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Old 2 Mar 2008   #1
Äpathy
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Simplified Light Dragon Guide

Alright, so here's what's up... I was going to make my sheep a Light Witch, but decided it was far too many tm's and too far away to do. I prefer to make a light dragon instead which will get all those lovely light skills faster...So, I did what I do whenever I make a character; Make a skill build/plan it out. I planned this one out a little more than usual and it turned into a small-guide. Right now it's unfinished, so I'm posting here to ask for help. If you have any advice, feel free to post. Here's what I have so far, and I'm happy with it:

FIRST JOB SKILLS

Mana Arrow-10 (Level 10) [TM LVL 1) -Preq to Searing Light/Arrow Rush
Invincible Casting-5 TM [TM LVL 10]
Cure-10 TM (Level 10) [TM LVL 10] -Preq. to Bottle of Mana/Catastrophe Heal
Bottle of Mana-2 TM (Level 1) [TM LVL 20] -Preq. to Mist of Mana
Mana Ring-11 TM (Level 10) [TM LVL 20] -Preq. to Light Wave
Aura of Mana-10 TM (Level 10) [TM LVL 20] -Preq. to Heart's Grace
Mana Storm-11 TM (Level 10) [TM LVL 35) -Preq. to Radiant Strike
Mist of Mana-16 TM (Master) [TM LVL 40]
Mana Shield-13 TM (Master) [TM LVL 45] -Preq. Light Shield (Level 10 Mana Shield Required)
Arrow Rush-17 TM (Master) [TM LVL 50]

SECOND JOB SKILLS

Light Pact [TM 55] - Preq. to All Light Skills.
Arrow of Light-13 TM (Master) [TM LVL 55] -Preq. to Radiant Strike
Catastrophe Heal-13 TM (Master) [TM LVL 60] -Preq. to Heart's Grace/Basic Healing (Level 1 Required)
Light Shield-15 TM (Master) [TM LVL 95] -Preq. to Shield of Heaven
Basic Healing-7 TM [TM LVL 100] -Preq. to Med. Cure
Light Wave- 15 TM (Master) [TM LVL 115]
Radiant Strike-15 TM (Master) [TM LVL 120]
Heart's Grace-15 TM (Master) [TM LVL 120]
Shield of Heaven-19 TM (Master) [TM LVL 120]

THIRD JOB SKILLS

Searing Light-15 TM (Master) [TM 130]
Med. Cure -3 TM [TM 140]

Skills in Order of need/importance:

FIRST JOB

Mana Arrow-9 TM (Level 9) [TM LVL 1]
Invincible Casting-5 TM [TM LVL 10]
Cure-10 TM (Level 10) [TM LVL 10] -Preq. to Bottle of Mana/Catastrophe Heal
Bottle of Mana-2 TM (Level 1) [TM LVL 20] -Preq. to Mist of Mana
Mist of Mana-16 TM (Master) [TM LVL 40]
(42 TM's)

Save TM's until TM 55 and Master Arrow of Light.

SECOND JOB

Light Pact [TM 55] - Preq. to All Light Skills.
Arrow of Light-13 TM (Master) [TM LVL 55] -Preq. to Radiant Strike
Mana Arrow-1 (Get it to level 10)
Catastrophe Heal-2 (Level 1) [TM 60]
TM Level 58-68: Arrow Rush-10 TM (Level 6)
TM Level 69-80: Mana Shield-11 TM (Level 10) [TM LVL 45] -Preq. Light Shield (Level 10 Mana Shield Required)
Light Shield-15 TM (Master) [TM LVL 95] -Preq. to Shield of Heaven
TM Level 96-103: Arrow Rush-7 TM (Master)
TM 104-115: Mana Storm-11 TM (Level 10) [TM LVL 35) -Preq. to Radiant Strike
TM 116-131: Radiant Strike-15 TM (Master) [TM LVL 120]

