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Old 23 Sep 2006   #1
IssacFrost
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Brain Freezer Charm (Anti Magic)

IssacFrost's Brain Freezer Raccoon
Charm 3124 AP/HV 75/25 Hybrid
The following build has been rated UT for under testing.

Build
max Power Blow tm cost 12
10 Sturdy Shield tm cost 11
10 Titanium Wrist tm cost 12
max Dodge Master tm cost 12
Stretch tm cost 5
max Card Flinging tm cost 13
10 Skunk Pouch tm cost 12
max Magic Reflector tm cost 13
max Mana Meltdown tm cost 12
10 Physcial training tm cost 12
max One Pair tm cost 15
max Gamble tm cost 16 Learn after TM 150 3rd job skill

Points used TM 145 exact
You have 5 points left you may decide to max TW or PT, see below for more information.

EQ Gear
Custom DP Shield compunded with HP/HP/HP/HP depending on slots
Clever Helmet compounded with DX or Custom Helmet compounded with DX/HV/DX/HV in that order of preference.
Shrewd Sword compunded with DX or Custom Sword compounded with DX/AC/DX/AC in that order of preference.

Usually with two slots DX/DX or DX/HV or DX/AC
Usually with three slots DX/DX/HV or DX/DX/AC or AC/AC/DX

IF DX has reached a limit cap go with AC.

Charm Exclusive accesory with HV/HP
Accesory that has HV bonus

Build Analysis
This build has a 75% into AP and 25% into HV (3AP 1HV build) Its purpose is generally as a magic killer type. Notice that the build does not max Sturdy Shield not only because of the mana cost involved but because since this is a magic killer build DP is irrelevant. It is still there for survivability purposes. Instead of a max Sturdy Shield this build goes with a max Physical Training, which works in conjuction with the Custom Shields HP/HP(HP/HP) compound. With luck (and supposing your shield has about three slots) you can get a shield that gives almost 4K+ HP +2360 from PT +HP bonus from the HV/HP accesory leading to easily more then 6K HP!

The HV bonus Gears whether from helmet or compouned is to play further from the HV 25% strength of this build. Considering that with a max Dodge Master you gain a X.45 increase to HV having thses bonuses will greatly affect DM boost which in turn affects CF and OP damage as well as effectiveness of MM and MR. You could easily have at level 100 31 +5 HV from the level 100 red fairy +8 HV from the level 100 accesory +4 HV from a level 100 clever DP hat and perhaps a +4 HV from an accesory (Necklace Watch for example) Thats 52 HV just considering these level 100 gear. With DM up it becomes 75 HV.
(610+(75*8))*2.65= 3206.5
CF suddenly does 3206 damage!

Factor in a crit and it goes up to 4809! Of course an AP 3124 coon can do better damage (3280 using the same setup and a 4921 crit) but their HV wont be as good (46 natural and 66 with Dm up) as this build. 3124 HV will have superior HV but their damage output wont be as solid as this one. So for those who wonder why I picked up that name Brain Freezer, its in honor to the MtG blue card Brain Freeze which destroys cards from the library in essence destruction of magic knowledge. Therefore since this build is anti magic its aptly named :)

Later on its recommended to skill reset PB+TW to gain Seal+Recall depending on how those skills work.

Usually your combo attack would go if up close: SP then PB, CF, OP and finish with FH. If from range then CF, OP and finish with FH.

FAQs
Based on what people might find weird about the build .

Max Physical Training or Max Titanium Writst? With a max Physical Training were talking a +2360 HP. And this skill is passive to boot. Combined with a Custom DP Shield with HP growth you can easily have 5360+ more HP. This coupled with your superior defense and anti magic skills should make you extremely resilient in combat against any class, including Senses, while having a 305% max PB + level 10 TW. On the other hand a max Titanium Wrist will give you a +80% boost to your Power Blow. This is nothing to scoff at since you suddenly get 320% from a max PB+TW while still having a +1760 in HP from a level 10 PT. So its your choice: +600 more HP or +15% more AP to PB.

YOU didn't MAX Sturdy Shield? Not really a neccesity. The mp cost of a max Sturdy Shield can be counter productive. At level ten it increases your overall superior Dp by 28%. Considering that Raccoons already have exceptional Dp naturally this is a great deal. As mentioned before you will be more of an anti magic then anything so DP is irrelevant. Yet the HV, HP and DP you still have can make you go toe to toe with any other class.

