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![]() -Banner by IanH! "A Warrior seeks to act rather than talk." - Carlos Castaneda The Class: An Introduction Are you bored of being sent flying across your screen after taking a direct hit from a monster? Tired of waving a stick around in an attempt to cast magic only to end up losing an eye? Do you wish to not be surrounded by those asking for a “Bo0f pl0x o/\/\g!” Then why not try something new and exciting?! Become a Fighter today! It comes complete with 3 interchangeable weapon choices, shiny amour that does absolutely nothing to protect the belly button area for some odd reason or another, and it comes complete with tons of fantastic skills! So what are you waiting for?! Try being a Fighter right now! Disclaimer: Seras is not to be held responsible for any injures, loss of limbs, loss of mental stability, vision impairment, property damage, loss of life, uhhh...well you get it. Alright, lets get down to the point. Fighters are a very versatile class in the World of Isya. They can be the very backbone of parties, taking the hits and keeping the entire party safe. While they can also be lethal damage dealers, working with others to stun and smash their foes with raw damage. It’s up to you to choose what type of Fighter you want to be, what stats you want to use, and what weapon you would prefer. This guide is here to give you more information on possible paths you can choose and includes descriptions of skills that you may find best for them. But, do not let that stop you from going off and creating your very own type of Fighter. No matter what anyone says, it’s up to you to choose how you want to play. This guide will also incorporate my previous Tanker's guide into a full fledged guide for most builds of fighters. Yes, this guide will be constantly updated with new information I hear from you all. If you have any anything at all that you want to see added to this guide then just speak up. Because I cannot hope to cover all that you, the fiesta community, want to be in a guide for fighters by myself. Now then, lets move onto the Table of Contents. Last edited by Kuydo; 04-05-2009 at 03:21 PM. |
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Table of Contents The Class: An Introduction The Tools of the Trade The Items The Production Skills The Stats The Stat Builds The Skills The Three Paths •The Tank •The Damage Dealer •The Hybrid General Tips and PvP A_geezy's Guide To PVP Fighters Commonly Used Abbreviations Helpful Threads Special Acknowledgments Last edited by Kuydo; 05-23-2009 at 01:49 PM. |
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The Tools of the Trade Fighters are quite a unique class. Unlike their Mage, Cleric, and Archer counterparts, Fighters are given the choice between three different types of weapons once they reach level 20, instead of the normal two. This can lead to quite the decision to make once you complete your Level 20 Job Change. But before reaching level 20 you will be working with the One handed Sword and Shield. Take your time during your first levels to get used to it, for at these levels the shield will be greatly helpful to you for soloing purposes. Not to mention you can easily obtain more one-handed weapons from the Slime Kingdom Quest. Most of your amour at these levels does not need to be bought, because Quests offered by various NPCs will have them as prizes. During such soloing sessions you may want to get used to killing a few monsters at a time and following it up by resting in your Mushroom House. This is so you don’t have to restone as often. This will allow you to save money up for your level 20+ items. But, also be sure to bring a few potions around with you, you never know when you may end up in a dangerous situation that requires you to make use of them. Whatever drops you get you may want to try to save up as well, there are many higher leveled players in towns who will open up Purchase Stores buying the drops for more then what you can get from just NPCing. Soon enough you will be level 20, and the time to choose your weapon will come. ![]() The One Handed Sword and Shield Default Critical Rate: 3% Default Attack Rate: 1.1 sec One handed swords are the fastest of the Fighter’s weapons, and with a shield for added defense it makes a great combo. Not to mention it has the highest Aim out of three weapon choices, and offers a % of block rate due to the shield. This makes it quite handy in situations were you're taking on way more then one foe. It also helps a great deal when tanking for a party. This weapon however, lacks a very high critical rate, and has the lowest attack rate out of all the Fighter’s weapons. ![]() The Two Handed Sword Default Critical Rate:4% Default Attack Rate: 1.3 sec Two Handed Swords occupy the space between the One Handed Sword and the Axe, and are often seen as the balance of the two. Two Handed Swords have a greater amount of attack rate then the Axe, and are able