The Earth-Wind Sheep
Disclaimer: I do not own the Sheep, Trickster Online, or MyTrickster.net. Only MyTrickster.net is allowed to use my guide unless otherwise specified. MyTrickster.net does not own this particular document, I do. Please break copyright infringement, I’m a poor, highschool student in need of MyHaxx, so I want to sue. As a final note, all Dragon-bashing is purely light-hearted joking (you should see me when I get mean). I just prefer Sheep to Dragons.
Table of Contents
1. Introduction
2. The Foundation: Stats and Categories
3. The Board: Bonus Point Allocation
4. The Cubicle Workers: 1st Job Skill Point Allocation
5. The C.E.O.: 2nd Job Skills
6. The Extra-Special Raise That You Really, Really Want: 3rd Job
7. The Number Crunching: Show That Wimpy Dragon Who’s Prettier
8. Face Off: The Comparison
9. Closing Remarks
Introduction:
The Earth-Wind Sheep, in a nutshell, is a decently powerful, fast, accurate, AoE specialist. With Wind’s speed, Earth’s accuracy (and range), you’re pretty much set with gear, the main focus being MA. The Earth-Wind Sheep excels in PvM/E and general leveling, but don’t completely rule them out PvP. You can still help your guild out with your massive AoEs in a GvG setting. Your strength lies in your ability to think smart and, above all, string series of spells together. I hope you have an index finger without carpal tunnel ready.
The Foundation: Stats and Categories
Any MMO character can be compared to that of a building. Therefore, you first need your foundation, which, in the case of TO, is your natural stat build. The four major categories are Power, Magic, Sense, and Charm, with a maximum of 10 points spread across. The lowest possible number in any category is 1, while the highest is 4. Builds are generally read with 4 digits, indicating the amount of Power/Magic/Sense/Charm you have, in that order.
Each category has 3 individual stats within it that will naturally increase when you level up, based on your build. You can further increase specific stats by placing bonus points in them. You receive 4 bonus points every base level.
Power:
This stat category is mostly for melee/physical fighters, as it has
Attack
Power,
Accuracy, and
De
xterity as it’s 3 stats.
AP increases damage done with any melee attack and melee skill.
AC is for your chance to hit with melee attacks, gun damage, and also increases magic critical hit chance.
DX increases your attack-rate or frequency of normal melee attacks. The lower the better, the lowest base (the left number and the one affected by growth points) possible is –45, though at a certain point, the difference is hardly noticeable.
Magic:
Our primary category as a Sheep, obviously. This includes
Magic
Points,
Magic
Defense, and
Magic
Attack.
MP allows you to cast spells and use skills. It’s used up when you use a skill/spell and if you don’t have enough points left, you might not be able to use another skill/spell. Generally, the more you have, the better.
MD reduces damage taken by magical spells. You’ll know when you get hit by one when the enemy pauses for a second, shoots you with some ranged projectile, gets a blue magic circle (triangle) under it, or the thing it hits you with is generally flashy and/or super-awesome. Also, please note that the formula for damage is a standard “Unreduced Damage – Defense Type Stat = Damage Taken.”
MA is where a Magic-Type character gets most of its damage from. It increases the damage of magic-type spells only. Once again, the more the better.
Sense:
This may or may not be one of your secondary stats, depending on what you decide to do. The stats include
Weigh
t,
Luc
k, and
Detect
Ability.
WT is a very convenient stat to have. All items have a weight of their own, so more WT means you can carry more items. Beware, after your items exceed 90% of your WT stat, you can no longer “run” (even though it looks like you’re walking all the time) and you are forced to walk (shuffle), which looks to be about 10-25% of your run speed.
LK is an important stat to us Magic-Types, though not as important as MA. LK increases your accuracy with spells, increase the chance of scoring a critical hit with melee attacks, and also increases the accuracy of guns. It also increases the chance of blocking an attack, nullifying all damage. Not only that, it increases the chance of scoring a better bonus when you are mature compounding or adding extra stats to slotted equipment through the use of items.
