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-   -   [CORE] Rush Dragon Guide (http://ggftw.com/forum/magic-type-guides/7269-core-rush-dragon-guide.html)

RPGamer 08-19-2008 09:15 PM

[CORE] Rush Dragon Guide
 



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

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


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


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

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Code:




[SEC 1.0] Introduction

[SEC 2.0] Frequently Asked Questions

[SEC 3.0] Build Graphs and Stat Point Distribution

[SEC 4.1] Shaman Skill Build

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

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

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

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

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

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

[SEC 11.0] Guide to Galder Making

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

[SEC 13.0] Credits

[SEC 14.0] Version History

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[SEC 1.0] Introduction

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

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


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

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


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

Spoiler!


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


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


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[SEC 3.0] Build Graphs and Stat Point Distribution

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


Build Graphs


Builds at Level 200 w/o Bonus Points Applied.

http://img504.imageshack.us/img504/9...ldgraphau3.jpg
(Credits: HK-47 <Trickster Stats Table Generator>)

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


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


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

Stat Point Distribution


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


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

RPGamer 08-19-2008 09:16 PM



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[SEC 4.1] Shaman Skill Build

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Shaman Introduction

This is the Basic Arrow Rush Build. The Goal is to get Arrow Rush first and in as efficient a manner as possible. There's really not that much else to it so yea, enjoy.


Shaman Skill Table

Code:




[TM  0] Magical Soul
[TM  1] Mana Arrow 1
[TM  4] Mana Arrow 4
[TM 10] Invincible Casting, Cure 1
[TM 18] Cure 9
[TM 40] Cure 10, Bottle of Mana 1, Mist of Mana (Mastered)
[TM 51] Mana Arrow 10, Arrow Rush 5
[TM 56] Arrow Rush 10
[TM 58] Mana Arrow (Mastered)
[TM 61] Arrow Rush (Mastered)


Skill Distribution Explanation

Spoiler!



Key Skill Descriptions
(Check the MMOG-TO Wiki Magic Skills Entry for In-Depth Info)


[Magical Soul]
Fun Skill, not too useful. It's just a nifty thing to have and moreso geared for people not going for a Mana Arrow Build as it helps you survive long enough to TM Ring. Besides, it's free.
[Mana Arrow]
This is the Backbone of a starting Magic User. It's going to be your Primary Magic Attack for a nice, long time, so get used to it. The main things to know are that it only gets a small increase in power with each level, it costs more MP, and gains more Range. Of this, Level 4 is Optimal as that's all you need Range-wise to not get hit if you cast when both you and the enemy are Standing still and it moves to you. On a bright note though, Mana Arrow is godly accurate for a Spell.
[Invincible Cast]
You won't get your Cast Broken when hit... enough said.
[Cure]
This is a Skill you will use all your days. Although it's weak at first since it's based on %, when your HP gets higher, it's invaluable. For early on though, just stick to HP Potions. they're Cheap enough.
[Bottle of Mana]
Useless. More MP isn't that helpful. It's just needed as a Pre-Req for Mist.
[Mist of Mana]
Once you get Mist, you'll never go back. It increases your MA Based on a % and will grow with your Character. Once you master it, you'll be doing 145% more Damage than you currently are and it only improves as you gain more MA. It's definitely a worthwhile investment.
[Arrow Rush]
This is the Main Skill of this Build. Why? Because it is the Key to Leveling Fast. It is the strongest Single Target Spell you will have at your Disposal and allow you to OHKO monsters you normally would not be able to. However, this is an Add-On Skill to Mana Arrow that will greatly Drop Mana Arrow's innately High Accuracy. Once you get the LK for it though, it won't matter. Hence, it's not recommended that you Level this Skill until level 5 if you have Decent-Good LK (Including Eqiups) or level 7 if you don't have Surviving-Decent LK Equips at that Level. Either way, you will get it mastered though.

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[SEC 5.1] Light Magician Skill Build

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Light Magician Introduction

This is the Intermediate Step, so to speak. For a Light, this is actually a Harder Task as you won't get any worthwhile skills for a long time. To be honest, you're basically going to be using AR (and maybe Light Arrow) until you can unlock Radiant Strike as the Primary Goals of this Build is go get SoH+RS. It is a worthwhile Build though for those who stick with it as the Core Light Magician Build is all you really need to get you prepared for the End Game in terms of being a Light Dragon.


Light Magician Skill Table

Code:




[TM  61] Light Pact
[TM  63] Light Arrow 1
[TM  72] Light Arrow 10
[TM  74] Mana Storm 1
[TM  83] Mana Storm 10
[TM  85] Mana Shield 1
[TM  94] Mana Shield 10
[TM  97] Light Shield 1
[TM 106] Light Shield 10
[TM 120] Radiant Strike 10

[TM 121] Radiant Strike (Mastered)  |  [TM 121] Light Shield (Mastered)
[TM 124] Light Shield (Mastered)    |  [TM 124] Radiant Strike (Mastered)

[TM 129] Shield of Heaven 1
[TM 138] Shield of Heaven 10
[TM 143] Shield of Heaven (Mastered)


Skill Distribution Explanation

Spoiler!



Key Skill Descriptions
(Check the MMOG-TO Wiki Magician Skills Entry for In-Depth Info)


[Mana Storm] *Shaman Skill*
Your basic AoE Damage Spell. Not too Strong but useful in Combos. It'll be a long while before you can effectively AoE with it though.
[Mana Shield] *Shaman Skill*
Increases MD. You'll have Plenty from your 4 Magic in your build Graph though. It's useful in PvP/GvG but not so much PvM. Best to Leaev this at 10.


[Light Pact]
You need it to unlock Light Skills
[Light Arrow]
It's an Accurate and Good Spell but not too Strong. Useful as a Pre-Req but without a Skill to Combo it with like Ring, not so useful. Though, it does find some use in the Mid-Grind Tier of Levels 75-85 since you can Party at Swamp 4 to do MQs and use AR to overcome Arachne Magic RES while OHKOing Chameleon Frogs *shrugs*
[Light Shield]
You gain DP + MD of your MA. Great for when you get your MA Higher and Combo'd with SoH. It's a Shield that starts out slow but will grow with you as you get Higher Leveled.
[Shield of Heaven]
You gain an HP Buffer based on your MA. The higher your MA, the better your Buffer. If we assume you have 500 MA and have SoH Mastered, you would have a 22,500 HP Buffer from this Skill for 66 secs. It'd basically render you untouchable in PvM and is useful for compensating for Low Charm if you went with a 1441 or 1432 Build.
[Radiant Strike]
This is Light's Strongest AoE Spell. The Area of Effect is actually fairly Large but you can only affect 3 Targets (From experience, it is usually 3 Closest). It will be your Primary Leveling Skill as a Light Dragon as it's your first Skill that has both OHKO Potential and acts as a Solid AoE in terms of Cast Time + Cool Down. A popular Combo for this is, if you cannot OHKO, to Drop Storm First. This will immobilize your Targets long enough for you to cast RS in relative safety. It will also give you the extra kick to Combo HKO monsters you can't OHKO, leaving the rest to be finished of by Light Arrow while anything coming in can be smacked by Rush. It's just a great all around skill and has notable use for Water/Elec and Fire/Elec Wizards as it offers a reliable Off-Element Alternative for when you get hit by Elec Resists. There's not much else to say except that it is a very Solid Skills for Light Dragons.

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[SEC 5.2] Dark Magician Skill Build

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Dark Magician Introduction

This is the Intermediate Step for those aspiring to be Dark Dragons. This path is actually easier and faster than Light because you don't need to save points up for both RS and SoH (which are Huge TM Killers). Instead, you instantly get access to HellFire/Wicked Flame to Alternate with Rush, which essentially makes your Leveling 2x as fast and will later get Lance, which prevents KSing and can be used to Strategically "own" areas around you so people stop bugging you. Even moreso to your Benefit, Dark Barrier is instantly good rather than Light Shield, which only proves itself at Later Levels.

Dark Magician Skill Table

Code:




[TM  61] Dark Pact
[TM  63] HellFire 1
[TM  74] HellFire (Mastered)
[TM  75] Wicked Flame 1
[TM  83] Wicked Flame 9
[TM  95] Dark Lance 10
[TM  97] Mana Shield 1
[TM 106] Mana Shield 10
[TM 120] Dark Barrier 10
[TM 121] Dark Barrier (Mastered)

[TM 124] Dark Lance (Mastered)
[TM 125] Wicked Flame 10
[TM 127] Wicked Flame (Master)


Skill Distribution Explanation

Spoiler!



Key Skill Descriptions
(Check the MMOG-TO Wiki Magician Skills Entry for In-Depth Info)


[Mana Shield] *Shaman Skill*
Increases MD. You'll have Plenty from your 4 Magic in your build Graph though. It's useful in PvP/GvG but not so much PvM. Best to Leaev this at 10.


[Dark Pact]
You need it to unlock Dark Skills
[HellFire]
It's a fairly strong attack and it's Cast Time + Cool Down are roughly equal to AR, making them great to Combo together. You also won't face too many Dark Resists at Common Leveing Areas, so that is a plus as well.
[Wicked Flame]
When added on to Hellfire, this can take care of things AR can't. One such example is in Bugbears, where you can OHKO the Bugbears with AR and let Wicked Catch to kill the Jokers with one Hellfire.
[Dark Lance]
This is the King of KS. It's very Accurate and you can use it to Level at Places you normally couldn't early on but a better use of the skill is to use Between AR+HF/WF Combos when someone Tries to KS you. If HF will OHKO or get Close, Dark Lance very well may OHKO. It's best to Master the Skill but for the Sake of Dark Lord, the Build has Left it at 10 for Job Change Purposes, though Mastering it afterwards.
[Dark Barrier]
This is the instantly good Barrier. It Reduces the Damage you take while dealing it back to the one attacking you. This makes it useful for both Defense and Offense as it allows you much more survivability and also aids in tagging monsters when they hit you so that no one else can Steal Tags on you. It's useful straight from the Getgo.

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[SEC 5.3] Hybrid Light Magician Skill Build

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Hybrid Light Magician Introduction

This is more of a Prep-Step. The main goal of Hybrid Pacts are to get the Barriers. In this way, Hybrid Lights are actually hurt more since you don't get RS but you save TM for Elemental Skills which, due to the lower TM use to Prepare a Light Build, means you'll get Access to them faster (Roughly 6 TM Faster) than a Dark Build. It's a tougher road than even Pure Light but it pays off in the end.


Hybrid Light Magician Skill Table

Code:




[TM  61] Light Pact
[TM  63] Mana Shield 1
[TM  72] Mana Shield 10
[TM  95] Light Shield (Mastered)
[TM 120] Shield of Heaven (Mastered)

-> 14 Points Free


Skill Distribution Explanation

Spoiler!


[NOTE] For Further Explantions of the Skills, see [SEC 5.1]


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[SEC 5.4] Hybrid Dark Magician Skill Build

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Hybrid Dark Magician Introduction

This is a Prep Step as well in terms of Builds. However, the Hybrid Darks have it easier in that aside from the Barrier, they can get HellFire/Wicked Flame to Alternate with Rush, mainting most of their Leveling Speed. The only thing is that you skip Lance to Save on TM as it's nice, but not needed. Otherwise, Hybrid Dark is pretty much the same as Pure Dark and just about as Fast to Level.


Hybrid Dark Magician Skill Table

Code:








[TM  61] Dark Pact
[TM  63] HellFire 1
[TM  74] HellFire (Mastered)
[TM  75] Wicked Flame 1
[TM  86] Wicked Flame (Mastered)
[TM  88] Mana Shield 1
[TM  97] Mana Shield 10
[TM 120] Dark Barrier (Mastered)

-> 8 Points Free


Skill Distribution Explanation

Spoiler!


[NOTE] For Further Explantions of the Skills, see [SEC 5.2]


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[SEC 6.1] PvP/GvG Priest Skill Build

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PvP/GvG Priest Skill Table

Code:




<This Build assumes you start at TM 143>


[TM 145] Catastrophe Heal 1
[TM 152] Basic Healing
[TM 155] Med. Cure
[TM 164] Catastrophe Heal 10
[TM 166] Aura of Mana 1
[TM 175] Aura of Mana 10
[TM 178] Heart's Grace 1
[TM 190] Heart's Grace (Master)
[TM 191] Rust 1
[TM 202] Rust (Mastered)


Skill Distribution Explanation

Spoiler!