to deal more damage then the One handed Sword. But the Two handed sword also has its share of disadvantages to both of those weapons as well. Two Handed Swords do not have any defensive or blocking capability, often putting them out of favor with many. But what Two Handed Swords do have, in the opinions of many, is looks. Because lets face it a giant sword slung right over a characters shoulders, how does that not look impressive? ![]() The Axe Default Critical Rate:5% Default Attack Rate: 1.5 sec The Axe is the slowest weapon of not only the trio of Fighter weapons, but the entire game. It’s high critical rate and it’s raw damage make up for this fact. But, when it is used while skill spamming it can be absolutely deadly. This weapon is quite useful PvP and Damage Dealing situations. A Note: If you're seeking some examples of what a weapon looks like when it is enhanced I suggest taking a look at this section in the FiestaFan Wiki. Enhancement Guide Last edited by Kuydo; 04-05-2009 at 04:08 PM. |
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#4 |
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The Items Fighters also have access to quite a few items that can extend their general usefulness even further. We'll start off with scrolls, which you will find yourself relying on more and more often after level 20. This will make it a lot easier for any cleric that may have partied to keep you alive. All scrolls last for an hour, however if you die you will lose any scrolls you have currently on. The higher Tier in scrolls you go up the higher level you will have to be to use them. Major Scrolls These are scrolls that you will find useful in just about any situation, it’s always a good choice to bring them along when your planning on training in any fashion. ![]() Vitality Scrolls These HP increasing scrolls are always a great idea to bring with you when your planning on taking on some rather large mobs, or if your facing something that does more damage then what your used to. At T1 they can add 200 points to your max Hp and it only grows from there, with T2 adding 500 onto your Hp while T3 adds 900, so on and so forth. ![]() Shield Scrolls Nothing is better to be used in combination with a Vitality scroll then a Shield scroll, and no you do not need a shield to make use of them. At their first Tier they add 29 points onto your normal defensive stat. It may not seem like much, but it will make a difference when put to use. ![]() Power Scrolls Unlike what they scrolls sound like they may do they actually increase your aim. Making them a must when going against monsters that are above your own level or when fighting bosses. They also are a great way of getting around both the 2H’s and the Axe’s Aim shortage issue. Minor Scrolls These are scrolls that you will not need quite as often, but at higher levels and certain situations you may want to keep a few of these around. ![]() Magical Defense Scrolls These scrolls increase Magical defense, which you may not find much use for at lower levels but at higher ones you will encounter many more monsters they uses magical attacks as well as physical attacks. Do I even have to mention those evil Pinkys? x.x ![]() Mentality Scrolls You may be asking why you would need to use a mentality scroll when you're fighting, well these little scrolls increase your max SP. Allowing you to cast more skills before you run out of it. This can also be useful in PvP duels, when the extra SP may save you from death. ![]() Nature’s Agility Scrolls Scrolls that increase your evasion, which may not seem very helpful for a fighter but it has its uses in PvP and soloing situations. ![]() Speed Increase When will you ever need an Speed increase you ask, well there are actually several situations it can be useful in. Such as escaping from a mob of monsters within a BattleZone, an area that doesn’t allow you to use your rider. It also makes it easier to create mobs when your AoEing, allowing you to take less hits from the monsters following you. Potions ![]() Another item that you will want to bring along as you train, pvp, or even if your just exploring Isya would be Potions. Both the Sp and the Hp sort. It’s always a good thing to bring them along in case your ever ganged on by a large amount of foes, or if your in the middle of fighting something that just using your stones cannot handle. Not to mention how you might need to rely on them during those Dark Forces events. Much like scrolls certain potions have level restrictions on their uses. ![]() Stone Usage *Will try her hardest not to make any “Stone” related puns...emphasis on the word try.* Stones, you should never leave town without a full set of them, or at least always make sure you have them full when going out to grind. Nothing is worse then having to leave a great grinding spot to restone, only to come back with someone else in your spot. While you can go about not buying stones during your lower levels and shrooming all the time at higher levels that sort of grinding can take too long to go about putting to use, which is why stones are so handy. Last edited by Kuydo; 04-05-2009 at 12:00 PM. |