THIRD JOB
TM 132-151: Shield of Heaven-19 TM (Master) [TM LVL 120]
TM 152-163: Catastrophe Heal-11 TM (Master) [TM LVL 60]
TM 164-171: Med. Cure [TM 140]
TM 172-183: Mana Ring-11 TM (Level 10) [TM LVL 20] -Preq. to Light Wave
TM 184-199: Light Wave- 15 TM (Master) [TM LVL 115]
TM 200-215: Searing Light-15 TM (Master) [TM LVL 130]
TM 216-226: Aura of Mana-10 TM (Level 10) [TM LVL 20] -Preq. to Heart's Grace
TM 227-242: Heart's Grace-15 TM (Master) [TM LVL 120]
OR
[After Shield of Heaven]
-Mana Ring-11 TM (Level 10) [TM LVL 20] -Preq. to Light Wave
-Light Wave- 15 TM (Master) [TM LVL 115]
-Catastrophe Heal-11 TM (Master) [TM LVL 60]
-Med. Cure [TM 140]

This is really personal choice. I just prefer them before.
This build is a bit tough until Second job seeing as you only have 1 skill [Level 9 Mana Arrow] It also lacks a bit of skills as I modified it so anyone following it would be able to GvG earlier on. I suggest starting to GvG at TM 151 once you master SoH. Following this guide; You will eventually acquire the necessary first job skills, ALL the second job skills, and ALL the third job skills.

__________________________________________________ __________________________________________________

Important Stats:

MA-Magic Attack, This is what decides how much damage your attacks will do. The more, the better. Most or all of your bonus points will go into this stat.
LK- Is Accuracy for Magic Type Skills. This is one of the biggest stats in determining the success of your character in PvP and GvG. If you cannot hit anything, you will fail. Pure Luck is not recommended as it is hard for beginners and you also take a big hit damage wise. With good compounds on your gear, you should be satisfied with the amount of luck you will have anyway.
HP- Hit Points, Health Power, Etc. It's all the same, It determines how much damage you can take before you "Faint", "Die", or have to restart.
AC- Determines critical attacks for magics. It is not suggested to add any points into this stat, but if you are shockvibed, you will notice the difference. [It also is a factor for sheeps wind attacks, but you are a priest, not a Wizard.]

Builds:

1432-Probably the most common out of all the possible builds. Suggested for beginner dragons who want to get a feel for this type of character. It has a decent amount of luck without sacrificing too much HP. (With this build as Pure MA, you will gain 1 Luck every 5-6 levels and 30 HP every 2 Levels)

1423-With this build, you'll get a bit more HP than with 1432, but you also sacrifice LK.
If you have good luck compounds you can make up the missing luck while having an extra amount of HP. (With this build as Pure MA, you will gain 1 Luck every 8 levels and 30 HP every 1-2 levels alternating)

1441- The most recommended build on the list. Although it has the least amount of HP on the list, it won't matter much once you get Shield of Heaven. The amount of "Bonus HP" you get is based on the % of the skills level * (multiplied) by your MA. This means when it's mastered and you have 350 MA, you will have a shield that will take 15,000 HP worth of damage before it starts taking down your Health Bar. This makes 1441 Pure MA a perfect build for Priests. (With this build as Pure MA, you will gain 1 luck every 4 levels and 30 hp every 4 levels)

Training:

Level 1-25:
Start the Episode 0 Quest. I suggest hunting your own items, as it will take longer and give you the needed EXP to obtain the required level to move on to the next part, after completing the previous one.

Level 26-31: Depending on how you feel on the beginner parties with share EXP, it's up to you how you train. (I personally think solo'ing at this level goes faster) Start off at Beach Field 1 killing Sand Demons and Cannon Shells, and when you feel up to it move over to Path to Desert Beach Killing Pochi [Popo].

32-40: Alright, No more beginner Party! YAY!! Now it's time to create a Royal/Special in Southeast Forest. This should go rather quickly as you'll get around 1-2% Per kill. Alternatively, you could venture into Popurri Dungeon...But it's far out of the way from any repot station and takes some effort to navigate.