Key Skill Descriptions
(Check the MMOG-TO Wiki Priest Skills Entry for In-Depth Info)


[Aura of Mana] *Shaman Skill*
Increases MP Recovery Rate. Honestly, it's as useless as Bottle of Mana but is a Pre-Req for Heart's Grace.
[Rust] *Shaman*
Used to reduce an enemy's Attack Power by 51% at Mastery. You can imagine how useful that is in PvP/GvG.


[Catastrophe Heal] *Magician Skill*
Quick Self Heal. It's nifty if you have High MA+LK and for situations when you can't click on yourself but Cure is more Reliable due to it's lack of Cool Down. However, Level 10 is required for Heart's Grace so it's worth getting still.
[Heart's Grace] *Magician Skill*
This is the Party Heal Skill. It's invaluable as it lets you Heal several people at once. This will save you time and allow your Team to survive longer, giving them that key advantage that may give your Team the edge it needs to win in GvG.
[Basic Healing] *Magician Skill*
This is used to Cure 1st Job DeBuffs. Not as impressive on its own but it is also a Pre-Req for Med. Cure.


[Med. Cure]
This is the Skill that essentially defines the Priest. This gives you the ability to Heal almsot every DeBuff with the ability to do so for up to 3 People at a time. This is the skill that will make you both everyone's Best Friend or First Target in PvP/GvG.

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[SEC 6.2] PvM Priest Skill Build

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PvM Priest Skill Table

Code:




<This Build assumes you start at TM 143>


[TM 145] Mana Ring 1
[TM 156] Mana Ring (Mastered)
[TM 159] Mana Ring Booster 1
[TM 171] Mana Ring Booster (Mastered)
[TM 174] Searing Light 1
[TM 186] Searing Light (Mastered)
[TM 189] Light Wave 1
[TM 193] Light Wave 5

-Celestial Strike-


Skill Distribution Explanation

Spoiler!



Key Skill Descriptions
(Check the MMOG-TO Wiki Priest Skills Entry for In-Depth Info)


[Mana Ring] *Shaman Skill*
Quickest skill, great Cool Down, once you get the MA to OHKO with it, it's pure awesome. Until then though, it's rather weak and best relegated to use as a Combo Skill. Of Note, it's worth it to Master since you gain a larger AoE on it, though still small in terms of AoE.
[Mana Ring Booster] *Shaman Skill*
Normally, you would have better Skills to use TM on but for a PvM Priest, you really don't have much pickings in terms of useful Skills so you may as well push Ring even harder with RMB so that it will OHKO faster. You will lose accuracy for skilling this but at this late in the game, you probably have the LK to compensate without having to worry about when to Skill this up.


[Light Wave] *Magician Skill*
I'll tell you now, I don't like it. Not only is it a weak Light AoE, it's Cone AoE (Pivot Centered on Target) makes it highly unwieldy. It's just not practical to use.


[Searing Light]
It's useful enough for it's invincibility effectin PvP/GvG, though not really that great due to the Time and MP involved. However, it is useful enough to Combo with Radiant or Storm and with enough MA, is useful in ts own right as an AoE since you can hit more Targets than RS and Potting becomes near irrelevant later.
[Celestial Strike]
What I know about the skill is that it targets more than SL, slow cast, slower cooldown, and that it is weaker than both RS and SL. Pre-Reqs were LW 5 + RS 5 (Hence, leaving LW at 5). It's nifty but not neccessary, though still beats Light Wave since you can target more monsters than even SL with it.


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[SEC 7.1] PvP/GvG Dark Lord Skill Build

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PvP/GvG Dark Lord Skill Table

Code:




<This Build assumes you start at TM 127>


[TM 140] Scythe 10
[TM 141] Rust 1
[TM 152] Rust (Mastered)
[TM 157] Fear 1
[TM 169] Fear (Mastered)
[TM 174] Dark Commando 1
[TM 186] Dark Commando (Mastered)
[TM 190] Staff of Agony 1
[TM 202] Staff of Agony (Mastered)
[TM 205] Scythe (Mastered)

[TM 207] Mana Storm 1
[TM 216] Mana Storm 10
[TM 220] Gravity Crush 1
[TM 229] Gravity Crush 10
[TM 233] Withering Disease 1
[TM 246] Withering Disease (Mastered)
[TM 251] Hinder Snare
[TM 255] Dark Distractor 1
[TM 269] Dark Distractor (Mastered)
[TM 272] Gravity Crush (Mastered)


Skill Distribution Explanation

Spoiler!



Key Skill Descriptions
(Check the MMOG-TO Wiki Dark Lord Skills Entry for In-Depth Info)


[Rust] *Shaman Skill*
Used to reduce an enemy's Attack Power by 51% at Mastery. For a PvP/GvG Oriented character, Rust is invaluable for Defense. Also, it's required to unlock Fear.
[Mana Storm] *Shaman Skill*
Nothing to Combo with as a Dark. It's main use is as a Pre-Req for GC.


[Hinder Snare] *Magician Skill*
Not really reliable but can be used to stall movement. Main use is, like MS, as a Pre-Req.
[Gravity Crush] *Magician Skill*
Slow but Strong AoE with a Huge Area. Too impractical for Leveling and PvP but it can be useful in GvG.
[Withering Disease] *Magician Skill*
Stops HP Recovery, including Potting. Magic users can still heal but really, why bother if you can just outright Kill? Since it's ad add-on, it relies on GC and GC's Cast Time means it probably won't hit and if it does, you'd probably prefer them dead - not hindered.
[Dark Distractor] *Magician Skill*
Slows down movement rate. Nifty in GvG but for PvP, why slow when you can Kill? Especially with the skill being not too reliable in ters of uses.


[Staff of Agony]
Not much to say. Fast, Strong, and just downright good as a Single Strike.
[Scythe]
Not as Strong as SoA, but allows for Fear to take effect. Main use is as a Strong Attack to Alternate until Fear Catches. After it does, your other Skills should Combo Fast enough to not have to Scythe->Fear again.
[Fear]
Locks all but Magic and Gun-Type Attacks. Great for Defense in terms of Powers and Charms.
[Dark Commando]
Adds Damage to your Dark Attacks. Really, why not get this?

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[SEC 7.2] PvM Dark Lord Skill Build

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PvM Dark Lord Skill Table

Code:




<This Build assumes you start at TM 127>

[TM 129] Mana Storm 1
[TM 138] Mana Storm 10
[TM 142] Gravity Crush 1
[TM 154] Gravity Crush (Mastered)

[TM 158] Scythe 1
[TM 167] Scythe 10
[TM 168] Rust 1
[TM 177] Rust 10
[TM 182] Fear 1
[TM 187] Dark Commando 1
[TM 199] Dark Commando (Mastered)

[TM 203] Staff of Agony 1
[TM 215] Staff of Agony (Mastered)
[TM 218] Scythe (Mastered)


Skill Distribution Explanation

Spoiler!


[NOTE] For Further Explantions of the Skills, see [SEC 7.1]


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[SEC 8.0] Wizard Build Primer

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Introduction to Wizards

Wizards are the Third Class Hybrid for Dragons, which means that it is the Cross-Class for Sheep Second Profesion (Bard). This means that by taking this Path, Dragons lose their ability to Pursue their Pacts but gain the Ability to take on 2 Elemental Seals as a Bard does (with a +50 TM Restriction Placed on Each TM Level Requirement). However, you will still gain access to the Primary Skills of Each Element once you unlock the Class (NOTE: This is why Points were saved in the Pre-Hybrid Skill Builds) so you can start toying with the Elements right away. As of right now, Hybrid make an ideal "in-between" 3rd Job for Dragons who are not interested in the Priest's Med. Cure Support Ability or the Dark Lord's Fear Ability (Yes, they get 2 ATKs based on Dark ATR and Dark Commando but DC affects Dark Attacks and if you wear MA gear, Scythe/Staff aren't that great). You instead gain access to each Elemental Pairing, which can Provide you with more Versatility than the other 2 Specialist 3rd Jobs and while the TM Required can be a bit Harsher, most of these skills will aid you in PvM as well (unlike Pure 3rd Job Dragon Skills).



Introduction to the Wizard Elements



[Earth]
Let me make this Clear to you, when people say Earth, they mean Cleaving Terra. The rest of the skills kind of fail and the new ones aren't working the way they should. It's best left as a Secondary Element.
[Wind]
Fast and strong enough. Due to the number of Wind Weak Monsters at the common end-game leveling areas, this is the Best Element to get in terms of Grinding. It's speed guarantees that virtually no one will KS you and it's Elemental Advantage will let you OHKO faster. It's a great element for anyone interested in Leveling or just Speedy Spells. Not flashy, no unique spell types, just an effective Element.
[Water]
This is an odd one. You should not base a Build off of this Element due to it's only holding 2 Primary Skills but as a Pairing, it holds great Potential. Water/Elec is the only Combo that still maintains good Synergy and Water itself is useful at endgame and can be used as an Off-Cast in both Techi4 and Tap1. Water may fail as a Primary Element, but it's outstanding as a Secondary Pairing.
[Electric]
Elec is tricky. While it's useless at SF3 and Techi4, it's useful enough everywhere else. Electro Attack is fair enough once your MA is High to prove itself in Bugbears and Tap1, which are 2 huge leveling gaps so it'll be good for you one way or another. It also proves itself later on as it is not Highly Resisted in ID3 or the latter Tap maps in any completely detrimental way.
[Fire]
This is considered the worst Element due to the number of Resists on it. That kind of negate's the fact that it's the Strongest of the Sheep Elements. You can work around it though and it is the only other Element outside of Wind to offer such a diverse set of Skills.


Introduction to the Wizard Element Combinations



[Earth/Wind]
This is the AoE King. Terra's Huge Range makes it the God of Tagging and Wind Blade is an aburdly fast AoE. The idea is with this build is to basically kill stuff Fast and make sure no one can take your kills. The one noticeable usefulness of this Build outside of Tagging and using Wind Blade to abuse Elemental Weaknesses is that Terra is actually very useful at Yeti's in SF3 so have at it!
[Wind/Water]
Wind is just abusable to Grind with and Water is just as bad. Wind will set you up well for everywhere once you get it and Combo'd with Water, you will be able to exploit both Techi4 and Tap1, the final 2 Party Grinds outside of ID3. It's just the fastest Leveler IMO.
[Water/Elec]
This is what I call the Skillful Combo. This combination has the Best Synergy and the smallest TM Requirement, meaning that it is easy to double back and get other Pact Skills with this Combo. The Pact skills can offset Elec's resistances (Most notably Radiant Strike) so that is a plus. EA+ES can Stun, Shard can Freeze, and the upcoming Ice Prison will completely shut down an opponent. Drip Bomb and Tesla will also find their use in Leveling, though EA will tend to shine here as you amass more MA. this is a Combo better suited for PvP/GvG though to exploit Freeze's MOD to Elec Resists.
[Elec/Fire]
Purely PvP/GvG oriented Combination due to how unwieldy it is in PvM without Alternate Skills (which, as a Dragon, you have already thankfully gotten from your Pacts). Fire provides with several ways to harass a single opponent while Elec give you some measure of Crowd Control. It's just a fun Combination in PvP.
[Fire/Earth]
I call this the phail... fail... whatever Combo. Earth only has one skill that isn't 'broken' persay and Fire, without a Combo Element, lacks the Kick that it could have. What's funny is that this Combination stands to be the Best Combination. With enough MA to OHKO with Terra, you'd have mass Grinding ability with the sheer AoE range of Terra and Fire should allow you to OHKO any Singles very fast. However, becuse Terra doesn't exploit Element weaknesses and is only mediocre outside of the number of Targets it can Hit, combined with Fire's High Resists later on, the potential of this Build gets Nerfed a bit. For those who want to pursue it though and are willing to endure, it will prove itself in the long run... just that when I say long run, it is going to be a very, very long run. It's not so bad though, if you don't mind a lack of parties. There's enough Neutral monsters for you to Level on and even some Element Weak ones (such as the ID maps) for those willing to work at it. Note that for any argument about how Earth/Fire can trump Earth/Wind, Wind/Water or Fire/Elec would prove better Combos depending as Earth is more of a Support Element.