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#5 |
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The Production Skills For more information on Production Skills themselves check out this section of the Fiesta Wiki, Production Skills Fighters have a lot of possible Productions skills to choose from, and indeed a lot of them can be useful for them. But more often then not the Fighter will find that some Production skill combinations work far better then others. Let’s look at a few examples shall we? Scroll Production / Decomposition Scrolls can make anything a Fighter has to do less of a hassle, and if you can make them yourself then that’s even better. Pairing Scroll Production with Decomposition will make it that much easier for you to be able to get the materials you need to make scrolls. Potion Production / Decomposition When you’re out and about bringing along potions is always a recommendation, and being able to make them means you will not have to spend as much on stones. Decomp, much like it’s usefulness when paired with Scroll Production, will allow you to make potions more easily. Potion Production / Scroll Production If you’re able to get your hands on materials easily then you may want to think about learning the Potion and Scroll production skills. Being able to make both scrolls and potions will allow you to make use of both items in your grind, without you having to go buy them off people. Last edited by Kuydo; 07-12-2008 at 02:40 AM. |
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#6 |
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The Stats Free Statistic Points, other wise known as stats, are extra stat point you are given upon every level up. You also receive a few from the Job Change Quests as well, with 5 earned from the level 20 Quest and 10 earned from the level 60 one. What makes these unique when compared with the normal stat points you receive upon level up is the fact you can choose what stat you want them to go into. It can be quite a tough decision to make. These points also play a deal in what playing style you want to follow, I’ll elaborate on this a bit further into the guide. END Placing one point into this will increase your block rate by 0.1%, if you place 50 points in END then the 0.1% will become 0.05% per point. Placing a point in this will also increase your HP by 5, and your defense by 0.5. STR Placing a point into this will increase your damage by 1.2 per point. DEX Placing a point into this will affect both your Aim and your Evasion. Before you place 50 points in this stat every point into it will increase your Evade by .2%, after 50 points are placed in it you will only get .1% per point. The same can almost be said about Aim, which affect how often you hits will land. At first it will give .3% per point placed in it, but after reaching 33 points this will drop down to .2%. This will only further decrease after you reach 68 point in it, ending up with you getting only .1% per point. INT Placing a point in this will increase your magical damage by 1.2 per point. Of this all Fighters should be certain, you will never, ever, ever, ever, need to place a point in this skill. Even if Fighters do get a skill that deals in magical damage it not worth changing your whole build over. SPR Placing a point in this stat will at first increase your critical rate by .2% pre point. After reaching 25+ SPR you will get .1% of critical rate increase pre point. Points in this stat will also increase your Magical Def by 0.5 and SP by 5. The Stat Builds Single Stat Builds (Pure) Full END This is a build that seeks to make the most out of the END stat, due to it’s high defense and HP bonuses. You will often see future tankers going for this build, which can allow them to handle taking on monsters that are many levels above them. Not to mention they are highly sought after to lead AoE parties. Those using One Handed Swords and Shields can make the most out of this build due to the END stats block rate increase. Full STR Mainly seen as a Damage Dealers build of choice, the full STR route is for those who want to get the most damage out of their extra stat points. Normally players with this build substitute any lost HP they would otherwise had if they went with an END build with END statted items. Full SPR One of the more rare builds out there a full SPR build is for those who wish to get the most critical they can. Often these players will invest heavy in critical increasing items, as such you may not want to try this build unless your more experienced with the game itself. Full DEX Due to recent updates to Fiesta the usefulness of this build as a whole can be widely disputed. Full DEX fighters make use their higher then average aim and evasion most often in player vs. player duels and while fighting monsters. Whilst it can be quite useful against players who have themselves have lower aim the build's evasion can be conquered by higher tiered aim scrolls and the recent emergence of the BK weapons. However, if one's up for a challenge then this may be a build for you. The 25 SPR Builds 25 SPR Rest END Build This is for those who want to add some more critical to their defensive build. The 5% extra critical may not much but when coupled with critical boosting sets and items you will be scoring critical that you normally would not see as often. 