DA is also a nice stat to have, but not at all important to a Sheep. It increases the chance of succeeding on normal compounding, such as creating potions using the Compounder NPCs (like Paul, how I love Paul).
Charm:
Like Sense, this may be your secondary stat-category. Charm has
Health
Points,
Defense
Points, and
Hit E
vasion.
HP allows your character to stay alive. When you take damage, you lose HP, and when you’re HP hits 0, you are dead and sent straight back to the last town or gate you’ve visited. Some Use items may ask to resurrect you upon death.
DP reduces damage taken from physical attacks, except for guns. DP follows the same basic principle as MD, where damage taken is reduced directly by the defense stat.
HV allows your character to dodge physical attacks and therefore taking no damage. It also reduces damage taken from guns, though not in the same way DP and MD work. (Anyone with the formula care to share?) A decent stat and, one more time, the more the better.
The Foundation: Stat Builds
Now that we all know what the different categories and their stats are, let’s move to the groundwork. The following builds are read in this order, with this point allocation: Power/Magic/Sense/Charm
1414
A very good, powerful, stable build to go with, especially for newer players. You will always have a 4 in Magic, no matter what, so that’s good. The 4 in Charm gives you a butt-load of HP and DP. The HV is also very nice to have. Remember, you are an AoE specialist, so be prepared to take a few hits.
The Problems: You’ll have a low weight capacity, so that means less room for pots and random loot. You will also have lower LK and DA, which are nice things to have for compounding.
As a Note: You don’t need amazing amounts of LK for Earth-Wind, the two being fairly accurate, with Earth being the most accurate element. Even Fire, the least accurate, can survive off of a 1 in Sense because of the major role of equipment.
1423
A more newbie friendly build, allowing you to carry a good amount of stuff around and you’ll hit more often, though I doubt you will see many misses at all. You’re slightly more squishy, but you can definitely survive. You’ll also have better comping capabilities.
The Problems: You have a lower amount of HP, DP, and HV, which all affect your rate of survival.
1432
Similar to the 1423 build, but this time you have more WT and LK. This build is passable, though you probably won’t be getting Whirlwind (see in Spells section).
The Problems: You went overboard with this LK thing. You’ll have LK in excess and it’ll generally be a waste. You’ll have half the natural HP of a 1414 and you’ll take more damage. However, it is possible to use this build and still do things efficiently.
1441
This build has a lot of WT and LK, so you can carry a crap load of stuff, never miss, and comp nicely. You can also afford to get spells that require a lot of LK to deal decent damage, like Arrow Rush.
The Problem: You have so little HP it’s laughable. You’ll have a harder time of things in the beginning. Also, remember that your focus is AoEing, so you might die quite often.
4411, 3412, 2413, and 2431
These are experimental builds, though the main focus of your build will be getting crits on every spell. However, if you’re bored, make a melee Magic-Type and kill some time. :P
The Problems: The downside is that you also pick up useless stats for a Magic-Type: AP and DX. You also have comparatively lower HP.
The Board: Bonus Point Allocation
Next up is the board of Sheep Inc., the guys who make the real decisions. After choosing a build, you now have to pick a stat or two to add your bonus points to during each level. Some will go up with every point put in, others won’t.
Pure MA
This is the ultimate standard. MA gives you magic-damage and you’re a Magic-Type, so hey, you always want more bang for your buck.
Pure LK
You will block very often and your spells will most likely never miss. The only thing that may be a problem is that your spells may not pack enough of a punch.
Pure AC
You’ll crit very often, but like Pure LK, you won’t have much damage output.
Hybrid Builds
Not to be mistaken with Hybrid Class or “going Hybrid.” A Hybrid Class is when, at 3rd job, you decide to pick the job that allows you to use the 2nd job skills of your male/female counterpart. The Hybrid Build is just a mix of, usually, 2 stats. Anymore usually thins things out too much. A popular mix is 2/2 : MA/LK as well as 3/1 : MA/LK.
