s...........255%... ..|
|8...........150............3.5s...........277.5%. .|
|9...........160............3.5s...........300%... ..|
|10.........170............3.5s...........322.5%.. .|
|Master...200............3.5s...........390%...... |
--------------------------------------------


-----------------------------------
| Recommended Skill Builds By Type |
-----------------------------------

I don't really read many skill builds generally, so I don't know many,
I just take the skills' descriptions and see what works well together.
Someone asked me once if I was Full Swing build, so I looked that one
up. There are plenty of skill builds people have already written up,
so I'll just tell you what Full Swing is to start off, then show you
a few I've come up with on my own. These all depend on what stats you
boost, but you have to settle for four skills until 2nd job.

-------------
| AP Charms |
-------------

There are other builds, so don't limit yourself to just these. Check
MyTrickster.net <~ Trickster Online Forum & Guides for guides from other authors. Since I don't
read any guides, forgive me if it seems like I've stolen one of your's
and gave it another name or something. I'm largely just thinking these
up from scratch. Aside from Full Swing, anyway.

-------------
| Second Job |
-------------

For the second and third job sections, I'm just going to describe each skill,
what they do and how useful they are. I'm not gonna bother trying to make
anymore charts.

--------------
| Entertainer |
--------------

High Kick
Requires TM level 41.
This is probably the most important attack skill you'll get at second job.
The formula uses AP and HV for damage. HV has a little bit of a lead,
so HV cats will do more damage with this skill than AP or DP cats, but if
you're an AP cat, the difference won't be much to be concerned with, as
long as you have decent HV gear. Get it and master it.

Galder Barrage
Requires TM level 55 and Glader Thrower level 10.
Completely pointless. Like its predecessor, its damage is also fixed.
I've never seen a cat with this skill. Not recommended at all.

Team Bolster
Requires TM level 65 and Shield All level 10.
This skill requires you to have at least a level 10 Shield All, but the
DP it gives you is very helpful. DP cats and HV cats can get this,
since they won't really be getting Evolution, but AP cats will have to
hold off on this skill for awhile. Not even I have it yet.

Siren Song
Requires TM level 90 and Physical Training level 10.
This is a good attack skill for any cat because it's the only mob skill
you're gonna get, though it is rather difficult to aim. Its formula is
dependant on HP and DP. So the higher your HP and DP is, the
more damage it'll do. I recommend getting the DP buffs and using
HP shields and accessories to get the most out of this. It requires at
least a level 10 Physical Training, but you mastered it, didn't you?
It's also good for attacking fleeing enemies (-coughmagescough-).

Evolution
Requires TM level 110.
The cat transformation skill. This skill reduces your HV, DP and LK,
but it increases your base AP so much, it makes bunnies envy you.
I only recommend this skill for AP cats as it's really just for show if
you're HV or DP (if you really have to have it and you're not an AP
cat, just make it level 1, so you don't waste too much TM on it).
I once soloed an entire Tombeth spawn with only this skill (and no
pots). Too bad the video was deleted when my old YouTube
account was suspended. Also, I recommend you use your buffs
before casting this, since you can only use the next two skills from
your evolved state. But when this skill wears off and you revert
back to your normal form, you'll lose half your remaining HP. This
form also drains your MP constantly and the attack skills listed
below are so MP costly, you'll be using Blue Potion Cs almost
everytime you use Fatal Wound or Beast Claw. If you leave the
map you're on in your transformed state, you automatically revert.
You can't transform in towns, but you can transform anywhere else
including gates and the Event Square. In PVP/GVG, this skill can
leave you vulnerable if you don't 1-hit-KO the threat right away
because you can't cast other skills in this form
(-coughManaReflectcough-).

Beast Claw
Requires TM level 120 and Evolution level 10.
Your primary attack skill in Evolution. The cooltime is really low, so
it's almost spamable and the damage I get from it is enough to
1-hit-KO most anything.

Fatal Wound
Requires TM level 130 and Evolution level 10.
This is the attack skill you use on things you can't 1-hit-KO with
Beast Claw. After the initial attack damage (which will be a bit lower
than Beast Claw's), there's a chance that your target will constantly
recieve a certain % (depending on the skill level) of the attack. It
gives them the "bleeding" status ailment, which is kinda like poison in
the sense that it deals risidual damage. It's a very useful skill.