25 SPR Rest STR Build This build was built to take advantage of the 5% critical bonus from the 25 SPR as well as the raw power that having points in STR offers. This build can also be coupled with critical boosting items, much like the 25 SPR Rest END build, to make it quite deadly in PvP situations. The Hybrid Builds These are builds that don’t quite follow an exact stat placement per level but instead points are spent from level to level into several different stats. There are also builds that will cap off certain stats, such as END, when the stat no longer gives out the same block rate bonus that it did in the past. 2 END : 2 STR / 1 END : 1 STR Build This build splits your point placement in the END stat and the STR stat, giving you a nice amount of the bonuses of the END stat while still giving you some of the damage boosts that having points in STR offers. For two levels you place stat points into END then the next two are spent putting points into STR. Then you return to placing points in END once more. Much like a cycle. 2 STR : 1 END Build The 2 STR : 1 END build has its usefulness in giving a fighter quite a bit of extra damage power to work with, while giving it a slight advantage over builds that totally lack END. 2 END : 1 SPR This particular build can give the user a great amount of END points to work with while also giving it access to a good amount of SPR and its bonuses as well. 50 END Rest STR/ SPR Build These builds allow the player to get the most out to the END stats block rate increase. After reaching the 50 END cap the player can choose to spend the rest of their points investing into STR or SPR, or even both. 25 SPR : 50 END : XX STR Another interesting Hybrid build would be the 25 SPR, 50 END, xx STR one. This build takes advantage of certain stats by capping them off before their return rate diminishes. The 25 SPR will grant you a 5% crit. While the 50 END cap is the point at which the END stat stops offering a 0.1% increase in Block rate, which then switches over to adding a 0.05% increase in Block Rate. Though the block rate will only have use for a 1h-ed weapon user. Then the rest of the points can be invested into STR for damage. 50 DEX : XX END/STR/SPR A rather experimental build that has popped up as of late, it makes the most out of the DEX stat before it's output begins to decline. The build's use lies in PVP battles, for instance if your character is greatly outfitted in gears then in the long run the number of misses your opponent has stacking up against you will become a factor that will play out in your favor. Last edited by Kuydo; 04-05-2009 at 03:44 PM. |
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#7 |
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The Skills Active These are the skills that you will be most often be fighting with. Included in this category are self buffs, de-buffs, and various other damage and status changing skills. ![]() Slice and Dice Level Obtained: 3 Location: Skill Master Ruby Weapon: One Handed Sword Description: Your first and one of your easiest to use skills. Simply target your foe with a quick “Tab” + “1", or click on them, and hit the quick slot you have placed the skill in. This attack will come into effect damaging your foe. It’s a skill your going to have use for a long time, so get used to it how it works. There are many more to come. Empower: No empowerment is needed on this skill. ![]() Bone Slicer Level Obtained: 5 Location: Skill Master Ruby Weapon: Any Fighter Weapon Description: This little skill, while besides doing damage, also causes what ever it hits to lose some of its attack rate. This, coupled with another skill called Fatal Slash, can be quite useful when spammed during boss battles or Kingdom Quests. Empower: No empowerment is needed on this skill. ![]() Fatal Slash Level Obtained: 7 Location: Skill Master Ruby Weapon: Any Fighter Weapon Description: This skill hurts the foe your facing while also lowering its defense for a short amount of time. Commonly used in conjunction with Bone Slicer. Empower: No empowerments are needed on this skill. ![]() Snearing Kick Level Obtained: 9 Location: Skill Master Ruby Weapon: Any Fighter Weapon Description: This skill takes the monsters aggro off some one else and places it onto you. Ex: A monster is heading toward some one in your party. You use Snearing kick while targeting the monster and it instead runs toward you and starts