View Full Version : Guide to All Classes
wardomic
08-13-2009, 03:38 PM
Guide to All Classes
Edit: The information contained within reflects Solstice: Classic, or Secret of the Solstice, not Solstice: Reborn
I've been thinking "Wouldn't it be nice to have a guide about every class in SoS?" which has brought me to making this. I realize there is plenty of information here on the forums already so I have adding links to additional threads in the 6th post.
How Each class Performs
Each class is unique in how they fight and train. I will attempt to explain how each class performs in different situations starting with solo, grinding parties, and AoE parties. People can find ways other than these to play there class.
Solo:
Squire/Knight/Warrior/Warlord
Single Kill: Using high defense, damage, and hp allows taking on harder monsters earlier. Utilizeing Shield crash to slow down the damage one takes over time, Broken sword which slightly speeds up the killing speed, and main attack(Slash, Penetration, Force Cut) and Occasionally Soul Break to keep up the damage on one enemy. They have the skill Hard Blow in order to make any unexpected aggros run away.
AoE: Using high defense and hp gathers monsters that do Miss/1/2 points of damage and kill them all using AoE skills such as Reflection, Wild Swing, Fire Swing, and Sorrow Shout
Apprentice/Mage/Wizard/Archmage
Using binding skills such as Magic Ice, Ice Ball, and Frost to slow down enemies they utilize various magic attacks that pierce through an enemies defenses tho not completely to kill monsters stronger than themselves. They also have the option of using a skill called Magic shield which adds defense for 7 hits and those hits drain mp instead of hp. When approached by additional foes they use Arrest and/or Magic Beam to halt said foe while they focus on their original target.
Acolyte/Cleric/Priest/Paladin
Using Illusion Quake Repeated they slow down their enemies while constantly do damage. They also have the ability to halt incoming Enemies using Spirit and Ghost Steal. Ghost Steal and Oblivion are also DoT skills that can be used on their original target to slowly speed up the speed of killing.
Neophyte/Rouge/Assasin/Shadow Master
Masters of the art of Dodge and fast attacks The can use their ability to evade hits from enemies to kill those stronger than themselves using fast skills and normal attacks and DoT skills. If they master their dodge and trust it enough they can gather monsters in order to kill them all at the same time using Circle Trap. They can escape from harms way if they are lacking pots or find themselves over their head by Extracting themselves to a nearby yet random location, turn invisible, use sandstorm + cirlce trap to force everything to run.
Disciple/Templar/Holy Avenger
The Self healing Tanks who give themselves Self Buffs in order to have an advantage over their foes. They have the defense to AoE even monsters that hit them for more than miss/1/2 through use of Assist heal and Chainblock and eventually Auto Genesis. They are also capable of killing monsters stronger than themselves thanks to their self healing abilities and Burning Hands stun. They have their own version of Hard Blow called time shield, which also resembles Shield Crash at first. When AoEing they have a tendancy to be locked or unable to use their skills when gathering a certain number of monsters.
Scout/Archer/Ranger
Fast and Strong these long range arrow shooters use their binding skill Ankle Bind and Brambleway to maintain distance as they use whatever skills they decide to use to wear down and defeat their opponents. They can stop their enemies in their tracks using Stone Edge, or make them run away with Snake Shot.
Grinding Party:
Squire/Knight/Warrior/Warlord
The main tanks and first to run into enemies they the bulk of the damage to deal damage and hold their opponents still while healers keep them healed and long attackers deal extra damage.
Apprentice/Mage/Wizard/Archmage
Long range attackers that can pull monsters towards the party and attack incoming aggros first with their binding skill Magic ice
Acolyte/Cleric/Priest/Paladin
The healers that maintain buffs on all memebers of the party and keep everyone healed. They also have the option to attack enemies from long range or halt incoming aggros with spirit.
Neophyte/Rouge/Assasin/Shadow Master
Fast moving fast attacking and masters of the art of dodge. They can help the party by being the first close range class to react to new aggros. starting with the trademark blindside. They also have the power of Sandstorm/Circle trap to scare away every monster in the area if the party gets overwhemed. This class is not to be underestamated when used properly.
Disciple/Templar/Holy Avenger
The 2nd tank who is capable of healing others and using the strongest stun in the game Burning Hands. They can attack fast if they utilize men or hard if they have mainly Pow in their builds.
Scout/Archer/Ranger
Long range attackers who can pull mobs and slow them down with their binding skills. Their rolls are similar to the Mage class.
AoE:
Squire/Knight/Warrior/Warlord
The main tanks and thus the main gatherers. They can pull mobs without too much of a reliance on healers who could focus on a tank with less defense.
Apprentice/Mage/Wizard/Archmage
Weak in defense so they are unable to gather properly. They have the option of killing hard hitters if they are present in the map or keep hard hitters off of a gatherer. When it comes time to kill they use their binding skills on all monsters first, then follow up with the strongest AoE attacks of all classes to deal damage then run away so that they fall back onto the tank(s)
Acolyte/Cleric/Priest/Paladin
The ones who maintain buffs and keep everyone in the party healed. They use Spirit to stop aggros that target them same with Ghost Steal and stay near and focus on the gatherer they are assigned to.