Sumo Suit
Requires TM level 135 (185 if you're a duke), Sturdy Shield, Shield
All and Physical Training level 10.
Uber defense skill that reduces all physical and magic damage by a
certain %, depending on the skill level. It doesn't help you for guns,
but it's great against power and charm types. I wouldn't recommend
using it against mages as Mana Reflect does more damage if you have
lower MD. But if you go Evo or Meta, it'll be a good idea to cast this
skill beforehand so you're not completely screwed when MR wears off.


-------------
| Cardmaster |
-------------

Note: I've never had a 2nd job coon, so I may need some help with
this section. If anyone wants to make corrections or suggestions, be
my guest. I could really use the help. I wish I'd never deleted my
coon, though. Level 63 first job coon ftw!

Card Strike
Requires TM level 41.
This is an attack skill in which you throw cards at your enemies. This
is what Empty Cards are for. 'Cuz you throw those. Formula uses AP
and HV.

Super Hips
Requires TM level 55 and Dodge Master level 10.
This is definately a skill you'll wanna get. I once considered going
Diva (hybrid) at third job just so I could learn this skill. It only
works when Dodge Master is in effect, but it allows you to dodge
ALL critical hits dealt to you from monsters within a 100 level range*
of you.

Bodyguard
Requires TM level 65 and Physical Training level 1.
I believe this skill reduces the damage your party members take
by a certain % and deals the subtracted damage to you instead.
It's quite the chivalrous skill and really helps in parties and GVG.
Be ready to use lots of pots, though. If I'm wrong about this skill,
let me know, so I can fix it.

Impelling Rage
Requires TM level 100.
This is your mobbing skill. Enemies that surround you will be hit
by this and be knocked back a bit as well. Damage and distance
vary depending on the skill level, but I believe this skill is mostly
HP reliant for damage.

Mutation
Requires TM level 115.
The raccoon transformation skill. Your AP and DX go down, but
your HV, DP and LK go up. The main thing you want to do in this
form is Wild Nail, which does a ridiculous ammount of damage.
Mana Reflect's effectiveness will skyrocket (but you can only cast
it before you transform and it'll wear off before you revert) and
you'll be extremely hard to hit. Not good for AP coons.

One Pair
Requires TM level 125 and Card Strike level 10.
This is a stronger form of Card Strike in which you throw two
cards instead of one. It hurts pretty badly, so the damage on
this is pretty nice.

Wild Nail
Requires TM level 125 and Metamorphasis level 10.
As I said in the description of Mutation, you need this skill to do
any kind of damage (and man does it ever) in your transformed
state. Think of this and Metamorphasis as a requirement for HV
raccoons. Not real good for AP coons, though.


------------
| Third Job |
------------

For third job, you have the option of going pure or hybrid.
Pure and hybrid, in this case, doesn't refer to where you put
your bonus points. It refers to what skills you'll be using from
now on. Pure uses the third job skills for their gender while
hybrids use the second job skills of the opposite gender. Cats
can become Primadonnas (pure cat) or Divas (hybrid cat).
However, they can't use the other gender's transformation
skills. So AP coons can't use Evolution and HV cats can't use
Metamorphasis. Keep that in mind when making your third job
change. But also remember that once you become third job,
you can no longer go back to using your first or second job
sprites (looks/disguise). You're third job forever, whether you
go pure or hybrid.

--------------------
| Primadonna (Pure) |
--------------------

Sharp Scream
Formula: AP+HVx16xMagnification
TM level required: 125
Skill required: Siren Song (level 5)
A new Evolution skill that can hit up to 4 targets at master level.
Wish I had this skill. It's on my to-do list, believe you me.
This is the first skill that will make you glad you went Primadonna.

Raging Nail
The formula for this skill is debatable, but it looks like it might
actually be better for HV cats than AP cats. However, the power of
this skill, at master level, is 64% higher than that of Beast Claw.
I'll have to do some comparisons between the two skills to see which
is more powerful for AP cats. However, this skill also auto-casts
Defense Breaker while ignoring their defense at the same time. So
it's guarenteed damage with a chance of lowering the target's defense.
The % of the defense lowered depends on the skill level.