attacking. If you can’t get the aggro off the said person, this is commonly seen in KQ situation, then you may want to spam Snearing Kick every time it cools down in conjunction with another aggro grabbing skill you get later on, Mock. Empower: No empowerment is need on this skill. Your also thinking. " Okay, what is the use of another tier of Snearing Kick, mine works fine and saves on sp." Well not quite, as you will notice at higher levels. At higher levels other classes will start grabbing aggro more often because of their skills. So its natural you will need a higher level Snearing Kick to hold the aggro -Note-Kicking while mocking can hold the aggro of a mob better then just mocking alone. Its wise to follow up almost every mock you preform with a Snearing Kick. ![]() Concussive Charge Level Obtained: 11 Location: Skill Master Ruby Weapon: Any Fighter Weapon Description: A skill that when used stuns a enemy, causing them to be unable to attack and move for a limited amount of time. Empower: No empowerment is needed on this skill. ![]() Vitality Level Obtained: 20 Location: Fighter’s New Power (Quest Reward), Fame NPC Nina Weapon: Any Fighter Weapon Description: This self buff can be a lot more useful then some give it credit for, however it shines most in duoing and soloing situations. It can also be a great boost during boss battles or PvP. However it can be limited in its usefulness in party situations due to the amount of time it takes to cast. Empower: 5 Points into cool down, 5 points into duration, optional in some skill builds. ![]() Mock Level Obtained: 20 Location: Skill Master Marty Weapon: Any Fighter Weapon Description: This is a skill, much like Snearing Kick, that grabs the aggro of a monster and sends it heading toward you. But this one is an AoE. AoE means Area of effect, this is the area around your character that is effected by any skill you use. Now Snearing Kick allows you to grab one monster. But Mock allows you to grab up to five at its first tier. And up to six at its 2nd tier. And its mocks the whole area around you not just in front of you. So if your surrounded by monsters it can bring them all attacking you. This can be a life saver if your cleric is being attacked by a monster while your busy fighting another. This also can later be combined with Devastate to form a great combo attack. Empower: 5 points into cool down ![]() Power Hit Level Obtained: 20 Location: Skill Master Marty Weapon: Any Fighter Weapon Description: If you’re a two handed weapon user this is just the skill you want. Its nice single target skill that slams the enemy with a harsh amount of damage. Empower: 5 points into Damage and Cool down, both are optional in some builds. ![]() Demoralizing Hit Level Obtained: 20 Location: Skill Master Marty Weapon: Any Fighter Weapon Description: An AoE debuff that lowers the damage done by all monstera around the caster. Empower: No empowerment is need for this skill ![]() Toughness Level Obtained: 27 Location: Skill Master Marty Weapon: One Handed Sword Description: This skill is a self buff that increases a shields block rate for a short amount of time. Empower: No empowerment is needed on this skill. ![]() Immobilize Level Obtained: 35 Location: Skill Master Marty Weapon: Any Fighter Weapon Description: This skill damages the enemy while lowering their evasion. Empower: No empowerment is need on this skill. ![]() Devastate Level Obtained: 43 Location: Skill Master Marty Weapon: Any Fighter Weapon Description: Now for one of my more favorite skills. Devastate, and just as its name suggests it packs a huge punch. It is also one of the first fighter AoE attacks you get. It both damages the enemies surrounding the front of you while stunning them as well, in a semi circle fashion. This skill makes Concussive Charge close to useless, at least in my eyes. It hits the monsters around the front of you, not behind, but in a more in a semi-circle fashion ahead of you. This can be combined with mock to make taking on more then 2 enemies at one time easier. And it is a key factor in AoE Grinding. Empower: Yes! If you are a Pure tank it may be a good idea to use a full 20 points on empowering this skill, max cool down, damage, stun duration, and Sp reduction is always a good thing to have. It shall help you and your party a quite a bit if you are AoE tanking. But if your not willing to spend 20 points on it then you should put full cool down and full time increase on Devastate at least if you are planning on being an AoE Tank. Damage and Sp decrease are optional in some builds. While others my choose to leave the duration at 3 points. SP reduction really isn't need unless you wish to spam Devastation over and over within a short amount of time and you're short on SP stones. But at higher levels the income you make will normally make up for the skill's SP stone costs. ![]() Vampiric Strike Level Obtained: 51 Location: Skill Master Marty Weapon: Any Fighter Weapon Description: A nice