Neophyte/Rouge/Assasin/Shadow Master
These masters of dodge can act like a tank but would require the assistance of a good healer to keep them alive. They also have the option to be healer protection for another tank. They can rely on their dodge during the killing process and use Circle Trap to speed up the killing or drop their mob on the other gather(s) using invis and assist using a binder's binding skill and the range of Circle trap to their advantage to stay alive.
Disciple/Templar/Holy Avenger
Self supporting tanks they can gather on their own to allow the healer to focus on another gatherer. At the point of killing they can either focus on dealing damage to all monsters using Deadlock, or us Chainblock in order to reduce the attack of all monsters they hit so that a weaker tank may join in on the action.
Scout/Archer/Ranger
Weak in defense so they are unable to gather properly. They have the option of killing hard hitters if they are present in the map or keep hard hitters off of a gatherer. When it comes time to kill they use their binding skills on all monsters first, then follow up with fast AoE attacks to deal damage then run away so that they fall back onto the tank(s)
wardomic
08-13-2009, 03:39 PM
Here in SoS we have 6 different stats that each class can utilize. While it is believed every stat effects each class differently there are stats that work the same for all classes in some ways.
Pow(er): Adds to Attack in ratios dependant on the class and adds 30 to WT
Agi(lity): Adds to Attack in ratios dependant on class and adds dodge, Skill Criticals, Normal Attack Speed, and Skill Speed at the same rate for all classes.
NOTE: Normal Criticals is highlighted when you hover over Agi when you can distribute a point but it is unknown as to whether or not it's supposed to increase normal criticals or not. ATM it does not.
Int(ellegence): Raises Magic to all classes in the same way tho is only used by Mage class and Cleric class
Sta(mina): Raises hp, class dependant
Wis(dom): Raises mp, class dependant
Men(tality): Raises Skill Speed, Skill Criticals, Normal Criticals, Hit Rate and Dodge for all classes equally
Although there is no official way of measuring skill speed, using the information gathered from Agi and Men i have determined that your skill speed can be measured by Skill criticals as 8 men = 4 Skill Crit and 24 Agi = 4 Skill Cit and it has been somewhat proven that 8 men and 24 agi increase skill speed by the same amount. Therefore the higher your skill speed, the higher your skill criticals or the higher your skill criticals, the higher your skill speed.
Now it's time to go into detail about how each stat effects your characters. I'll start off with what's the same for all classes, then move on to the differences of each class individually.
Int: Only 2 classes use Int in their builds, the Mage class and the Cleric class but it found that it's the same for both in that each point into Int increases Magic Attack by 3/2 or 1.5 meaning every 2 points into Int grants 3 to your Magic. It may seem different to people but in reality the only difference is the amount of magic given by weapons and the skills used.
Agi: Agi raises several stats, and only 1 is different between classes while everything else remains the same. For every point you put into Agi you get 1/3 Dodge, 1/15 Normal Attack Speed, 1/6 to Skill Criticals, and 1/24 of an increase in your Skill Speed
NOTE: Skill Criticals increase in an unusual way in that it alternates between every 5 points and 7 points possibly due to a rounding error
Men: For every point you add to Men you increase Skill Speed by 1/8(can be debated in the for all classes part), 1/8 Dodge, 1/3 Hit Rate, ½ Skill Criticals, and Normal Criticals by an unusual and atm undocumented fraction.
NOTE: Although Skill Speed increases the same for all classes, EACH class has it's limitations thanks to the amount of time required to use each skill, both in the character animation and skill animation. The said Maximum Skill Speed for each class is as follows measured in only Men
Warrior = 24
Wizards = 16
Priests = 21(Credits to Alma_Adhara2)
Assassins = Unknown due to high Agility already present in most Sins. Simplified with the build...
Pow for Shield, pure agi, 8 men on top for maximum Skill Speed
Templars = 33
Archers = 33
Sta:
Warrior HP = 185 + (Level * 3) + (Sta) * 15)
Assassin HP = <Removed Temporarily> + (Sta) * 13)[Alternates between 12 and 14]
Priest HP = <Removed Temporarily> + (Sta) * 12)
Wizard HP = <Removed Temporarily> + (Sta) * 11)
Templar HP = <Removed Temporarily> (Sta) * 10)
Archer HP = <Removed Temporarily> + (Sta) * 12)
Wis:
Warrior MP = <Removed Temporarily> + (Wis) * 5)
Assassin MP = <Removed Temporarily> + (Wis) * 8)
Priest MP = <Removed Temporarily> + (Wis) * 11)
Wizard MP = <Removed Temporarily> + (Wis) * 11)
Templar MP = <Removed Temporarily> + (Wis) * 11)
Archer MP = <Removed Temporarily> + (Wis) * 10)
Universal Stat Formulas:
These i have tested out to be true to the best of my knowledge(need to be rounded to get result, and have a small chance to still be wrong)
Magic = Int * 1.5
Dodge = Agi/3 + Men/8 + 4.55
Skill Criticals = Men/2 + Agi/6 -.55
Hit Rate = Men/3 + 84.75
No nee to round
Attack Speed = =INT(14+(1/15)-Agi/15)/10
Weight Capacity(Physical based classes) = 970 + (Level * 5) + (Pow * 30)
Weight Capacity(Magical based classes) = 950 + (Level * 5) + (Pow * 50)
Next up is the effects of Agi and Pow on Attack for the 4 Phycical Attackers
Warriors:
Pow = 1/1
Agi = ½
NOTE: Due to a rounding error when Agi is even you will get 2 Attack for every 2 points instead of 1 attack for every point meaning when you add 1 point to pow it gives nothing, and when you add a 2nd you get 2 Attack. When Agi = odd the rounding error is corrected.
