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ghost ship for clerics - Printable Version +- Southperry.net (https://www.southperry.net) +-- Forum: Maplestory (https://www.southperry.net/forumdisplay.php?fid=15) +--- Forum: Training Center (https://www.southperry.net/forumdisplay.php?fid=32) +---- Forum: Magician (https://www.southperry.net/forumdisplay.php?fid=39) +---- Thread: ghost ship for clerics (/showthread.php?tid=4400) Pages:
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ghost ship for clerics - Kranzorbaken - 2008-10-19 when is ghost ship good for clerics? is it better than v/hoodoo? and if its better at what lvl and map? sorry for the questions but i have a lvl 57lukless cleric and im starting him up again (this is yellonde so i can get a hoodoo map or voodoo without any trouble ghost ship for clerics - ahoboandahal - 2008-10-19 I heard ghost ship is good ~50-60, then voodoos/hoodoos ghost ship for clerics - Thomas - 2008-10-20 Well when I was still a Cleric Voodoos and Hoodoos werent released yet so I really can't compare too well to them. However, when going thru the Ghost Ship for some Quests I could immediatly see how that would have been an awsome training spot for Clerics. Your level sounds really decent to start training there not to mention that area just doesnt seem to bore easily :p When the monsters become a lil too easy for you, you can simply move on to the harder ones since there are (I think) 4 types of Ghost Monsters that spawn in excellent mobs and different level ranges all in and around the Ghost Ship. ghost ship for clerics - Chompy - 2008-10-20 I'd almost argue that Mr. Anchors will always beat V/Hoodoos due to numbers and spawn rates. Now money wise you'll probably lose out. well until people start buying red/white essence. But ya. If I had a little cleric I'd just skip voodoos all together (finding a map is hard ya?)
ghost ship for clerics - psychopat - 2008-10-20 Mr Anchors are horrible, though... Pac Pinkies, Slimies and Selkie Jrs all seem better for exp... The other 3 are all much better options and are likely at least even to voodoos/hoodoos. They've got worse ratios but much better spawn. Also, the below table shows just how much Mr Anchors suck for exp.
ghost ship for clerics - Chompy - 2008-10-21 psychopat Wrote:Mr Anchors are horrible, though... Pac Pinkies, Slimies and Selkie Jrs all seem better for exp... The other 3 are all much better options and are likely at least even to voodoos/hoodoos. They've got worse ratios but much better spawn. Also, the below table shows just how much Mr Anchors suck for exp.I really meant it because your heal range reachs BOTH platforms of Mr.Anchor if you are on top. All the other monsters are too small. But I guess if you are weaker the one platform would do. On lvl 101 Priest was actually getting decently/bad exp from them since the spawn never ran out. ![]() So I guess the numbers are what make Mr.Anchor ok? ghost ship for clerics - psychopat - 2008-10-21 The maps all have similar numbers though ![]() I haven't tried it with my cleric yet but my archer's AE was able to hit both floors on all of the maps that I tried. I thought the heal range was identical but I never looked it up. Either way, I'd rather run & heal a whole floor so they all bunch up at the end, kill them and then repeat on the other floor. More fun and just as fast
ghost ship for clerics - BeccaKitty - 2008-10-21 psychopat Wrote:The maps all have similar numbers though If you were weaker Mr.Anchor would probably be bad... But as soon as you are doing decent damage I'd argue that hitting 6 monsters EVERY time will be alot better exp. (This is Chompy on my GFs account BTW) ghost ship for clerics - NoJobNoRules - 2008-10-21 Not to mention that, depending on how easily you kill them, you can just teleport from left to right and clean out 2 levels of mobs. A 10x Priest was killing both platforms when I was there on my crusader (I was looting red essences ).The damage isn't a whole lot either. Also, I made mesos from killing any and all of those ghost pirates. It would probably help to have an actual pet but meh.
ghost ship for clerics - Mark - 2008-10-21 psychopat Wrote:The maps all have similar numbers though Arrow Eruption CAN'T hit both floors.
ghost ship for clerics - Stefire - 2008-10-22 Arrow rain and erruption can hit both platform, you need to stand 1 step above the middle.. Cleric can hit both platform with heal standing in the middle.. ghost ship for clerics - Moonlapse - 2008-10-22 I'd say skip voodoos and stay at Ghost Ship. Its really hard to find a channel at Voodoos, and when you do find a channel you will probably get KSed (I did when I was 7x on my mage.) Find a high 7x I/L if you want to train at Anchors. They can freeze both floors on Anchors with maxed range Ice Strike. ghost ship for clerics - Ctatyk - 2008-10-22 I was definitely having fun with the high spawn rate on all of the ghosts. Mr. Anchors were a bit of a pain at my level because I had a little tougher time picking up the essences....but everything else was awesome. I'll be in S'pore for a good long while.... ghost ship for clerics - JezzaRules - 2008-10-22 Ghost ship is good for clerics training from 50-65 or 70 I reckon. I reckon in some cases it's better than Hoodoos and Voodoos like higher spawn but Hoodoos and Voodoos give more exp every kill and spawn fast. Come to think of it, I need to update my Cleric guide... ghost ship for clerics - Kranzorbaken - 2008-10-22 well im in yellonde where theres no competition for hoodoo maps. Ill just have to do an exp test ghost ship for clerics - Horusmaster - 2008-10-24 it's better in singapore cause you are not limited to 4 monster/10 seconds. my cleric trains quite fast there, and it's great especially because there's tons of maps and no ksers. ghost ship for clerics - Kurtle - 2008-11-02 You could try it, but I really think h/voodoos are better at 65+. ghost ship for clerics - Ctatyk - 2008-11-03 Hoodoos/Voodoos....becomes VERY boring VERY fast because there are only 4 of them and they don't spawn very quickly. I've figured out how to run the Mr. Anchors and now I train there quite effectively because by the time that I go from one level to the other, they're all respawned. So, I can run constantly killing the whole time. I gained 2 levels from 66.5 to 68.5 this weekend alone. And I didn't even play all that much this weekend. I think that I'll stick to them for a while. It's brought some of the fun back to the game for me... ghost ship for clerics - kwhalek - 2008-11-11 psychopat Wrote:Mr Anchors are horrible, though... Pac Pinkies, Slimies and Selkie Jrs all seem better for exp... The other 3 are all much better options and are likely at least even to voodoos/hoodoos. They've got worse ratios but much better spawn. Also, the below table shows just how much Mr Anchors suck for exp. i have a quick question what is the level for naturally leeching on these monsters? ghost ship for clerics - psychopat - 2008-11-11 kwhalek Wrote:i have a quick question what is the level for naturally leeching on these monsters?The monsters are the following levels: Pac Pinky: 58 Selkie Jr: 60 Voodoo: 60 Hoodoo: 60 Slimy: 63 Mr Anchor: 68 In order to leech from a monster that you haven't personally hit, you have to be at least (level-5) of the monster or 5 levels of the killer. I think that's how it works, I'm not 100% sure on the second half of that statement. Anyway, that means that you can definitely start on Pac Pinkies at 53, Selkie/Hoodoo/Voodoo at 55 and Slimy at 58. |