41-50: Path to Oops Wharf. Get Used to this place as it will seem like an eternity training for second job. It's really not all that bad with a 2.5, but you'll probably hate it near the end.

At this point you should be ready for second job [50 Base/40 TM]with all the TM quests available/card quests. It's pretty easy to second job now...All you need is a 1 Million Galder Check from Andrew in Mega Bank and your job Badge from Kaboom in Caballa Relics 4. (Entrance to the dungeon is located in Relics Field 4, connected to Azteca) With the help of a nice higher level or your higher level main character, this will go smoothly.

51-60: You have three options right now. A) Continue training at Path to Oops Wharf. B)Head to Relics 4 and fight Aposis & Mimics. C) Go to Path to Black Swamp and fight Electric Snails and Moles. The most EXP of those options, being C.

60-70: Level 60 is a godsend in terms of Base EXP. There are tons, and I mean tons of Quests to do. I'll just list some briefly, but please refer to the Quest by level page on the wiki for all of them. (Linked below) Quest at Gate of Oops, PQ at Oops Gate, Card Quests, Snail Quest. those should all get you far above level 70...and they're not monotonous so you won't get bored.

7x-85~ish: Path to Snowhills, more commonly referred to as 'Bugbears'. You should be able to one hit bugbears by now and maybe even jokers...if not two hit. With a 2.5 this'll go pretty quickly. and there are more quests once you hit 80 ;D (check quest by level link) If you don't feel you're ready for bugbears quite yet, you can head to phantom school and take out some Inky Mucks.. AKA Toilets.

8x-115: Tech 1. Lakis are great EXP right now and will do wonders for your probably lacking TM. Probably should stay away from Kilimanjaro's though since they have MR and you probably won't have much HP. xP

115-140+: Sf3-Snow Field Three. Head down to the second level of this map and take out some Yetis..Or If you rather take out Iciclers, that's cool too. The great part about this is all the lions that train here will be on the first level killing bears. This usually leaves the other two levels pretty empty..It's like solo'ing in an empty map with a 2.5 . Get ready for the long haul to third job here. If your tm gap isn't that great and you can't make the 130/120, you can just grind to 140 (hopefully you saved a booster or two from 100) and go do the card quests that will surely get you those last needed TMs.

150+-200+: There are a lot of alternatives here so lemme list your choices by popularity.

Tech 4: Probably the most crowded map of all the high level areas. It's good EXP and there are tons of mobs. I personally like this map because of the great TM you get.

Tap 1: The BEST MAP for Mages at your level. It has excellent TM, Great Base, and expensive loot. It's getting pretty crowded these days, so it'll be harder to get kills than it used to be.

Tap 3/4: I don't go to either much so I'm not sure which one is the more preffered map. I tend to float more towards Tap 3 when given the choice though as I like it for some reason. Tap 4 is probably the better option for Dragons as you can kill all the mobs on the map, where at Tap 3 you cannot kill the charm orcs.

ID3: I suggest going here around 180+ or maybe even 200+. This map is usually used by the high levels to train . (Like the 240's-3xx's) Nonetheless that shouldn't stop you from going down there and taking full advantage of the godly experience. It's also usually pretty desolate and you'll rarely run into another party there.

Path to Tapasco; Drying Forest/FlameMoths/Moths: The Third of the maps at Tapasco Gate. It is in the bottom right corner. The only mobs in this map are FlameMoths, as you would have guessed. They give about the same EXP or maybe a little more as some would say than the mobs at Tech 4... There are seldom parties there though, for some unknown reason. Maybe it's the monotony of killing one mob? Maybe because it's a big map that's annoying to navigate? Who knows, but if you do get a party there, you'll enjoy it.

