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Original General Dungeon Fighter Thread - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Misc MMO's (https://www.southperry.net/forumdisplay.php?fid=7) +--- Forum: Dungeon Fighter (https://www.southperry.net/forumdisplay.php?fid=95) +--- Thread: Original General Dungeon Fighter Thread (/showthread.php?tid=13577) Pages:
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Original General Dungeon Fighter Thread - Holypie - 2009-12-04 Mark Wrote:So... Why didn't you say so earlier? I just sold an exceptional Moon Forger (Level 40 Axe). Sorry. Original General Dungeon Fighter Thread - Mark - 2009-12-04 Well I prefer a Battle Master since it boosts up Exorcist skills. Unless you remember what that Axe gave boosts to? Original General Dungeon Fighter Thread - Holypie - 2009-12-04 I think it gave Mp regen +18 to you party members within 300px, crucifix wind and +1% attack speed. I'm looking at the JP wiki and it says Battle Master only gives some hp, 2% eva, 4% hit rate and 300px aura for 44 phys att. But then again you know how reliable Google Translate is. Original General Dungeon Fighter Thread - Mark - 2009-12-04 Oh right. The 44 Physical attack aura is what attracted me to the Battle Master. +1 to Crucifix Wind is pretty pointless. Original General Dungeon Fighter Thread - Holypie - 2009-12-04 I was thinking it's more the MP aura and attack speed that make Forger worth it. I'm not sure how MP intensive Exos are but I'm pretty sure 18 mp/min could be fairly helpful if you afk in a dungeon to recover MP. Original General Dungeon Fighter Thread - Mark - 2009-12-04 That's the thing about Exorcists. If you want to be a deadly in PvP you need to invest in two weapons. The Scythe is a default weapon for setting up White Tiger, Black Tortoise and general combat, but then when you launch someone with Star in the Sky, or Black Tortoise catches someone, you switch to the Axe to lay down the pain. Switch back to the Scythe and rinse and repeat. Attack speed isn't really relevant for Exorcist's in a PvP environent unless you strictly use Axes, which isn't a good idea. MP isn't much of a problem for me in dungeons though. I already have a couple pieces of armor that help regen MP. Original General Dungeon Fighter Thread - Holypie - 2009-12-04 Ah, alright. So Scythes are good Magic and Axes are good Physical? I never really looked much into priests. Original General Dungeon Fighter Thread - Mark - 2009-12-04 Basically. I use Scythes for general combat since they're the fastest weapons an Exorcist can use. But I always keep an Axe on standby for PvP. Original General Dungeon Fighter Thread - Holypie - 2009-12-04 Ah, so Attack speed is the deciding factor? Original General Dungeon Fighter Thread - Jedward - 2009-12-04 hey guise. Any tips for Mage 1st job? It's really hard to do the quests solo, as much as I try. :\ I'm trying out a mix of Battle Mage/Witch build for 1st job, then becoming a summoner. Original General Dungeon Fighter Thread - Holypie - 2009-12-04 Mage pre-advancement really is horrible. Just tough it out with a party and you'll be rewarded for your efforts! Mages are really fun post advancement. Original General Dungeon Fighter Thread - Eldin - 2009-12-04 Here's 3 skills that I definitely wouldn't level a pre-advance Mage without~ Summon Panzer Hodor is a big help while soloing. Any additional bodies between the monsters and you help. Florae is a pretty good skill as well; most Grand Flores bosses will just path towards you and walk straight into all 3 orbs, which is pretty damaging. Mana Shield, despite its inefficiency at low levels, is good -- you can always sit to regen MP, but you can't do the same for HP (without avatars and such). And, uh, don't get hit? Kiting is an invaluable tactic, even though with the relatively low damage output you have it can get rather tiresome. Tough it out