Why not max Skunk Pouch? Im not sure why you would like to use up more TM for just one more second of stun. Granted one more second of stun is great. But 11 seconds of stun is more then enough to get your game going. Naturally you should try to keep swinging skunk pouches to manipulate your opponents into a semi skunk lock but don't over spam it as it will be eating up MP used better for skills to damage or confound your opponent. Also Skunk Pouch is also a more of a tactical skill. rather then just use it as an offensive measure think of it as a way to disable a foe for 11 seconds while you and your allies deal with other threats. Usually Skunk high threats to keep them out of combat as much as possible. Coordinate with 4114 AP/LK raccoons or anti physical ones.

Build Data
The following are AP/HV build mathematical tests done to calculate its efficiency
AP = AP Lvl x 4 + 14
(HV Lvl - 1) / 4


For every ten levels you gain 40 Bonus Points.
40*.25= 10 bonus points allocated to HV
For every ten levels 2 levels and 2 points are for HV
For every 40 Bonus points allocate 10 in HV and the rest in AP

75% AP 25% HV rounded to the nearest point.
By level 60 59*4= 236 bonus points
236*.25= 59 + 1 point
236-60= 176
By Level 45 you will have 44*4 = 176 Bonus Points
From level 46 until 60 you will have 15*4= 60 Bonus Points
Total 44+15 = 59 levels of Bonus Points gained
Rounded 60/4= 15 HV while 176/4= 44 AP

After level 60
Treat as having reset your BP. Having cleared it up count now from level 60 at 0 BP.
Levels 61 till 70
61-67 = 28 AP
68 = 2 AP 2 HV
69-70= 8 HV

Levels 71 till 80
71-77 = 28 AP
78 = 2 AP 2 HV
79-80= 8 HV

Levels 81 till 90
81-87 = 28 AP
88 = 2 AP 2 HV
89-90 = 8 HV

Level 91 till 100
91-97 = 28 AP
98 = 2 AP 2 HV
99-100 = 8 HV

3124 Math Theory Tests

Full Ap
Level 200

Natural 3 growth Pow
199*3= 597+4
601/4= 150 (estimated AP level)
(150*4)+14= 614

Bonus Added to AP
199*4= 796
150+199= 349
(349*4)+14= 1590

Natural 4 growth Cha
199*4= 796+4
800/4= 200 (estimated HV level)
(200-1)/4= 49 Hit Evasion

Full HV
Level 200

Natural 3 growth Pow
199*3= 597+4
601/4= 150 (estimated AP level)
(150*4)+14= 614

Natural 4 growth Cha
199*4= 796+4
800/4= 200 (estimated HV level)
(200-1)/4= 49 Hit Evasion

Bonus Added to HV
199*4= 796
200+199= 399
(399-1)/4= 99 Hit Evasion

AP/HV
Level 200

Natural 3 growth Pow
199*3= 597+4
601/4= 150 (estimated AP level)
(150*4)+14= 614

Natural 4 growth Cha
199*4= 796+4
800/4= 200 (estimated HV level)
(200-1)/4= 49 Hit Evasion

Bonus AP/HV 75/25 setup
199*4= 796
796*.25= 199+1
796-200= 596
596/4= 149 into AP
200/4= 50 into HV

150+149= 299 (estimated AP level)
(299*4)+14= 1210 vs Full AP you are behind by 380 points
200+50= 250 (estimated HV level)
(250-1)/4= 62 Hit Evasion vs Full HV you are behind by 37 points
Advantage over AP 13 Hit Evasion
Advantage over HV 596 Attack Power
You are losing some damage to gain an advantage in HV

Level 100 Example
3124
AP/HV Build 31 HV
(610+248) * 2.65 = 2273.7 Card Fling Damage.
PB+TW
610*3.05 = 1860.5 PB+TW level 10
610*3.20 = 1952 PB+TW max


AP Build 24 HV
(710+192) * 2.65 = 2390.3 Card Fling Damage.

HV Build 49 HV
(314+392) * 2.65= 1870.9 Card Fling Damage.

Last edited by IssacFrost : 16 Oct 2006 at 01:13 AM.
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Old 23 Sep 2006   #2
burpyierz
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Originally Posted by IssacFrost
Level 100 Example

AP Build 25 HV
(710+200) * 2.65 = 2411.5 Card Fling Damage.
no only 24 HV , 25 HV would be at Level 101
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Old 23 Sep 2006   #3
IssacFrost
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Originally Posted by burpyierz
no only 24 HV , 25 HV would be at Level 101
Yes thank you for the correction. Its 24. But even at that rate their AP makes them deal more damage then this one. The diffrence is what I stated this build still has superior HV BUT never like a pure HV obviously.
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Old 23 Sep 2006   #4
oryx
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interesting build... it will most likely accomplish taht goal, and be fairly effective against the majority of classes.
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Old 23 Sep 2006   #5
geckotis
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Magic Def Breaker + Mana Reflector = ultimate magic killer
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Old 24 Sep 2006   #6
IssacFrost
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Originally Posted by geckotis
Magic Def Breaker + Mana Reflector = ultimate magic killer
EDIT: I tested this in game, it doesnt work. Sadly Mana Reflector and Mag Def Breaker do not work together.