Helpful Links:
TM: Won't go in depth, but I will link a very useful post that I myself have bookmarked.
Card Girl Card Quest Guide- Thanks to ManaScope

Quests sorted by level: http://www.mytrickster.net/wiki/inde...uests_by_Level


UPDATE:
Sunday, March 02, 2008. Revised Skill build to better reflect advice given by Kowiz. Also Added Build Section and Stat info
Thursday, March 06, 2008. Fixed errors in skill build and entered missing skills. Started working on training section. Added Link Section for helpful Guides.
Friday, March 07, 2008: *Completed* Mini-Training Guide. I may or may not update depending on suggestions or things I forgot to add. Also, I changed around some skills in order to obtain Arrow Rush level 6 a bit earlier on. Some may argue it's obsolete until it's mastered, but I feel it's still strong enough to take out mobs for training purposes.

Sources: MyTricksterWiki ; kale15 for the Episode 0 Guide. ; ManaScope

Incomplete Guide, please post any comments, suggestion, or anything else.

*Let it be known, I am not a Light Dragon Expert, I'm just using my knowledge of Mage Leveling/Dragons.

Last edited by Äpathy : 29 Mar 2008 at 03:43 PM.
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Old 2 Mar 2008   #2
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how did you make a guide?
i can't do it? i tried to make a card battle guide...
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Old 2 Mar 2008   #3
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I would suggest getting arrow rush, and dropping Light Wave

I would also suggest holding out on Searing Light
It's weaker than Light Wave, and Radiant Strike
 
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Old 2 Mar 2008   #4
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Originally Posted by Kowiz View Post
I would suggest getting arrow rush, and dropping Light Wave

I would also suggest holding out on Searing Light
It's weaker than Light Wave, and Radiant Strike
Will do, thanks. I guess I'll fix it tomorrow...but it's good to know that I can save like 30 TM'S and get rush in the mix. Which enables me to GvG Earlier in the game. (No pun intended)

All in all, How would you rate this guide? Keep in mind it's not finished.


EDIT: Lol jason, I just researched and made a draft in notepad.
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Old 4 Mar 2008   #5
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Thehehehehhee....it camomage and i light so yea every1 call me pros @_@ lol and yea if u need information bout light mage...pm me camomage 8D i give good info and so yea pro pro @_@ anyway good luck
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Old 4 Mar 2008   #6
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Maybe I'm spoiled by my 4 in charm, but I never thought light shield (or mana shield) was really worth putting off developing my offense skill build for. It doesn't do enough until you have massive MA. Its bonus DP also won't help you much without high charm or at least decent-level charm stats/charm-stat gear.

I feel the same way about catastrophe heal, although it'd be nice to not have to target yourself with it - a point which might be more important to other mages than it is to a 4-charm tank (despite a 0.5s cast time).

That said, where's 1414 in the build possibilities? ;P It's the best all-around tank.

Anyway, why no MR? MR + LA takes only as long to cast as a single AR, and both will OHKO just about any magic-weak monster at an appropriate-to-high level compared to your own, but with both you could be leveling much faster.

Also, regarding 1441 with shield of heaven: Even with massive MA for a high-HP shield, you lack the HV to dodge the physical skills that you cannot debuff away - namely, a raccoon's metamorphosed judgement claw or IR/power charging/mana break/skunk, a reflectored (and therefore nearly-full-HP) cat's concert tour or IR/mana break/skunk, skill spam from a LK-/guard-breaking/fainting/(AC-hoarding) flash-cutting bunny (unless you have one crazy-ass rust), a fox's... pretty much anything (explosives and mines... eep), or whatever else I'm forgetting.

~10.5s can be a long time to avoid all of this. X_x I've tried... with 4 charm and a fantastic light shield, too. My saving grace was that I've got 15k HP with almost exclusively MA gear (HP only on shield with a bit from pet), which lets me pad just enough to get another 30k-ish HP heaven shield out.

As for LK as magic dodge, well, with all the 300+ LK mages out there now, since LK and MA come largely from gear, you're going to be gearing up for serious LK to dodge or serious MA to pad serious damage - but, chances are, not both. With the 4 sense, you'll have a significant LK advantage - at level 350+ - against anyone with 2 or 1 sense. Your ability to kill these 1- or 2-sense mages disappears however without crazy MA or other elements (which give DOT, extreme power, and/or speed).

