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Old 11 Sep 2006   #1
IssacFrost
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Lion and Fox Theory builds

Update: With the information from 3rd jobs I updated for two distinct fox builds and one Lion gunner build. TM Limit is now at 150.

Theorical Builds


Theorical Fox build
Ghost Killer
1144 DA/LK recommended

max Stone Strike cost 12
max Shuriken mastery cost 13
max Sixth Sense cost 12
max Lucky Seven cost 16
max Lucky Day cost 15
10 Armor Destructor cost 11
10 Sticky Foot cost 10
max Gloomy Mist cost 16
max Detonator cost 15
10 Hydro cost 14
max Surprise cost 16

TM points total 150 used

Build Usage
This build is a very strong de buffer build that relies on debuffing various opponents with Gloomy Mist and applying Armor Destructor and Sticky Foot. With SS, SM and De are your main attacks. This build really shines when it gains Hydro which makes it invisible and opens door to Surprise a strong attack done only while in Stealth. This build is a "hit and run" build and it is most efficient in a party rather then solo as it can debuff various opponents quickly with GM and/or apply AD and SF for further stat decrease as they stack. I believe you can only use Surprise while in Hydro form. Usually activate HY to go in stealth then SU followed quickly by SS, finish with SM and/or DE.
Note: This build is subject to change.

Full Iron Forger
1144 LK or DA/LK recommended

max Stone Strike cost 12
max Shuriken mastery cost 13
1 Armor Destructor cost 2
max Sixth Sense cost 12
max Lucky Seven cost 16
10 Basic Detection cost 10
10 Compound Master cost 13
max Heavy Carrier cost 12
max Fear Bag cost 16
max Detonator cost 15
max Lucky Day cost 12
max Land Mine Specialist cost 16

TM points total 149 used
1 left

Build Usage
This build is more outfitted to forging, digging and making money rather then combat. However with SS, SM, FB, DE and LMS this character has a very deep bag of tricks if it wants to get into combat. With range attacks such as SM and FB as well as close range control with SS and DE+LMS this fox can hold its own. However this fox is more suited for partying rather then soloing with its LK boost LD. Unfortunately it lacks any useful debuffs, but makes up for it with strong compounding skills.
Note: This build is subject to change.

Theorical Gunner Build
Mastah Blastah Anti Charm/Long Range Control
1144
3142
AC for pure damage if you go this way slot off FH.
AC/LK for solid damage and better accuracy as well as use of FH.

10 Stone Strike cost 10
Gun Carrier cost 5
Invincible Reload cost 5
max Gun Booster cost 16
Load on the Move cost 5
1 Armor Destrustor cost 2
max Lucky 7 cost 18
max Power Shot cost 15
max Quick Shot cost 16
max Sticky Foot cost 12
max Random Shot cost 15
max Fortune Hit cost 15
max Violent morphism cost 16

TM points total 150 used

For those who, for some reason or other, invested in Invincible Drill but still want to make use of this build heres the alternative

Invincible Drill cost 1
10 Stone Strike cost 10
Gun Carrier cost 5
Invincible Reload cost 5
max Gun Booster cost 16
Load on the Move cost 5
1 Armor Destrustor cost 2
max Lucky 7 cost 18
max Power Shot cost 15
max Quick Shot cost 16
max Sticky Foot cost 12
max Random Shot cost 15
max Fortune Hit cost 15
max Violent morphism cost 16

TM points total 151 used

Build Usage
Until second job your damage options are very limited. Rely on Lucky 7 and Gun Booster to self buff your damage. Due to the fact that HV determines gun defense it is a very good idea you hit your targets first with it to kill off their HV so in that way your damage is more efficient. Once you get to second job you get three new options to deliver your damage: Power Shot one single powerful gun attack, Random Shot, what seems to be apparently a mob attack, Quick Shot, a double shot move with improved damage power. Use these as you see fit to dispatch your enemies. Finally if your using the AC/LK build it incorporates Fortune Hit, which is basically a SS for guns with LK and is excellent versus high hp opponents like charms. Don't forget to kite, you need to keep moving at all times. Only stopping to deliver your shots. If for any reason your opponent gets in melee range immediatly use Sticky Foot then retreat again. Sticky Foot will lower your opponents defense against your gun damage. Usually you will use GB and L7 then PS, QS and finish with FH. be wary of using Sticky Foot versus high HV characters such as Pure HV charms, due to the fact that you lack DA like a fox Sticky Foot has a much weaker effect for Lions.

Suggestions for Lions
Get the best DA dagger you can get. This is because against monsters it is best to finish them off with SS then waste bullets. In pvp it might prove useful in the case you run out of bullets.