Last edited by IssacFrost : 16 Oct 2006 at 01:13 AM.
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Old 24 Sep 2006   #7
burpyierz
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maximum magic damage return is 80%
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Old 24 Sep 2006   #8
burpyierz
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Originally Posted by IssacFrost
Level 100 Example
3124
AP/HV Build 31 HV
(610+248) * 2.65 = 2273.7 Card Fling Damage.

AP Build 24 HV
(710+192) * 2.65 = 2390.3 Card Fling Damage.

HV Build 49 HV
(75+392) * 2.65= 1237 Card Fling Damage.
im not sure but its:

Level 100 Example
3124
AP/HV Build 36 HV
(611+288) * 2.65 = 2382.35 Card Fling Damage.

AP Build 24 HV
(710+192) * 2.65 = 2390.3 Card Fling Damage.

HV Build 49 HV
(314+392) * 2.65= 1870.9 Card Fling Damage.
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Last edited by burpyierz : 24 Sep 2006 at 06:23 PM.
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Old 24 Sep 2006   #9
reaLimit
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Hmm im 3125 Raccoon but every lvl I pump 3 into HV and 1 into AP. Is this good? Or should I switch it around? if so HOW can I im lvl 10 with 9.50 AP ( 9 and 2 dot thingys if you look on MYVIEW ) and HV is 17.25 ( 17 and 1 dot thingy if you look on MYVIEW )

Good? Bad? If so how do I switch?

EDIT*

I did the math my self look

9.50AP
17.25HV

double it

19.00AP
34.50HV

SWITCH IT
GET 19.00HV
34.50AP

Last edited by reaLimit : 24 Sep 2006 at 08:22 PM.
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Old 24 Sep 2006   #10
IssacFrost
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Originally Posted by burpyierz
im not sure but its:

Level 100 Example
3124
AP/HV Build 36 HV
(611+288) * 2.65 = 2382.35 Card Fling Damage.

AP Build 24 HV
(710+192) * 2.65 = 2390.3 Card Fling Damage.

HV Build 49 HV
(314+392) * 2.65= 1870.9 Card Fling Damage.
99*4 bonus points= 396 points
396*.25= 99 round to 100
100/4= 25
100+25= 125 HV level
125-1=124/4=31 hit evasion

99*3 Power growth= 297
297+4 from level 1= 301
301/4=75 AP lvl

99*4 bonus points= 396 points
396*.75= 297 round down to 296
296/4= +74 AP
75+74= 149 AP level
(149*4)+14=610

I have no idea how you got HV 36 and AP 611

Yes this is the correct one I must have forgotten to transform it into raw AP:
HV Build 49 HV
(314+392) * 2.65= 1870.9 Card Fling Damage.

-------------------------------------------------
Originally Posted by burpyierz
maximum magic damage return is 80%
MR is still not nerfed or is it already patched?
If it is thats the other reason I went with Meltdown to mitigate that 20%.
-------------------------------------------------
Originally Posted by reaLimit
Hmm im 3125 Raccoon but every lvl I pump 3 into HV and 1 into AP. Is this good? Or should I switch it around? if so HOW can I im lvl 10 with 9.50 AP ( 9 and 2 dot thingys if you look on MYVIEW ) and HV is 17.25 ( 17 and 1 dot thingy if you look on MYVIEW )

Good? Bad? If so how do I switch?

EDIT*

I did the math my self look

9.50AP
17.25HV

double it

19.00AP
34.50HV

SWITCH IT
GET 19.00HV
34.50AP
Its easier if you just calculate growth first then bonus points.

At level ten you get:
9*3 Power Growth=27+4 from the first level=31/4 needed points for stat to grow one level= 7 AP level.

Then 9*4 Bonus points= 36
36*.25= 9/4= +2 bonus AP level

7+2= 9 AP lvl

Fromt this you get:
((Lvl you are at*Level of growth)+4)/4= This is natural growth
(Lvl youre at-1)*4= total of bonus points earned
Bonus points earned * .75= bonus growth 75%
Bonus points earned * .25= bonus growth 25%

Then add the bonus growth 75% and 25% to the stats you want for your hybrid.

