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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 - IllegallySane - 2010-04-26 Looks good. Summoner's Train doesn't have to be level 10 though. For me, I thought about getting a higher Train, but level 5 is pretty sufficient enough. For the SP tight, level 1 is good enough for me. You don't have SP issues, so I helped re-arrange a bit to where you can get better stuff. http://www.aradsociety.com/planner/?class=summoner#050:uRbvAkuDbuUbvXjuVfuXfuWfuYrvFfvUlwAbxBfxClxDlxEfvVivWg Changes: -Lasher to level 1 for utility/cheap damage (also needed for soloing Vilmark if you so want) -Summoner's Train from 10 to 5 -Added 1 level to Aukuso -Added 1 level to Spirit King -Added 1 to Phase Shift as an OH SHYT button if you get caught in an attack. Mana Shield is optional for survival; you can usually undo the damage you take by spamming Naias for a few minutes after you clear a room. This leaves 136 SP to move around. Save at least 50ish for getting Kasijas when you Awaken. If you have leftover SP after getting Kasijas, feel free to dump those SP in more utility, like Ancient Library, or a higher Train. This is my opinion though, I'm level 37 on my own Summoner, but I read almost the entire Summoner build thread on DFOSource to get an idea of what's good and what's not. Me? I went the pure damage/solo route. Picked up Super-Freet instead of Sandor or Aukuso and got Ancient Library. What's your reasoning for getting Aukuso as your 2nd contract summon? Is it the idea of a turret meatshield? If so, Aukuso does it well. Just heed in mind the MP cost for summoning him. Nonetheless, I hear Aukuso does wonderful poison damage and mob control by confusing/poisoning enemies at level 10. *PROTIP: MARK THE TARGET STACKS UP TO THREE TIMES FOR 90% EXTRA DAMAGE FROM SUMMONS TO THE MARKED MONSTER. IT MAKES AN EXTREMELY NOTICEABLE DIFFERENCE IN HOW FAST THINGS DIE. YOU'LL CRAP YOURSELF SEEING HOW FAST A BOSS DIES WHEN MARKED 3 TIMES AS OPPOSED TO ONE MARK. Original General Dungeon Fighter Thread - Drift - 2010-04-26 To be honest, I gave the build a glance, but I had no clue what most of it meant - I found it at the end of a guide on DFOSource. Was actually reading the summoner build thread there also - ended up skipping to ~page 70 (currently on 86) so they were talking in reference to the level 50 cap. This build (found while reading the thread) looks nice except the lv1 quick rebound and perhaps Sandor/Aukuso. Was thinking of having Mark and Train at level 1 anyway, and will likely get Library since it'll take me awhile to acquire decent gear. Is Lasher even worth getting? What about Mana Shield? Playing around with the above build, I got this. As I'm still reading up on the summons/skills/summoners in general, mind if I see your build? It seems everyone here is quite good at this game (or are at least literate) compared to other places where I've been trying to find info - while feedback on builds I find / am thinking of is nice, builds from more experienced people is even better [I like having as much info. as possible]. And I'll remember to mark bosses x3 =p Original General Dungeon Fighter Thread - IllegallySane - 2010-04-26 Level 1 Aukuso is not a good idea. Either get a summon to max level or they will die very fast in the later dungeons. Naias is not needed beyond level 5, because recovering 4% every 10 seconds is pretty good, and level 5 is a pre-req to Aquarius. Again, 1 Lasher is a good idea. Otherwise, looks good. Here's what my build is probably going to look at 50, assuming I leave at least 50 SP for Kasijas at 48 and that there aren't extra SP quests. http://www.aradsociety.com/planner/?class=summoner#050:uRbvAkvQfuDbuUbvXjuVfuXfuWfuYlxFrvFfwAbxBfxClxDlxEfvVivWg Level 11 Wisp so I can zerg Wisps, and will have the SP later at 60 to get level 19 Wisps, while maxing everything else, incuding Kasijas: Level 60 build: http://www.aradsociety.com/planner/?class=summoner#160:uRbvAkvQfuDbuUbvXjuVfuXfuWfuYtxF8vFfwAbxBfxCqxDqxEfvVnvWlxHh Original General Dungeon Fighter Thread - ElectricSix - 2010-04-26 IllegallySane Wrote:Level 11 Wisp so I can zerg Wisps, and will have the SP later at 60 to get level 1 Wisps, while maxing everything else, incuding Kasijas: Quick question for you IllegallySane, is there a reason you choose not to max Spirit Bond? As for my Summoner's build, this is what my current one is looking like: http://www.aradsociety.com/planner/?class=summoner#050:uRbvAlvMbvQfuUbvXjuVfuXfuWfuYlxFbvFkwAkxBfxClxDlxEfvVivWg With awakening/lvl 60 it'll probably be something along these lines: http://www.aradsociety.com/planner/?class=summoner#160:uRbvAkvMbvQfuUbvXjuVfuXfuWfuYlxFbvFkwAoxBfxCqxDqxEfvVnvWlxAfxHh I pretty much decided on my build after hearing what other people had said on DFOsource and playing around a bit. I realized pretty quickly I didn't want Freet around (If you want to try him out, don't try him out after you advance like I did XP), and neither Aukuso nor Sandor really fit into my build so they got discarded in favor of the 2nd tier elementals. I picked Glarine and Aquarius, but you could do differently if another elemental appealed to you or if you wanted one contract and one higher lvled elemental. I like higher leveled Mark the Target and Train because I like having some more range to mark monsters/bosses with, and train can be very useful, though it depends greatly on the dungeon you're in, whether you're partied, and what lvl you have of it. Obviously I find it fairly useful, thus I have it fairly high, but it's entirely up to you whether that appeals to you or not. Incidentally, I'm only in my 3x so my build may still change a bit, but so far I've pretty much stayed right on target with it. Original General Dungeon Fighter Thread - Dual - 2010-04-26 [COLOR="Green"]Spirit Bond is only for contracts. 12% of 30 seconds is not that long for Spirits. And Freet is actually one of the best summons out there. It only gets good at lvl 10+, but after that he's the best.[/COLOR] Original General Dungeon Fighter Thread - Drift - 2010-04-26 Thanks for all the help! I think I have a good idea of what I want at lvl 50 / 60 now, but it'll definitely take me awhile to get there, leaving me plently of time to adjust as necessary. Only thing I regret is not testing out Freet before I advanced xD - although based on what people ahve said, he seems to be quite good past level 10. I'll probably try and find a video to at least get an idea. Original General Dungeon Fighter Thread - FelixTM - 2010-04-26 Yeah, you really shouldn't judge a summon at level 1. Especially Freet. He used to get a lot of hate because people weren't giving him a chance. Once he hits 10, you're gonna notice he's a nice Contract. He's an all-star at max level. Spirit Bond is also more geared towards PvP-focused builds. Cast Speed and Duration are both quite unnecessary in dungeons. At least not significant enough to warrant spending points in our 60 builds. Maybe 70 cap, no idea yet. Depends on how many points we have to throw around then. Original General Dungeon Fighter Thread - IllegallySane - 2010-04-27 Freet's like your pocket Launcher once it's level 10. Rotates from shooting a stone needle to a fireball to a fire breath comparable to a shorter range Flamethrower. I'll post a screen shot of it's Fire Breath since mine's hit the magic number level 10. A token was spent to show you Freet's level 10 ability. Enjoy! The flames reach somewhere up to just past where you see "3 hit" for "3 hit Combo!"
Original General Dungeon Fighter Thread - mrcowcow - 2010-04-27 This is for Felix, since he's got his own little harem of mages. linky Original General Dungeon Fighter Thread - Holypie - 2010-04-27 Elementalist wins, no doubt. [/class pride] Edit: Oh wow, the witch was doing really well at the beginning but seems to be stuck in the 3rd room. Edit again: This elementalist won't astral mechatau! WHY NOT? Ok BMage wins... Edit again again: Oh wow she did win. BMage got super tossed. Original General Dungeon Fighter Thread - FelixTM - 2010-04-27 Sorceress was dumb. She sucked it up in Captain Tau, and then Fusion Craft'd while Mecha was invincible. f3 Could have and should have done much better. Fun video to watch, though. The only one of the four that played largely different than my girls was the Gaia (lol sacrifice). It'll be fun to do with mine when they get to 60. Original General Dungeon Fighter Thread - Kevin - 2010-04-27 I have my own little girl entourage too but it's not as advanced as Felix's. I was cheering on the battle mage lol. Original General Dungeon Fighter Thread - Shippo the Fox - 2010-04-27 New adv avatars are too obnoxious. However Gunner Leather set and Priests sets look awesome. Original General Dungeon Fighter Thread - IllegallySane - 2010-04-27 mrcowcow Wrote:This is for Felix, since he's got his own little harem of mages. linky Love for the Gaia. Gonna go on a mini commentary on the video: The Gaia had somewhat of a slow start, probably to avoid the wrath of the Blood Lugararus while she set up summons. Elementalist was simply blasting and blitzing through the rooms faster than the rest. Battle Mage was pretty flashy with all those wide hits and did plenty of hard damage. Witch was being her silly self, but was a little weaker