Introduction to the Key Wizard Elemental Skills



[Bolster Ballad]
Lowers MP Use for yourself and Party Members. Honestly not too great. Sounds good but realistically, you have much better Skills to Spend TM on.
[All - Element Shield]
Every Element has a Shield Skill that increases Resistance against it's Element. Not very useful, even in PvP/GvG.


[Earth - Seal of Earth]
Allows you to Learn Earth Skills. Disallows the Learning of Water and Electric Skills.
[Earth - Cleaving Terra]
This is really the only Earth Skill I would Recommend. Large AoE Range, targets up to 7 IIRC, and faster as you Level it up. Its great to Combo with Wind Blade, which is why most people will get it.
[Earth - Summon Boulder]
Like Mana Ring but much, much slower and not very strong... ergo useless.
[Earth - Botulism Cloud]
It's Broken (Despite claims that it isn't), enough said.


[Wind - Seal of Wind]
Allows you to Learn Wind Skills. Disallows the Learning of Fire and Electric Skills.
[Wind - Wind Blade]
Fast and Effective AoE. Targets 5 in a small area around you. It's going to be your primary Leveling Skill, but it's a goodie. It's going to let you tag faster than any other skill (esp. with a Sprint) and will 2HKO more effectively than most Skills can OHKO and once it OHKOs, it's just plain broken.
[Wind - Whirlwind]
This is a Caster Centered AoE. It's great for times when you need to stay still and lay down damage but elsewise, it's not as useful as you'd think. After all, why drop Whirlwind when you can just run in and Wind Blade?
[Wind - Razor Gale]
Being as fast as Ring, it's a great tool in Tap1. Between Wind Blade to AoE, Ring to OHKO Reds, and Gale to OHKO Blues, and Rush for if needed. It also makes a good Follow-Up attack such as if you can OHKO Salas with Wind Blade, you can follow up with Gale since Wind Blade probably would not OHKO Moths as fast as Wind Blade. It's just a great Tagging and Combo Skill while being useful as a Quick OHKO for Wind Weak monster.


[Water - Seal of Water]
Allows you to Learn Water Skills. Disallows the Learning of Earth and Fire Skills.
[Water - Drip Bomb]
It's quick enough and strong enough. Basically, it's an Off-Timer Skill to use when you have Cooldowns and Best used for Water Weak Monster.
[Water - Shard of Glacier]
Know that it does have a fixed chance to fail no matter what your LK is. That said, it's also not too practical to Level with. Drip Bomb would work better for those purposes. However, it's main use is to Freeze and Lower Electric Resistances for Comboing. It's useful later on but not a priority earlier in your career.


[Elec - Seal of Thunder]
Allows you to Learn Electric Skills. Disallows the Learning of Earth and Wind Skills.
[Elec - Electro Attack]
This is the primary Elec Skill you would be using. It's not that strong and you won't get to exploit this Element as much. This is useful for Mid-Leveling at places around the BugBear Power Tier and will drop in effectiveness until you can OHKO in Tap1 again. However, it's still a very useful AoE and the Jump range on it's "AoE Style" is pretty far.
[Elec - Electroshock]
EA Add-On that lets you Stun. Pretty much self explanitory.
[Elec - Tesla Field]
The way this AoE works is kinda interesting. You cast it on a moster and it'll be an AoE centered on where the Monster was and last until the monster dies or it's Duration is over, whichever comes first. There really is only one way to use this while Leveling and that's to abuse the stationary spawn in ID3. Else, it's use is relegated to the Shard/Telsa Combo Chain.


[Fire - Seal of Fire]
Allows you to Learn Fire Skills. Disallows the Learning of Wind and Water Skills.
[Fire - Whirlwind Blaze]
This is your First Single Target Skill. It's pretty strong and although it's not Arrow Rush in terms of Damage, it is Strong. If you cannot OHKO with this skill, you're still likely to 2HKO with a Combo Skill. This Skill is moreso a Combo Skill than it is a Single target though.
[Fire - Incinerate]
While it does have an AoE range, the range is pretty small. It is enough to be useful though and while slower than Blaze, it is still much Stronger. If anything, this is going to be your OHKO Fire Skill.
[Fire - Phoenix Rising]
This is the Fire DoT but that's all I can really say. It's not guaranteed to catch, doesn't last long, is not that strong, and it still takes a while to Cast. Compared to HellFire/Wicked Flame or Tesla Field, it's just not reliable. It is, however, still a nice Option to have at your disposal.


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[SEC 8.1] Earth/Fire Wizard Skill Builds

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Light Earth/Fire Wizard Introduction

The Focus of this Build is to work towards a strong offense while relying on LS and SoH to Protect you. With SoH up, Leveling with Terra early on shouldn't be too big a problem. Whirlwind Blaze and Mana Ring make up your Secondary Combo to Alternate with Rush (It's usually best to Combo Ring->Blaze as Ring will Tag and Blaze can Finish). Radiant Strike is there to allow you to AoE Level elsewhere with Storm to Combo with Terra as needed. Phoenix Rising, while I dislike it, can be attained later since it's not too practical for Leveling purposes.



Light Earth/Fire Wizard Skill Table

Code:




[TM 120] Seal of Earth, Cleaving Terra (Mastered)
[TM 121] Seal of Fire, Whirlwind Blaze 1
[TM 132] Whirlwind Blaze (Mastered)
[TM 134] Mana Ring 1
[TM 143] Mana Ring 10
[TM 160] Incinerate (Mastered), Mana Storm 1
[TM 169] Mana Storm 10
[TM 171] Light Arrow 1
[TM 180] Light Arrow 10
[TM 183] Radiant Strike 1
[TM 195] Radiant Strike (Mastered)
[TM 198] Phoenix Rising 1
[TM 210] Phoenix Rising (Mastered)


Skill Distribution Explanation

Spoiler!



[NOTE] For Further Explantions of the Skills, see [SEC 8.0]



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Dark Earth/Fire Wizard Introduction

The Focus of this Build is mainly Offense. Dark Barrier provides you with enough of a reduction to be safe while Terra gives you an AoE that is more functional than Gravity Crush and Fire gives you some Single Target Spells to Alternate. One of the better ends of this Deal is that you get to Alternate Dark and Fire with Rush so you have a little more Freedom in how you Level with Single Targetting. This isn't quite a bad Bulid but understand that you're going to get some overlap in terms of what purpose Dark and Fire serve.



Dark Earth/Fire Wizard Skill Table

Code:




[TM 120] Seal of Earth, Cleaving Terra 7
[TM 125] Cleaving Terra (Mastered)
[TM 127] Seal of Fire, Whirlwind Blaze 1
[TM 138] Whirlwind Blaze (Mastered)
[TM 140] Mana Ring 1
[TM 149] Mana Ring 10
[TM 152] Dark Lance 1
[TM 164] Dark Lance (Mastered)
[TM 167] Incinerate 1
[TM 179] Incinerate (Mastered)
[TM 181] Mana Storm 1
[TM 190] Mana Storm 10
[TM 194] Gravity Crush 1
[TM 206] Gravity Crush (Mastered)
[TM 209] Phoenix Rising 1
[TM 221] Phoenix Rising (Mastered)


Skill Distribution Explanation

Spoiler!


[NOTE] For Further Explantions of the Skills, see [SEC 8.0]


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[SEC 8.2] Wind/Earth Wizard Skill Builds

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Light Wind/Earth Wizard Introduction

This is pretty much the AoE God of Trickster. With access to Radiant Strike, Wind Blade, Cleaving Terra, and the other AoEs, you really won't want for a lack of something to Mob Kill with. Wind Blade gives you a small but AoE to use, RS gives you a large yet Strong AoE for use, and Terra gives you insane Tagging Ability. The main goal here is to Combo these 3 Skills as needed and use the defense from LS+SoH to keep you safe. It's just an Efficient Leveling Build really.



Light Wind/Earth Wizard Skill Table

Code:




[TM 120] Seal of Wind, Wind Blade (Mastered)
[TM 121] Seal of Earth, Cleaving Terra 1
[TM 132] Cleaving Terra (Mastered)
[TM 134] Mana Storm 1
[TM 143] Mana Storm 10
[TM 145] Light Arrow 1
[TM 154] Light Arrow 10
[TM 157] Radiant Strike 1
[TM 169] Radiant Strike (Mastered)
[TM 171] Mana Ring 1
[TM 182] Mana Ring (Mastered)
[TM 185] Razor Gale 1
[TM 197] Razor Gale (Mastered)


Skill Distribution Explanation

Spoiler!


[NOTE] For Further Explantions of the Skills, see [SEC 8.0]



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Dark Wind/Earth Wizard Introduction

This is one of two Pact-Element Combinations that I would consider the Best. It's the most Well-rounded of the two as well. Dark Provides you with several Solid Single Target Options while Wind/Earth covers you in terms of AoEs. HF/WF gives you a nice DoT that can be stacked with Whirlwind if you choose to Pursue that skill. Lance, Ring, and Gale give you several Quick Cast Options as well. This Combination will basically cover all your needs in terms of versatility, though it's lacking in any Specialization Power.



Dark Wind/Earth Wizard Skill Table

Code:




[TM 120] Seal of Wind, Wind Blade 7
[TM 125] Wind Blade (Mastered)
[TM 127] Seal of Earth, Cleaving Terra 1
[TM 138] Cleaving Terra (Mastered)
[TM 141] Dark Lance 1
[TM 153] Dark Lance (Mastered)
[TM 155] Mana Storm 1
[TM 157] Mana Storm 10
[TM 165] Whirlwind 6
[TM 172] Whirlwind (Mastered)
[TM 174] Mana Ring 1
[TM 183] Mana Ring 10
[TM 186] Razor Gale 1
[TM 198] Razor Gale (Mastered)
[TM 200] Mana Ring (Mastered)


Skill Distribution Explanation

Spoiler!


[NOTE] For Further Explantions of the Skills, see [SEC 8.0]


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[SEC 8.3] Water/Wind Wizard Skill Builds

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Light Water/Wind Wizard Introduction

Water/Wind is probably the Fastest Element Combo in terms of Leveling. Water/Wind Targets what most End Game monsters are weak against. For a Light Water/Wind Wizard, you will have Barriers to keep you alive regardless and can focus on your Attack Skills. This Build actually completes itself early in terms of what it's Core needs are and in terms of what's useful, you still get everything right when they unlock so it's a Great Build for someone who just wants to Level Fast. The lack of Radiant Strike and the TM Crunch helps and for Wind, RS just isn't needed since there is no need to compensate for Elemental Resists.



Light Water/Wind Wizard Skill Table

Code:




[TM 120] Seal of Wind, Wind Blade (Mastered)
[TM 121] Seal of Water, Drip Bomb 1
[TM 132] Drip Bomb (Mastered)
[TM 134] Mana Ring 1
[TM 145] Mana Ring (Mastered)
[TM 147] Mana Storm 1
[TM 150] Mana Storm 4
[TM 165] Shard of Glacier (Mastered)
[TM 170] Mana Storm 9
[TM 185] Razor Gale (Mastered)
[TM 186] Mana Storm 10
[TM 189] Whirlwind 1
[TM 201] Whirlwind (Mastered)


Skill Distribution Explanation

Spoiler!


[NOTE] For Further Explantions of the Skills, see [SEC 8.0]



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Dark Water/Wind Wizard Introduction

This is an odd, but usable Combo due to how Water/Wind can perform on its own regardless of Pact Choice. Sadly, Drip Bomb will actually more likely than not Phase out HF/WF for Leveling but HF/WF still has it's own unique use as a DoT. Wind is enough for your AoE needs and is much more effective than GC. The basis of this Build is to Keep HF/WF in reserve for Magic Resistant Monsters and shift to an Element Oriented Build.



Dark Water/Wind Wizard Skill Table

Code:




[TM 120] Seal of Wind, Wind Blade 7
[TM 125] Wind Blade (Mastered)
[TM 127] Seal of Water, Drip Bomb 1
[TM 138] Drip Bomb (Mastered)
[TM 141] Dark Lance 1
[TM 153] Dark Lance (Mastered)
[TM 165] Shard of Glacier 10
[TM 167] Shard of Glacier (Mastered)
[TM 169] Mana Ring 1
[TM 180] Mana Ring (Mastered)
[TM 195] Razor Gale (Mastered)


Skill Distribution Explanation

Spoiler!