Last edited by IssacFrost : 24 Sep 2006 at 11:09 PM. Reason: Automerged Doublepost
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Old 24 Sep 2006   #11
reaLimit
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Originally Posted by IssacFrost

Its easier if you just calculate growth first then bonus points.

At level ten you get:
9*3 Power Growth=27+4 from the first level=31/4 needed points for stat to grow one level= 7 AP level.

Then 9*4 Bonus points= 36
36*.25= 9/4= +2 bonus AP level

7+2= 9 AP lvl

Fromt this you get:
((Lvl you are at*Level of growth)+4)/4= This is natural growth
(Lvl youre at-1)*4= total of bonus points earned
Bonus points earned * .75= bonus growth 75%
Bonus points earned * .25= bonus growth 25%

Then add the bonus growth 75% and 25% to the stats you want for your hybrid.
UGH I HATE MATH! I dont know wtf or htf to do that! Can you just tell me what should I do EACH lvl so by lvl 20 It will be fixed ( vice versa )?

*EDIT*

BTW My cousin PHAWKED up my char he was playing on it now my AP=11.25 ( 11 and 1 square ) and HV=18.25 ( 18 and 1 square ) please someone tell me what should I pump each lvl so by lvl 20 it will be fixed ( vice versa )

Last edited by reaLimit : 24 Sep 2006 at 11:30 PM.
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Old 24 Sep 2006   #12
IssacFrost
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Originally Posted by reaLimit
UGH I HATE MATH! I dont know wtf or htf to do that! Can you just tell me what should I do EACH lvl so by lvl 20 It will be fixed ( vice versa )?

*EDIT*

BTW My cousin PHAWKED up my char he was playing on it now my AP=11.25 ( 11 and 1 square ) and HV=18.25 ( 18 and 1 square ) please someone tell me what should I pump each lvl so by lvl 20 it will be fixed ( vice versa )
Use a calculator for all of this DONT use pen and paper. The computer calculator can help you a lot.

Ok lol i know math is hard but this one is really simple. Heres a walkthrough
Look at your level. Its X. X means the number of your level so if its 11 then X is 11.

So for the moment lets assume its ten. Ok your level is ten.

Now 10-1=9 This is the amount of growth youve been having. We discount level 1 becasue thats the original state you came in.

9* Power Growth. Your 3124. So your Power Growth is 3.
9*3=27. Ok now we add +4 points from level 1. We always add +4 points after calculating growth.
You will have now 31 points.
Now you see those squares right? They require four points to fill up right? So those 31 points get divided by four.
31/4= 7.75 BUT for purposes of mantaining the growth we cut off all fractions. So its 7.
You have an Ap level of 7.

Now you go over it and try doing it as if you where level 100. Then 200. Post up your results and I will continue to teach you the Tricksta Math
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Old 25 Sep 2006   #13
reaLimit
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Wtf do I do with the 7? lol im very lost? I just want to know how to fix my stats How to get it Vice versa lmao

EDIT*

I CANNOT wait any longer im just gonna go ahead and do my own math even if its wrong or right

Right now im:
LVL 12 - 12AP, 19.25 HV

DOUBLE IT ( Also double lvl )

LVL 24 - 24AP, 38.50 HV

SWITCH IT ( Switch AP and HV to make it vice versa )

24HV 38.50 AP

By lvl 24 I should have 24HV and 38.50AP
I will follow this rule then by lvl 24 My stats will be correct Anti Magic

=P reaLimit Math!

Last edited by reaLimit : 25 Sep 2006 at 12:53 AM.
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Old 25 Sep 2006   #14
IssacFrost
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Originally Posted by reaLimit
Wtf do I do with the 7? lol im very lost? I just want to know how to fix my stats How to get it Vice versa lmao

EDIT*

I CANNOT wait any longer im just gonna go ahead and do my own math even if its wrong or right

Right now im:
LVL 12 - 12AP, 19.25 HV

DOUBLE IT ( Also double lvl )

LVL 24 - 24AP, 38.50 HV

SWITCH IT ( Switch AP and HV to make it vice versa )

24HV 38.50 AP

By lvl 24 I should have 24HV and 38.50AP
I will follow this rule then by lvl 24 My stats will be correct Anti Magic

=P reaLimit Math!
Ok you want level 24 correct AP 75/HV 25 stats:
By level 24:
You should have natural 18.25 AP ((23*3)+4)
You should have natural 24 HV ((23*4)+4)

You should have earned a total of 92 bonus points. (23*4)

69 go into AP. (92*.75)
23 go into HV. (92*.25)

You will be adding 17.25 to the natural AP (69/4)
You will be adding 5.75 to the natural HV (23/4)

18.25+17.25= 35.5 AP Level total by level 24 Thats AP Level 35 and two blocks.
24+5.75= 29.75 HV Level total by level 24 Thats HV level 29 and three blocks.