than the Elementalist and Battle Mage. Boss-wise, I was amazed at the power of the Summoner. She killed the Mecha Tau before it could summon any Sentryrunners. The Elementalist I was curious why she didn't use Astral Storm but otherwise was dealing very strong hits each time she cast a spell. Battle Mage had a very strong start, dealing more damage than the Elementalist. She could have beaten the Elementalist in time were it not for the fact the Awakening wore off. It then went all downhill from there; her nitro boost ran out. The Witch in comparison with the other 3 feel a little painful to watch as she activated her Awakening when the Mecha Tau was invincible. That cost some crucial time. Grading for each class: Elementalist: Time to reach boss: 5:22 Boss killed: 6:23 Clear time: 6:51 Time to kill boss: 61 seconds Damage: A/A+ There's no real need to explain. They are meant to kill stuff, and kill stuff they excel at; reached the boss room the fastest. However, there was some slowdown in fighting the Mecha Tau. Took around 1 minute to defeat it. The boss would have died faster if she used Astral Storm. Survivability: C+ Had to use a token in the end. Has the lowest HP growth out of all the 4 mages, which would automatically make surviving hits a problem. Toughness: C She took slightly more hits than the Summoner, but died in the end. Squishiest of the 4. Efficiency: A- Nukes are deadly, especially with all that cast speed. She would have killed faster with a meatshield though. Summoner: Time to reach boss: 6:27 Boss killed: 6:50 Clear time: 7:19 Time to kill boss: 23 seconds Damage: A-/A/A+ There was some slowdown as the Summoner took the longest to reach Mecha Tau, but my god the Summoner killed the boss the fastest, took 23 seconds to kill it. Survibability: A/A+ There was no doubt about it. The Summoner took the least hits thanks to all her summons taking hits and knocking monsters away from here. Toughness: C/C+ (B/B+/A-) Is squishier than a Battle Mage or a Witch, but the summons make her take so few hits she seems tougher than she really is. Efficiency: A+ Took the least hits, and killed the boss the fastest; didn't get a green faerie at the end yet was perfectly fine without it. Top solo material. Battle Mage: Time to reach boss: 5:43 Boss killed: 7:22 Clear time: 7:55 Time to kill boss: 99 seconds Damage: B/B+ Was the 2nd fastest to get to the boss, but ran low on steam as the last 3 bars took a very long time after her Awakening wore off. Survivability: A-/A The Battle Mage took the most hits out of all the mages. However, the fact she took so many hits but not dying makes her a good soloer. Toughness: A+ I was amazed how much damage a mage class can take without dying. Efficiency: B/B+ Was strong at clearing out mobs, but boss damage could have been better. The Battle Mage came incredibly close to dying at Mecha Tau. Witch: Time to reach boss: 6:19 Boss killed: 8:08 Clear time: 8:37 Time to kill boss: 109 seconds Damage: C+/B- The Witch wasn't too shabby at dealing damage. However, she was the 3rd the reach the boss, and took the longest to kill Mecha Tau. Survibability: C+/B- Unlike a Summoner or a Battle Mage, the witch had no real means to survive/avoid hits. Also the fact she took the 2nd most hits right after Battle Mage, got a green faerie at the end, and yet needed to token was not that good a sign. Toughness: C+/B- Leather helped her take a couple more hits, but is still a squishy target. Efficiency: C/C+ Only beat the Summoner in reaching the boss room by 8 seconds, and yet took far longer for her to kill the boss. Felt the least powerful/efficient of the 4 mage sub-classes. Original General Dungeon Fighter Thread - Holypie - 2010-04-27 IllegallySane Wrote:Elementalist: That's us, glass cannons. Extremely high damage, extremely low survivability. Original General Dungeon Fighter Thread - MasPan - 2010-04-28 SouthPerry guild is go! Original General Dungeon Fighter Thread - Kurtle - 2010-04-28 Is Southperry*cough*Team Rocket*cough* guild up and open yet? Original General Dungeon Fighter Thread - Dual - 2010-04-28 [COLOR="Green"]They took Southperry down because they spelled it wrong. Can you guys keep an eye out for Slumlord's Agile Steel pieces and recipes? I need the Pauldrons, Gaiters, and Belt.[/COLOR] Original General Dungeon Fighter Thread - ROFLMAOMGWTH - 2010-04-28 Well when it is made, I wouldn't mind joining if there's room. I burn through my fatigue frequently. Original General Dungeon Fighter Thread - mrcowcow - 2010-04-28 Mas, Felix told me what happened with the guild. Did you file a ticket yet concerning this? It'd suck if Nexon doesn't fix this soon. |