The Cubicle Workers: Skill Point Allocation for the 1st Job
Every office building has peons and grunts doing all the little things to help it move efficiently. The same thing goes for your Trickster Online character, which would be your skills/spells. For most Magic-Types, the standard 1st job build is:
Magical Soul – Obtained
Mana Arrow – Level 1
Invincible Casting – Obtained
Main Attack Spell – Level 10/Mastered
Cure – Level 10
Bottle of Mana – 1
Mist of Mana – Mastered
All of that is set in stone; you’ll need all that for basic leveling and fighting. However, some people feel that they can live without Invincible Casting, which allows you to continue cast spells even when you get hit.
The variations to the build are the three attack skills of the Magic-Type Class: Mana Arrow/Arrow Rush, Mana Ring/Reinforced, Mana Storm.
Mana Arrow is the basic, single-target attack spell. Its cast time is decent, so is it’s cooldown, and the damage is mediocre. However, at TM Level 50, you gain access to the Arrow Rush add-on skill. This is a passive ability, which means it’s always on. It splits your Mana Arrow into 7 arrows at max, making it extremely powerful. However, you tend to need high LK to hit with all 7 arrows all the time.
Note: The cast time goes up from 0.5 every level you have in it. It gains 0.1 seconds to its cast time each level.
Mana Ring is a very, very fast spell with mediocre damage and a splash-damage effect. It has a 0.3 second cast time, making it the fastest spell in the game. It also has an incredibly short cooldown, so you can cast it again without much of a wait. Splash damage, basically, is that your spell will invisibly “explode” when it hits the target, dealing damage to nearby enemies. The further away from the main target, the less damage it deals. Mana Ring’s radius is very small. Reinforced Mana Ring is accessible at TM Level 50, though it doesn’t add much damage to Mana Ring. Most people save RMR for later, when they get all their essentials. Note: MR is highly inaccurate at low levels and costs a lot of MP at higher levels.
Mana Storm is your first AoE spell. It has a slower cast time, 1 second, and does okay damage, a little less than MR. Storm also has a relatively long cooldown and higher MP cost, so it may not be best to pick this one, first.
What I recommend for Earth-Wind? Go with Mana Ring. It allows for easier leveling and besides, you’ll need it eventually. You can pick up Storm later, for when you need it. See Strategies for a real reason.
The C.E.O.: 2nd Job Skills
Now it’s time for your biggest star to come in, the boss. Your 2nd job skills play a major role in how you level, the 1st’s giving you just a feel for the game. The general layout will be like this:
Seal of Wind & Seal of Earth – Obtained
Wind Blade/Cleaving Terra – Mastered
Wind/Blade Cleaving Terra (the other one) – Mastered
Mana Storm/Ring (whichever one you didn’t get) – Level 10/Mastered
Whirlwind/Summon Boulder – Level 10/Mastered OPTIONAL
Razor Gale – Mastered
This should be the end of your 2nd job career. Any leftover points should be saved for your 3rd job skills. If you want to kill bosses, then after getting Razor Gale, pick up Rust.
Now for the reasons why you should get what you’re getting. You get the two seals first because A) they’re free and B) you’ll need them to get your Wind and Earth spells.
Wind Blade and Cleaving Terra are next and both are AoE’s. It doesn’t really matter which one you get first, but just know that Wind Blade is a 0.5 second cast, 5-target, personal (around yourself) AoE while Cleaving Terra is a very long ranged, 1.5 second cast, 7-target ground (you get a ring and click on the ground, whatever is in the ring gets hit) AoE. You’ll eventually get both, anyway. See Strategies for leveling tips.
After that, you get Mana Storm and/or Ring because Ring is required for Summon Boulder and Storm is required for Whirlwind. Summon Boulder is a single-target, 2.5 second, splash spell. It is, however, very weak, weaker than most skills, and so it is very skippable. Whirlwind is a powerful, personal-stationary AoE. After it’s 2.5 cast time, you sit there for X seconds (deteremined by level) and deal damage every 2 seconds to things within your 4 tornadoes. You can do anything but move when you’re using Whirlwind, so low Charm builds can skip this. Even though you may not want Summon Boulder, you should still get MR, since it combos so well with Wind Blade. See Strategies again.
