Originally Posted by aeonflux12 hi.. im new for being a sheep here..
ive seen "Anchors" post and he said that..
water is really accurate and doesnt need high sense at all..
so for being a "wind+water" sheep..
a good build is 1414.. (which is my build)
-so i just want to know what skills and the lvl of the skills if i want to be a water+wind sheep...
-thanks in advance..!!!!!!!! |
That's the build I chose for my fourth and final sheep, a 1414 wind/water. :P
Here's what I did...
TM 10 - Invincible Cast, start leveling Cure (10 points used)
TM 17 - Master Cure (I mastered this on my high HP mages, 40% charm or higher) (17 points used)
TM 20 - Learn Mana Bottle (19 points used)
TM 40 - Master Mist of Mana (35 points used)
TM 55 - Master Drip Bomb (48 points used), start leveling Wind Blade (55 points used, it'll be at level 6)
TM 61 - Master Wind Blade (all points used so far, woohoo)
That's right, I had no attack skills til TM 55. Leveling was awful. xD If you pick up Mana Arrow level 1, it'd make things significantly easier... but nowadays with the card quests it's not as necessary. (I made Kasumi in March I think.)
Also, even though both skills are weak against Nora Bigs, mastering Wind first might be a good idea - no failures to cast it at mastery, and it's so speedy you'll still level insanely fast even if you solo at the Nora Big spot. Just get a lot of First Aid Blue potions to marathon it there, and DP to take care of the damage you'd take otherwise. I started going at 60, when you are able to use the first custom hat (a 3s beret can do wonders for your DP).
Here's the backbone of the rest of the build...
TM 72 - Get Mana Storm to 10 (0 spare pts)
TM 73 - Learn Mana Web (0 spare pts)
TM 85 - Learn whatever Water Tube is in eTO (10 spare pts)
TM 105 - Master Galvest Typhoon (15 spare pts)
You need 1+ Mana Web for the second water skill, and 10 Mana Storm's needed for Galvest Typhoon, so add those in as needed. Since it's really a mobbing build and Mana Web isn't all that helpful on its own, I'd say get 10 Mana Storm first... Against those really high AP monsters, Mana Storm is a fantastic stalling spell - it'll immobilize monsters caught in its AoE for about the first half of the spell animation, allowing you to run away for a cast of water or arrow.
Storm 10 will take up another 11 points til TM 72, and then Mana Web only takes 1 to learn - TM 73 - but water's second skill only takes two points to max and is learned at TM 85, so, during that time, you could pick up 10 Rust if you wanted (you'd be at 83, so by 85, you could learn the second water skill right away).
The second wind skill is learned at TM 105 and I think takes 15 points to master... so between 85 and 90 you could master Rust and level Web, or do whatever you want, really.
Since it's a mobbing build and monster's damage (especially crit damage) will outpace your DP very quickly after TM 61, getting Rust and leveling Mana Web a bit will allow you to keep an extra monster handicapped.
However, leaving Web at 1 and not learning rust, as according to the lists above, there are 15 spare skill points to play with... Lots of leeway. I think I may pick up AR on my 1414 sheep (although very, very late, and i've got a lot of LK equipment to support it). @_@