Two-Hit Combo
Requires TM level 140, Power Blow level 1 and High Kick level 1.
I still prefer to call this by its original name, Jazz Combo, but
since the rest of this guide uses ETO names for skills, there we
go. But anyhow, this skill is a combonation of Power Blow and
High Kick. Its damage is pretty ridiculous and lets you 1-hit-KO
alot of things you previously couldn't. I think AP cats can do
more damage with this, since the first hit IS a Power Blow, but
it's really good for any cat to have. It requires a level 1 Power
Blow and a level 1 High Kick, minimum. It's speculated that
Titanium Wrist does not effect the damage of the first hit, but I
plan to test that theory myself.

Entrancing Wink
Requires TM level 150, Magic Meltdown level 10 and Magic
Defense Breaker level 10.
I still refer to this skill as Charm Wink, but this skill silences
mages, preventing them from casting ANY spells at all. Even
Cure. Light dragons can cure this effect, but dark dragons and
sheep are SOL and JWF. I believe the period of time the skill is
in effect is determined by the skill level, but how often it hits is
determined by your HV. This skill has ridiculous requirements,
however. Level 10 Magic Meltdown and a level 10 Magic Defense
Breaker. It's worth it, though. And, if you're an HV charm, Magic
Meltdown and Magic Defense Breaker will be all the more useful.

---------------
| Diva (Hybrid) |
---------------

Card Strike
Requires TM level 101.
See Magician job section for more details.

Super Hips
Requires TM level 140 and Dodge Master level 10.
See Magician job section for more details.

One Pair
Requires TM level 175 and Card Strike level 10.
See Magician job section for more details.


-----------------
| Gambler (Pure) |
-----------------

Power Charging
Required TM level 135 and Impelling Rage level 10.
This is a stronger version of Impelling Rage. It does more
damage and pushes enemies back further.

Full House
Required TM level 150, One Pair level 10 and Skunk Pouch
level 10.
Throws five cards at five enemies. The cards fly to the enemies and
remain above their heads. If it works, it gives a skunk effect. If it
fails, you take the damage. Yay! I didn't really know exactly what
this skill does, so that's mostly copy and pasted from the MT Wiki, but
it sure is a risky skill.


----------------
| Duke (Hybrid) |
----------------

Thanks to ArcticMomiji for the TM level requirements for Duke skills.

Volley Kick
Requires TM level 91.
See Entertainer job section for more info.

Galder Barrage
Requires TM level 105 and Galder Thrower level 10.
See Entertainer job section for more info.

Team Bolster
Requires TM level 115 and Shield All level 10.
See Entertainer job section for more info.

Siren Song
Requires TM level 140 and Physical Training level 10.
See Entertainer job section for more info.


-------------
| Skill Builds |
-------------

All the skills I mention in this section should probably be mastered,
unless I state otherwise. I recommend mastering Skunk for PVP
and bosses. This rule pretty much applies to all the builds. Other
than that, read on!


------------
| HP Charm |
------------

My HP Charm guide follows below iS2kev's. Thanks for the contribution, Kev!

Quote:
Originally Posted by iS2kev
If you want any advice on leveling a Pure HP cat...*me*

Pure HP since level ONE!

EDIT:

Guide to Pure Hp Skills:

Skill Acquisition Order:
(Level - Skill (Level) / Current Points Used)

10 - Dodge master (master) / 12
20 - Magic Reflector (master) / 25
45 - Physical Training (master) / 38
51 - Volley Kick (Master) / 50
61 - Sturdy Shield (10) / 61
73 - Shield All (10) / 73
90 - Siren Song (Master) / 88
120 - Card Strike (10) / 99
120 - Super Hips (Acquired) / 104
120 - Bodyguard (Master) / 118
135 - Sumo Suit (Master) / 135
150 - Impelling Rage? (im not there yet myself)