little skill that damages the enemy while also taking some of their Hp to heal your own. It drains 489 HP at its first Tier while at its second it drains 575, this continues to go up as the skill goes up in tier. Empower: No empowerment is needed on this skill. ![]() Whirlwind Level Obtained: 60 Location: The Truth of A Man (Quest), Fame NPC Nina Weapon: Any Fighter Weapon Description: An AoE attack that hits up to 10 monsters surrounding the caster. This skill has a 3 minute base cool down that makes it waste to empower, save this skill it for when your surrounded by a large mob of enemies. Empower: No empowerment is needed on this skill. ![]() Precise Attack / Accurate Strike Level Obtained: 60 Location: Skill Master Cyburn Weapon: Depends on skill Description: Depending on which weapon type you choose you may want to empower one of these skills the damage area. Why? Because it makes it a heck of a lot easier to hold the aggro off the cleric when one of these skills lands a huge blow onto a enemy. Depending on your weapon you should ether go with Precise attack empower for two handed users or Accurate Strike for those one handers. Or you can go both if you wish to jump between the weapon types. However it is a bit more point friendly if you choose to empower just one. Some players do choose to empower cool down but those points can be spent elsewhere. Empower: 5 points into Damage, an optional 5 points in cool down Last edited by Kuydo; 07-13-2008 at 06:08 PM. |
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#8 |
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Passive Skills These skills cannot be used against foes but once bought and learned they will raise your stats, you weapon mastery as well as other such things. It’s always a good idea to keep these updated. ![]() Bravery Mastery Level Obtained: 13 Location: Skill Master Ruby Description: Increases Strength and Damage. ![]() One Handed Sword Mastery Level Obtained: 7 Location: Skill Master Ruby Description: Increases One Handed Sword Mastery and Damage. ![]() Two Handed Sword Mastery Level Obtained: 20 Location: Skill Master Marty Description: Increases Two Handed Sword Mastery and Damage. ![]() Two Handed Axe Mastery Level Obtained: 20 Location: Skill Master Marty Description: Increases Two Handed Axe Mastery and Damage. Last edited by Kuydo; 07-13-2008 at 10:24 AM. |
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#9 |
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The Three Paths Depending on a player’s type of playing style their Fighter may fall under three basic paths, The Tanker, The Damage Dealer, or The Hybrid. In the sections that follow I will give a general description of these playing styles, recommended build types, weapons, skill empowerments. As well some tips on what they generally do in parties, solos, and in-game example of what their class can be seen doing. Now then let us get started with the first one, the Tank. •The Tank General Description The Tank is often seen as a protector, they are the type of player who will draw enemy attacks to themselves so the other members of the party can damage it. Basically the type of player who runs up to a monster and takes all the damage, as you can see this most often being done in parties or other such situations. Sounds simple? Wrong! In parties you will need to be in control of the monsters heading towards you and your party members at all times. This may require spam the skills Mock and Snearing Kick to hold this aggro. This is because at higher levels Archers/Mages in your party will always be grabbing the aggro from what ever monster you trying to keep on you. Devastate is also a useful tool to the tanker. Recommendations Builds Most tanks will prioritize on the builds that can give them a high amount of Hp, such as the Full END or 25 SPR Rest END build. But this is up to the player. Empowerments Mock 5 points into Cool Down Devastate 5 points into Cool Down 5 points into Damage Increase 5 points into Duration Snearing Kick 5 points into cool down.[Optional] Precise Attack / Accurate Strike 5 points into Damage [Optional] Weapons You will often see a tank running around with a One handed sword and shield, this is because most tankers are geared towards the END stat and the shield makes use of the extra block rate that the END stat supplies. But don’t think that only people using One Hands can be tankers, anyone can. How to Tank Let us look at a few more common examples of what a tanker does, as well as what they should do depending on the type of party they are in. The Trio The Trio type of party is made up of one tanker , one archer/mage, and one cleric. Unlike other party types you will not be pulling much, as you will be standing right on the spawn point. Crazy yes? But exp wise great! You stand there and pull every monster off your other party members while the archer keeps pulling the monsters around you toward the party when the one your killings hp gets