Assasins:
Pow = 2/3
Agi = 2/3
NOTE: For Sins although Pow and Agi are equal in increasing damage Agi is prefered as it increases Dodge, which is important to this classes survival when added on to their Skill Enhance
Templars:
Pow = 4/5
Agi = 2/5
NOTE: Because of the way Agi increases Attack It is unwise to use it when trying to increase your skill speed, Men is recommended however since most Templars AoE and have a skill called Auto Genesis it is advised to add Agi in order to increase it's effectiveness by increasing the chance of being hit by miss/1/2 from an attack
Archers:
Pow = 2/3
Agi = ½
NOTE: It has been debated which stat is more effective for archers and the debate may never truly come to an end between the build types Pow/Men, Agi, and Pow/Men/Agi. Please refer to the links below for more information.
While i'm at it in order to find out what skills/upgrades you can learn talk to the Skill Book Merchant found in any town, click quest and choose the bottom option i think. When it comes to gear levels talk to the Solstice Guide and click on "What items can i use
wardomic
08-13-2009, 03:39 PM
Common Stat Builds
Warrior Stat Builds:
Pure Pow-Plain and simple the ideal build for those who just want to dish out alot of damage. Perfect for dungeon farmers as well.
Pow/Sta-The long and not as heavy hitting build that can take in large mobs and a hard hitter here and there
Pow/Agi-Hoping for enough dodge to make it worthwhile and slightly lacking in damage. Agi is also a requirement when it comes to using two swords at once.
Pow/Agi for duel wielding/24 men- The build meant for single killing as a warrior on a mount as it maximizes the main skill's skill speed with some dodge. Used to cause a graphics glitch
Wizard Stat Builds:
Pure Int-No questions asked the build designed to hit the hardest. Remembering Pow for staff
Pow/Men- Caping men at 8-10 to increase skill speed and skill criticals slightly. Don't forget Pow for staffs
Assasin Stat Builds:
Pure Agi-Going for all the benefits of adding Agi such as crits and attack/skill speed. They normally only add to Pow when they can equip a newer stronger shield.
Nero Build/8 Men Pure Agi- At lvl 96 the skill Dust Blade is learned, and adding 8 men will maximize the speed of it instantly for when killing monsters one on one.
Agi/Sta-When dodge seems to be at it's peek sta helps increase the chance of survival when AoEing
Priest Stat Builds:
Pure Int-The healer who wants to go overboard with their healing potential. Has the potential to save mp pots by using weaker healing skills than other healers. Remember Pow for Cane
Int/Sta-The healer who wants a decent heal and ability to survive easier. Pow for staff is a must.
Int/Agi-Can dodge ability save a healer? only the experts or those experimenting know for sure.
Int/Men-The healer who wants to heal individual people faster. Target is 11 or 21 Men
Archer Stat Builds:
Pure Pow - For the Archer who wants to maximize damage per hit over the speed of kill.
Pure Agi - For the Archer who goes by their accessories and self buffs. These Archers attack faster and kill faster at the cost of weight capacity and damage per hit.
Pow/Men - For the Archers who don't want to mess with Agi. These Archers tend to get 24/32 Men and attack fast and hard. Their killing speed is rivaled by pure Agi archers of the same level who have the same skill speed.
Pow/Men/Agi - For the Archer who wants it all. He finds his own balance for the 3 stats.
33 Men Rest Pow - Hax Skill spamming speed regardless of Agi
Templar Stat Builds:
Pure Pow-For the Templar who wants to do more damage
Pow/Sta-For the Templar who wants to take risks when AoEing pulling larger mobs or mobs that hit for more than miss/1/2.
Pow/Agi-For the Templar who wants to make it slightly easier to AoE
Pow/Men-For the Templar who wants to crit like crazy or attack fast with Force Blast.
Duo Partners
Warrior/Priest: A classic partnership where the Warrior using his great defense in combination with the buffs given to him by the Priest to AoE hard maps.
Also work with Assasin/Priest or Templar/Priest
Warrior/Wizard(or Archer): A classic combination where the Wizard/Archer keeps the Warrior safe while he gathers a mob for AoE then they kill together. My personal favorite.
Warrior/Templar(or Assasin): Two AoErs gathering seperate parts of the map and kill together resulting in fast exp. As Warriors normally have a lot more defense than other classes this combination would normally be seen where the Warrior is a lower level or AoEing a lower level map than what's possible for him/her.
Priest/Wizard(or Archer): A single killing team or intense mini AoEing team. In single killing the Priest keeps up the buffs and heals and on occasion hits the duo partner's target. Reacting quickly to any potential threat the Priest halts aggros in their tracks til his/her partner can deal with it properly. In Intense AoE which isn't recomended the Wizard/Archer under buffs and Guardianship quickly gathers up a small mob and, using his/her binding skill to try to maintain distance attacks the mob relentlessly. The healer Constantly heals the AoEr and casts guardianship when the Wizard/Archer takes position as tank for a moment while waiting for their binding AoE skill to be useable again. Foger the first Archmage is infamous in that he has AoEd maps with this kind of technique i think before the east Eir maps came out. I am only assuming this is how he did it.