I really don't think 1441 is the perfect build for anything to do with pure light unless your goal is to have one extremely hax catastrophe heal. Too bad Heart's Grace doesn't also take LK into account when the game calculates how much it heals... 1441 would actually be an awesome support build, then.

<edit>Oh, yeah, I should add that the rest of the build looks pretty solid... and that AC and LK both seem to play some role in critting...? Not 100% sure on that one.
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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-
down with leveling! grinding sucks!


Last edited by Anchors : 4 Mar 2008 at 10:25 PM.
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Old 4 Mar 2008   #7
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Originally Posted by camomage View Post
Thehehehehhee....it camomage and i light so yea every1 call me pros @_@ lol and yea if u need information bout light mage...pm me camomage 8D i give good info and so yea pro pro @_@ anyway good luck
...you sure don't make yourself sound like a pro...just arrogant

the guide looks good to me, it should be fine when completed.
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Old 5 Mar 2008   #8
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Nice mini-guide.:lol: Hope you succeed in completing it and on making your light drag.:wink:
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BlankshotEX 3142 lion ~~ BlankShot 1144 lion ~~~ BlankSlayer 4123 buff ~~~~ BlankShinobi 4123 buff
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BlankXth 3124 coon ~~~~ BlankBst 3124 cat ~~~~~ BlankXSheepeh 1423 fatty ~ BlankRush 4123 bunny

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Old 6 Mar 2008   #9
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Updated guide.

@Anchors; That was a lot to swallow =p. I actually put off reading it until I had time to respond . This guide is all out of personal preference to what skills I'd like to get first. Catastrophe heal and med cure I chose to acquire before the rest of my attack skills because they are weaker than the others. I feel I should gain some support skills to better myself for GVG as I would like to start as soon as I possibly can. This also goes for training. At the point where I start neglecting basic attack skills is when I already have like 3 or 4 main skills in which to kill with. By the time I use one, I should have another cooled down to attack and you really don't need that many as long as one is ready to be used once the other has been. I forgot to add MR when I re-arranged the skill build, my mistake. Now for my opinion on SoH: I feel at the level you learn it, you'll have a decent amount of MA to be able to tank most hits Bunnies and other types can throw at you, long enough to Finish one off. Obviously not if you're being ganged, but who survives gang attacks anyway? -_-.

For the 1441 as my perfect choice; I guess "I'm just spoiled" with tons of Weight and decent luck from the get-go. I like being able to hold a lot of pots and not having to go back for more without gaining a level or two. It also a big help for making money, as I sell like 2.5m+ worth of NPC garbage per repot @ Tech 4. ;3

Thanks for your suggestions/opinions ;D

EDIT: Anchors, I started adding alternative options to the guide. Like, Get this before this, and so forth. *Points to end of skill build*. I have much to work on, but I'll get to finishing it.
Also, I'm not sure how big of a role AC has in critting, because I only have like 60~ish...But when I was shockvibed down to the negatives, I couldn't crit for Shit even with my 280+ Luck. =/

Last edited by Äpathy : 6 Mar 2008 at 11:34 AM.
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Old 6 Mar 2008   #10
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That's one good way to prove AC's involvement in magic crits to naysayers 83 There are people who still call others "noobs" for even suggesting that a power stat has anything to do with magic crits (or even melee crits >_> )...

I didn't realize that you might want to GvG earlier on. Your build looks pretty good for that, actually. I'd still consider getting MR earlier just to help your guildmates whittle down opponent HP, though, since MR's just so fast, and probably accurate enough (depending on your & opponents' gears) to actually hit.

The WT thing on a 1414 is something I'm used to. I train mostly on maps that are at most two maps away from NPC shops (tap 1, tap 4, ichthies), but also that 4 charm with high-MA light shield makes my HP last forever (I never have to cast cure). (Heaven shield actually costs more MP/time than casting the occasional cure does, at the moment, since heaven shield only lasts ~a minute per 470? MP and monsters mostly just "miss" anyway.)