Due to the fact you cannot carry a shield you will need to do a series of adjustments to work around this weakness.
First off you will require the best DP inner wear you can get. If its a compoundable item make sure you choose a growth that benefits the build. More DP would be good for example. The following are recommendations on gear setups.
Custom DP Helms grow them with either MD or HV. Its a choice you'll have to make based on preference, however I would rather go with HV since it helps to evade attacks that are physical based which is what you would want versus a Charm for example.
Custom MD Helms are a better choice since you can grow them with either DP or LK. Although you could grow them with LK, survivability is top priority so my recommendation is MD Helms with DP.

Custom MD Helms DP/DP(/DP/LK)
Custom AP Guns AC/LK(/AC/LK)
LK Bonus accesories and pets if possible.

Timed Crits
http://media.putfile.com/Lion-Timed-Crit Credits daveliu

Running Double Shot
Page not available Credits Altoidz
Its recommended you get Gun protection and Load on the Run for these.

FAQ
Why does your Theory Gunner build include FH in it? Lets see. You could go pure AC and hit with PS+QS or you could go all LK and hit with FH. Granted you will get the most of the efficiency of these skills going pure. But with the AC/LK hybrid build you also get better LK which translates into better compounding as well as all the benefits LK gives. With that build you can then do PS,QS finish with FH. because of yoru better compounding you can get the correct AC/LK gear setup and deal even more damage overall per time, because you are using three skills instead of two or one.

I dont understand very well the purpose of the Ghost Killer de buff build. As explained that build is mostly for hit and run attacks. It is recommended that it is used better in parties rather then solo. That way you can make the best out of hitting your opponents with a Gloomy Mist and putting up DE for pressure then using HY to stealth yourself to hit your main target with SU finishing it with SS and SM. You can also use HY to get away from pressure. Dont forget the build uses LD which is a welcoming LK party boost.

Why does the Forger build have so many attacks? Isnt it for forging? Indeed it is. But this build alsod emonstrates that even a forger can be a pain in the arse. Were talking almost five diffrent attack skills and the fact that the forger can get good compounding to get the gear setup it needs. It has L7 as well as LD. Further more it brings LMS to make DE more dangerous which in turn is boosted by L7 and LD. With SS, SM and FB as your main attacks you will find your Forger is more then capable for combat as well as making money.

CREDITS FOR SECOND JOB SKILLS LIST: Jester

Last edited by IssacFrost : 7 Sep 2007 at 07:48 AM.
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Old 11 Sep 2006   #2
FlashOfChaos
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Um..Wasn't there one skill you forgot to mention? I saw it on this Japanese Wiki, saying it's some sort of bomb with a 10 second cooldown time. The translated name was [detoneita], 270 mp at mastery, seems to be damage over time, etc etc..I found it here. I haven't read enough about fox second and third jobs skills to determine what is a good build, but I do know that fox third job skills are at 1xx TM. This does mean you can get many of your skills mastered, though the cap, I'm not sure about. Something to look at and think about I guess. I'll probably research it more later, cause I need to sleep soon. o_o

Oh, btw, the Japanese Wiki says you need to be character level 130, with level 120 TM for third job requirements. So..yeah o.o
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Old 11 Sep 2006   #3
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Thats a third job for fox skill, we're talking about 2nd jobs because third jobs arent coming out for a while.

Anyway, Armor breaker may not be needed in favour of simply overwhelming the enemy using power shot plus quick shot. Sticky foot in favour of timed crits and possibly dark sight affected timed crit. Either that or you can sacrifice tm points for time and effort

Just level up your tm to get both maxed armor breaker and power shot plus L7 and sticky foot in order to be finely tuned to take down charm types. Using Armor breaker to lower their defenses, power shot to deal damage,sticky foot to cut down their HV, L7 to boost accuracy. Since Armor breaker, sticky foot and L7 affects through percentage, effeciency depends on the level of user and the corresponding victim.

Fortune shot may be optional in favour of power shot and dark sight may also be optional if it does not affect timed crits. Damn, i already got L7 for accuracy problems though.

Anyway, ill save up points for Sticky foot and armor breaker when i mastered power shot and L7 since they are more critical. Ill be on my way to be a PvP lion, i hope ill own.