Finally, you take Razor Gale. This is Wind’s only single-target spell and is pretty damn powerful. It’s also pretty fast and, well, pretty.
That Extra-Special Raise That You Really, Really Want: 3rd Job
After grinding your way through the levels, you can finally advance to your 3rd job at a Base Level of 130+ and a TM Level of 120+. There are still many things pending for 3rd job, right now, and the question is to go Soul Master or Witch, Pure or Hybrid.
The Soul Master gets 2 new damage-spells at 3rd job for each element, Earthquake and Raging Storm for Earth-Wind. They are, essentially, upgraded versions of Cleaving Terra and Wind Blade. Hell, they look EXACTLY THE FREAKING SAME, just that they’ve been blown up a bit to look more…I don’t know, stupid. They aren’t even cleaned up to look nice. It’s like taking an image off of google, throwing it in Word, and increasing the size of the image. You get to see all the little, icky pixels. The only good part is that they are stronger than WB/CT and combo well with them. As a Soul Master, you also get 2 new skills, Raion’s and Gnome’s Blessing. They reflect a static amount of damage, so they’re not really worth it.
The Witch, however, is your Hybrid Class. You gain access to all the 2nd job Dragon skills, such as Dark Lance and Radiant Strike. Like the Sheep, the Dragon can pick its elements, though only 1 of 2, instead of 2 of 5. You pick between Light and Dark. Dark balances you out, giving you good single-target spells. Light specializes you further, giving you more AoE power. It also gives you more survivability and team-support.
This question will always be raised, Soul Master vs. Witch. Presently, the Earth-Wind Witch is much stronger than the Earth-Wind Soul Master. Just know that not all the 3rd job skills are out yet, so you might be losing out on awesome skills that might be given to SMs.
Why Not’s:
Mana Arrow and/or Arrow Rush would just be a complete waste of TM points. Neither are needed for any of your skills and, if you’re 1414, you’ll need to make sure your LK is pretty decent for all the arrows to hit. These just force you to damage your equipment set and neglect your elemental abilities, both of which are not geared for supreme single-target damage.
Mana Web is not needed. It may be convenient, but it’s not essential. What it does is that it increases the DX of your target, making it attack slower. You can pick it up after getting all your skills.
Aura of Mana sounds good, but it’s only okay. You don’t regenerate MP during combat and combat lasts as long as the little green Triangle is on top of your monster or you’re being attacked. It’s good for support, but otherwise…
Bolster Ballad is another iffy one. It reduces your MP costs by so little, though it affects team mates. Just remember that Bolster Ballad will only help your friends when you’re not moving. Otherwise, the ring shrinks and only affects you. It might be better to get later on, at the end.
Rust is a PvP/GvG/Boss skill. It severely reduces AP, but against normal monsters, it’s much faster to just obliterate them. If you’re bossing for your levels, go for it.
Summon Boulder, as mentioned before, is a very useless skill. It’s nice for the single-target and variety, but it’s very, very weak. It’s god-awful slow and the cooldown ain’t too pretty, either. For damage simulations, see the Number Crunching section.
Botulism Cloud is glitched, right now. It’s supposed to increase DX, like Mana Web, but it does…kind of. Its effect is small, not-very-obvious, and to top it all off, it increases Gun Defense by 50%. Now, is that useless (currently) or what?
Bottle of Mana should wait like the rest of these skills. It increases your MP by roughly 1k permanently. One thousand MP is nothing. The strongest MP pot in the game heals for more. You might as well hit your F-key and chug another pot ‘cuz this just isn’t worth it.
Mana Shield generally isn’t necessary, either, unless you want to PvP or GvG. Most monsters now cast spells, yes, but they’re not particularly strong, so your natural MD will take care of it. Get it if you’re going Witch or want the new Blessing spells on a Soul Master.
Elemental Shields are so utterly useless. They grant you protection against your own elements. Chances are, you’ll hardly ever see your own element used against you, lest you PvP, and even then, they’re not so good. Get them if you want the new Blessing spells on a Soul Master.