[NOTE] For Further Explantions of the Skills, see [SEC 8.0]


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[SEC 8.4] Elec/Water Wizard Skill Builds

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Light Elec/Water Wizard Introduction

This is actually my favorite Build in terms of Element Synergy and the 2nd of what I consider the ideal pairings. Shard plays well with Electric due to the Freeze Effect, you have access to Stunning and Freezing for Status, still do reasonable Damage, have Drip Bomb as a great End Game Spell to Alternate with Rush, and can get Radiant Strike to Sub for EA when you face Resists. Also fares well in ID3 due to Tesla Abuse and Static Spawns so it's just an Overall well rounded Build, especially once you unlock Radiant in terms of Leveling.



Light Elec/Water Wizard Skill Table

Code:




[TM 120] Seal of Water, Drip Bomb (Mastered)
[TM 121] Light Arrow 1
[TM 130] Light Arrow 10
[TM 132] Mana Storm 1
[TM 141] Mana Storm 10
[TM 144] Radiant Strike 1
[TM 156] Radiant Strike (Mastered)
[TM 158] Seal of Thunder, Electro Attack 1
[TM 169] Electro Attack (Mastered)
[TM 171] ElectroShock
[TM 174] Shard of Glacier 1
[TM 186] Shard of Glacier (Mastered)
[TM 195] Tesla Field 7
[TM 201] Tesla Field (Mastered)


Skill Distribution Explanation

Spoiler!


[NOTE] For Further Explantions of the Skills, see [SEC 8.0]



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Dark Elec/Water Wizard Introduction

This is a more PvP/GvG Oriented Build. You gain Shard and EA to immobilize, Tesla + HF/WF to DoT, and Rush + Lance for Pure Damage. The mainstay of this Build is to Level by Alternating HF/WF, Rush, and Drip Bomb or Lance Depending on where you Level. Having this many Single taret Spells that aren't Resisted and reasonably Strong essentially eliminates the need for this Build to have an AoE really. If anything, you could call it the DeBuff/Damage Knave (as the King, as we all know, still goes to Dark Lords).



Dark Elec/Water Wizard Skill Table

Code:




[TM 120] Seal of Water, Drip Bomb 7
[TM 125] Drip Bomb (Mastered)
[TM 128] Dark Lance 1
[TM 140] Dark Lance (Mastered)
[TM 142] Seal of Thunder, Electro Attack 1
[TM 153] Electro Attack (Mastered)
[TM 155] Electro Shock
[TM 165] Shard of Glacier 8
[TM 169] Shard of Glacier (Mastered)
[TM 171] Mana Storm 1
[TM 180] Mana Storm 10
[TM 195] Tesla Field (Mastered)
[TM 199] Gravity Crush 1
[TM 211] Gravity Crush (Mastered)


Skill Distribution Explanation

Spoiler!


[NOTE] For Further Explantions of the Skills, see [SEC 8.0]


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[SEC 8.5] Fire/Elec Wizard Skill Builds

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Light Fire/Elec Wizard Introduction

With Fire/Elec being the PvP/GvG Element Combo, this Build actually is somewhat the more Balanced of the two Fire/Elec Wizard. Having LS+SoH means that your Defense is pretty much set and access to RS means that you are, one way or another, going to have a Solid AoE to work with. For PvP/GvG, you would still have access to Fire's Stronger Single Hits and Rising + Tesla for DoTing, as well as EA for Stunning. However, this is one of the more TM Heavy Skill Builds in terms of unlocking all of your Skills so be warned.



Light Fire/Elec Wizard Skill Table

Code:




[TM 120] Seal of Fire, Whirlwind Blaze (Mastered)
[TM 121] Seal of Thunder, Elecro Attack 1
[TM 132] Electro Attack (Mastered)
[TM 134] Mana Ring 1
[TM 138] Mana Ring 5
[TM 140] ElectoShock
[TM 147] Mana Ring (Mastered)
[TM 160] Incinerate 10
[TM 162] Incinerate (Mastered)
[TM 164] Mana Storm 1
[TM 175] Mana Storm 10
[TM 177] Light Arrow 1
[TM 186] Light Arrow 10
[TM 189] Radiant Strike 1
[TM 201] Radiant Strike (Mastered)
[TM 204] Tesla Field 1
[TM 216] Tesla Field (Mastered)
[TM 219] Phoenix Rising 1
[TM 231] Phoenix Rising (Mastered)


Skill Distribution Explanation

Spoiler!


[NOTE] For Further Explantions of the Skills, see [SEC 8.0]



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Dark Fire/Elec Wizard Introduction

Fire/Elec is essentially a PvP/GvG Combo. The Elements are Highly Resisted at the Final Leveling Tiers but they offer a good amount of utility. Fire gives you 2 Solid Attacks and a DoT while Elec gives you an Area Stun and Area DoT. Combined with Dark's DoT (HF/WF) and Lance, this makes for a serious Damage Dealing Combo. You maintain the ability to stop Movement and Drop DoTs onto your Targets, following up with your Blaze+Incinerate and Rush+Lance as needed. Also, because you have Access to Dark, Leveling isn't as much as issue since you can still revert to Leveling off of Alternating Rush + HF/WF + Lance as needed. While it does lack a good AoE for use in terms of Leveling/Damage, there are enough Single Target Combos to eliminate the need of one (Ring+Blaze, Ring+Incinerate, HF/WF, Rush, and Lance) and you can use the Ring+Incinerate Combo as a Mini-AoE, as well as using EA when you get enough MA. Overall, it's just a Solid Offensive Combo.



Dark Fire/Elec Wizard Skill Table

Code:




[TM 120] Seal of Thunder, Electro Attack 7
[TM 125] Electro Attack (Mastered)
[TM 127] Seal of Fire, Whirlwind Blaze 1
[TM 138] Whirlwind Blaze (Mastered)
[TM 140] ElectroShock
[TM 142] Mana Ring 1
[TM 151] Mana Ring 10
[TM 160] Incinerate 7
[TM 163] Incinerate 10
[TM 165] Mana Ring (Mastered)
[TM 168] Incinerate (Mastered)
[TM 171] Dark Lance 1
[TM 183] Dark Lance (Mastered)
[TM 195] Tesla Field 10
[TM 198] Tesla Field (Mastered)
[TM 201] Phoenix Rising 1
[TM 213] Phoenix Rising (Mastered)


Skill Distribution Explanation

Spoiler!


[NOTE] For Further Explantions of the Skills, see [SEC 8.0]



RPGamer 08-19-2008 09:17 PM



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[SEC 9.0] Leveling Guide Primer

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Introduction

Well, what is there to say. This Section Covers General Leveling in it's various Parts. Each Individual Section will briefly go over what Options you have for each type of Leveling and you can go on from there. However, due to the fact that this is an MMOG-TO Guide and that MMOG maintains a very nice TO Wiki, I feel it best to Integrate the two rather than repaste. It gives credit to those who edit the Wiki all the time and helps people who don't know how to use the Wiki to Start Looking at it. So this Section will probably be more Brief than you'd Expect (Well, outside of the Grinding Area part). So that should be it for the Introduction. Time to delve in and Finish the Last Part of this Guide.


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[SEC 9.1] Key Quests

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Introduction

Key Quests are the Story Quests for each Town. You do them to fill up your Adventurer's Book, which is actually kind of interesting to read if you're into that sort of thing (I am). They tend to be a series of Quests where you help out the People in the Town and are rewarded with Stickers, each town requiring a certain amount of Stickers to finish the Key Quests. So be a good Citizen of the Trickster World and help out!


Key Quest List

[ Desert Beach - LVL 20+ ]
This is probably the easiest and best way to get from Levle 15 to Level 30. This Quest also Coincides with the Episode 1 Quest so you can do them at the same time. All the items are either Drilled or Dropped from monsters in adjacent maps and are typically sold by other Players as well. Right now, since you won't have many skills, this is one of the Best ways to go.
[ Cabella Relics - LVL 55+ ]
Prepare to tie yourself to your Drill. Several of the Quests that you need for this require that you Drill for Items. To be honest, I suggest that you do so as well. Not only is it a good way to build up some TM early on, but you can sell whatever Spare Digs you have for some very nice Prices. Most notably, you will probably get a lot of Spare Tortoise Shells, which are commonly used to Comp GMVs for HP, so they are sold at exorbitant prices. Although it's a bit of work, this one is still bearable.
[ Oops Wharf - LVL 70+ ]
The funny thing about this Key Quest is that half of the Work will be done for you. The Path to Oops Wharf is a common party Spot and, thus, the Drops neeeded to complete many of the Quests are actually just left lying on the ground by those who are interested only in Leveling. This makes it about half as easy to finish this Key Quest.
[ Mermaid Palace - LVL 80+ ]
This is when whether or not to do the Key Quests gets debatable. Although the Drops from inside the Mermaid Dungeon can be farmed rather fast, several of the other ones cannot. Most notably, the Fishbones are a pain to get and not dropped as often as they should be. If you can endure it though, it does open up Ghost Blue's Key Quest. However, if you can't, then I wouldn't do the Ghost Blue Quests for Stickers as they will Nerf your Base/TM Level Ratio without the Key Quests to help Compensate for the XP Boosts from Questing. Consider buying a Sticker or Two if you want to Finish or if you are going to just stop here, sell your Stickers. It's good Galder.
[ Ghost Blue - LVL 100+ ]
Assuming you do attempt this and have finished the Mermaid Palace, finishing these Stickers Quests are actually much less of a pain than Mermaid Palace was. Of note, there are Semi-Static Spawns in the Nora Sewers so Monkey T's Quests are all actually fairly easy if you just want Stickers.
[ Rose Garden - LVL 125+ ]
This is where I cave and say you shouldn't do it unless you're a Quester. The Drop Rate for the items in Vamp were Nerfed hard, Event Monsters make it near impossible to do several of the Quests without undue frustration, and the rewards for finishing this one aren't too keen.

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[SEC 9.2] Episode Quests

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Introduction

So these are the actual Story Quests. If you want to try to follow the Storyline, then you should actually take the time to read everything (including the items you are given) as these are what give you insight into the greater Story behind the game. Otherwise, just go ahead and do them anyways. they're great for EXP/TM!


Episode Quest List

[ Episode 0 - LVL 1+ ]
This is you're Starter's Quest. You begin the first part right when you get off the Boat and you continue it all the way through Desert Beach. it is fast though and you get some nifty goodies out of it, most notably a Dragon Pet! Yay!!!
[ Episode 1 - LVL 45+ ]
Alright. This Episode Quest is straightforward. The only part you may have some problems with are the Harkon Items. They are randomly generated from Harkon Hierlooms that are dropped by the Cone Stones. The Best recommendation I have for you is to open several of these boxes at once. You have a better chance that way due to RandGen. Just trust me on this one.
[ Episode 2 - LVL 80+ ]
This Quest is infamous for one specific Part: Killing Don. It's actually not as hard a task as one would imagine for a Dragon but it is simply tedious. For a great Guide on how to deal with this Problem, Check out Suzaku's Guide to Fighting Don. It's even got pretty pictures (XP). That said, this Quest also has several worthwhile rewards outside of EXP/TM, mainly the Dark Attribute Stones... though the Mirage Items aren't half bad. The main part that really sucks for this one though is Drilling up a Bloody Rune of Fate. Either you're going to get Lucky or you're going to be there for the long haul.

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[SEC 9.3] Love Hunter Quests

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Introduction

These Quests are Monster Hunt Quests that give only TM. Because of this, they are very good for Boosting your TM Levels and staying as close to the Base 130/TM 120 Ratio needed for Job Change. Most of all though, they're just very useful for gaining the TM EXP needed for Skills. Mind you, be careful not to overlevel them since you cannot redo them. For this Section, I will forgo the explanation of Each Quest due to the nature of them and simply put the Locations and where the First Love Hunter Quests Begin.