Original General Dungeon Fighter Thread - Xaqiri - 2009-12-04 Infection Wrote:hey guise. As long as you try playing more like a melee character, and not a traditional mage, getting to 18 isn't hard. Put points into Uppercut whenever you can, and get the cancel at level 15. Also get Dragon Fang and Palm Blast. Get backstep and it's cancel at 5/10. Also get Quick Rebound. If you press the jump button after you get knocked down, you'll get up faster than normal, and if you hold it, you'll stay on your knees for about a full second, while being completely invincible. I didn't bother leveling up Panzer, but I guess he'd help a bit. The only spells I bothered using were Pluto and Florae. Florae is the strongest skill you have access to if you can get all 3 spheres to connect to the same monster. Use either a spear or the other Battlemage weapon(Forgot what they're called. Just make sure the weapon has more phy attack than mag). Max Mana Shield. Original General Dungeon Fighter Thread - FelixTM - 2009-12-04 Infection Wrote:Any tips for Mage 1st job? It's really hard to do the quests solo, as much as I try. :\ I've carried three mage characters to advance so far (yes, three lol). I think mage's "first job" is SO easy. Even my very first time playing, when I had no idea what I was doing. Magic Missle spam, man. It's ALL you need. My first time around (which became my Witch), I experimented with quite a few things and my skills were a mess. This is the build I used for my other two mages (which became a Battle Mage and a Summoner): ![]() Battle skills are for earning Style and support. Magic Missle is for Technic and clearing the dungeon. After the first run through a dungeon (which will allow me to clear all the main quests for it), if I have to go in it again for Expert+ quests, I'll clear it using only MM. It's truly all you need. Ancient Library prevents you from having to use any MP pots. My first mage had a partner for some Blazing Grak and Shadowland quests, but my second two were pure solo (never did the party quest on either of them even lol). It's a solid build for soloing, if that's how you roll. It's fast and allows you to complete every quest with ease. I got both of those mages to 18 on the 2nd day of play with that build. Oh, and another note. I always use the best Staff given to me through questing for when I'm pure Magic Missle spamming. I use a Rod (usually the Bone Rod) for melee Style, since it's so fast. Works the best for me. Original General Dungeon Fighter Thread - Holypie - 2009-12-04 I'll try that when I make an Elementalist. I'm more of a cast type than a "smack you in the face" type. Unfortunately cast types eat MP like nothing. Except witches. Original General Dungeon Fighter Thread - Jedward - 2009-12-05 OH GOD I CAN'T BELIEVE I'VE BEEN MISSING OUT FOR SO LONG. For anyone who doesn't know, full clears are AWESOME. From the looks of it, you get much more exp when it's cleared. Full clear Chamber solo on Expert (Tokenless):
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Original General Dungeon Fighter Thread - Kevin - 2009-12-05 Mages are only hard (if ever) until level 5. My first mage (now Summoner) I got all the cast skills, so I burned MP like crazy and had to afk a lot to regen. The spells were strong though, and in a party when I had others to keep the boss off my back I could just spam spells - they're strong. My second mage (Elementalist now), I decided to use a purple L5 pole I had lying around, so I decided to check out the battle mage skills. Instantly fell in love with dragon fang and kept the battle mage theme going until 18. I thought it was way easier the 2nd time around. I loved how strong Pluto/Florae were so I raised those as high as I could. Fang - Uppercut - XXX - repeat once they get up is all you need to clear almost everything pre-18. Pluto + Florae for bosses to keep distance. If I were to make another mage I'd do basically what Felix said - but instead of Missile, I would raise Florae and Pluto. Skip using spells altogether until level 10, you don't really need it. Original General Dungeon Fighter Thread - mrcowcow - 2009-12-05 The picture says it all. ![]() Going PvE Ranger build just because it feels more fun than PvP Ranger. Wee. Original General Dungeon Fighter Thread - Spaz - 2009-12-05 Infection Wrote:OH GOD I CAN'T BELIEVE I'VE BEEN MISSING OUT FOR SO LONG.I'm pretty sure boss runs are more fp-efficient as long as you clear at least 10 rooms since there's a jump in exp there. Original General Dungeon Fighter Thread - Jedward - 2009-12-05 Well, a boss rush Chamber run is 7 rooms. You're right, though. I still really like full runs. EDIT: 27! Everything feels fresh.. but are there no more Kiri/GSD/Kargon/Pothead quests in Behemoth and beyond? D: |