Wizard/Archer: The ideal single killing duo both capable of attacking from long range and holding enemies far away with their binding skills which stack together. When used properly they also have the option of KITE AoEing tho it is assumed such a thing would be hard to do.
Templar/Assasin: The dynamic duo AoErs and close range solo killers. Without buffs they have nearly identical defense so they are on even playing field to start with.
Single killing: (Thanks to Nero for this info)
Assasin's dodge is great enough that it allows for a Templar's heal over time skills to work wonders when it comes to survival. An Assasin's Dust Blade and Templar's Force Blast both have a chance to stun so combined their opponent will never know what hit them. The Templar controls the flow of battle by preventing aggros from making suprise attacks using Burning Hands and Time Shield. Should they get overun by aggros the templar need only cast Saint Rising and cast Assist Heal and Great Sphere while the Assasin Prepares his Sandstorm/Circle Trap combination to make everything run away. To compensate for the low weight capacity a Templar's healing skills make it so that the Assasin need to mainly focus on on mp pots. Not only that the Templar can hold extra pots for the Assasin as needed.
AoEing:
Using Dodge and Movement speed to his advantice an Assasin gathers a mob with minimal pot usage while the Templar uses his own self buffs and healing skills for his own gathering. Upon meeting up the Assasin can drop his mobs on the Templar first or rely on his dodge and the Templar's healing skills and they kill together. The Assasin's quick Circle Trap helps remove the Templar's lock while the Templar is capable of utilizing Chain Block to lessen the damage the Assasin takes and Deadlock for hitting harder.
wardomic
08-13-2009, 03:40 PM
Tips and Strategies
Warrior Class-
1: If a monster hits someone in your party and you want it to attack you combine Hard Blow, 1 normal attack or main skill, followed by Attaction
2: Ideal chain of attacks requires precise timing. This goes for Pvp and PvE. One example would be Soul Break, Broken Sword, Shield Crash, Slash/Penetration/Force Cut 5 times and Broken Sword again at the very end of of the first one's duration.
3: When you get Wild Swing don't forget about Reflection. It's still has it's uses and causes more damage than Wild Swing.
4: If you want to use Refection while AoEing keep an eye on the Reflection Cooldown. Depending on your build you can use Reflection, then Wild swing 3-4 times and use reflection again.
5: If you attract a few hard hitters while AoEing and your healer is having a hard time catching up and rebuffing a good plan is to target one of the hard hitters and use Shield Crash to stop it from attacking to give your healer a small break. This is especially useful for when Guardianship is on cooldown and has worn off.
6: Use blaze when suicide AoEing monsters that hit you for 10+ damage and keep the amount of hp your healer can heal into consideration when gathering.
7: Patience isn't a necessary skill but it does have the potential to speed up your killing especially in a dungeon and you are soloing.
8: I personally found when AoEing in a map with Hard Hitters that stopping a hard hitter with Hard Blow first is better than using Shield Crash as Hard Blow could fail due to miss or cancelation due to flinching.
9: AoE Skill Chains. Depending on what skills you have and where you are AoEing chaining your skills together can be very effective. Example is Reflection then 3-4 wild swings then repeat with reflection again, keep an eye on the reflection cooldown timer if you do this.
10: Untested but the ideal chain of attacks using all 4 AoE skills would possibly be Fire Swing, Sorrow Shout, Reflection, Wild Swing.
Wizard Class-
1: A good Wizard will not get hit or require good defense, but unexpected things can happen so always use Magic Shield, and be sure to carry enough magic tonics for it.
2: When you have 2 aggros on you an easy way to get rid of one is to ice the one you don't want to kill yet and move back, dragging the one you will kill with you and ice it when you are ready.
3: Concentration is a useless skill unless you use Frost or Volcano
4: When you learn Frost practice with it til you learn it's range so that when you assist AoE you will almost never get hit. Same with Volcano.
5: If you Arrest a monster and hit it just before Arrest wears off it won't instantly aggro you, same with Magic Beam.
6: Arrest wears off when it's cool down is at approximately 40 Seconds left.
Assasin Class-
1: Keep Enhance on at all times while you are gathering or killing monsters
2: Use Accuracy when killing monsters for a chance to speed it up with criticals
3: Don't overestamate your dodge and make sure you have decent/good defense to go with it.
4: Learn your skills, and the cooldown times of your skills.
5: Dodge isn't perfect, keep moving while gathering for AoE
6: Extract is a random yet useful skill. Can either escape monsters, or buy yourself a few seconds at most to run, heal, or invis.
7: Learn what your dodge can do in a variety of situations
Paladin Class-
1: Cast buffs on yourself first so that you can keep track of the timer on your party.
2: When in a party with an AoEr prioritize his/her buffs and health over everyone else, but never forget the other people in the party.
3: Learn to use Spirit and Ghost Steal on aggros that may attack you
4: When an opponent is under the effect of DoT skills Spirit won't work.