Tips and Strategies:
It’s called kiting. All Magic-Types (and Gunners) should learn how to do this. Basically, it’s cast-move-cast-move-rinseandrepeat. This is a basic concept that will save you tons of Galders on pots and keep you alive. You don’t even have to move very far from the monster, actually. Because the game’s monster AI is so low, if you run through the monster in an arc, it will most likely get confused and stop trying to eat your cute, little face off.
Ring-Blade is a simple, basic combo. You cast Mana Ring, which will lure the monster towards you and then you cast Wind Blade right after. It’s a fast, powerful combo that’s easy to use. After Ring is cast, you’ll want to run forward, Wind Blade, and move a little farther out, so you can start it all over again. It’s so fast, it leads us into…
Timed Crits, which are what they sound like, critical hits that you create on your own. There’s a guide for it in the Sense-type guide section, but basically, a timed crit is when you force a critical hit to occur that only does 1.2x normal damage, instead of 1.5x(?). This is forced when you attack exactly when the numbers on your previous hit disappear. Since Mana Ring takes its time and hovers slowly before displaying damage to your opponent, just completing the Ring-Blade combo will usually create a Timed Crit for yourself. You don’t actually see the numbers for MR, so if you’re the right distance, you can pull it off. The distance creates time for your numbers to “disappear.” Note: Even though you won’t see the numbers right away, the game will register the fact that the monster is dead, so don’t worry about getting hit before the 2nd Ring spell hits.
Terra-Storm is another basic combo that Earth-Winds use. First, you cast Cleaving Terra on your mobs with its uber range. Then, you cast Mana Storm between yourself and the monsters. This strategy is about predicting where your monsters will move based on their speed. In this way, you can hit them with both of your AoEs with little-to-no misses.
Terra-Blade is our last basic combo. You pull with Cleaving Terra and you run by with Wind Blade. Just remember, keep moving after you Wind Blade them; they might not all be dead.
The Number Crunching: Show That Dragon Who’s Prettier!
Sheep are usually seen as cute, pretty, and adorable. Of the Magic-Types, they are usually seen as the lesser of the two. HOWEVER, this is widely untrue. Now we’re going to show who can whip out more damage faster, efficiently, and still look our gender at the same time! *Collective Gasp*
All formulae are taken from the mytrickster-wiki site.
All Spells are of Mastered level.
MA for both characters is 500. Mist makes it 725.
LK for both characters is 200.
We’ll also say AC is 150.
MP will be 15,000.
DPM = Damage Per Mana = Damage/Mana
DPS = Damage Per Second = Damage/(Cast + Cool)
DoTs’ DPS will be “(Damage / Cast Time + Duration)” because the Cooldown has no affect on the next application of damage.
These numbers I've used for stats may or may not be possible. I'm only using these numbers to show off the differences in power. Some spells tend to do more damage, comparatively, to other spells with the same MA, so realistically, high MA is what we're going for, so high MA is what I'm going to show.
First up, we’ll start with our 1st Job Skills: Mana Arrow, Mana Ring, and Mana Storm. Since both Dragons and Sheep can use these spells, this is a contest of looks. Please bear with my extremely biased opinion: Our singing is cooler than the Dragon’s stupid cheerleading.
MANA ARROW:
(MA – 49) * Magic Power / 10
Magic Power: 300
Cast Time: 1.5s
Cooldown: 2s
Cost: 140
(725-49) * 300 / 10
676 * 300 / 10
Damage: 20,280
DPM: 144.86
DPS: 5794.29
RUSHED:
(MA – 49) * Magic Power / 10 * 7 (arrows)
Magic Power: 134.9
Cast Time: 1.5s
Cooldown: 2s
Cost: 140
(725-49) * 134.9 / 10 * 7
676 * 134.9 / 10 * 7
9,119.24 * 7
Damage: 63,834.68
DPM: 455.962
DPS: 18,238.48
MANA RING:
MA * Power / 100
Power: 1500
Cast Time: 0.3s
Cooldown: 1.5s
Cost: 160
500 * 1500 / 100
Damage: 7,500
DPM: 46.88
DPS: 4166.67
REINFORCED/BOOSTED:
MA * [(Ring Power + Ring Booster) / 100]
Ring Power: 1500
Ring Booster: 650
Cast time: 0.3s
Cooldown: 1.5s
Cost: 160
725 * [(1500 + 650) / 100]
725 * 2150 / 100
Damage: 15,587.5
DPM: 97.42
DPS: 8,659.72
MANA STORM:
MA * Power / 100
Power: 1900
Cast Time: 1s
Cooldown: 5s
Cost: 230
500 * 1900 / 100
Damage: 9,500
DPM: 41.31
DPS: 1583.33
The winner in original damage is Mana Ring; Arrow Rush wins for amplified damage.