low. Yes, it’s hard to control the spawn and it will be hard on the cleric. But if you can get a spot were you can time the spawns, then you can be taking down monsters quite quickly. Now why you ask is it only made up of three people? Because having only 3 members eats up less exp and the cleric will only have to keep up with only three people getting attacked. I'd recommend this to higher level players though. The Party Always be sure to bring scrolls, a few potions, and full Sp and Hp stones before going out and joining a party. The way you tank changes with the type of players in your party. The Basic Party [Ex. One tanker, one cleric, and three other characters of various classes. Usually mages or archers or other fighters.] In this basic form of party its best to find a non-crowded area to grind in. Be sure that the spawn time on the monsters is not to fast for your party to handle, because you do not want to have a monster spawn on you while your party taking care of another. The mage or archer will lure one monster at a time toward the party. While you use Snearing Kick to grab the aggro from the Mage / Archer before it reaches them. Then while your party gets the lured monster's Hp to its lowest, have the archer pull another monster towards your party. So right after the monster your killing dies you can move on to the next monster. This is what is known as chain pulling, and it is for parties who want faster exp but less time to rest between kills. Remember though if your archer/mage pulls a bit too fast you can always mock to get the monster away from the puller. But it will mean a bit more healing for the cleric to do. The DPS Party So it just so happens that the only type of character available for your party are archers. Well this can be quite a good thing if you can pull it off right. Archers are well known for not their brute force but their damage per second, or DPS, skills. Having three archers attacking one monster with those skills and chain pulling at the same time can lead to some great exp. But the tricky thing to get around in this party is to keep the aggro off the archers by using mock and kick in unison, meaning a bit of stress on the cleric if all you have is one. The Mage Party Much like the DPS party, having three mages in your party can mean fast kills and chain pulling by the said mages can equal to great exp. But the Mages will pull the aggro off you a lot, even more often then archers. So be sure to spam kick and mock whenever possible. This party setup can be amazing in AoE type party's however. I'll go more into this a bit later. The Stun Party This is a party that consists of one tanker, a cleric, and three other fighters. In this type of party luring can be more difficult and haphazard because of the lack of ranged characters. But it will be much easier to deal with any extra mobs because of the skill devastate. Before you begin attacking monsters it is best to set up a stun order. [Ex. The tanker stuns the monster first then after it wears off the next person stuns so on and so forth.] This makes it so the monster may not even get a chance to hurt your party. Which will save on stones costs in the long run. This party formation can also be used in AoE type parties, which as I’ve stated before will be covered in another section. >:P Last edited by Kuydo; 07-13-2008 at 10:59 AM. |
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#10 |
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Tanking During AoE Partys Are you a bit tired of taking down monsters one at a time? Is the exp just not coming in as fast as it was before? Are you just plain bored? Well then step up to the AoE and all its crazy monster killing goodness! Note-Seras is not to be held responsible to any and all exp lost at attempting this, or any mental breakdowns if they should occur. Yea....srsly. The Preparations Before hand I would recommend bringing as many scrolls as possible such as def, vit, and the other basic types. Bring quite a few, because you can never be sure when you may die and need to re-scroll. Yes, there is always a high chance of you and your party dying if you mess up. Seras should know, she has failed in doing this many times. :P The Party Members When making an AoE party there are some preferred party make ups. There is often one tanker, two clerics, and two mage seen in such parties. It is often made up of two clerics in order to keep the main tanker alive when they pull the monsters together. The two mages use their AoE spells to attack the mobbed monsters all at once, while the tanker spam mocks to hold the mob in place. If your party is feeling up to it the extra cleric can be switched out for another mage or second dd/tanker. Though it will make it harder on the single cleric. The AoE party can also be made up of a cleric and four warriors one or all being tanks. It seems like an odd party arrangement but it works if your party has a chain stunning order. The Methods of AoE Before