NOTES: This build comes from a pure AP cat, but I'm pretty sure this build
would work for an HP charm. 1st of all, you will be using elements, so get a decent Golden Sword and Lion Shield. By decent I mean at least 240% total. When you get High Kick, you can use it on magic resist monsters if you're not too confident in your attributes. Getting Siren Song is good because it's HP/DP (but mostly HP) based and it makes training more interesting. After you change jobs, only get level 10 card strike. This is because You have volley kick and to be honest, the cast time and cooldown of Card Strike isn't worth it. Get Skunk Pouch next. Sumo Suit can be used to Help you train against magic type monsters w/o recasting Mana Reflector every 44 seconds as well as reducing physical attack damage. It's great for training with. But either way, go hybrid and get Impelling Rage, if you're a cat and Siren Song if you're a raccoon. Or just go pure raccoon.
HP Charm Build:
1st job: Dodge Master, Mana Reflect, Physical Training.
2nd job cat: High (Volley) Kick, Shield All (Sturdy Shield, too, if you want
it [they stack]), Team Bolster, Siren Song.
2nd job coon: Card Strike, Super Hips, Impelling Rage, One Pair. Some-
where, in between those skills, you should get Sturdy Shield and Shield All.
You can get Bodyguard if you want to be supportive to your party. Being
pure DP, it's not like you'll be taking much damage any other way, anyway.
3rd job cat (Diva): Card Strike, Super Hips, Impelling Rage, One Pair.
3rd job coon (Duke): High Kick, Team Bolster and Siren Song.
Notes: Hybrids will be able to use Impelling Rage AND Siren Song. Pretty
neat having two AoE's, huh? You might've noticed I copy and pasted this
build from the DP charm build, but there's a big difference between HP and
DP charms. HP charms have higher HP, but lower defense. But if you've
got Sturdy Shield, Shield All and Team Bolster, you shouldn't have to
worry about it too much. I still recommend you wear HP gear to get your
max HP as high as possible or HV gear to balance out your other attack
skills.


------------
| HV Charm |
------------

This build is for HV cats and raccoons (HV's kinda recommended for
coons due to the fact they're pretty godly).

First job: Dodge Master, Mana Reflect, Physical Training.
Second job coons: Card Strike, Super Hips, Mutation, One Pair,
Judgement Claw.
Notes: Impelling Rage is also a useful skill as it'll hit monsters that
are surrounding you. There's also a buff for this at 3rd job which
increases the damage and how far you knock enemies back, so
keep that in mind.
Second job cats: Erm. Well. High Kick.
Third job cats: Jazz Combo and Charm Wink.
Third job coons: Both skills, probably. Whatever they are.
Notes: HV cats and raccoons should master Magic Meltdown as it
can invert the buffs mages use on themselves (including Dark
Barrier, which turns dark dragons into your best friends!), but
coons don't really need Magic Defense Breaker unless they want
to be supportive. But for HV cats, I recommend getting some
defense buffs (depending on how much TM you wanna spend)
and Siren Song so you have something to use besides High Kick
'til third job.
Good PVP skills are Skunk Pouch, Mana Reflect (which you
already need for training, anyway), Magic Meltdown (only if
you're HV!) and yeah, I guess that's it.
Edit!: Don't get Charm Wink. At all. Not now, not ever.
Instead, get Sturdy Shield and Shield All to level 10, then master
Sumo Suit.

------------
| AP Charm |
------------

AP raccoons would have pretty effective card skills and the same
goes for AP Divas, but Metamorphasis will be useless for AP raccoons.
AP primadonnas kick ass, though, 'cuz they get exclusive Evolution
attack skills, which I'll come to later.

First job: Power Blow (level 10 or master), Dodge Master, Mana
Reflector.
Second job: High Kick, Evolution, Beast Claw and Fatal Wound.
Third job: Jazz Combo, the rest depends on the branch (see below).
Order: Power Blow (level 10 or master), Dodge Master, Mana
Reflector, High Kick, Physical Training, Skunk Pouch, Evolution,
Beast Claw, Fatal Wound. At this point, the build's going to
branch out in three directions. Sumo Suit, Charm Wink and Evolution.
Sumo Suit Branch: Sturdy Shield (level 10), Shield All (level 10),
Sumo Suit.
Charm Wink Branch: Magic Meltdown (level 10), Magic Defense Breaker
(level 10), Charm Wink.
Evolution Branch: Siren Song (level 5), Sharp Scream, Raging Nail.

Notes: Oh yeah, at TM
level 180, you can master all the skills in this build except for
the ones which are SUPPOSED TO BE level 10. After you've gotten
the skills from one branch, it's good to get some skills from the
other branches as well. Just keep leveling your TM.

------------------------------
| Section IV: Training Grounds |
------------------------------

Don't know where to train, huh? Well, this is the last thing I
wanted to cover, but I may as well make it a complete guide.
So here ya go. Keep in mind, this is all post-Revolution.
Don't bother partying until you're level 31.