Templar Class-
1: Self buffs are essential to this class, as well as it's heal over time skills. Always keep Protection(For defense) and Brace Up(For offense) on when in battle.
2: Assist Heal is useful in a number of ways, when single killing keep it on at all times, while when AoEing to maximize it's effectiveness if you are taking miss/1/2 use it when you have about 1/3 to 1/2 your hp left if your mob is not too big and you will be back at full health before you know it espeically if you keep moving.
3: Even with Assist Heal it's a good idea to keep tiny hp pots on you just in case.
4: Time Shield acts like Shield Crash with a lower duration at first but it more closely resembles the fighter's Hard Blow in that an additional hit will make the monster run.
5: Burning Hands is the most powerful stun in the game. It's useful for keeping hard hitters(or bosses) off of yourself and can also be used to allow you to kill monsters many levels stronger than yourself when combined with Amplitude.
Archer Class-
1: A good Archer will not get hit or require good defense, but unexpected things can happen so master your binds, Stone Edge, and Snakeshot
2: When you have 2 aggros on you an easy way to get rid of one is to ankle the one you don't want to kill yet and move back, dragging the one you will kill with you and ankle it when you are ready.
3: If you Stone a monster there exists a chance for it to have it's movement speed decreased when it's released from it's petrified state. Useful for fast monsters.
4: Basics of killing in transit can be learned from or as their fellow binders, the Mages.
5: Stone Edge's effect wears off when it's cool down is at approximately 5 seconds left.
For Parties-
1: AoE buffs are good to use to maximize your potential
2: If you are in a grinding party Amplitude can be a blessing if everyone uses it before attacking a monster.
How to AoE hard hitters-
Option 1: Xen your gears til they miss/1/2 against you
Option 2: Hit them with your AoE attack and run into a sz before they hit you and they will be forced into the sz. After that simple walk out 1 step at a time til you can use your AoE skills.
wardomic
08-14-2009, 09:44 PM
With all the information gathered it would be nice to be able to predict your stats right? Thankfully that is possible with the work that's gone into the SoS stat calculator attached to this post.12630 It's not complete, but it's as complete as it'll get for the most part. Also there happens to be an online version that is also useful here. (http://soscalculator.summerhost.info/)
Enjoy and feel free to comment about either one here or at the original SoS Calc thread <removed>
Known issue:
I just realized i used an old copy to make this current one and it's missing the lion's pow/men in the mount area, this will be fixed when possible.
Edit: NEW!!!
I've gone and created a new variant of the SoS Calculator, which shall be called the SoS Damage Calculator. It focuses entirely on Offense, predicting how much damage you can do against the various monsters of Xen. Want to try out a new build? See how much damage you gain or lose first!. Want to see how high of a map you can train in with all the buffs/gears available? You can do that as well! Are you a healer who wants to see your potential future heals? You've been included as well.
Want to build yourself up to be a hippo hunter? but don't know how much more attack you need to do significant damage? The damage calculator is the tool for you as I reveal it's incredibly high defense for you to start planning. Just be sure you can can actually take a hit first.
Check it out now 15441
Disclaimer: This is only for calculating how much damage YOU do to monster, not the other way around unless you are a healer, in which case it showsy ou how much you can heal. Information contained is only 95% accurate too my knowledge, and would appreciate any help in perfecting accuracy, mostly with mage skills lvl 61+, and higher levels of Cool Healing. Also there is no known information regarding stun or bind sticking, and I doubt there ever will be. Thank you for reading and enjoy.
wardomic
08-15-2009, 01:28 AM
I'll finish off by adding links to threads for each of the 6 classes related to Builds, Strategies, and other useful information. They are listed from oldest to newest for now.
Threads of Interests
Please be sure to check out Zeltar's Guide to Guides (http://www.outspark.com/forums/showthread.php?t=99239) as well for a list of guides regarding other aspects of Secret of the Solstice
Guide To AoE Leveling (http://www.outspark.com/forums/showthread.php?t=170491) by n_guy
Level Up List: Squire (http://www.outspark.com/forums/showthread.php?t=228455) ||| Apprentice (http://www.outspark.com/forums/showthread.php?t=49788) ||| Neophyte (http://www.outspark.com/forums/showthread.php?t=64407) ||| Scout (http://www.outspark.com/forums/showthread.php?t=72578) ||| Acolyte (http://www.outspark.com/forums/showthread.php?t=32045) ||| Disciple (http://www.outspark.com/forums/showthread.php?t=57638)
Skill List: Fighter (http://www.outspark.com/forums/showthread.php?t=228524) ||| Scout (http://www.outspark.com/forums/showthread.php?t=128297) ||| Rogue (http://www.outspark.com/forums/showthread.php?p=3258736)
Warriors
Soulcard's Stats point test (http://www.outspark.com/forums/showthread.php?t=36789)
krim's fighter help (http://www.outspark.com/forums/showthread.php?t=59248)
Dipple's PvP Guide (http://www.outspark.com/forums/showthread.php?t=112333)
Men help for Warriors (http://www.outspark.com/forums/showthread.php?t=204344)
