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Old 20 Jan 2008   #1
Raukue
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Post Raukue's Dark Lord Skill Build

Table of Contents:
1. Skill Build
2. Choosing Your Stat Growth


First off yes, just like everyone I looked at Atrophy's build to help with this one. This build is to be made to be somewhat easier on TM points as a Dark Lord has to learn so many skills. Although it is just easier by a bit, and late into TM levels I just picked what I thought might be best. This build goes on until after Scythe and Fear and what you might want to get after those. One might finish by about... TM 234. It's crazy. In a nutshell though this build sort of helps with:


1423 ( Survivability, maybe a bit more recommended )
Pros:
* Have more HP, DP and HV.
* Only need to really compound MA and LK into equips. Maybe HP on one if wanted.

Cons:
* Less WT and DA, but not too big a deal, they don't help with dealing damage.
* Compound LK to make up for lost LK, not too big a deal though.


1432 ( Maybe if not a MyShop user. More LK )
Pros:
* Have more LK, WT, and DA.

Cons:
* Less HP, DP, and HV.
* Probably have to compound HP, DP and HV to survive better.

--------------------------------------------------------------

Pros:

* Saving a bit more TM points so as to learn/master another perhaps better skill sooner.
* At the start, saves you some MP consumption. That is why Mana Arrow 1, then 5, then 7 and 10 and not mastered yet.

Cons:

* This build does not master some skills right away and should perhaps be mastered later. Hellfire and Wicked Flame for example.


Shaman
Mana Arrow Lv.1
Invincible Casting
Mana Arrow Lv.5
Cure Lv.4
Mana Arrow Lv.7
Cure Lv.10
Bottle of Mana Lv.1
Mist of Mana Lv.M
Mana Arrow Lv.10
Arrow Rush Lv.M

Magician
Dark Pact
--- Choice? Get these 2 or not?
Hellfire Lv.10
Wicked Flame Lv.10
---
Dark Lance Lv.M
Mana Shield Lv.10
Dark Barrier Lv.M
Rust Lv.10

Dark Lord
Scythe Lv.10
Fear Lv.10
Scythe Lv.M
Fear Lv.M
Mana Storm Lv.10 / Staff of Agony Lv.M ( Choose one for now )
Gravity Crush Lv.M ( If Mana Storm Lv.10 )
Staff of Agony Lv.M ( If you went the path of learning Gravity Crush first. )
Mana Arrow Lv.M / Hellfire Lv.M ( Your choice on which to master first. )
Wicked Flame Lv.M
Mana Arrow Lv.M ( If not previously mastered. )
Rust Lv.M ( Optional. Helps more in PvP but it is still a nice skill to have. Your choice. )
---vvv-- OPTIONAL --vvv---
Mana Web Lv.M
Mana Shield Lv.M
Hinder Snare
Dark Distractor Lv.M

( Note: You can choose to have Staff or Agony before Mana Storm and Gravity Crush if you have the dark equips for it. )

Current Thoughts: I am thinking a MyShop user can easily pull off a 1423 Dark Lord. As you only pretty much can compound LK in your your weapon and shield. In the end, it is about a 25 LK difference than if 1432.
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Last edited by Raukue : 7 Feb 2008 at 01:51 AM. Reason: Updated
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Old 20 Jan 2008   #2
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Just a question, is mastering cure a good idea?
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Old 20 Jan 2008   #3
Sanitariums
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Couple of questions...

1 - Why would you master mana shield AFTER bottle of mana and mana web? Mana Shield is wayyyy more useful than either of those two skills for a Dark Lord.

2 - Why get Hinder Snare so early? From what I've heard the skill is useless because you can't move when you cast it... It's just a nice skill to use in combination with Hellfire and Wicked Flame but it has a success rate and costs a lot of TM so people don't incorporate it into their builds early or usually, at all.

3 - More second job skills are supposed to be coming out soon so I don't see why you would want to use your TM on Mana Web or Bottle of Mana. I may be wrong, but I've been told by several Water/Lightning mages that Mana Web is an Add-On for Drip Bomb. Dark lord's don't get drip bomb, so why would you get mana web? Also, by the time you master Bottle of Mana in your build you would have 8,000+ MP. Why use your TM on that when new skills are coming?