Level 1-15: Blooming Cora.
Episode 0 - Chapter 1 will get you to at least level 12 by the
time you finish it. You can get the last levels at the fields with
Little Coras and Blue Penguins (recommended if you want to
try hunting for a Blue Penguin pet) or the map North of it where
the Thiefmons are. Just be careful of Thiefmons as they're the
first aggressive mob you'll run into in the game. There's also a
monster quest you can do in that field by talking to Hunter Yuri.

Level 15-2x: Paradise
Episode 0 - Chapter 2 will get you some levels, too. I'm not
sure how many, but if it's not enough, you can do the key
quests (Sandman, I believe) or just ignore those and grind on
some monster or another. Personally, I hate fetch quests, so I
just grind. Stick to monsters that are higher than your level,
but not so high that they do too much damage to you. When
you're level 20, I recommend getting an Ultimate Knife from
one of the player's shops. It'll come in handy for your future
noobs once you're able to farm Soil Stones from Episode 1 -
Chapter 2 by making new characters, storing the stones,
deleting the characters, lather, rinse repeat. Move to Path to
Desert Beach when you feel you can handle Pochis/Green
Chipmunks or whatever the Hell they're called now.

Level 2x-40:
SW Forest, SE Forest or any combonation thereof. If you're
feeling confident, try Path to Oops Wharf, but do be careful,
the monsters there have been buffed since Revolution was
implamented.

Level 40 (or whatever level you started Path to Oops at)-60:
Path to Oops Wharf or Path to Caballa Relics (I think that's
what it's called). There's a Leaf Bird monster quest you can
do in Azteca, I think.

Level 60-80:
Episode 1: Chapters 1, 2 and 3 (3's not really a requirement)
Honestly, your guess is as good as mine. Try questing, primarilly
or partying around Azteca, if you can. If someone can suggest to
me where the new training spots for this level range are, I'd
appreciate it. Revo killed so many training spots in this range.
Ghost Blue is good for this range, but nobody goes there.

Level 80-120:
Bugbears or Tech 1. Bugbears're on the way to Snow Hill.
If you get bored of that, start a party in the Music Room
at Phantom School. It's good EXP and you can sell all the
Daze Cards you get.

Level 120-150:
Tech 1/Tech 4/Tap 1.

Level 150-200+:
Tech 4 (Techichi Field 4), Tap 1/4 (Tapasco Field 1/4) and Ice Dungeon 3.

Try not to miss too many TM quests and do all the
card quests. Beyond that, that's about it, really.

Last edited by Rhinehart; 09-20-2013 at 06:36 PM. Reason: Added the Prima Evo skills, removed the DP build and fixed the HP build and a couple skill builds.
 
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04-02-2009   #2 (permalink)
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I adjusted the guide for a few skill builds, took out the DP charm skill build as I don't really recommend it much (HP>DP) and adjusted the hunting grounds. I added the new Evo skills for Primas, too. I can't wait to learn Sharp Scream.
 
05-10-2009   #3 (permalink)
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You took out the DP build? Aww...I just made a DP Raccoon...oh well, I'll be creative ^_^ He's 4114.

I personally think a DP build would go better with Raccoon than Cat, despite Concert Tour. Evolution nerfs the DP in favor of AP, so why build a DP cat? A maxed Metamorphosis gives the raccoon/"wolverine" 2.5x HV and DP. Think about it. If your defence is (Level*4-8), then if you're pumping DP, at level, say, 115 (that's the TM requirement for Meta, probably a bit low for normal level though), you'd have ((1+230)*4-8) DP, which comes out to 916 DP without equips. 916 is HELLA HUGE in my opinion. Now think about this. Wolverine gives x2.5 DP and HV when maxed, the two shield skills give +34% and +18% (one and all, do they stack?), and then there's Sumo Suit. Take a look at the math ^_^

Assuming %s DON'T work off one another: 916 base DP * (2.5+0.34+0.18) = 2766.32 DEF. Almost three thousand DEF without gear. I seriously want to know what it would take to get through there...then we have Sumo Suit to halve whatever damage DOES get through that defence...wow. On top of that, we have his natural HV from being a charm type (probably around 28-29 points without gear). Granted, that doesn't mean much (73 AC to 100% hit), but every bit helps, hm?

Assuming %s DO work off one another: 916 DP * 2.5 = 2290 * 1.34 = 3068.6 * 1.18 = 3620.948(rounds to 3621 DP). Even more insane. Three and a half thousand DEF takes WHAT to get through it? Probably Evolution ^_^ Add Sumo Suit in there, and you're taking next to nothing from almost anything (not magical, that is. We do have Mana Reflector for that, though).