Wizards
Fogger's PvP Guide for Magicians (http://www.outspark.com/forums/showthread.php?t=109070)
Kayarine's General Guide for Magicians (http://www.outspark.com/forums/showthread.php?t=113309)
Kafuka's AMW Stragegies W.I.P. (http://www.outspark.com/forums/showthread.php?t=219246)
Assasins
SilverTitan's Neo/Rouge Guide (http://www.outspark.com/forums/showthread.php?t=86445)
Agi Vs Pow by Taney (http://www.outspark.com/forums/showthread.php?t=121735)
sweet-devil's Xenian to Rouge Guide (http://www.outspark.com/forums/showthread.php?t=143226)
Discussions on Dodge (http://www.outspark.com/forums/showthread.php?t=205339)
Discussions on Men (http://www.outspark.com/forums/showthread.php?t=206068)
Priests
Tips for being an Aco in a party (http://www.outspark.com/forums/showthread.php?t=44942)
Healer Stat Builds (http://www.outspark.com/forums/showthread.php?t=108224)
Kisshin's PVP Guide for healers (http://www.outspark.com/forums/showthread.php?t=117195)
Aco Guide (http://www.outspark.com/forums/showthread.php?t=211954)
bloody-chan's Priest Guide (http://www.outspark.com/forums/showthread.php?t=228073)
Crazy AoE tips by Alma_Adhara2 (http://www.outspark.com/forums/showthread.php?t=228912)
Archers
Limes Archer Guide and Information (http://www.outspark.com/forums/showthread.php?t=16916)(Please do not necro)
Trente's General Archer's Guide (http://www.outspark.com/forums/showthread.php?t=56571)
Ranger Joe's Pow VS Agi thread (http://www.outspark.com/forums/showthread.php?t=62370)
AzN's Scout/Archer Builds (http://www.outspark.com/forums/showthread.php?t=78061)
Teiji's Detailed Archer's Skill list (http://www.outspark.com/forums/showthread.php?t=128297)(A bit out dated)
AzN's Guide to helping you level (http://www.outspark.com/forums/showthread.php?t=188591)
My thread concerning Agi and Men in terms of skill speed (http://www.outspark.com/forums/showthread.php?t=202368)
whatkindofnameisthis's Point Distributions (http://www.outspark.com/forums/showthread.php?t=204140)
My thread about the forumlas used for determining Stats as a SAR (http://www.outspark.com/forums/showthread.php?t=205478)
Archer Build Poll (http://www.outspark.com/forums/showthread.php?t=227939)
Archer Strategies Guide by Covenant/Trente (http://www.outspark.com/forums/showthread.php?t=230273)
Templars
el22's Men for Templars (http://www.outspark.com/forums/showthread.php?t=110505)
General Guide to Disc/Temp/HA (http://www.outspark.com/forums/showthread.php?t=147354)
Kurapica's Stat point distribution thread (http://www.outspark.com/forums/showthread.php?t=194993)
All you need to know about Auto Genesis (http://www.outspark.com/forums/showthread.php?p=2913642)
Disciple/Tempmlar Detailed Guide (http://www.outspark.com/forums/showthread.php?p=2982451)[/
Please be aware that this is a work in progress, i am going through each section in the forums several times to make sure i have all necessary threads. If you know a thread i should add or suggestions for this guide please let me know.
ChaosAD
08-15-2009, 02:14 AM
I'd like to contribute a little info on the empty Templar/Assassin Duo Partners section based on my experiance duoing with Temps. This is for solo killing not for AoEing.
An Assassin's dodge give him so much breathing room that Assist Heal and Great Sphere is enough to keep him alive even when getting mobbed for 3+ monsters hitting him for 100+ damage. The Templar can control the flow of Aggros with Burning Hands and Time Shield. If the Templar gets overmobbed and casts Saint Rising, that's more then enough time for the Assassin to cast Sandstorm. Dust Blade and Force Blast both have a high chance to stun the enemy so when the 2 of them are being cast at once by a Sin and a Temp that has MEN in their builds, the mobs don't stand a chance from the stun lock. Also because of the healing from Assist Heal and Great Sphere, the Assassin can carry much less HP pots and carry more MP pots for killing more mobs between each repot. The Temp can even carry extra pots for the Assassin to further lengthen the grinding time between each repot.
I can go on and on and on about how else they can work together but i mentioned the most important ones. If used by experianced players, an Assassin+Templar duo is the 2nd ultimate killing machine. Archer + Wizard is #1 killing machine duo =P
wardomic
08-15-2009, 02:41 AM
Thank you Nero that was good info. The Templar/Assasin duo section wasn't empty but for some reason it got cut off when i hit update but i didn't have the information you gave. I didn't notice it was empty again til you mentioned it i'll fix it and include what you told me. What I already had or should have had in there was how they compliment each other's weaknesses when AoEing together. (tries to remember what i had up)
Edit: Ok it's been added. I know this guide is a bit unorganized it has more sections that i originally planned but when it's complete or near complete i'll organize it better. Now i'm off to sleep and tomorrow i'll finish up with what is still empty.
sweet-devil
08-17-2009, 03:56 PM
yay my guide is in there 8D.. great post its really useful ^^
Mikitan
08-17-2009, 05:01 PM
Pretty awesome thread you got here, Wardomic. Gonna go ahead and sticky this for you so you don't have to keep bumping it. :)
wardomic
08-17-2009, 05:34 PM
Wow thank you, i put alot of thought into this and to have it turn into a sticky, that made my day. It's almost as complete as it can get just need to put up a few more things and finalize how it should be organized.