Love Hunter Quest List

Code:




[ Location: Pyramid Dungeon              | First TM Quest: Level 25  | Link ]
[ Location: Southwest Forest            | First TM Quest: Level 25  | Link ]


[ Location: Gate of Poppuri Dungeon      | First TM Quest: Level 30  | Link ]
[ Location: Gate of Phantom School      | First TM Quest: Level 31  | Link ]
[ Location: Caballa Relics Dungeon 1    | First TM Quest: Level 55  | Link ]
[ Location: Path to Phantom School Annex | First TM Quest: Level 80  | Link ]
[ Location: Carbigal Monster Guild      | First TM Quest: Level 80  | Link ]
[ Location: Gate to Snow Hills          | First TM Quest: Level 80  | Link ]
[ Location: Path to Ghost Blue 1        | First TM Quest: Level 95  | Link ]
[ Location: Gate to Techichi Volcano    | First TM Quest: Level 100 | Link ]
[ Location: Mermaid Dungeon              | First TM Quest: Level 101 | Link ]
[ Location: Nora Sewer                  | First TM Quest: Level 110 | Link ]
[ Location: Rose Field 1                | First TM Quest: Level 115 | Link ]
[ Location: Gate of Vamp Castle          | First TM Quest: Level 125 | Link ]
[ Location: Pyramid Dungeon 1            | First TM Quest: Level 150 | Link ]


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[SEC 9.4] Card Quests

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Introduction

Not much to say really here. Get the Card, Turn it in, get TM Points. *shrugs* It's in your Best interest to do these as soon as they are available. Most Notably, the Phantom School ones give large TM for their respective Levels. However, it should be noted that the Rose Garden ones were recently Nerfed due to what was quoted to be "Balancing out the new Quests." I tell you now, the TM you get from all the Quests, having done them all, is nowhere near what the Card Quests gave and it's not really likely that you'll be Base 130/TM 120 anymore upon job change. Mermaid ones were hit too and despite what people claim, the Ghost Blue one does not exist atm. That said, the rest of the Card Quests are still pretty good.


<[MMOG-TO Wiki] Complete Card Quest Listings (Sorted By Level)>


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[SEC 9.5] Party Quests

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Introduction

Well, you obviously need a Party to do these. It takes at least 2 people so you can just drag an AFK buddy along with you. The 3 primary reasons to do these Quests is they're actually pretty fun - especially with a good party, they tend to give you good EXP/TM for their Respective Levels, and they are the source of the Chaos Feathers used for Tempering.


Party Quest List

Code:




[ Desert Beach Party Quest - Request 1 | Quest Range: 15 - 24  | Link ]
[ Desert Beach Party Quest - Request 2 | Quest Range: 25+      | Link ]
[ Caballa Relics Party Quest          | Quest Range: 50+      | Link ]
[ Relics Dungeon Party Quest          | Quest Range: 50+      | Link ]
[ Oops Wharf Party Quest              | Quest Range: 60+      | Link ]
[ Mermaid Palace Party Quest          | Quest Range: 80+      | Link ]
[ Mermaid Palace Dungeon Party Quest  | Quest Range: 80+      | Link ]
[ Ghost Blue Party Quest              | Quest Range: 95+      | Link ]
[ Nora Sewer Party Quest              | Quest Range: 100+      | Link ]
[ Rose Garden Party Quest              | Quest Range: 115+      | Link ]
[ Vamp Castle Party Quest              | Quest Range: 125+      | Link ]
[ Crystal Copper Party Quest          | Quest Range: 120 - 149 | Link ]
[ Jade Steel Party Quest              | Quest Range: 150 - 179 | Link ]
[ Silver Jewel Party Quest            | Quest Range: 180 - 199 | Link ]
[ Precious Jewel Party Quest          | Quest Range: 200 - 259 | Link ]


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[SEC 9.6] Grinding Areas

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Introduction

Althought I could List several places you could run off to Solo, they won't actually be too efficient seeing as to how AR is a Single Target Spell. Thus, the Primary Focus of this Section will be to List Areas to Level according to Tiers and Progression, of which the listed places will be places where you will typically be able to find, if not form, some sort of 2.5x Party. There are other places you could Level and several Alternatives, as Noted in the Skill Build Sections of Certain Builds, but this Progression represents the Fastest way in terms of Grinding to get to Level 200 (around which, most Builds are Complete).


Leveling Areas

[ Coral Field 3 - Passionate Sun ]
Monsters: Little Cora, Blue Penguin
Notable Loot: Strong Sten Gun (Blue Penguin)
Level Range: 1-10
Description: Well, if you need to grind a few Starting Levels for some TM, its good. Mainstay is to help each other get Quest Items if you just started and to get a few skills. If you're funded, you'll probably skip this but if not, it's a good time to meet people and get a feel for the atmosphere of the game. And if you luck out during this short Grind, the Strong Sten Guns are a great source of Galder ealy on.
[ Coral Beach - Dark Cave ]
Monsters: Addax, Real Golden Mole
Notable Loot: Duck Mole Paws (RGM), Aprons (Addax)
Level Range: 10-15
Description: There's a nice Assistant Hunter Quest here now and just outside is someone who wants the Duck Mole Paws. With a Party where you take turns helping each other out, you can finish both of these Quests rather fast and be on your merry way out at Level 15 to Start the next Batch of Quests. Of note, the Aprons you should keep as you can sell them to those who Farm Tut via your Personal Shop in Desert Beach.
[ Beach Field 4 - Parasol River ]
Monsters: Sea Scorpion, Hula Octopus, Grumpy Octopus
Notable Loot: Scorpion Meat Jerky (Scorpion), Flower Necklace (Hula), Bouqet (Hula), Octopus Legs (Hula), Illegal CD (Grumpy)
Level Range: 15-20
Description: This is a fairly decent place to get to Level 20 owing to the fact that a majority of the Desert Quest Items can be found on this Map via Killing or Drilling. If you aren't going to do the Monster Quests from the Paradise Monster Guild, it's fairly easy to get yourself Started here and you should Level Up fine just Collecting Quest Items.
[ Southeast Forest ]
Monsters: Pochi (Magic Weak), Green Squirrel
Notable Loot: Multivitamins (Pochi), Moon Baton Wand (Green Squirrel)
Level Range: 20-25
Description: Although you could Party here, you are proably still Better off Soloing until level 30. The Pochi make for Great Targets though in terms of Leveling Up and you can get a Moon Baton Wand (Level 35) for yourself as a Random Drop from the Green Squirrels. It's a little more Inefficient but doing so can be worth the effort here as it saves you a bit if you're new. If you're funded or just don't mind, Focusing on the Pochi's is much Faster. You can also collect the Multivitamins fro Pochis to sell to other new Players for one of the Quests here if you choose to.
[ Poppuri Dungeon - Spore Cave ]
Monsters: Simbatta, Turvy (Magic Weak), Larva
Notable Loot: Turvy's Tooth (Turvy)
Level Range: 25-30
Description: Although you might be tempted to go to the Root Cave due to population, keep in mind that you won't really be partying in any meaningful way if you do. However, the Turvy's will die fast enough to be worth your time and you can trade Turvy's Tooth with Questers in Root Cave for a Sppo Card (This if for a Card Quest) to save you some Galder. Though, with how Leveling is at this Range, you may be better off heading back to Desert to do some MQs or PQs.
[ Southwest Forest ]
Monsters: Forest Tickler, Forest Wasp, Forest Mantis (Magic Weak)
Notable Loot: Honey (Wasp), Royal Jelly (Wasp), Forest Mantis Card (Mantis)
Level Range: 30-35
Description: There's the TM Quests here for the Mantis, you need the Wasp Drops to Compound stuff for the Episode 1 Quests, and the Forest Mantis Card Drops here for the Mego Card Girl Quest. It's also a fairly easy place to find a Party due to everyone needing things from here. Basically, you're going to be a Mantis hunter for a while, killing Wasps as they come. If you don't get a Party, you can still do the TM Quests so either way, you'll be occupied for a good bit here.
[ Path to Oops Wharf ]
Monsters: Ironclad Turtle (Magic Weak), Sea Tiger
Notable Loot: Ironclad Turtle's Egg (Turtle), Turtle Shell (Turtle), Sea Palace Ticket (Turtle), Tiger Blanket (Tiger)
Level Range: 35-50
Description: This is where you'll essentially live for a while. Level 35 is when a good new range of Equips become available, most prominent being the Pharoah Set. If you don't have one, don't worry too much. The goal here is not to get hit in the first place so you don't lose out too badly. You're right next to the Gate of Oops Wharf for Restocking and there is never not a Party here. However, you're better off with a Special Party as Powers come and go fast on this Map if you start one. If you're having Trouble, the Beach area on the Left allows for some Kiting with a small number of Spawns and you can try Attacking from the bottom of the Cliff to the Top if the Monsters align well. It's just a very Consistent Map.
[ Path to Black Swamp ]
Monsters: Electric Snails (Magic Resist), Super Golden Mole
Notable Loot: None really
Level Range: 50-80
Description: Basically, this is a filler Grinding Spot that is yet again next to a Town for Restocking. The majority of your XP from this Range is going to come from Key Quests, Episode Quests, and MQs (Both Love Hunter and the the infamous Carbigal MQ for the Electric Snails). At this point, it's really in your Best Interest to continue the Quest Path due to the sheer Quantity of Quests available. If you don't mind nerfing your TM Levels a bit, you could even do the Snail Quest here, which because it goes for 25x, is good for 3+ Levels when you can access it.
[ Path to Snow Hills ]
Monsters: Bugbear (Magic Weak), Joker (Magic Resist)
Notable Loot: Crest (Bugbears), Stout Crest (Bugbears), Bugbear Card
Level Range: 80-90
Description: This is just a Short Spurt in terms of Leveling. Basically, if you can't OHKO in Techi1, this is where you Train until then. Parties here are plentiful, though typically all female, and it tends to be a busy Map. Your main Target here is the Bugbears as the Jokers are nto only Resistant but cast Reflect. It's just a competitive map is all due to its smaller size and the sheer Quantity of people who Level here. As for Loot, the Card is for the Card Quest at the Gate and the Crests are just the easiest thing to carry that get you the most Galder/Weight as you run down your Potions. Something you'll want to do though is go dig in the Snow Fields adjacent to the Gate for 2 Red Noses. This will give you access to Mego (for Banking) and you can Restock in SF1 -> Gift Factory.
[ Techichi Field 1 ]
Monsters: Laki (Magic Weak), Killimanjaro (Magic Resist)
Notable Loot: Jewelry Potions (Laki)
Level Range: 90-120
Description: Honestly, this is the place to Level as soon as you can OHKO. This means that a MyShop User with a decent setup can probably do this as early as level 80 (70 with a High Refined Cane and very nice Comps, as well as Fashion w/Stats and a Cape). Otherwise, it's best waiting the short bit before coming here so that you can access some of the higher Level Equipment available to you, or at least the better Comp and a Pop Pendant (LVL 90 Req) for the HP Boost. The 2 things you basically need to do well here is (1) Be able to OHKO a Laki and (2) Be able to Survive a Crit Hit. That said, the recent Patches changed drops so they Drop Jewelry Pots so you essentially will never have to Repot. Depending on your preference, it's actually feasible to stay here until you Job Change really.
[ Snow Field 3 - Stairway of Snowflake ]
Monsters: Santa Bear, Yeti, Icicler
Notable Loot: Undine's Blessing (Icicler), Jewelry Potions (Icicler)
Level Range: 120-140
Description: The Reasoning for 120 is that this is the Level when you can access Radiant Strike or when you will have Rush + HF/WF and your Barriers Set. You are going to be Leveling at the Bottom Tier with the Iciclers, which conveniently drop Jewelry Potions. Due to how small the Map is (It's seriously only 1/3 of a Map) and how fast people kill there, Monsters come by fast so you need either an AoE or 2 Strong Single Target Spells to do well here. That said, if you didn't Job Change from Techi1, you can do so here if you can handle it. SF3 parties are usually pretty easy to find and as long as you Section off the Bottom of the Map, its a fast place to Level. Realistically, you can just stay here until you're Ready for Tap1 though. The Spawns are fast so it makes up for the slightly lower Base/TM EXP.
[ Techichi Field 4 ]
Monsters: Aabon, Dekumanus
Notable Loot: Salamander's Blessing (Aabon)
Level Range: 140-150
Description: It's a nice little niche Leveling Spot. While both are Elec Resist, other Elements do fine here as you can Alternate AR and another Attack Skill. Drops aren't spectacular but it's located next to the Tap Gate, which has an Item Girl for Restocking and Selling Loot. It's basically good enough a place that if you can, it's worth going to instead of SF3 and good enough that if Tap1 is busy or you have some problems, it's worth coming to. Else, you could realistically never set foot here and still be fine going from SF3->Tap1.
[ Tapasco Field 1 - Net of Lava ]
Monsters: Flame Moth, Red Salamander (Magic Weak), Blue Salamander
Notable Loot: Red Salamander Card (Reds), Blue Salamander Card (Blues)
Level Range: 150+
Description: This is the Final Leveling Area for most People, hence it's a crowded place. Lots of money drops and the Cards are used for Card Quests. Basically, you'll be using Rush on the Blues, your Secondary on the Reds, and if you have an Off-Cast (Such as Drip Bomb or Lance), it'll be for the random Fire Moth that pops in every now and then. AoE when 3+ are on you. That's about it. From here on it's just the Grind to get Levels and Funds as you've probably run down your Quest Options as well.
[ Ice Dungeon 3 - Heart of Crystal ]
Monsters: Niwerth, Freyr, Freya, Coolem, Giant Coolem, Great Coolem, Great Coolem C
Notable Loot: Freya Card
Level Range: 200+
Description: I would Suggest coming here after you've Completed your Build and Equipment Set. This is a very competitive map so be prepared as this is where the "Final Grind" towards the elusive Level 400 tends to take Place. What there is to know here is try to practice etiquette so as not to become KoS in PvP/GvG and to not become a Target as a Person. Mind you, it's not that bad and as long as you're courteous, you'll be fine.