Yes, there's the issue of hitting for cruddy damage, but that's what the 4 in Power is for, right? I like a good tank =) Taking no damage = hilarious. Taking no damage from a boss (somehow) = more hilarious. Taking no damage in a PvP fight (somehow) = REALLY HILARIOUS (except for the poor sap trying to hurt you).

Random thought...If a maxed Judgement Claw/Wild Nail/Whatever you want to call it is essentially HV*120 (magnification ratio and power and stat bonuses and whatnot)...you'd still have a base damage of ~3500 without equipment. I think 3500 is relatively reasonable for no buffs, personally. If you subbed in, say, Dodge Master instead of your tanking buffs, you'd be doing (3500 * 1.45)...around 5200 damage. REALLY NICE (in my opinion). You'd actually be able to damage yourself with that kind of firepower XD
The temporary 40 base HV doesn't hurt either.

Sorry, not trying to sound like a know-it-all, it's just that once I get going I have trouble stopping...
 
05-14-2009   #4 (permalink)
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-sl- It's all good. I'm glad someone replied. Secondly, it's nice talking about the specs of skills and such, I enjoy it, too. DP would be a decent build for a raccoon, but I wound up taking the DP builds out since they're basically just like my HP builds. The skills I know of, such as Concert Tour, for cats, are more dependent on HP than DP. The higher current HP you have, the higher your damage will be, so it helps to get your HP as high as possible. DP's still a factor, but it's like the AP in High Kick's formula. It's secondary. As for the transformation skills, it's true that a pure DP meta coon would be an awesome tank, but it wouldn't work long enough to be much use in PVP and you wouldn't be able to do a whole lot of damage with the meta attack skills. And DP/HP cats just go DP or HP for Concert Tour and Impelling Rage, really. I think DP charms are kind of a minority now. It would be nice to see how much damage you reduce from physical attacks and skills, but I can't see it as being an effective build to PVP with. It'd save you pots in training, though.
 
05-15-2009   #5 (permalink)
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Rhinehart,

I know that DP charms are a minority, but that's what makes them so special ^_^ I personally like it because I never PvP in ANY game whatsoever. If you do it right, you should be taking a grand total of ONE damage on a critical from a physical attacker your level (crits pretty much have to do at least one damage for some reason). My LV19 charm is fighting Sand Demons (LV25), he takes 33 damage on a critical but NONE when it doesn't crit. I noticed that one level in DP reduces critical damage by 3, not 4. 33/3 = 11/2 = 5.5, so by the time he reaches LV25, he's invincible against them (almost).

Yes, it's impractical in PvP, but I'm a PvM specialist. Also, why WOULDN'T a team want a tanker for boss fights? I generally end up sleeping instead of chugging potions. I've used a grand total of ZERO potions of either type thus far ^_^ Sometimes off-normal builds can be good. 4141 lions/foxes, 1441 sheep/dragons, 4141 buffalo/bunnies (okay, those aren't as rare, but you get the point). DX buffalos, DA lions...yeah.

Good to know people still discuss things =)
 
05-15-2009   #6 (permalink)
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Being a DP charm works exactly as long as you don't run into monsters using berserk or other skills with absurdly high damage. That's when the negative side of the DP charm comes out: The low attack power.

Most mobs use their skills only when they are wounded, so that means you need to one-hit them, if you don't want to get raped. As was mentioned, Siren Song isn't boosted as much by DP as it is by HP, so sadly, in most cases, it doesn't inflict enough damage to do the trick, not to mention the cooldown.
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05-15-2009   #7 (permalink)
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Quote:
Originally Posted by SirDurant
Yes, it's impractical in PvP, but I'm a PvM specialist. Also, why WOULDN'T a team want a tanker for boss fights? I generally end up sleeping instead of chugging potions. I've used a grand total of ZERO potions of either type thus far ^_^ Sometimes off-normal builds can be good. 4141 lions/foxes, 1441 sheep/dragons, 4141 buffalo/bunnies (okay, those aren't as rare, but you get the point). DX buffalos, DA lions...yeah.

Good to know people still discuss things =)
That part isn't helpful. No one uses tank for bosses now because it's based on how fast you can kill before someone else probably KSes you. Also with the current revo, people want the boss' unique gears so it's a race.

