2014-01-24, 12:37 AM
Few of these cards are only good in some situations. DS for status resistance, some classes need this more than others, Zero for grinding, Marksman for jobs who lack of critical rate (I know you dont have it), Jett for jobs that rely a little on summons (Cannon and Sair mostly, it doesnt work for Xenon hologram at all) & Beast tamer card isnt really that great for grinding, a pure stat card would give you more dmg boost.
Would be easier if you told us which job you play the most, but anyways:
Deck 1 (pirate deck): Xenon, AB/Cannon & Mechanic
Reasoning: PDR is always welcome in my eyes, even for bossing, no matter how little it is (mind you the boost may not be that great if you kill bosses below empress tier). You get AB card if you are a STR, LUK or DEX job, you will benefit from the small dmg no matter what, same goes for Xenon. If you are an INT based class the AB card can be switched with cannon in case you die. Mechanic card is NEVER bad, long buff duration becomes really handy when it comes to decent skills or short duration buffs like opatz code.
Deck 2: DA Kanna & Hayato (nothing special, triple dmg boost)
Reasoning: Do I need one? Crit dmg, and 6% boss dmg, you cannot say no. But when you grind its better to replace DA with Zero & Kanna with Kaiser/Lumi (unless you are a LUK based class, then you will go with Paladin)
Deck 3: Beast tamer, DS/Merc/Jett/Lumi/Kaiser/Paladin/striker/Buccaneer
Reasoning: This set will only be leftover junk, meaning it will be depend on what you are doing, again.
For grinding: Beast tamer is a sure thing. Skip DS, skip Jett if you dont need summon duration, skip merc if you dont need cooldown reduction, paladin/kaiser/lumi is already placed in deck 2 for grinding purpose (or rather only one of them, so you can still pick paladin if you placed lumi or kaiser in deck 2) and that leaves you to striker and bucc. If you are a mage based class bucc and striker wont do anything for you at all, so pick I/L & Phantom/Hero/Dawn Warrior instead.
For bossing: Beast tamer, DS if you need status resistance (most of the time you do), Merc for cooldown reduction or Jett for summon duration. But if you dont need status resistance and you play a job like cannoneer, pick both of them instead and ditch DS (not saying that cannons dont need status resist, just that they benefit from both summon duration and cooldown reduction).
You could do a bit improving that would avoid this mass switching card all the time depending on your situation, but I dont think you can do better than what I suggested for specific situations, given that you dont lvl a new char for char cards ofc.
Would be easier if you told us which job you play the most, but anyways:
Deck 1 (pirate deck): Xenon, AB/Cannon & Mechanic
Reasoning: PDR is always welcome in my eyes, even for bossing, no matter how little it is (mind you the boost may not be that great if you kill bosses below empress tier). You get AB card if you are a STR, LUK or DEX job, you will benefit from the small dmg no matter what, same goes for Xenon. If you are an INT based class the AB card can be switched with cannon in case you die. Mechanic card is NEVER bad, long buff duration becomes really handy when it comes to decent skills or short duration buffs like opatz code.
Deck 2: DA Kanna & Hayato (nothing special, triple dmg boost)
Reasoning: Do I need one? Crit dmg, and 6% boss dmg, you cannot say no. But when you grind its better to replace DA with Zero & Kanna with Kaiser/Lumi (unless you are a LUK based class, then you will go with Paladin)
Deck 3: Beast tamer, DS/Merc/Jett/Lumi/Kaiser/Paladin/striker/Buccaneer
Reasoning: This set will only be leftover junk, meaning it will be depend on what you are doing, again.
For grinding: Beast tamer is a sure thing. Skip DS, skip Jett if you dont need summon duration, skip merc if you dont need cooldown reduction, paladin/kaiser/lumi is already placed in deck 2 for grinding purpose (or rather only one of them, so you can still pick paladin if you placed lumi or kaiser in deck 2) and that leaves you to striker and bucc. If you are a mage based class bucc and striker wont do anything for you at all, so pick I/L & Phantom/Hero/Dawn Warrior instead.
For bossing: Beast tamer, DS if you need status resistance (most of the time you do), Merc for cooldown reduction or Jett for summon duration. But if you dont need status resistance and you play a job like cannoneer, pick both of them instead and ditch DS (not saying that cannons dont need status resist, just that they benefit from both summon duration and cooldown reduction).
You could do a bit improving that would avoid this mass switching card all the time depending on your situation, but I dont think you can do better than what I suggested for specific situations, given that you dont lvl a new char for char cards ofc.