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[SEC 9.7] Chaos Tower

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Introduction

This is really -THE- Goal for many Players. Being able to Finish this means that you gain access to several of the Best Equipment in the Game. Sort of like and End-Game Dungeon, if you will. It can be very fun in a Party. Mind you, it is hard and without being "hax" in terms of Equips, it takes a pretty good amount of teamwork to make it past. It's fun though, even in death, as long as you understand that it's meant to be hard and a challenge. Just that for Mages, it's a bit mroeso as the place is stacked against us and you will more likely than not need to bring support with you. BLEH!


<[NOTE] Under Construction til I figure out a way to Solo it>

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[SEC 9.8] Monster Guild Quests

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Introduction

I will say this now: I don't much believe in them. Although they are useful for before you Turn Level 30 (and are able to Party Normally), they tend to actually be Slower than actual Grinding in a 2.5x Party later on. I'd actually venture to say that you should just Skip MQs outside of the ones in Desert (In Combination with the Episode and Key Quest here, combined with a small bit of Grinding, should get you to Level 30 with Relative Ease), which are the only ones I find useful due to the Party Issue Pre-Level 30. As such, I won't be going into detail into this Topic and will just leave you with Links to the Areas with MQs.



RPGamer 08-19-2008 09:17 PM



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[SEC 10.0] Equipment Primer

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Introduction

What you are going to need to understand right off the bat is that Equipment will be your Primary Source of Stats. This means that you're going to want to constantly Upgrade Equipment as you can to improve yourself. As a General Rule, your Cane is going to be your First Upgrade, followed by your Hat, and then Shield. Hence, you will be Prioritizing your MA this way. Your Focus Statwise may Shift in terms of what you want out of your Gear, but Generally you will want to Prioritize MA. If you PvP/GvG, you are going to want a LK and HP Set (and Dark Set if you are going Dark Lord) as well. But that's for later on. For starting though, just try to Prioritize MA.


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[SEC 10.1] Equipment Modification

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Refinement

I will say this now: Unless you are a truly -Hardcore- Player, Stick to Refining only your Cane. Refining your Cane will yield more MA but Hat and Shield will only add to MD/DP respectively, depending on the Type. For more information on the exact percentages, I suggest you read up a bit on the MMOG-TO Wiki Entry for Refinement. Take Special Note of the Success Rates. Unless you have funds or are using MyShop Items (which can be used if Broken), I do not Suggest that you Refine your Cane past Level 4.


Compounding

This is basically adding Stats to your Items. Each item has a certain number of Compound Slots and a certain Limit as to what can be Compounded onto those Slots. You can Right Click on the Item you wish to Compound to check how many Slots it has for Compounding and what Stats it can be Compouned with. For more information on the Items needed for Compounding, check out the MMOG-TO Wiki Entry for Compounding.


Tempering

Ever wonder what those Chaos Feathers were for? Well, this is it. Chaos Feathers are used for Tempering! Tempering is a process by which you can attempt a Re-Roll on Items with Randomized Stats (You can't change Slot #s). Hence, it's very useful on Chaos Tower Items, Gatcha Items, LOL Boxes, and the occasional Random Item. It takes some time and a lot of Galder but with Luck and Patience, you can eventually get some good Re-Rolls. However, while you -can- Temper Static items (Like Perm MyShop Sets), I wouldn't Recommend it. It defeats the Purpose and the gains are usualy not worth the Cost since Static Tempers have a small Range in terms of Change.


Fusing

Well, I'm honestly not sure what there is to say about this. Find something you think looks pretty, get an Artisan's Flame (MyShop, comes in packs of 3), and then go to the Fusing NPC to replace the Image from the one you want onto the Item with the Stats you want. This uses up the Flame and the Image Item though, just so you know. And on a semi-random note, I think that the Flames are timed... an absurdly long time... but timed. At one point, a Flame I had said 1000+ days IIRC.


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[SEC 10.2] Useful Quest Equipment

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Mint's Exchange Quests

Code:



[ Level  20 | Sun Cane Wand        | Mint's Exchange: Paradise Shop    ]

[ Level  50 | Sun Bronze Rod        | Mint's Exchange: Azteca          ]
[ Level  50 | Wise Wood Gear        | Mint's Exchange: Azteca          ]

[ Level  65 | Sun Wood Rod          | Mint's Exchange: Oops Wharf      ]

[ Level  80 | Sun Stone Rod        | Mint's Exchange: Rock Square      ]

[ Level 110 | Sun Battle Rod        | Mint's Exchange: Aquarius        ]
[ Level 110 | Wise Hunting Cap      | Mint's Exchange: Aquarius        ]

[ Level 125 | Sun Silver Rod        | Mint's Exchange: Event Garden    ]
[ Level 125 | Wise Turban          | Mint's Exchange: Event Garden    ]


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[SEC 10.3] Useful (Player Shop) Equipment

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[ Level 60 - Golden Mole Vest ]
This is pretty much going to be the only Inner Wear you have a Choice of and it's an Upgrade for that Crumby Life Vest you get at the Beginning of the Game. Yay!
[ Level 90 - Popurri Pendent ]
Great HP Accessory. Granted, it is from an Event, but there's enough of these to go around and you can always buy one that is not well Comp'd but still decent enough for you.
[ Level 90 - Almond Hat ]
Rare but still seen every now and then. It's the Most Popular Non-MyShop Hat to Comp for HP due to it's Four Slots.
[ Level 90 - Choco Almond Shield ]
Rare but still seen every now and then. It's the Most Popular Non-MyShop Shield to Comp for HP due to it's Four Slots.
[ Level 20 Ultimates - Ult. Kane Rod, Ult. Beanie, Ult. Wood Shield ]
These are the Drops from Tutankhamen. They're very good for their Levels and very Plentiful due to the amount of People Farming Tut. Just Keep your Eyes Open for some of them if they're Cheap but if not, go ahead and Skip them. You'll replace them soon anyways.
[ Level 50 Ultimates - Ult. Bronze Rod, Ult. Wood Gear, Ult. Metal Shield ]
Second set of Ultimates that are Common. Not so much anymore but they are dropped from Tombeth and you can still find them around. They make for great Comp'd Equipment if you take the time to do it.
[ Level 65 Ultimates - Ult. Wood Rod, Ult. Leather Gear, Ult. Thorn Shield ]
The Third of the Ultimate Equipment Tier. This is the last point at which the Ults. Start Coming before Master Equipment Starts Dropping. This set is Dropped by Captain Skull. Although you can get better Quest Weapons, the Shield you may want to keep and the Hat will Hold you until you get a Better Quest one.
[ Master Equipment ]
These are not Sold as Groups like the Ultimates as they are different Pieces. Some Canes (such as the Rune Staff) have Master Variants, as do some Hats and Shields. You will want to be on the lookout as you get Higher Leveled for these items, but only if they have 3 Slots.
[ Chaos/Requiem Equipment ]
These are some of the last and greatest Equips you'll find. They are the Variants you get out of Chaos Tower. However, they bound greatly in terms of Stats so make sure to Pay attention to how many Slots they have and be ready to Drop Chaos Feathers if you wish to get them to the Highest Iteration.

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[SEC 10.4] MyShop Equipment

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Notice

I'm not telling you to go out and spend your Real Money on the game. That, if you choose to do so, is your own Choice. Personally, I don't mind investing a small bit and it realistically does make things easier. If you're willing to rough it out a bit though, you can make due without MyShop stuff. Its just easier and realistically, it will be hard for you to compete without some of these. So skip this Section if you don't want to be involved with MyShop and want to enjoy a Free Game for being Free. If you don't mind spending though, read on and I'll just make some Simple Suggestions (and the first of which is to always buy the Special Sets as you get the most for you $ out of them).


MyShop Equipment List

[ Level 70 - West Wind Special Set ]
This is the First Set I would Recommend for anyone looking to get a MyShop Set. This Set will carry you all the way to your Third Job Change after you have Comp'd it and Refined the Cane. You will want to go for MA as a Priority and LK as a Secondary. What's nice is that you finally get a New Pet that will hold you, enough LK to make AR on Monsters such as Laki's Viable, and enough MA to Keep you Leveling at Worthwhile Areas. Assuming that you pick up Fashion Items as you go (Such as the most Recent Flags with the Current Event), you won't need to Upgrade this Set at All. Else, reconsider whether or not to buy this Set and Read On.
[ Level 90 - Classic Special Set ]
This is actually a Favorite of many Mages I have Met, Specifically because the Cane can Comp for MA and it's available when most people are ready for Laki's, so it's at a great Breakpoint. However, I have found that if you do have Fashion Items, then the MA/LK you get from this is Overkill with the West Wind Set. If you do not invest into Fashion, however, this can be a good Purchase. I personally don't recommend this though unless you are going to Skip the West Wind Set and use Quest+Player Sold Equipment until you can buy this as your First Set. That works, mind you, it just requires you to wait a little longer is all. But yea, I would only suggest that you get one or the other in terms of these two Sets.
[ Level 130 - Pluto Special Set ]
Well, this is what I call the Broken Set. There is a Reason that it was released as a 5th Set outside of the usual 1 Set per Character-Type. What makes this Set nice is that the Hat and Shield can both Comp for HP, the Cane has innate Dark ATR and can be Comp'd for more, and the Pet is just Pure Awesomeness. It actually Rivals the Levle 150 Wisdom Pet! The Cane makes using Dark Lord Skills much more Viable, Especially when Combined with a Golden Lion Shield Comp'd for Darkness and the Hat+Shield give you an HP Set that you can Hold onto while still maintaining a Fair amount of MA/LK (unlike the Choco Equips which you lack both). There's 2 Ways I would Suggest Comping this Set. First, if you are going to use this as your Second Set and not buy anymore MyShop Sets, it's in your Best Interest to Comp the Cane for LK, the Hat for MA, and the Shield for HP. It gives you the Most Well Rounded Stats for this Set and plays onto its versatility and Strengths. For those who Still Plan to get another Equipment Set, it's actually best to Comp this Set for Darkness on the Weapon and HP on the Hat and Shield. Thus, you can just get Wisdom or a Gatcha Set Later on to Comp for a LK Cane, MA Hat, and LK Shield and pick up a LK hat elsewhere Later. This Set, realistically though, can Hold you well into the Point where you can begin Taking on Chaos Tower (Level 170+) so it's a very worthwhile Investment.
[ Level 150 - Wisdom Special Set ]
So this is the Final Set that I would Recommend. Why on so Close in Level? Because you can use it to Complement the Pluto Set (which allows you to Alter how you Comp Pluto) and use this as your LK Cane, MA Hat, and LK Shield. The Pet is alright (though for the $ Conscious, just get the Regular Set w/o the Pet and use Pluto here as it's only +1 MA more... wheee...). The most interesting thing about this Set though is that MyShop Stones for this Set have a Higher Min Comp (+7 Versus the 6 for the Tiers around it), it still uses Gemstones to Refine, and is just enough to get you to Level 200 when fully Modded without having to Change Equipment again if you chose to (though, some do prefer to at least Upgrade the Wand to a Chaos Dragon).
[ Fashion Equipment (Not the Clothes!) ]
This includes Capes, Glasses, Headwear, and the other Slots. Every now and then, there will be Items that Fill these Slots coming out of MyShop that are Permanent Items. I highly suggest that you pick these up if you're willing to Spend a bit as they are Guaranteed Stats and will greatly help your performance. Key Examples of this in the Past Year are the Santa Cape, the Ruby Shades, and Olympic Flags. All of these could be Comp'd for MA, giving you a huge Advantage over those who did not have them in PvP/GvG and just made Leveling easier as you could at Harder Places earlier.