By the time you hit high levels, monsters should be dealing only one crit or 0 damage so that is good. But like Drakii said, stay away from berserking monsters. Even with high DP + Sumo, they can still hurt.
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05-16-2009   #8 (permalink)
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Oh -_- Umm....well, at least he's (my raccoon, Reuger) 4114 for some OKAY AP...

But I'm talking about training more than anything else. How much do high-end potions cost? A is like 15-20, B is 60-80(?), C is like 150-200...how high do the potions go?
 
05-16-2009   #9 (permalink)
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"High-End" pots is relative... Elixer Extracts and Jewelry Potions cost 600 and 800 galder respectively, and recover 2000 HP or MP. Which is... kinda low, when you have 20k HP or even more...
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05-16-2009   #10 (permalink)
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Well yeah, High-End IS a relative term...I'm just wondering how high the costs and healing on potions go. In other words, what's the absolute highest potion, how much does it cost, and how much does it heal?

Also, a DP charm (albeit being rare) wouldn't have 20k HP sans equipment until something like LV670, if it even goes that high. Even an HP charm probably wouldn't get there until at least 250.

Note: I AM starting to see the drawbacks of a DP charm, but just barely ^_^ Mainly in that I can't tank the freaking Punisher Cannonshells (then again, they ARE twice my level). His damage is also somewhat low, but it's good enough to allow easy kills on anything his level ^_^
 
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The highest HP recovery item I can currently think of is the Fried Egg [ 3k HP ] but they are dropped by Egg Specter and not worth hunting. This is why people always use Elixir Extracts.


I got lost with what you were saying about the 20k HP with a pure DP build and what not.
I'm going to try and guess what you are saying and that is not true. My friend is pure DP and she has over 50k HP. I can reach 10k DP with 55k+ HP if I fixed and refined my gears.

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05-16-2009   #12 (permalink)
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Quote:
Originally Posted by SirDurant
Well yeah, High-End IS a relative term...I'm just wondering how high the costs and healing on potions go. In other words, what's the absolute highest potion, how much does it cost, and how much does it heal?
The best HP recovery item I can think of now is Spicy Egg with 4.5k HP recovery, dug in Tapasco maps or Hot Packs with 4.5k HP recovery and dropped by Freyr. Both aren't exactly common and the Hot Packs are heavy as hell, so they aren't an alternative to bought pots. I think there was a dropped Item that gave 3.5k MP recovery, but I forgot what it was.
Elixer Extracts and Jewely Potions ARE the best buyable potions, in case you didn't get that from my previous post.

Quote:
Originally Posted by SirDurant
Also, a DP charm (albeit being rare) wouldn't have 20k HP sans equipment until something like LV670, if it even goes that high. Even an HP charm probably wouldn't get there until at least 250.
If you're talking about base stats here, even an pure HP charm would have to go a long way to get 20k HP base. WITH equips though, getting 20k and way more isn't much of a problem (heck, even my Lv.190 Fox has 24k HP).
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05-17-2009   #13 (permalink)
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Yeah, with gear I know is way possible. I'm probably going to compound some HP into my shield anyways, since it won't let me compound DP. Heck, most things won't let me compound DP into them...whatever ^_^

I should note that there is one spot I particlarly like to train in right now. In the upper right corner of Beach Field 6, the place is PACKED with enemies. At 243 DP, you take no damage and can train at will ^_^ With passable-decent gear, that's about LV24.

2000 HP/MP, hm? How much do these things weigh, 60? (Personally that's what I like about a DP charm, you get more out of those heavy potions ^_^)

If there is such a thing, compounding critical protection would probably be most effective. Against most monsters I train on, the only damage I take is from critical hits. If they can't crit, they can't hurt me. Hey wait, isn't there something called Super Hips as an ability? That works too ^_^

Sorry if I'm going on and on again, it just happens =(

EDIT: There's a typo in the guide. For Shield All, it says LV10 is 390 MP. It's 290. Just a typo =)

Last edited by SirDurant; 05-17-2009 at 10:00 AM. Reason: Noticed a typo in the guide
 
05-17-2009   #14 (permalink)
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You remind me a lot of what I was like when I started this game, over 2 years ago :3
The feeling of being invincible can get you intoxicated, but sadly, that will dissipate soon. Even I got disillusioned over time.

Anyways, I highly recommend compounding HP on your shield, and on anything else you have that can be comped for HP. At higher levels (over 150), when mobs start to use more magic, you might consider getting a boss unique shield and comp it for MD. Boss uniques also have the advantage of getting huge DP boni from refining, so such a shield can save you a lot of HP.