Last edited by Avatar : 11 Sep 2006 at 03:55 AM.
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Old 11 Sep 2006   #4
IssacFrost
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Originally Posted by FlashOfChaos
Um..Wasn't there one skill you forgot to mention? I saw it on this Japanese Wiki, saying it's some sort of bomb with a 10 second cooldown time. The translated name was [detoneita], 270 mp at mastery, seems to be damage over time, etc etc..I found it here. I haven't read enough about fox second and third jobs skills to determine what is a good build, but I do know that fox third job skills are at 1xx TM. This does mean you can get many of your skills mastered, though the cap, I'm not sure about. Something to look at and think about I guess. I'll probably research it more later, cause I need to sleep soon. o_o

Oh, btw, the Japanese Wiki says you need to be character level 130, with level 120 TM for third job requirements. So..yeah o.o
Its right up there. Its called Detonator.
-------------------------------------------------
Originally Posted by Avatar
Thats a third job for fox skill, we're talking about 2nd jobs because third jobs arent coming out for a while.

Anyway, Armor breaker may not be needed in favour of simply overwhelming the enemy using power shot plus quick shot. Sticky foot in favour of timed crits and possibly dark sight affected timed crit. Either that or you can sacrifice tm points for time and effort

Just level up your tm to get both maxed armor breaker and power shot plus L7 and sticky foot in order to be finely tuned to take down charm types. Using Armor breaker to lower their defenses, power shot to deal damage,sticky foot to cut down their HV, L7 to boost accuracy. Since Armor breaker, sticky foot and L7 affects through percentage, effeciency depends on the level of user and the corresponding victim.

Fortune shot may be optional in favour of power shot and dark sight may also be optional if it does not affect timed crits. Damn, i already got L7 for accuracy problems though.

Anyway, ill save up points for Sticky foot and armor breaker when i mastered power shot and L7 since they are more critical. Ill be on my way to be a PvP lion, i hope ill own.
Armor Breaker is not really needed since Evasion is what determines defense versus gun attacks. Sticky Feet on the other hand is a good investment mainly because it kills the defense Coons have versus guns. LK determines evasion of Gun and Spell attacks not evasion. You can generally level it to ten and still have enough for second job unless you want a second job skill first.

Dark Sight might seemingly not affect Timed Crits from what I gathered so Quick Shot might be needed to get in more normal gunc rits.

Fortune Shot is best if youre going for a Luck Lion compounder.

Last edited by IssacFrost : 11 Sep 2006 at 05:54 AM. Reason: Automerged Doublepost
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Old 11 Sep 2006   #5
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So that means armor destructor isnt needed but L7 and Sticky Foot is and fortune shot isnt necessary if you're a standard lion build? Thx for the info, if armor destructor is not really needed if you're gonna be a specialist, it would save me on points.

Then again, i had Aposis using dodge master, it didnt do anything against my damage though.
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Old 11 Sep 2006   #6
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Just a little comment. I put a point into invincible drilling because it looked good on paper. However, later on that skill ceases to be helpful; in fact, it will occasionally get you killed. After all, you probably don't want to drill to 120m while a monster hits you normally for 1/8 your HP, skills for 1/6, and crits for 1/4

Another thing, I recommend sticky foot before armor destruct. ATM I notice that foxes are not having any trouble killing things... only problem is that the word MISS comes up way too often while grinding... for me, anyway
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Old 11 Sep 2006   #7
IssacFrost
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Originally Posted by Avatar
So that means armor destructor isnt needed but L7 and Sticky Foot is and fortune shot isnt necessary if you're a standard lion build? Thx for the info, if armor destructor is not really needed if you're gonna be a specialist, it would save me on points.

Then again, i had Aposis using dodge master, it didnt do anything against my damage though.
Most Charm dont understand Dodge Master is only good at later levels when it can potentially add more HV. For example someone with 31 HV will suddenly get 44. Or a 49 HV will become a 71 HV. This means most people use DM to early when it shoudl be used much much later on.

Armor Destructor MUST be at 1 in order to meet pre req to get Lucky 7. Since according to jTO HV affects Gun Defense and LK affects its evasion you can essentially (READ PvP Lions) take Sticky Foot and kill their HV which in turn would lower their resistance to Gun Damage.

Fortune Hit is especially good in a Luck Lion build with LK EQ. Sense I think (READ not sure yet) That Fortune Hit has a similar potential to Stone Strike. Namely the more LK the more insane damage it does. Since Lucky 7 raises your Luck a Luck Lion might find this skill much more powerful then say Power Shot.

On the other hand a standard AC or AC/LK Lion might benefit more from Power Shot and Quick Shot.