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[SEC 10.5] Pharoah Set

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Introduction

You know what I'm talking about. The Golden Equips that every Funded Person is wearing and ever Starting Person Wants. The Weapon all the Melee's want to Comp. The Shield all the Dark Lords Horde. The Hat... well, meh to the Hat. These are the Pharoah Set Equips that you get from Defeating Tutankhamen.


Pharoah Equipment

[ Golden Sword ]
Not too inspiring really. It is useful to have for the Sake of Completing the Set early on in your Career where having the Set's DP/MD + HP/MP Boost makes you godly but it outlives its usefulness soonafter. If you want a Suggestion, look for an MA Comp'd one and get that. They're dirt cheap compared to the other other GS's since they're considered Badly Comp'd due to being MA and not Element Comps.
[ Pharoah Hat ]
Accepted as the most useless of the 3 Pieces, it's useful for Set Completion and Damage Mitigation early on. However, once you get a better handle on your Character and get Rush, you're better off with an MA Hat.
[ Golden Lion Shield ]
This is useful for the same reasons that the Pharoah Hat are except that it can also be Comp'd For Darkness Attribute to increase Damage on Staff of Agony and Scythe. Hence, it's still highly Valued for a Dark Lord. Otherwise, it's just useful for the sake of having the Set early on.
[ Ankh Pendant ]
Not-Tradeable. You get it for Completing the Pharoah Quest and having it on Compeletes the Set. Only useful for Set Completion early on.
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[SEC 10.6] Sacrifice Set

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Brief Overview

You get it from Count Blood. The Sets are horribly costly though and trying to get a Piece is a tedious chore in and of itself with all the Farmers. The new Boss System doesn't help either as you essentially make mad Rushes and the amount of Boss Runs is now effectively limited. The Set Pieces themselves are nice though but hard to get. As such, I'm just going to List out Stats for Each of the Pieces and leave it at that.


Sacrifice Set Equipment List

[ Blood Sword (Weapon) ]
Base Stats: AP +720, MA +45, DA +45, HV +45
Compound Slots: 4
Compoundable Stats: MA, DA, HV, Darkness ATR
Required Level: 180
Weight: 280
[ Mark of the Vampire (Hat) ]
Base Stats: AC +27, MD +324, LK +27, DP +324
Compound Slots: 2
Compoundable Stats: AC, MD, LK, Darkness Resist
Required Level: 180
Weight: 210
[ Blood Shield (Shield) ]
Base Stats: MD +432, DP +612
Compound Slots: 4
Compoundable Stats: MP, MD, HP, Fire Resist, Air Resist, Water Resist, Soil Resist, Electricity Resist, Light Resist, Darkness Resist
Required Level: 180
Weight: 210
[ Earring of Sacrifice (Acc) ]
Base Stats: AP +288, AC +18, MP +1008, MA +18, DA +18, LK +18, HP +1008, HV +18
Compound Slots: 3
Compoundable Stats: AP, AC, MP, LK, HP
Required Level: 180
Weight: 70
Sacrifice Set Bonus

[ AP +360, AC +22, DX -1, MP +1260, WT +1800, HP +1260 ]


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[SEC 10.7] Gatcha and Box Sets

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My Opinion on Them

Umm... I don't like gambling so meh. I buy the Fuses sometimes but that's just for looks. Now, the trick to it is that you should only buy the Higher End Gatcha and only to a Limit. Maybe say you will buy one Pack of 25 Coins and use that, no more. Also make use of the Free Coins if you see something you like. There's no guarantee that you will get what you want. If you're lucky, congrats. If not, don't burn yourself out of Real Cash. That's really all I have to say on the matter. So far, the only thing I like about Gatcha ATM is that with the new Temper and Pet Systems, you only need to find one Copy of something and you can just Re-Roll that with In-Game Items. I thought that was nifty.

As for the Boxes, they follow the same deal except they can be better or worse depending. If you really want a Box Set (such as Azhi the Drake), make sure that your chances of getting useful Items is relatively high (IE Odenia Boxes were a great way to lose Cash for those who wanted the Pet due to how many random stuff you could get). Even then, understand that you only have a "chance" of getting what you want and it's not guaranteed. It's still gambling, just that there's less randomness in it than with Gatchapon.


Current Box: Azhi the Drake!

What is there to be said, Azhi the Drake is the God of Dragons at this point. The Base Stats alone put it in the Top Tier and the Set comes with it's own Vest and Cape to boot. The Items you can get are all useful and since there are not Chaos Feathers, you can consider rebuys a chance to get better stats or the infamous 4s Items. Again, I'm not a fan of this myself but realize that you do need the Pet if you want to unlock a Quest Later on. For more information on the Set, I suggest you take a look at the Azhi Equipment Thread <here>. My Recommendation is to go only for the Pet if you're under Level 190 and if you are at 190, to go ahead and Try for a Set. I don't recommend burning an insane amount (Note that for some people, you could pay for a year of WoW or FFO for what you'd spend to get an Item) but a reasonable maybe $20 just to try your luck might prove worthwhile.



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[SEC 10.8] 4g Sets

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<Official nTreev 4G Card Items Page>
<MMOG-TO Wiki Rosemary Mego Exchange Entry>


[ Level 50 - Solar Junior Set ]
The only Set to come from the 4G Jr. Cards. They nifty and great for fusing if you want but the items themselves... well, c'mon, they're Level 50 Items. Don't expect too much from them.
[ Level 100 - Solar Set ]
The First 4G Set out, it's still not a bad Set persay. However, due to the amount of Equipment out at this Tier and those surrounding it, the Solar Set has gotten a bit outclassed. If you had to get something from it, the Cape's not Bad but I would save my 4Gs rather than Spend it on this.
[ Level 140 - Silver Light Set ]
New Set, Looks great, fills in the Missing Level Tier, but the Items aren't worth it compared to even the Pluto Set IMO. I'd pass on it unless you wanted the Image, to have it on you while you're AFK or w/e, or for some reason want Light RES.
[ Level 180 - Nocturnal Set ]
This is the more Mage Friendly Set really. The Staff and Cape are great to have for this Set if you have the 4Gs for them. The Shield isn't great though since you can't Comp HP or LK and the Hat is close enough to Inferno's that you may as well get that since you can Comp with Better Stones that way.
[ Level 220 - Inferno Set ]
No Staff and Cape can't comp for MA or LK. The Hat can be Comp'd for MA and the Shield Can be Comp'd for LK though so I would go for these two Items for the 4Gs if you want.


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[SEC 10.9] Accessories

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<MMOG-TO Wiki Entry for Accessories>


[ Class: Sign of Magical Tricks | Diamond Guardian, Alexandrite Guardian, Emerald Guardian ]
Not much to say. You get these when you Job Change. Just do your Best to Comp them since you only get one. If this means you do some VooDoo Routine, go for it. If you think AoL is bad luck, don't use it. It's all up to your RL Luck so just have at it!
[ MA Rings: Smart Ring, Crystal Ring, Topaz Ring, Emerald Ring, Ruby Ring, Diamond Ring (Wise Ring) ]
Well, not much to say except that these are just Solid Bonuses. Smart Ring is from the new Quests in Desert Gate (Get Level 2 Mana Arrow, Yay). The Next Three Rings can be bought in Carbigal and are for Levels 5, 10, and 30 respectively. This next part is iffy. Wise Rings have gone Poof but a few Perfect and Near-Perfect Comps exist and float around the Market every now an then. Ruby Rings are a little more Rare than Diamond Rings for some reason but both can no longer be easily obtained. They can still be dug up though but its probably easier to just buy them.
[ Compounded Accessories: NoNo Ring, Anniversary Gold Necklace, Bad Luck Ring, Bead of Wisdom ]
These are the items that you will want to Compound for MA or LK depending on your Needs (or perhaps even HP). They represent the items with the Best AVG and Potential MA, as well as LK, Comping Possible. For the Cheap, the NoNo Rings are the ones you get from Finishing the Episode Quests so you don't lose out really by Just Trying out a Comp. The Anni Necklaces are fairly common for a Rare to be honest. The Bead of Wisdom you will eventually be able to get sometime later (like when you can actually wear one). Lastly, the Bad Luck Ring is an Item that plays on Chances. You get it from the Card Hunter Quests and it can Randomly have up to 3 Slots so it's really Luck of the Draw if you want one.

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[SEC 11.0] Guide to Galder Making

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Introduction

So what this Section is for is to cover the Basics of How to Make Galder. I can't say I'm that great at it myself but I make enough to get by. I'll outline some of the things that I've been doing to keep myself Funded. However, I won't Guarantee that they'll work for everyone. For the Record though, as it is against nTreev Policy, this Guide will not suggest nor condone MyShop Trades. Also, as it is against Etiquette, I refuse to condone the Techi4/Tap1 Looters that have become Rampant as well.


Loot Yourself

Learn to Loot after yourself. I know it's a bit Slower but you don't need to pick everything up. Just learn to pick up any Quest Items (for use or sale later), Galder, and Equipment. For Serious Grinding, you'll want to work out which Equipment Pieces to Carry and how much they Weigh (IE 1 Equip = 2 Pots) and just pick them up as you run down your Pots. That way, you can stay at 89% and be Full on Loot as you Run Out of Pots without affecting your Leveling Speed. Especially so though, pick up Cards for Card Quests. You can sell them later, if even cheap prices, and still make loads more than nothing. As an added bonus, they don't even weigh much ^^;


Know your Boxes

As you Level Up, you will gain some MyShop Boxes. Check out the MMOG-TO Wiki Level Up Boxes Entry to see what's in each Box so you know what each one is. You can sell several of them to your Benefit Later on if you need Galder for anything. For instance, selling your Level 40 GB (The Stallion Sprint) is a great way to pay for your Job Change to Magician.


Go Shopping and Learn some Economics

Go Shopping for Stuff and start to Learn about how much things Cost. When you gain a relative idea of how much things should go for, you will Learn to Spot Deals and the infamous "I forgot a 0" entries. Buy Low, Sell High, Earn Profit. You just need to be aware of how the prices around you are and find your own little niche of Items to sell. On that Note...


Sell your Junk

Yup, this means Sell your extra Quest items and any ReSell any Deals you may find as you go Shopping. Hence, it's a good idea to go Shopping to get an idea of the Prices (ergo, competition), and to try to spot any goodies. Your Personal Shop is free so make use of it!


Be aware of Upcoming Changes

When Patches happen, the Rules Change. For instance, the Fiesta Events made PPDs cheap and readily available: Those who didn't know happily bought them for 50k while those who did made a 35K Profit off that Sale (48.5K if they were low leveled). Another Example was, and still is, Ghost Blue where the tickets are much Cheaper in Carbigal than they are actually in GB for some reason. It's just best to keep your eye out for these things.


Take Advantage of Events

People are Lazy, especially those who are Higher Leveled. You can capitalize on this by getting Extra Quest Items to Overcharge or just Selling your Quest Rewards, many of which may look nice but are overall worthless to you. By Selling these, you rake in a consistent revenue with an easy supply and you can use the Galder from selling Rewards if you do (People love Overcharging for these when Events first Begin) to buy things you actually need.