In MP efficiency and DPS, Mana Arrow and Arrow Rush.
However, for AoEing, the winner is obviously Mana Storm.
Next will be the 2nd job skills, which include all of the Sheep’s and Dragon’s elements and their damage spells.
DRIP BOMB:
(MA – 49) * Power / 10
Power: 340
Cast Time: 1s
Cooldown: 2.5s
Cost: 178
(725-49) * 340 / 10
676 * 340 / 10
Damage: 22,984
DPM: 129.12
DPS: 6,566.86
SHARD OF THE GLACIER:
(MA + LK – 49) * Multiplier
Multiplier: 24
Cast Time: 1s
Cooldown: 2.5s
Cost: 356
(725 + 200 – 49) * 24
(925 – 49) * 24
876 * 24
Damage: 21,024
DPM: 59.06
DPS: 6,006.86
ELECTRO ATTACK:
(MA – 49) * Power / 15
Power: 376
Cast Time: 1s
Cooldown: 2.5s
Cost: 196
(725 – 49) * 376 / 15
676 * 376 / 15
Damage: 16,945.07
DPM: 86.45
DPS: 5,841.45
TESLA FIELD:
[MA + (Max MP / 120)] * Multiplier
Multiplier: 17.2
Cast Time: 1s
Cooldown: 4s
Cost: 400
[725 + (15,000 / 120)] * 17.2
(725 + 125) * 17.2
850 * 17.2
Damage: 14,620
DPM: 36.55
DPS: XXXX
WHIRLWIND BLAZE:
(MA – 49) * Power / 10
Power: 390
Cast Time: 1s
Cooldown: 2.5s
Cost: 176
(725-49) * 390 / 10
676 * 390 / 10
Damage: 26,364
DPM: 149.8
DPS: 7,532.57
INCINERATE:
(MA – 49) * Power / 10
Power: 540
Cast Time: 1.8s
Cooldown: 4s
Cost: 340
(725 – 49) * 540 / 10
676 * 540 / 10
Damage: 36,504
DPM: 107.36
DPS: 6,293.79
PHOENIX RISING:
(MA – 49) * Multiplier
Multiplier: 37
Duration: 15s
Cast Time: 1.8s
Cost: 432
(725 – 49) * 37
676 * 37
Damage: 25,012
DPM: 57.9
DPS: 1,488.81
CLEAVING TERRA:
(MA – 25) * Mag. Ratio
Ratio: 22.5
Cast Time: 1.5s
Cooldown: 3s
Cost: 190
(725 – 25) * 22.5
700 * 22.5
Damage: 15,750
DPM: 82.89
DPS: 3,500
SUMMON BOULDER:
(MA – 25) * Power / 15
Power: 480
Cast Time: 2s
Cooldown: 4.5s
Cost: 310
(725 – 25) * 480 / 15
700 * 480 / 15
Damage: 22,400
DPM: 72.26
DPS: 3,446.15
WIND BLADE:
(MA – 49) * Power / 10
Power: 268 (On the wiki, there’s a %, but it doesn’t make sense with it “268%”)
Cast Time: 0.5s
Cooldown: 1s
Cost: 100
(725 – 49) * 268 / 10
676 * 268 / 10
Damage: 18,116.8
DPM: 181.17
DPS: 12,077.87
WHIRLWIND:
(MA – 49) * Power / 10
Power: 400
Cast Time: 2.5s
Duration: 18s
Cost: 270
(725 – 49) * 400 / 10
676 * 400 / 10
Damage: 27,040
DPM: 100.15
DPS: 1,319.03
RAZOR GALE:
(MA + AC – 49) * Multiplier
Power: 24.4
Cast Time: 0.5s
Cooldown: 3s
Cost: 320
(725 + 150 – 49) * 24.4
(875 – 49) * 24.4
826 * 24.4
Damage: 20,154.4
DPM: 62.99
DPS: 5,758.4
ARROW OF LIGHT:
(MA – 49) * Power / 10
Power: 330
Cast Time: 1.2s
Cooldown: 2.5s
Cost: 174
(725 – 49) * 330 / 10
676 * 330 / 10
Damage: 22,308
DPM: 128.21
DPS: 6,029.19
LIGHT WAVE:
(MA – 49) * Power / 10
Power: 420
Cast Time: 2s