Dark Sight seemingly affects normal gun crits. I do not know at this moment why having so high luck normal gunc rits are not seen more often. I see Dark Sight as restricting as it can't seemingly be used with Timed Crits. we will have to wait for the skill in order to really find out how it works.
-------------------------------------------------
Originally Posted by aeriyu
Just a little comment. I put a point into invincible drilling because it looked good on paper. However, later on that skill ceases to be helpful; in fact, it will occasionally get you killed. After all, you probably don't want to drill to 120m while a monster hits you normally for 1/8 your HP, skills for 1/6, and crits for 1/4

Another thing, I recommend sticky foot before armor destruct. ATM I notice that foxes are not having any trouble killing things... only problem is that the word MISS comes up way too often while grinding... for me, anyway
Ive thought about this too. Since Invincible Drilling can get you killed. However I think its best to try to be as far as possible from a monster its more of a last resort feature that can help you if youre already right there and suddenly a dumb monster wanders way too far to where you are.

Still 5 TM could be spent elsewhere, like in Master Compound which is far more beneficial in the long run for AC/LK or LK Lions and DA/LK or LK foxes.

Heavy Carrier is sort of a get it if you want to stock up more pots and be able to change EQs with diffrent growth on them for specialization. Example A lion(fox) could have AC(DA) EQ and switch to LK one for compound. Or have AC and Switch to an AC(DA)/HP one for more tankiness. Or switch to a mdef set with AC(DA) grown versus mages. So Heavy Carrier can be sort of tactical since it also allows you to carry more pots and Senses already carry more pots then most everyone.

Still my money is more on Master Compound for AC(DA)/LK or LK senses since it helps you compound much better, speically with LK EQ and Lucky 7.

Last edited by IssacFrost : 11 Sep 2006 at 03:18 PM. Reason: Automerged Doublepost
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Old 11 Sep 2006   #8
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Well that's a 5 points loss but Invinc Drilling is mainly to save you from being irritated because if you're high levelled enough, you can drill in places nobody else could and you dont find alot of non aggros or none at all at later levels and maps get increasingly crowded but i think it would be more of a use to Charms because senses arent tankers, some may tank but they arent built to tank.

Master compound is only for pure luck builds,why? Because if you wanna do something right, do it well and luck builds fits this because they can optimise the compounding skills, attack builds will benefit but they just dont do it well and it may be a waste because they will never be as good as a pure luck build.

Sticky foot is essential to pvp lions while both sticky foot and armor destructor is needed for a pvp fox and gun evasion depends on luck which pretty much mean senses are effectively anti gunners?

Last edited by Avatar : 11 Sep 2006 at 10:15 PM.
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Old 12 Sep 2006   #9
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To clarify this since no one else has, Dark Sight was made for the simple to fact to be USED WITH TIMED CRITICALS. Theres really no other reason, because thats the most common way to get criticals. Its also been proven by higher leveled lions on jTO it does work.
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Old 12 Sep 2006   #10
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Nice, that means Dark sight is a must, if i remember, it makes crits 2.5 times their power right? I thought why there was Dark Sight in the first place when i get Poppuri whistles more often than i get normal crits with a gun.

Last edited by Avatar : 12 Sep 2006 at 01:41 AM.
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Old 12 Sep 2006   #11
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you keep makign me want to go back to my Lion ;_; nice detailed guide
 
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Old 12 Sep 2006   #12
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Originally Posted by Avatar
Thats a third job for fox skill, we're talking about 2nd jobs because third jobs arent coming out for a while.
This says it's a second job skill, requiring a TM level of 90, not > 120. You need level 120 TM to get to third job, which means this is either an actual skill you can get second job, or it's a skill only for foxes in their third job, though it has a lowered TM requirement for some reason. Meh, I need some sort of third job skills source. I had one, and forgot it >_>
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Old 12 Sep 2006   #13
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Wait, detonator is 2nd job? I see, thx for the info cuz i saw a vid saying 3rd job skills and it had detonator in it.
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Old 18 Sep 2006   #14
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Break Throw seems to work similar to Gun Booster
It is possible to strengthen the attack power of fixed time [asashinsurousukiru].

Skill master necessary item: 32 Lima pendulums
Skill master necessity TMPoint: 2


Lv MP Cool time Additional power Effective time Magnification ratio
Lv1 160 10s +120 60s 1.2
Lv2 170 10s +130 65s 1.3
Lv3 180 10s +140 70s 1.4
Lv4 190 10s +150 75s 1.5
Lv5 200 10s +160 80s 1.6
Lv6 210 10s +170 85s 1.7
Lv7 220 10s +180 90s 1.8
Lv8 230 10s +190 95s 1.9
Lv9 240 10s +200 100s 2.0
Lv10 250 10s +210 105s 2.1
Master 300 10s +240 120s 2.4