Mastering cure is kind of pointless in my opinion because it will still take 4 casts to heal yourself to full. However, some people don't think it's useless because it can save your life by healing more HP per cast.
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Old 20 Jan 2008   #4
Raukue
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Originally Posted by crazyman9990 View Post
Just a question, is mastering cure a good idea?
All up to you but not really, for curing, one would be a light dragon to a priest if they really wanted that.
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Last edited by Raukue : 24 Jan 2008 at 12:47 AM.
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Old 20 Jan 2008   #5
Raukue
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Originally Posted by Sanitariums View Post
Couple of questions...

1 - Why would you master mana shield AFTER bottle of mana and mana web? Mana Shield is wayyyy more useful than either of those two skills for a Dark Lord.

2 - Why get Hinder Snare so early? From what I've heard the skill is useless because you can't move when you cast it... It's just a nice skill to use in combination with Hellfire and Wicked Flame but it has a success rate and costs a lot of TM so people don't incorporate it into their builds early or usually, at all.

3 - More second job skills are supposed to be coming out soon so I don't see why you would want to use your TM on Mana Web or Bottle of Mana. I may be wrong, but I've been told by several Water/Lightning mages that Mana Web is an Add-On for Drip Bomb. Dark lord's don't get drip bomb, so why would you get mana web? Also, by the time you master Bottle of Mana in your build you would have 8,000+ MP. Why use your TM on that when new skills are coming?

Mastering cure is kind of pointless in my opinion because it will still take 4 casts to heal yourself to full. However, some people don't think it's useless because it can save your life by healing more HP per cast.
As I said, they are only options. Anything after Scythe and Fear is your choice on what you want to master and get. Scratch out what you would want. But I will edit it anyways, thank you.

Also, it is Water Web ( 2nd Job Sheep skill only ) that is an add on to Drip Bomb. Mana Web slows down the attack speed of an enemy.
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Last edited by Raukue : 24 Jan 2008 at 12:47 AM.
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Old 20 Jan 2008   #6
Sanitariums
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I know they are your opinions, I was just wondering if there is a reason behind getting those skills that I am not seeing or...? Can you use mana web without drip bomb and can you use skills with hinder snare?

Thanks in advance
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Old 20 Jan 2008   #7
Raukue
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Originally Posted by Sanitariums View Post
I know they are your opinions, I was just wondering if there is a reason behind getting those skills that I am not seeing or...? Can you use mana web without drip bomb and can you use skills with hinder snare?

Thanks in advance
Mana Web is NOT an add-on to Drip Bomb. Mana Web is a 1st Job skill. Drip Bomb is a 2nd Job Sheep skill. The Add-on to Drip Bomb is Water Web which is a 2nd Job Sheep skill.

So to answer, Mana Web is an individual skill and is considered a debuff skill, so yes.

And I edited my build so anything after that line I put is optional and up to you. If you want to slow down your opponent, or get that 1 more level of Mana Shield which increases your MD I believe and you being a magic Type will have high MD anyways. Hinder Snare is needed in order to get Dark Distractor.
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Old 20 Jan 2008   #8
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You are right, there's where I got mixed up then. I got the two mana web and water web mixed up.

Does hinder snare have any practical uses? Can you cast skills while you have hinder snare active or only use it to subdue a HF/WF opponent?

Thanks again
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Old 20 Jan 2008   #9
Raukue
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Originally Posted by Sanitariums View Post
You are right, there's where I got mixed up then. I got the two mana web and water web mixed up.

Does hinder snare have any practical uses? Can you cast skills while you have hinder snare active or only use it to subdue a HF/WF opponent?

Thanks again
Hinder Snare is needed to learn Dark Destructor that is why it is there. I don't have it nor have I used it.
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Old 20 Jan 2008   #10
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I know that's why you added it to the build now, I was just hoping it has some other use rather than just being a useless pre-requisite.
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Old 21 Jan 2008   #11
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You can't cast skills while using hinder snare
You can't move while using snare or it breaks the spell
You can use pots while snare is active
Snare will mark mobs it catches, you can use this to claim a bunch of monsters from compeditors.

The only combo, and it only really works against mages, is to cast HF/WF, and then snare them while they are on fire, causing them to burn to death.