jrgoofy
08-17-2009, 06:56 PM
You forgot to put in the agi/sta build for assassins this very common now since it increases survival rate when aoeing mob that hit more then 10-15
Also i recently resetted my stats and when adding sta i noticed that the first point adds 12hp and the second point 14hp and then it repeats idk if this is the same for all classes(mine is assassin class)
Btw this is a great guide i hope this will stop all the new players from posting the help with stat questions keep up the good work :D
AnimePimp66
08-18-2009, 12:20 AM
if this guide gonna b sticked ill add that all mages can aoe who mastered everying in anoobys guide carry all +5 or better gears and understand what can get away with and are capable of x.x...
srry to much to explain takes trail and error.... will remain a mystery to some till more archmages get lv to find it nessasary... pm me in game/msg if need help or advice in adeline
Ludu52
08-30-2009, 11:33 AM
MEN STATS.
First Stat Adds Nothin.
1. Hite Rate 85, Critcal +2 = Auto. Build
2. +1 Skill Critcal
3. +1 Critcal,+1 Skill Critcal
4. +1 Critcal
5. *No Critcals*
-------------------------
6.+1 Skill Critcal
7.+1 Critcal,+1 Skill Critcal
8. +1 Critcal
9. *No Critcals*
Hite Rate evey 3 points.
Question when u did men Stat, did u do men build alone or mix with agi?
Becuz i think men subs. agi with dodge.
I did warriro stats with Men got dodge at +6,+13,+22,+29,+35 with 4 agi which is a auto stat.
So Just wanna kno if men is really 1/8 or for diff? Classes?.
wardomic
08-30-2009, 12:57 PM
Dodge = Agi/3 + Men/8 + 4.75 Rounded
That's a rough estimate of what your dodge will calculate to. That dodge stats you gave were.
6
13...7 Difference
22...9 Difference
29...7 Difference
35...6 Difference
Your agi is unbalanced at 4 causing rounding errors. I would bet if you continued it would be something like...
42...7
51...9
58...7
64...8
Or something to that effect, Take all those and it rounds out to 7.5, because of the rounding error you would never get a real measurement. If anyone wants to test it out set your agi to a multiple of 3 and you should get more normal looking stats.
Ludu52
08-31-2009, 12:26 PM
kk Thnx Wardomic. i Have 20 agi now, ill see if stats become normal at 21 agi.
bloodly-chan
08-31-2009, 03:52 PM
For priests - 1 sta -> 12 hp.
1 wis -> 11 mp.
For ment, according to Misamisa, it goes up to 21.
Dodge for priests is pretty fail. However, it CAN and DOES save well, me.
Currently aoeing at the moment, actually I just died, so I'll post more in a little later. xDD'
comp4ssion
08-31-2009, 03:59 PM
Also, to all those up-and-coming Sins out there:
LEARN. YOUR. DODGE.
What I mean by that is:
LEARN...YOUR...DODGE!!
This is the one stat that Assassins must not only rely on heavily, but can be spotty and unpredictable. Don't rush from 96 to 106. Take the time to experiment with all sorts of battle situations...single killing, mini-mobbing, suicide AOEing. Make extensive mental notes of interesting things you can observe. Your Dodge is the one edge you have over all classes in this game. It's your best weapon. Learn how to use it.
Also, make friends with healers. Later on, after "safe AOE shutdown" (aka level 101), you will need a large supply of skilled healers if you wish to continue AOEing. Without a full set of 6/6 gears, two incubators, and a good DEF glitch, you will never see Miss-1-2 in even Templar Gorge until at LEAST level 115. Even if you're lucky or financially well-off to see this, don't count on it lasting, as you'll need to move up through maps faster than the new gear will arrive.
bloodly-chan
09-01-2009, 09:32 AM
Each pow adds +50 weight for priests.
Also, I guess since I'm probably the only priest wierd enough to put AGI in my build, I'll be the one talking about it.
For priests, agi is a funky thing. Dodge has always been a funky thing, but for priests I notice it especially. My priest dodges more than my freaking rogue. It's creapy. But anyways...
Dodge only actually starts to work after you get over 10 dodge on a priest. I won't say how much dodge I personally have, but I have about a 1/3 dodge rate on mobs when they agro me. Which is VERY impressive. I have people who can vouch for my dodge as well, if anyone doubts it.
However, dodge is wierd in the way that after a certain amount, it fails out and doesn't work anymore. However, I strongly would NOT recommend to use this build, as it's kinda fail and very risky.
Also, with MEN, according to Misamisa and my own tests, men goes up somewhere around 10~12 ish. At least it's more noticeable at those levels. I had a priest friend of mine cast along side me when I had 6 men, and it's a little faster, but barely able to notice it. I would also not recommend using this build. It's not a huge difference, probably fractions of a second.
wardomic
09-04-2009, 01:09 PM
Finally got around to figuring out WT for our two magic classes, thank you for the info you provided it was a simple to figure out from there. And Misamisa gave me the info on when healing gets faster, it follows a different pattern than all other classes which is weird lol buti put what she told me up.
wardomic
09-21-2009, 07:21 PM
Got all info for wis up now. It's completely useless for warriors(only adds 5 mp). Anyways last call for information to add, if nothing new we can call this complete.
nilemg3
11-04-2009, 10:32 AM
Guide to All Classes
I've been thinking "Wouldn't it be nice to have a guide about every class in SoS?" which has brought me to making this. I realize there is plenty of information here on the forums already so I have adding links to additional threads in the 6th post.