Super Hips is also a must get for raccoons / divas, not getting crits WILL save your live. As for compounding critical protection, I don't even know if this actually works, even though those metals are being dropped by monsters.
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05-17-2009   #15 (permalink)
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Really? I remind you of your old self? Interesting...

I'm actually well aware that I'm not invincible (those freaking Punisher Cannonshells keep telling me), but I still like having good survivability. Survivability has always been #1 to me in any game. The damage of a dead character is 0, that's my philosophy.

150 is when they start casting? Good to know ^_^ I'll be sure to add some MD then. I'm going to compound some HP into my shield as soon as I can find materials to compound with -_- I don't have any +HP compounding items.

There's a lot of possible gear setups to accompany different builds. You could try a critical hit setup (probably less effective than an AP but still kinda fun), a blocking setup...wow. Theoretically, the award for highest survivability (ignoring other factors like horrible damage) would be a 1414 DP mage (Cure), but that wrecks the point of being a mage...

Almost all shields get DP from refining ^_^ Trying for a wooden shield, only piece of gear worth getting at LV20 as a DP coon. 2x the DP of the duck shield is good =) Yes, I'm giving up a few other stats, but it's still worth it in my opinion (and I'll compound some HP into it to match what the duck gave me).

I'm beginning to see what you mean by "magic issues"...freaking gold beetles hit me 400 O_o

Uh...that's all I can really say in this response.

Last edited by SirDurant; 05-17-2009 at 11:45 AM.
 
05-17-2009   #16 (permalink)
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Quote:
Originally Posted by SirDurant
Yeah, with gear I know is way possible. I'm probably going to compound some HP into my shield anyways, since it won't let me compound DP. Heck, most things won't let me compound DP into them...whatever ^_^

I should note that there is one spot I particlarly like to train in right now. In the upper right corner of Beach Field 6, the place is PACKED with enemies. At 243 DP, you take no damage and can train at will ^_^ With passable-decent gear, that's about LV24.

2000 HP/MP, hm? How much do these things weigh, 60? (Personally that's what I like about a DP charm, you get more out of those heavy potions ^_^)

If there is such a thing, compounding critical protection would probably be most effective. Against most monsters I train on, the only damage I take is from critical hits. If they can't crit, they can't hurt me. Hey wait, isn't there something called Super Hips as an ability? That works too ^_^

Sorry if I'm going on and on again, it just happens =(

EDIT: There's a typo in the guide. For Shield All, it says LV10 is 390 MP. It's 290. Just a typo =)
Thanks for pointing out that typo. Nobody noticed it in all the time I had the guide here or that other forum. Fixed!

On a side note, NEVER, EVER add MD. The lower you can get your MD, the more damage you'll do to things with Mana Reflect. It's all the magic defense you'll ever need, anyway, since it reflects most of the damage from spells back at the caster. Don't ever waste bonus points on MD. Mana Reflect's got you covered.

Last edited by Rhinehart; 05-17-2009 at 12:40 PM.
 
05-17-2009   #17 (permalink)
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Mana Reflector is an alternative to MD, however a very costly one, MP usage wise. Personally I never found it very practicable for grinding, especially with the VERY short duration. Also, for a decent reflection rate, you need a lot of HV.

The only thing I agree with is, never to add stat points to MD.
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05-17-2009   #18 (permalink)
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Ah, good to see the thread creator again ^_^

Thanks for reminding me of that. I was referring to putting it in gear if anywhere. I'd still be a pure DP 'coon. Mana Reflect covers me how much? I have ~9 HV counting gear right now, so that would come out to something like 15% if I'm reading that equation correctly...not much. Am I calculating something wrong? (If I'm reading that equation right, 158 HV results in total reflection...wierd.)

Not much else to say...
 
05-17-2009   #19 (permalink)
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I'll recommend grinding in areas that does not require the use of MR. It is costly to uphold a buff that only activates for roughly 40+ seconds.
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Not training in areas that need MD, just stating that I know what you mean by mages shredding me -_- I grind in areas heavy in melee enemies. I even took out a Punisher Cannonshell at LV24 through hit-run-sleeping...not that I want to try that again. I take 1 damage from just about anything melee up through LV30...time to try the forest en route to Megalopolis?
 

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