Cooldown: 2s
Cost: 260
(725 – 49) * 420 / 10
676 * 420 / 10
Damage: 28,392
DPM: 109.2
DPS: 7,098
RADIANT STRIKE:
(MA – 49) * Power / 10
Power: 460
Cast Time: 1.5s
Cooldown: 4s
Cost: 370
(725 – 49) * 460 / 10
676 * 460 / 10
Damage: 31,096
DPM: 84.05
DPS: 5,653.82
HELLFIRE:
(MA – 49) * Power / 10
Power: 470
Cast Time: 1.5s
Cooldown: 2.7s
Cost: 230
(725 – 49) * 470 / 10
676 * 470 / 10
Damage: 31,772
DPM: 138.14
DPS: 7,564.77
WICKED FLAME, WICKED FLAME + HELLFIRE:
Hellfire Damage * %
% = 46
Duration = 27
31,772 * 46%
Damage: 14,615.12
Total Damage: 46,387.12
DPM: 201.64
DPS: 11,044.56
DARK LANCE:
(MA – 49) * Power / 10
Power: 610
Cast Time: 1s
Cooldown: 6s
Cost: 294
(725 – 49) * 610 / 10
676 * 610 / 10
Damage: 41,236
DPM: 140.26
DPS: 5,890.86
GRAVITY CRUSH:
(MA – 49) * Power / 10
Power: 900
Cast Time: 3s
Cooldown: 15s
Cost: 2000
(725 – 49) * 900 / 10
676 * 900 / 10
Damage: 60,840
DPM: 30.42
DPS: 3,380
WITHERING DISEASE:
(MA – 49) * Power / 10
Power: X
Cast Time: X
Duration: X
Cooldown: X
Cost: X
This concludes the 2nd job skill analysis. The highest damage spell, the biggest number you will ever see, is/will come from Gravity Crush. However, it is also the worst spell at the same time. You get so little damage per point of MP you spend that it’s just horrible. The damage per second is also pretty blech, too.
Wicked Flame + Hellfire would be the winner for DPM, here, but if you think about it, Wicked Flame has to last through its whole duration in order to keep high damage. If Wicked Flame doesn’t last long enough, then it is essentially MP-inefficient. Therefore, the real winner is Wind Blade.
As for the last winner, the winner for DPS, it is, once again, Wind Blade. Wind Blade is exceptionally fast and packs a decent punch for an AoE. Since damage would be applied every second-and-a-half, that means Wind Blade has the highest possible output.
Face Off: The Comparison
So, once again, it’s time to downplay the Dragon a little and show him the might of our Sheep sisters. Since I’ve already laid out the numbers, I’ll just head straight into this simulation.
Earth/Wind Existent Herbivore vs. Light Fictitious Carnivore
Since this is, an Earth-Wind Sheep guide, above all else (even though it doesn’t look like it), we’ll be showing the Earth-Wind Sheep off. In this scenario, we’ll compare it to the Dragon equivalent, the Light Dragon.
I’m not too experienced with PvP, so we’ll be roasting imaginary monsters with 0 MD. Those would be Torrobies. Just imagine that these Torrobies decided to work out and now have a bazillion HP.