Try Bossing and Rare Hunting

You don't have to Start out with the Popular or Tough ones but working up to it helps you get in the mindset. You can get nice Stuff to Sell in your Shop by doing this and while you're at it, you can poke around and Hunt/Drill for Rares to Sell as well. This can include Cards, Quest Items (Bloody Rune is infamous for this), and items that are always in need but not so easy to get (Such as Refining and Comping Stones). If you work at it and it becomes routine, you can get a good supply in a relatively short amount of time and make a good Profit off of them. Mind you, if you hunt Refines and Stones, Sell them After maintenances. People have a belief that you Comp better after for some reason *shrugs*


Try Refining, Compounding, and Tempering

You need a good Bankroll to Try this but when you have it, it's a great Source of income. Just grab a bunch of items to work with, make the best ones you can, and resell them. You can charge a lil cheaper for the bad ones and lots more for the good ones, leaving you with more than you had once you sold your entire supply. This can backfire though so always have a backup and don't rely on this alone.




RPGamer 08-19-2008 09:18 PM



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[SEC 12.0] PvP/GvG Primer

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Introduction

So this Section is going to cover what to do against other Characters in PvP and GvG. For specific information about how GvG works, check out the MMOG-TO Wiki Entry for Guild Battles. Otherwise, this is just meant to be a Quick and Simple Guide to help you get some insight as to Strategies you can use against other Characters, as well as getting to know what they are capable of. It's by no means complete and I'm by no means an expert on this issue. In fact, I want to make this Clear, I am a PvM Player Primarily and only Dabble in PvP/GvG every now and then (I'm Open to Suggestions as to how to Work with this Section). It's just a Basic Run-Down is all.


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[SEC 12.1] Understanding the Priest

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How the Priest Plays

The Primary Reason you don't want to plan an Offensive Build as a Priest is that your Skills are essentially useless in PvP/GvG in terms of Offense. Well, this is why. What makes the Priest Shine in PvP/GvG are it's ability to cure Status Ailments and it's ability to help the team survive. The First Part is pretty obvious why it's useful but the second is more a GvG issue: No one else can Heal more than one Person at a time. You'll want Mans Shield, Light Shield, and Shield of Heaven up at all times. SoH is what most people will go at you for but if you have good MA (Hopefully 500+), you can rather safely say that you will survive long enough to Recast. What this means is you have some Lag Time between SoH's to cast Rush, Searing Light, or Radiant Strike basically. However, the main reason you'd want to go Priest if you're not an SoH Bandwagoner is the ability to be both a Highly Defensive Character (Note now it's Special Part of SL is the Invincibility, not the Damage) and Support others at the same time.


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[SEC 12.2] Understanding the Dark Lord

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How the Dark Lord Plays

Well, you Kill Stuff. No, seriously though, you Kill and Debuff people. The Primary Starting Skill is typically HellFire/Wicked Flame so that the DoT Damage will be there (unless you know you will kill your Opponent, then skip this Step). After this, it's usually a good Idea to Lead in with your Faster Spells, such as Dark Lance and Staff of Agony. The Exception to this is when you need to use Debuffs, at which point leading in with Spell such as Scythe, Rust, and Dark Distractor can help. After this, it's just a matter of maintaining DPS after you have achieved Control with your various DeBuffs and consistent Damage. For Defense, you still have mana Shield but Dark Barrier is fun... as the Backlash Damage is enough to make Powers and Charms think twice before they run in to Smack you around.


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[SEC 12.3] Understanding the Wizard

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How the Wizard Plays

This is highly dependent on which Element you chose when you became a Wizard. Mind you, it's also Dependent on the Pacts. Which Barriers you have will influence how your Character plays Defensively and your Elements govern moreso how you play Offensively. For the most part though, it's just important that you know how to Combo your Skills as a Wizard (IE Storm for the Slight Stall if needed, EA to Stun, Shard to Freeze, and Tesla to Carpet). As long as you know how your Combination Plays, you can adjust yourself accordingly. It's a little Tricky to describe all of the Elements though. You just have to learn what you can do with them and go from there *shrugs*


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[SEC 12.4] Combating Powers

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Introduction

According to how the game is designed, Magic > Power. However, this is debatable due to the Sheer number of MyShop available. With ATR Comps and High AP readily available, Powers are much more Dangerous than one would think and if you were to simply try to go Toe-to-Toe with one, you'd lose. However, if you were to use the Range that is your advantage, things get a little more Interesting.


Bunnies

Well, just prepare to die. Bunnies are the 1v1 Variant of Powers and are likely to Break your SoH (if you even have one) in One Shot and OHKO you in the next if you let them Dash next to you. They really are a force to be reckoned with. If you are going to fight one and it has a Sprint, you're probably going to lose assuming that the Bunny is well Equiped. Though, there is some hope for Darks as Dark Barrier's Damage Reflect forces a Bunny to either hit you for much less to Control Backlash Damage or end up going for a DBL-HKO. So not as bad for Dark but Lights with SoH will want to try to keep the distance between each other (or if they have SL, it makes a great emergency button here). But yea, just be careful around Bunnies as they are deadly to you when they close in.


Buffalos

Well, I laugh actually. Interestingly enough, Buffalos are the more PvM Oriented Powers. They pose somewhat of a Threat but with no Skills to seriously Crank up the DMG Mod, you can just maintain HP/SoH to more Damage than they can do and you'll be good. These are the Powers that don't offer as large a Threat to Dragons. Just be careful not to underestimate them as that can, and will probably, lead to your demise.


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[SEC 12.5] Combating Magics

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Introduction

Well, fighting against ourselves... yay. This is where it gets Tricky though as Fighting Dragon VS Dragon is where the World says: Hey, you're nuts! Each Dragon plays differently so you've got a lot of Different Types of Battles that will be going on. However, despite what hope Sheeps hold out, I have to say that they continue to get punked in PvP/GvG for the Most Part.


Sheeps

Honestly, Sheep don't pose much of a threat comparatively. Mind you, good Sheep are still dangerous but they lack any Decent Shield Skills and their Attacks don't pack enough Kick to really Hurt. Sure, they've got some variety. Earth is meh in PvP/GvG, Wind Skills are Fast but not too harsh a Kick to them, Water can Freeze, Elec can Stun, Fire can DoT and Hit pretty Hard, and that's about all you need to know in terms of Basics. It's a little more complicated but this should give you a good place to Start.


Dragons

Well, not much to say really. Wizards will be like Sheep but Tougher due to access to Barriers and either having SoH or HF/WF as Chain Skills. Dark Lord and Priest... they're Special. Priest is a Tank, seriously. Unless you can Break their SoH before their Cooldown, you may as well give up. If you can, then go for it. Dark Lord... is Damage Incarnate. Unless you have a way to Mitigate that Damage (usually out LKing them) or are Dark Res. Comp'd, the only way you'll beat them is if you have the Higher MA/LK. There's not too much strategy here though. Lights keep up SoH, Darks keep up the Damage, last Dragon Standing wins. *shrugs*


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[SEC 12.6] Combating Senses

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Introduction

You get to Fight Sense Types, yay! This is the Character-Type meant to kill us. However, what's funny is that since they use LK for Accuracy too, it becomes a LK Competition, especially if it's a Typical AC Gunner. Which basically means First one to Land a Hit wins. This is when Lucky Strikes can come in useful.


Foxes

Not so much a problem if they are Pure DA. If they aren't and went LK, a little bit moreso. They have more LK Buffs than Dragons do, which presents a problem in that they will be harder to Out-LK. Not as horrible as Lions can get but these can be a bit more of a hassle at times. At the Very least though, thy can be a pain. Not too bad though as both Barriers can accomodate for the Damage and allow you enough Survivability, assuming you have the LK Advantage, to OHKO them rather easily.


Lions

Or more specifically, Gunners. This depends both on the Gunner's Build and your own Stats. If you have enough HP to tank a Few Hits without your Barriers, you're going to have enough time to KO them assuming you can hit with your LK. If not, you're in for a Fight... a LK Fight. Highest LK wins... usually... But yes, that typically is what these fights end in. If you're fighting a LKer, you can force them to burn pots to eventually win (not good in GvG as that means he's open to attack teammates) but that's kinda meh. It really comes down to who has the Higher LK. If the one with the Higher LK can One or Two HKO you, you're done. If you're LK is equal or Higher than their's though, you stand a reasonable chance of Killing them first.


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[SEC 12.7] Combating Charms

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Introduction

I'm going to say this now: Just don't. They have more than enough of a Defense to make you Burn through your Skills and they have Skills that would make a Dark Lord Cry in terms of being DeBuffed or incapacitated. You can try to maintain the distance but at some point, they will get you. It's best if you leave the Charm for someone else in GvG unless you outclass them or can rely on backup.


Cats

Not really too much to say. With all their skills and different ways of Hindering you, they can be too much of a pain to bother with at times. If you find yourself having to go after a Cat at some point, try to keep your Distance and make sure you avoid getting stacked with DeBuffs to the point that you're worthless. If you need to, get away and ReBuff/Heal. Although most PvP Fights are OHKO Fests that come down to a few Seconds of who hits Harder, this is one of those situations where it's not in your Best Interest to stand still while Dropping DPS on your enemy.


Racoons

These are a little more Managable but still a pain. And Cards don't help much in terms of Keeping your Distance here. However, they don't DeBuff as badly as a Cat does and you can still try to Power Through them as needed. Just be aware, however, that the Odds are stacked against Dragons when going against Charms and the Racoon is not an exception to this Generality.




RPGamer 08-19-2008 09:19 PM



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[SEC 13.0] Credits

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Code:




nTreev <Trickster Online>: For the game that I currently enjoy playing casually

MMOG <MyMMOGames>: For maintaining such a nice Wiki and providing such a great
                  Community to learn from and be a part of.


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[SEC 14.0] Update History

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Code:




[08/08/18] Initial Release
[08/08/25] Minor Errors fixed (Notably First Job Skill Build)
          Added New Header for the Pop Up Message when you Highlight the Thread
          Clean-Up and some of the other Section
[08/09/12] Sporadic Update
          Fixed the PvM Dark Lord Typo
          Added Section on Azhi




SomeRandomPoo 08-19-2008 09:25 PM

1 word.

Wow.

Hotaka 08-20-2008 12:02 AM

1 word.

Wow.

Frosty 08-20-2008 03:11 AM

just wondering how did u get the format so neat? i need to fix up the format for my guide and don't know how.

Kure 08-26-2008 04:13 AM

It's a very nice guide, and I'm going to use it for my newest Dragon ^-^ Though, something to point out: Cure is only attainable at TM Level 10, not TM Level 5.

RPGamer 08-26-2008 08:59 AM

Thanks for the catch. There were actually a few other Shaman Slips I made *shy* but I was too lazy to fix them if no one noticed. It should all be correct now. On that Note, I'm not the only Guilty one. Bottle of Mana is 2 TM but most other Guides have it listed as 1 ^^;

@Frosty It's just formatting *shrugs* Try playing around with the options a bit ^^;

Levin 08-26-2008 05:32 PM

Quite a comprehensive guide you got there.

Toxic 08-26-2008 07:10 PM

Really nice guide. *thumbs up* I'll use this if I decide to make a dragon. :]

whimp 08-27-2008 10:31 AM

:py16:Really nice guide it's help so much my dragon.:no1:
In the light skill description don't' have Radiant strike description

RPGamer 08-27-2008 04:40 PM

Egads! I missed Radiant *goes to sulk in a corner*

[NOTE] Sadly, because of the way it's spaced, I think I had it but Deleted it during one of my Edits (on Notepad before I Posted it mind you). Thanks for the Catch!

darkraider 08-27-2008 08:26 PM

yea like the above ppl... "WOW!"
i havent seen a very complete mmorpg guide like this in a long time.
thanks~

Azrael 09-06-2008 09:42 AM

AMAZING guide. now just have to update it for azhi =D

Kure 09-12-2008 03:30 AM

PVM Dark Lord's build is wrongly labelled. It's written as PVP/GVG D:

RPGamer 09-12-2008 06:20 PM

Fixed. I was really busy so I guess I should rush to get an Azhi *sighs*

I'll Update that since I consider it Major enough but I'm not fond of LOL Boxes or Gatchapon so I'm not endorsing it >.>

Mysteria 10-11-2008 01:41 PM

One hell of a guide, must have a spent a shitload of time on it. Great Job


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