taking your party to a spot to grind it is best to find a empty space away from other parties. This is to avoid any monsters you pull getting out of control and heading toward other such parties, thus causing all sorts of trouble. Also, be sure the spot your party will primary stand while waiting for you to bring back the pulled mobs is free of monster spawns. As you do not wish for other monsters to spawn while you are taking care of others that you have pulled. Now make sure your party is ready and buffed up before you head out to pull and mob the monsters. You will also want to bring lots of Hp stones and potions, so the clerics do not have to follow behind you while you mob. Now when mobbing it can be handled in two different ways. You can pull the monsters by running past them on foot or you can mob large amounts of monsters on a rider. But, after you get the appropriate amount of monsters following behind you, it will end up with you bringing the said monsters back toward your party. Now as for the amount to pull it is based on what you think your party can handle and what you can handle. I'd generally have to say about 5-6 monsters per pull is enough but some players can handle many, many more. Often you can see huge amount of mobs being pulled in Battlefields because the monsters in it can be more easily handled then other types. It’s up to you to test the waters to see how many you can handle. Areas to AoE [Levels 1-20] • No where yet, seeing as you have yet to gain Mock and mages do not have the skill Magic Burst. It’s better to solo and quest during these levels. [Levels 20-30] • AoE-ing with a party in the Sea of Greed works here. Pirates for the early levels and Keblings for the higher levels. Or you can try the monsters inhabiting Burning Hills such as the robbers, bats, golden slimes, and glow wolfs. You can also try the area around the middle of the zone but be wary of the archers. • Your party may want to try to AoE the monsters found within the Abysmal Cave. The ones near the front of the cave can be more easily gathered for AoEing because they are weaker then those found in the back of the cave. [Levels 30-40] • Around your late 20's- early 30's one should head to Moonlight tomb. Some recommended spots would be the graveyard around C3, or if you feel like you can handle it the area around I3. • Around your late 30's you should head to Vine tomb around F7 but be careful of the monster’s stun. There are other AoEing spots here but the ghosts fear skill makes it harder to AoE them. • As always you may find it be much more rewarding to AoE the monster’s within the level 30+ Abyss but many of the monsters within it have ranged skills. So keeping the aggro off fellow party members can be a bit of a hassle. [Levels 40-44] • AoE-ing in Vine tomb is still a good choice but soon one should move onto Goblin Camp soon enough. This place is good form your late 30's though 44 before you learn Devastate. The Goblin Swordsmen and Were-Bear area is great. Though its best to avoid the Procks and Goblin Mages areas. • The level 40 Abyss is also an option to grind within as well but you will find that you may want to wait for Devastate before you start AoEing with a party around there. [Levels 44-60] • Where you AoE during these levels can depend on your party and gears. • AoE-ing in Collapsed Prison/Scaffold is a very good choice during the early 44+’s seeing as there are not many ranged monsters in this area. But be careful of the King Colls magic attacks. • At your higher 40's and into your 50's you should move onto Dark Passage. You can find AoEing the Pixys and Archons a great sorce of EXP. Or you can AoE around the Karasian Soliders if you find you can’t quite handle the Pixys and such. • Soon enough you can move onto Uruga itself. You can your party may want to try to AoE the Orcs, Orc hunters, and Mushrooms in the area. Though try to avoid AoEing close to town. More often then not some one will come flying through where you and your party are located in order to get to town / Ancient Elven Woods or flee from monsters. • Into your upper 50's one can move onto Greenkys and Archons near the front of Ancient Elven Woods, or the lizards/elven trees deeper into the area. Though it would be best to avoid the Queen spiders. Then, when one thinks they and their party can handle it, you can move onto AoE-ing Blue Trumpys and such. • Or you could go to Cp1 and AoE the Red Stonies located at the top of the stairs in the room to the left. Or the Navars located in their perspective rooms. • Like so many levels before this, the level 50 Abyss can offer some good exp and drops when AoE-ed correctly. Avoiding the Vivis isn’t always a must if your party is geared correctly. [Levels 60+] • By now you should know where to AoE. Just be careful, always have full stones, and well you know the rest. :3 [More on the following Page] Last edited by Kuydo; 07-13-2008 at 10:59 AM. |
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