You where supposed to have by level 12
9.25 natural AP
12 natural HV

44 bonus points

33 into AP and 11 into HV.

+8.25 AP
+2.75 HV

17.5 AP
14.75 HV

Heres the bad news
5.5 missing in AP
4.5 over in HV

That means 22 points missing in AP and 18 points over in HV.

That best bet you have is dump AP into your character until level 60. When you reach level 60 you let me know so I can figure out how much HV youre missing then.
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Old 25 Sep 2006   #15
burpyierz
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Originally Posted by IssacFrost
99*4 bonus points= 396 points
396*.25= 99 round to 100
100/4= 25
100+25= 125 HV level
125-1=124/4=31 hit evasion

99*3 Power growth= 297
297+4 from level 1= 301
301/4=75 AP lvl

99*4 bonus points= 396 points
396*.75= 297 round down to 296
296/4= +74 AP
75+74= 149 AP level
(149*4)+14=610

I have no idea how you got HV 36 and AP 611
Oh yea i made a mistake

#You are charm type with 4 in Charm meaning every 4 lvl you will gain 1 HV
HV= (LVL - 1) / 4

So at LVL 100
HV= 99 / 4
HV= 24

But every lvl you put 3 into AP and 1 into HV

For bonus points, every 16 pts will give you 1 HV (my mistake: i had put 8 pts for 1 HV)

HV= (LVL - 1) / 16
HV= 6

So at LVL 100 3124 1 into HV:
HV= 24 + 6
HV= 30

# 3 in Power means every 4 lvl you gain 12 AP, gained like this cycle below:

1st lvl: 0 AP
2nd lvl: 4 AP
3rd lvl: 4 AP
4th lvl: 4 AP

Every 4 lvl like this

So lets see how many cycle of 4 lvls there is:

Cycle= (LVL - 1) / 4
Cycle= 99 / 4
Cycle= 24.75

24 cycles of 4 lvls:
24 * 4 = 96

Every cycle = +12 AP

at LVL 1
AP = 18

at LVL 97
AP= 18 + (24 * 12)
AP= 306

Let's apply the new cycle now:

at LVL 98 : 1st lvl
AP= 306 + 0
AP= 306

at LVL 99 : 2nd lvl
AP= 306 + 4
AP= 310

at LVL 100 : 3rd lvl
AP= 310+ 4
AP= 314

But every lvl you put 3 into AP, meaning:

AP= 99 * 3
AP= 297

So at LVL 100 with 3 into AP:
AP= 314 + 297
AP= 611


So there is still a mistake XD (thx i found mine lol)

Originally Posted by IssacFrost
Level 100 Example
3124
AP/HV Build 31 HV
(610+248) * 2.65 = 2273.7 Card Fling Damage.
Level 100
3124
AP/HV Build 30 HV
(611+240) * 2.65 = 2255.15 Card Fling Damage.


Originally Posted by IssacFrost
MR is still not nerfed or is it already patched?
If it is thats the other reason I went with Meltdown to mitigate that 20%.
-------------------------------------------------
not yet its nerfed on jTO but i don't know if it is nerfed yet on eTO
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Old 25 Sep 2006   #16
reaLimit
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So by lvl 100 I should have 314 AP and 30 HV?

Ok so I will follow this rule until lvl 100 then every lvl I will do Anti Magic build ( Vice versa of my original build ) which is every lvl 3 into AP and 1 into HV.

Who thinks I should just start over? Im lvl 13
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Old 25 Sep 2006   #17
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If you're level 13 you pretty much have no irreversible mistakes so just continue.

I know..I don't play a Raccoon, but I'm welcome to read about other classes.

In theory this looks very good as an anti-mage, but has some downfalls to it that I won't expose :) . I can honestly say from reading skills and doing some quick damage calculations you'll probably rape or give Dark/Arrow Rush types a hard time, but that's provided they all run the same template build (which I'm pretty sure 90% do >_> )

Nice job, loook forward to seeing a somewhat finished result. Also curious to see how it fairs against the other 6 chars. Seems flawed in that aspect, but I'm not sure on the accuracy of certain skills and what not.
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