How Each class Performs
Each class is unique in how they fight and train. I will attempt to explain how each class performs in different situations starting with solo, grinding parties, and AoE parties. People can find ways other than these to play there class.
Solo:
Grinding Party:
AoE:
What does "AoE" mean???:confused:
comp4ssion
11-04-2009, 11:00 AM
"AoE" is the common name for a very particular style of training in which a player with good Defense collects all of a certain species of monster on any given map and kills them all at the same time with repeated uses of an AoE (which stands for Area Of Effect) skill. Quickly repeated usable AOE skills which deal damage include Circle Trap, Chain Block, Dead Lock, Lightning, Volcano, Wild Swing, Fire Swing, and Sorrow Shout (although Fire Swing and Sorrow Shout have 3 second cooldowns). Reflection is also considered an AOE skill and indeed can be used for the same purpose, but the 7-second cooldown kind of detracts from its repeatability factor.
wardomic
11-05-2009, 12:17 AM
for AoE explation just look up at the post before mine.
Reflection may be bad because of it's 7 second cooldown but definitely useful since it deals more damage than wild swing and helps deal with moblock, especially lvl 3 Reflection.
Looking for feedback on this guide. Anything you want added, anything you think should be changed. The Arrangement of the guide. Post your thoughts here if anything comes to mind.
nilemg3
11-06-2009, 09:38 AM
ty all for informing :)
desmondoe
12-11-2009, 05:03 PM
thanks so much wardomic
pozeidon
12-18-2009, 04:44 PM
Kool Thank You ^ ^
froslass123
06-18-2010, 12:14 PM
awesome this rlly helped me
wardomic
09-29-2010, 03:19 PM
Looks like I've gone and added something new, check it out!
Edit: NEW!!!
I've gone and created a new variant of the SoS Calculator, which shall be called the SoS Damage Calculator. It focuses entirely on Offense, predicting how much damage you can do against the various monsters of Xen. Want to try out a new build? See how much damage you gain or lose first!. Want to see how high of a map you can train in with all the buffs/gears available? You can do that as well! Are you a healer who wants to see your potential future heals? You've been included as well.
Want to build yourself up to be a hippo hunter? but don't know how much more attack you need to do significant damage? The damage calculator is the tool for you as I reveal it's incredibly high defense for you to start planning. Just be sure you can can actually take a hit first.
Check it out now <removed>
Disclaimer: This is only for calculating how much damage YOU do to monster, not the other way around unless you are a healer, in which case it shows you how much you can heal. Information contained is only 95% accurate too my knowledge, and would appreciate any help in perfecting accuracy, mostly with mage skills lvl 61+, and higher levels of Cool Healing. Also there is no known information regarding stun or bind sticking, and I doubt there ever will be. Thank you for reading and enjoy.
Yes I was bored
GM_RoboPanda
09-30-2010, 11:11 AM
Yes, not sure how we missed that one....
You guys should know better than to post links to .zip files, as well intended and harmless as it may be. The next DamageCalc.zip someone posts may have a trojan in it.
It is all about setting president.
admirabile
09-30-2010, 09:41 PM
It is all about setting president.
precedent*
:P
wardomic
09-30-2010, 10:25 PM
lol setting precedent or not panda didn't do a good job in editing, seems he was having a busy morning and wasn't looking when he edited one of my posts in this thread.. I pm'd him about the edits, and the zip file in question(my newest toy, the damage calculator). At the very least want him to check it out himself when he's not busy with divine souls. It could very well be the key to balancing rurara's game for all tiers at least, when it comes to the defense of bosses to make them killable in each tier green and above. I can almost guarantee it's fully capable of doing the math for our gms and DnC to help resolve half of the rurara problem, as I've checked all my work when putting it together.
bloodly-chan
10-03-2010, 12:04 PM
Okie War... Imma see if I can catch you in game sometime, since I checked out the calculator and the heal is almost 200 points lower than my heal. :x
And some more of the healer stuffs. x3
wardomic
10-03-2010, 03:15 PM
I am going to guess you are refering to Cool Healing 2 and 3, currently on the calc there's no difference between the cool healing levels, but will change that once I have that information.
I just checked Minor Heal and Major Heal with a cane of vine and cane of agony and both are just fine on it, same with cool healing 1
wardomic
10-08-2010, 05:13 PM
Updated the Damage calculator with cool healing info(thanks to Meika), and yes I'm fully aware the stat calc and damage calc could become obsolete with reborn when it comes. We'll cross that bridge when we come to it. Til then enjoy it while you can.
star4242
01-27-2011, 12:56 AM
Neophyte is my char.
perfectkisses
01-30-2011, 12:13 PM
Awesome Guide btw.. x3
wardomic
01-30-2011, 07:34 PM
I'm glad people have enjoyed this guide since it's creation, the information contained within reflects Secret of the Solstice but not Solstice Reborn, when the time comes will either update this guide for Reborn, or make a new one specifically for Reborn.