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Old 26 May 2007   #41
Raln
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Wow~ Nice guide :] Too bad I messed up on my sheep so now I'm stuck with a wind/earth..
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Old 26 May 2007   #42
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Raln, how did you mess up?
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Old 29 May 2007   #43
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Thanks for this guide.
Helped me alot :3
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Old 31 May 2007   #44
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Originally Posted by aeonflux12 View Post
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). @_@
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ライトの魔法が最高! OCD for shiny, tanker priest, 1414 MA, 195/192, Anchors
white wind, spell-spam soul master, 1414 MA, 155/140, Vadise
bomberman, mine fiend thief master, 1144 LK, 155/143, AgriasOaks
overgrown turtle, melee/DOT wizard, 4411 HP, 151/149, GigaBowser
growly pup, meta gambler, 4114 HV, 148/133, Gallon
st. ajora, earth/wind/dark witch, 1423 MA, 145/129, AlmaBeoulve
lost dog, unlucky scientist, 4141 LK, 145/136, KevinHutchings

character count: 27-ten are mages-
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Old 1 Jun 2007   #45
Raln
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Originally Posted by Sacchari View Post
Raln, how did you mess up?
I started before I saw this guide. Dx Anyways~ I wanted to be a Wind/Water but then I accidently raised mana ring and ya...then I continued and raised mana web and aura of mana..I was advised to take the path of a wind/earth..so now I am..I already used up my element thingies Dx
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Old 4 Jun 2007   #46
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I currently have a new sheep..Just wanted to know, what skills should I get after job change? Earth's or Wind's? Oh, my stats:-

1414 build, to be Wind/Earth AOE sheep
- M.Ring [Lv 10]
- Cure [Lv 10]
- B.O.Mana [Lv 1]
- M.O.Mana [Mastered]

Thanks :)
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Old 5 Jun 2007   #47
KuyaBaka
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Originally Posted by GameSky View Post
I currently have a new sheep..Just wanted to know, what skills should I get after job change? Earth's or Wind's? Oh, my stats:-

1414 build, to be Wind/Earth AOE sheep
- M.Ring [Lv 10]
- Cure [Lv 10]
- B.O.Mana [Lv 1]
- M.O.Mana [Mastered]

Thanks :)
Depends. Do you want a skill that works all the time (Cleaving Terra), or a skill that works part of the time with limited targets until masters (Wind Blades -- and you still have limited targets)? I chose the first, and I'm glad with my decision. Then again, I'm the "out-of-the-box" kind of guy, so you may be happy with Wind Blades.

With no Mana Storm, I think you're better off with Wind Blades. In my opinion, Storm combos WELL with Cleaving Terra.
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Old 5 Jun 2007   #48
Miyuri
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I'm bit confused actually @_@...some ppl said storm is not 'really useful', er...?

Yea, plan to get C.Terra though, since it got better range than windblades...or I should get both :S
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Old 5 Jun 2007   #49
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Storm's useful early on, but later the damage pales in comparison to your other spells, not to mention that your tag won't appear on it til the monsters can move (about halfway through the animation)... Easy KSing targets, not to mention Storm's got a somewhat long cooldown.

I'd save mana storm for later and, if you get CT first out of wind/earth, immediately get WB after. It's fast enough to almost fit in twice in the earth cooldown, so you can smack a mob with earth and wind blade them as they come to you.

Either way, master one and then the other, because in my opinion mastered one/low leveled other is better than both half leveled... Earth's slower and more narrowly ranged before mastery, and wind has a positive failure rate before mastery.
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welcome to the character garage
ライトの魔法が最高! OCD for shiny, tanker priest, 1414 MA, 195/192, Anchors
white wind, spell-spam soul master, 1414 MA, 155/140, Vadise
bomberman, mine fiend thief master, 1144 LK, 155/143, AgriasOaks
overgrown turtle, melee/DOT wizard, 4411 HP, 151/149, GigaBowser
growly pup, meta gambler, 4114 HV, 148/133, Gallon
st. ajora, earth/wind/dark witch, 1423 MA, 145/129, AlmaBeoulve
lost dog, unlucky scientist, 4141 LK, 145/136, KevinHutchings

character count: 27-ten are mages-
down with leveling! grinding sucks!

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Old 5 Jun 2007   #50
Miyuri
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Is it ok for me that if I learn these skills..lets say..