Our fictitious Light Dragon will begin casting Radiant Strike on the unsuspecting fluffball. The spell takes 1.5s to cast and, in the end, will send that poor bunny on his way with 31,096 damage to the face.
Now for the Earth-Wind Sheep’s turn. Since we’re Sheep, our strongest point is to combo. Or attempt to do it, as in the case of Fire/Lightning/Water Sheep. The standard combo we will use is Ring-Blade, without RMR. The whole combo will take 0.8s to complete, so we’ll say that she’s standing on the Torrobie. This would deal a total of 25,616.8 damage. And so, the Earth-Wind Sheep loses…
BUT WAIT! There’s more! We still have 0.7s left to match the Light Dragon’s time?! No way! So, we have enough time to fit…a Razor Gale. Remember, our Mana Ring’s on cooldown and so is our Wind Blade. Razor Gale will tack on 20,154.4 damage, with .2s left to spare. Guess what? Our Sheep wins the race in damage. Yaaay.
However, we must now look at things in a different perspective. Our Light Dragon just busted out 31k damage…off of 370 MP. We, on the other hand, dished out a whopping 45k damage on 580 MP. In the long run, we’ll run out of MP before he runs out, which means we will have worse DPM.
In the case of an Earth/Wind Sheep vs. a Light Dragon, we have a high amount of burst, yet we burn out faster than the Light Dragon. However, with a few pots handy, that can easily be ignored, since we all know everyone carries pots.
Winner: Earth/Wind Sheep Earth/Wind Flower vs. Dark Herbicides
This time, we’ll pit ourselves against the Dark Dragon. They’re famed for high damage and melee-death. We, on the other hand, are famous for…being…um, rare.
The Dark Dragon will go first, again. Since Arrow Rush has immensely high damage, we’ll call it cheating because, hey, the Earth/Wind Sheep is still an AoEr, not single-target, like the Dark Dragon. 31,722 damage whacks the Torrobie in the face from Hellfire.
Since we know we can beat that damage, we’ll give the Dark Dragon a little more leeway. BAM! Dark Lance tacks on more damage, totaling 72,958 damage in 2.5s. We won’t give him any more time for Hellfire, so that’s it.
2.5s is a good enough time for an Earth/Wind Sheep, but is it enough? Earth hasn’t been used yet, so a Cleaving Terra sweeps in for 15,750 damage. Then we follow up with our Razor-Blade (haha), so that brings our total damage up to 54’021.2. And so, that ends our 2.5s.
The finishing notes: in the end, the Dark Dragon wins in that 2.5s time frame, if the Earth/Wind Sheep starts with Cleaving Terra. The Earth/Wind Sheep has the potential to win, however, we are all human, we all make mistakes.
If the Earth/Wind Sheep had started with Ring-Blade-Gale, she would have won. However, this new scenario that has been created, with the Sheep starting off with Earth, has shown us how we can deal with Dark Dragons (though I didn’t originally intend a PvP element, here): burst first.
If the Dark Dragon can let off that Dark Lance, then we are essentially doomed, we’ll lose the damage game. Also, if he uses Arrow Rush, we must also make sure we heal right after it and proceed to blitz.
Closing Remarks
Thank you all for staying with me on my long, long monologue. This was my first guide and I felt it really needed to be made. Like many people, I was inspired to make an Earth/Wind Sheep, my first character, through Sacchari’s Earth/Wind Bard guide. However, I felt that I had to research alone, on my own, and with little help. So, here’s my guide, hope you learned a lot about the game, all you newer players and for all those vets looking for something new to try, hope you find Earth/Wind a little exciting.
PS: When do all these DoTs tick? All I know is that Whirlwind ticks every 2 seconds. When does Tesla, Hellfire, Phoenix Rising, etc. go off? Also, information about Withering Disease would be nice (I didn’t even know it existed, ‘till today).
PSS: I will most likely break this thing into segments because it seems a little easier on the eyes that way. For now, my carpal tunnel is telling me it wants to be catered to.