However, unless offense is a significant function for this GvG light dragon, you'll only be better at tanking magic - unless your mage opponent has enough LK to hit you. (Gunners with a natural 4 in sense and L7 plus any LK gear at all will be able to get more LK almost regardless - especially if the light dragon is wearing any MA gear for buffs and cures.)

Maybe if you threw Rust in... but senses, charms, and flash cut would probably be major concerns. ._.
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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

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Old 7 Mar 2008   #11
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Yea, Flash cut is a major concern...which is one of the reasons I turned my sheep into a light dragon. I want to get SoH as early as possible so I can at least tank one good skill. I don't know about getting MR so early because of how weak it is. Yea, it has the potential to do like 4k in GvG, but what are the chances I'll be facing someone with that little amount of HP...not worth the TM sacrifice IMO. My main goal is to be able to take out an opponent before they take me out. Usually this only involves one skill from both parties...which ends up it really being a battle of reflexes or cast times. Since most of the powerful skills that can take me out cast faster than Rush (My Main GVG Skill) I'll be relying on SoH to protect me while I cast. Lets say for example a bunny FC's me in the midst of me casting rush, my SoH goes down and I ohko her. Now, I'm left unprotected for a few seconds, but becuase that whole scenario will take like 8 seconds, I only have 2 seconds to wait before I can recast SoH and go back to the battlefield. Although, I don't plan on hiding until I can do so, I'll probably just hang in the back and pick off some people not targeting me xP.

Oh, I forgot. You mentioned Light Dragons not being as much of a powerhouse.. Well, rush is all you really need and that does a decent amount of damage... I guess at the higher levels you can use LA and Radiant Strike when you have higher MA. They cast fast, but it's really the damage that I'm concerned about. (I love how SoH doesn't make you so pressed for time)
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Old 7 Mar 2008   #12
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MR is not really meant to OHKO in GvG its just really meant as a finisher. If you can do 4k with it in GvG thats not that bad of a finisher as it has .5 second cast time and they can only probably get in 1-2pots or 1cure if your a mage. If they have high hp MR can also be used to make them waste more time curing giving you time to be half-way done casting another spell(or completely cast a new spell depending on how much time they spend healing)
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Old 7 Mar 2008   #13
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Ah, alright. I didn't think you'd be in an offensive role in your GvGing since Heart's Grace is on the skill list (eventually ;x ).

With all the gear you'll be devoting to LK to get AR to land, though, I think any good two-skill combo might kill you x_x if you don't get ganged up on by two+ opponents (which in theory won't happen unless you have a GvG teammate who uses Hide or a teammate who dies faster than anyone else).

The reason I suggested MR isn't because it can be a finisher - more so that you can tack on damage to your allies' attacks very quickly and at a good, long range. It gives you something to do in case you don't have anything else to do. (I don't know if this happens in GvG, but people in PvP don't always spam HP pots/cure right away after an MR if it's the first spell you cast. I don't know whether it's because it does such small damage in PvP or because they don't notice, though... It might be different in GvG, but the visual delay between damage taking effect and damage actually showing up might work to your advantage against someone who isn't paying attention to you.)
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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 7 Mar 2008   #14
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o.o For the skills, am I supposed to level them up in that order? o.o
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Old 7 Mar 2008   #15
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Originally Posted by kawaiikojikun View Post
o.o For the skills, am I supposed to level them up in that order? o.o
I meant for people to start in the order listed after this:

Skills in Order of need/importance:


It's just personal preference and it enables you to PvP/GvG earlier on. You could always swap out some skills like Mana Shield/Shield of Heaven/ some others to get more attack skills if you aren't really into GvG/PvP and just want more skills for killing when you train.
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Old 7 Mar 2008   #16
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An I supposed to use all my bonus points on magic attack? Im doing 1432 build.