After I job change, tm lv 50, I get C.Terra first [max/master?], then wind blades? Coz, I'm thinking like this, after C.Terra, I might use M.Ring as backup, and then cast C.Terra again...until I can get W.Blades.
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Old 5 Jun 2007   #51
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That sounds just fine. You'll be able to tag a few monsters with MR during earth's cooldown. :x
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welcome to the character garage
ライトの魔法が最高! OCD for shiny, tanker priest, 1414 MA, 195/192, Anchors
white wind, spell-spam soul master, 1414 MA, 155/140, Vadise
bomberman, mine fiend thief master, 1144 LK, 155/143, AgriasOaks
overgrown turtle, melee/DOT wizard, 4411 HP, 151/149, GigaBowser
growly pup, meta gambler, 4114 HV, 148/133, Gallon
st. ajora, earth/wind/dark witch, 1423 MA, 145/129, AlmaBeoulve
lost dog, unlucky scientist, 4141 LK, 145/136, KevinHutchings

character count: 27-ten are mages-
down with leveling! grinding sucks!

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Old 5 Jun 2007   #52
Miyuri
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So, it's fine like that? Anyway, should I master my C.Terra after I got the skill?
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Old 7 Jun 2007   #53
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Originally Posted by GameSky View Post
So, it's fine like that? Anyway, should I master my C.Terra after I got the skill?
As a rule of thumb, you should always master the skills you use the most, so of course, go for it if you're using it a lot. Test the skill for awhile to see if you'll be using it a lot in the immediate future rather than much later on.

Just remember that the mastery item for Cleaving Terra is so unfair you may want NOT to master it (NINE Chibcha cards). Well, small sarcasm on my part. The card is worth so much with the card quest that buying it is out of the question, and hunting it means losing out on the money that you'd make by selling them.
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Old 15 Jun 2007   #54
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im sorry im new here.. whats a build?
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Old 16 Jun 2007   #55
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hey thnx for the info but i have a correction to make.....^_^
the lightning is water/fire....
should be water/lightning as it is.....
but thnx for the guide!!!....
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Old 17 Jun 2007   #56
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Okay... I'm new to Trickster and I'm kinda confused. I don't usually do magic types on MMO's, but I decided to try it. Little did I know that it's way more complicated than the sense, power, and charm types. >__<
So I have two basic questions...
One, you say this guide is for sheeps... it doesn't work for dragons, also? I wasn't aware there was a difference, I thought it was just appearance and gender... do they have different abilities, as well?
Two, at what point do you choose these elements? I've never seen that screen shot you have... do you choose at your second job, or what?
Sorry if these are really stupid questions, I don't know if they belong somewhere else...
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Old 17 Jun 2007   #57
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At Jonie: A 'build' is a set of stat/skills you plan to use on your character. For example, if you plan on picking up the Wind and Water elements, we would say you are being a "wind/water Sheep". Following a build you read on the forums (like the ones on this guide) will tell you a recommended set of skills to get as well as what stats to pick when making your Sheep. If you aren't sure what you want to do with a character, or just not sure if what you picked will work later on, posts that talks about your character's build will be the best place to start.


At Krazykikikat: On this first job, the genders (sheep/dragon, fox/lion, ext.) are the same. Once they change jobs they severely change. Sheeps, for example, get 2 out of the 5 elements to choose from (i.e. the guide you just saw) while Dragons get the choice of being Light or Dark. It's not just the Magic type: all of the classes get different skills.

Meanwhile you choose your elements after your second job. Well, after you reach Tlvl 55 in your second job.
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Old 24 Jun 2007   #58
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nice guide ;3
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Old 6 Jul 2007   #59
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I'm planning on making a Earth/Wind Sheep, I want to go AoE XD
And, I got a question..
Do you recommend Magic Defense? Because I'm planning on only getting Magic attack, Mana Points, Health points, and Evasion...
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Old 7 Jul 2007   #60
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Originally Posted by TheRoyalJest View Post
I'm planning on making a Earth/Wind Sheep, I want to go AoE XD
And, I got a question..
Do you recommend Magic Defense? Because I'm planning on only getting Magic attack, Mana Points, Health points, and Evasion...
Oh, and what skills should I get? ._.

((EDIT))
((EDIT))
So far my skills are:

Mana Arrow lvl 5.

I'm level 18 right now.
And I'm not putting any skill points into any skill until someone tells me what skills to get, lol. XP
Anyways, I'm just going plain MA now...
I still need help on skills X_x

Last edited by TheRoyalJest : 7 Jul 2007 at 07:57 PM.
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