Don't count on that working often, as snare has a high falure to cast rate, and can still miss targets afterwards.
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Old 21 Jan 2008   #12
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Hinder snare is useful for holding enemies away for cast time cooldowns. Good example is gravity crush, which has a huge cooldown.
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Old 21 Jan 2008   #13
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._. Your third job build is different from mine ._.
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Old 21 Jan 2008   #14
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Originally Posted by ZyklonB View Post
._. Your third job build is different from mine ._.
How so? Is that bad?

And well, I just show what job so one knows that he should be this job by this time.
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Old 27 Jan 2008   #15
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Post Choosing Your Stat Growth

This is what I have for now, it will change and become nicer looking later.

If you are having trouble deciding on what build, if you are a MyShop user, 1423 might be the way to go.

Here are the differences between 1432 and 1423...

Lv.100 - 6 LK difference
Lv.150 - 9 LK difference
Lv.200 - 13 LK difference

Lv.400 - 25 LK difference

So as you can see, it is only that much difference, Lv.400 is a long way. But well, thing about being a 1423, is you get more HP and DP and HV to help you survive a bit better.

Lv.133 ( 3 Charm ) - HP 3090 / DP 392 / HV 24
Lv.200 ( 2 Charm ) - HP 3090 / DP 392 / HV 24

Lv.200 ( 3 Charm ) - HP 4590 / DP 592 / HV 37

Lv.400 - 3000 HP , 400 DP, 25 HV difference.

Lv.133 1423 has the same HP, DP and HV as a 1432 at Lv.200, as you can see there. It looks like being a 1423, you don't have to worry much about compounding HP, you are a magic type anyways and would be one to die easily if hit by a physical attack, at least that 3 Charm gives you a better fighting chance.

As I said before, that LK is easily made up for. If you are a MyShop user, no choice but to comp LK into your weapon and shield. Will compound dark into your weapon later.

Compounding:
Weapon = LK --- Dark for later
Shield = LK
Hat = MA / 2 slots MA 1 LK / 2 slots LK 1 MA / LK
Acc.1 = LK / MA / 1 LK 1 MA / 2 LK 1 MA / 2 MA 1 LK
Acc.2 = ( Same as Acc.1. 1 Acc to be LK. 1 Acc to be LK or MA )
Cape = ( Same as Hat )
Fashion = ( Same as Cape and Hat )

Compounding LK into equips, accessories and such, is easier to find compounding for. Unlike HP in which it is harder to find items to compound HP into.

About 15 accessories that a Dragon can have, maybe less cause I may have counted some that are not for a Dragon, that can compound HP. About 26 that can have LK, that does not include MyShop on either of them. If you add MyShop, LK has about.. 44 ACC. that can have LK, compound wise. No HP compounding in MyShop accessories it seems.

Compoundable: ( Number of Accessories that can Comp HP or LK )
HP Accessories = About 15
LK Accessories = About 26 + 18 (MyShop) = About 44

Capes as well, easy to find LK to compound into them. 4 Capes can Comp HP and about 10 can comp LK.

So there you have it I guess. If you go 1423, don't have to compound HP really, not as badly as a 1432 would have to.

The same goes for if you are a 1432 build, compound HP and perhaps DP and HV to make up for lost stats.

My Opinion: I am/was a 1432 build. And breaking it down like that, a 1423 might be easier to make out. Would only have to really compound MA and LK. A 1432 build would have to compound MA, LK, HP and possibly DP and HV. It is all up to you though.

Note: I hate how I can't get things to look nice and organized. If anyone can help me with that... I just feel the need to make it look all organized and better said and easily viewed.
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Old 29 Jan 2008   #16
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getting hellfire and wicked flames takes a lot of tm points to get to level 10 (23 tm points in total) and many people say it becomes almost useless after level 100, so shudnt we skip that? it delays our other skills by a lot and eventually grows to an enormous delay.
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Old 29 Jan 2008   #17
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getting hellfire and wicked flames takes a lot of tm points to get to level 10 (23 tm points in total) and many people say it becomes almost useless after level 100, so shudnt we skip that? it delays our other skills by a lot and eventually grows to an enormous delay.
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Old 7 Feb 2008   #18
Raukue
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