At the time of BT use AT attack power = (perception power ×AT magnification ratio) + (darkness vessel attack power ×AT magnification ratio ÷10×BT magnification ratio)
If AT and BT, you have mastered together, as for AT arithmetic expression at the time of BT use
At the time of BT use AT attack power = (the perception power ×33) + (the darkness vessel attack power ×7.92) with it becomes.
In Korea modification was done in the effect which increases darkness vessel attack power, whether or not (modification comes in Japan, but obscurity)

Lucky Day is stackable apparently and is a LK party skill
Fixed time by your you increase the good fortune of the party member who is around that.
Skill master necessary item: [naranjiyokado] 7
Skill master necessity TMPoint: 3


Lv MP Cool time Fortunate increase Duration
Lv1 200 10s 6% 100s
Lv2 210 10s 7% 105s
Lv3 220 10s 8% 110s
Lv4 230 10s 9% 115s
Lv5 240 10s 10% 120s
Lv6 250 10s 11% 125s
Lv7 260 10s 12% 130s
Lv8 270 10s 13% 135s
Lv9 280 10s 14% 140s
Lv10 290 10s 15% 145s
Master 320 10s 18% 160s

I have no clue how exactly Detonator performs

The bomb which perceives the enemy is installed, the damage is given to the enemy which moves around that.


Skill master necessary item: Black gun powder 55
Skill master necessity TMPoint: 3


Lv MP Cool time Duration Bomb attack power Magnification ratio
Lv1 150 10s 10s 250% 20.0
Lv2 160 10s 10s 280% 22.4
Lv3 170 10s 10s 310% 24.8
Lv4 180 10s 10s 340% 27.2
Lv5 190 10s 10s 370% 29.6
Lv6 200 10s 10s 400% 32.0
Lv7 210 10s 10s 430% 34.4
Lv8 220 10s 10s 460% 36.8
Lv9 230 10s 10s 490% 39.2
Lv10 240 10s 10s 520% 41.6
Master 270 10s 10s 610% 48.8




[detoneita] attack power = (perception power + fortunate) ## magnification ratio
“Magnification ratio” is the convenient value which was calculated from bomb attack power (individual item).
Magnification ratio = bomb attack power (%) ×8
Attack power is not the point in time when you threw, it depends on the performance figure at the point in time when it explodes.
(It does not touch the obstacle if) it can install anywhere inside the picture.
As for operating distance of bomb, approximately 3 [kiyara].
When plural goals are, it faces to the partner who appears quickly inside MAP.
Delay to be long, after installing, until it reacts, it is long.
It becomes HP×2 which acquisition experience value decreases.
DTNM on-target impact on-target hit ratio =42~ (44) +MOB evasion ×2.5 (fractions omission)

* Because overissue at the hunting place which definite shooting it is not possible with [detoneita] becomes the cause of white [tage] leaving it will stop.

Fear Bag seems to do a lot of damage. Operative word: seems It might not be as useful as SM

The damage which is given with the item possession quantity changes.
Skill master necessary item: Beads sphere of red 8
Skill master necessity TMPoint: 3


Lv MP Cool time Possession quantitative attack power Magnification ratio
Lv1 250 4s 300% 0.3
Lv2 265 4s 330% 0.33
Lv3 280 4s 360% 0.36
Lv4 295 4s 390% 0.39
Lv5 310 4s 420% 0.42
Lv6 325 4s 450% 0.45
Lv7 340 4s 480% 0.48
Lv8 355 4s 510% 0.51
Lv9 370 4s 540% 0.54
Lv10 385 4s 570% 0.57
Master 430 4s 660% 0.66




Gross weight ## magnification ratio of possession item at time of fear bag attack power = fear bag use
However, when the item possession quantity becomes 100% or more, because the amount which exceeds possession power is not calculated note.
Stand off attack. Range attack of the small circle which centers the target.
Motion is slow, until you throw from motion, delay is long.
Without timer skill power does not go down.
Because the item quantity reflects on power, it is difficult to make the damage stabilize which is given.

Last edited by IssacFrost : 18 Sep 2006 at 05:32 PM.
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Old 1 Oct 2006   #15
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Stonestrike and Shuriken Master rely on AC for accuracy, not LK.
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Old 1 Oct 2006   #16
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Can I use Luck Seven and Lucky Day at the same time?._.
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Old 1 Oct 2006   #17
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Originally Posted by hk4672
Can I use Luck Seven and Lucky Day at the same time?._.
Yes, you can.
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Old 1 Oct 2006   #18
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And what level do I need Basic Detction to get Advanced Detection?
I love this skill .____________________________________________.''
It's very useful for me,even at level 1 \o'/
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Old 1 Oct 2006   #19