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My main is a Hero.
Here are my current cards:
Hero (DEF +5%)
Paladin (Some stupid +damage per level that makes no real sense)
Dark Knight (MaxHP +5%)
Xenon (40 STR/DEX/LUK)
Demon Avenger (5% Boss)
Demon Slayer (5% Stat resist)
Crossbowman (4% crit)
Cannoneer (-5% exp loss)
Kaiser (80 STR)
This also gives +15% Boss, 15 att and 3000 HP/MP
+10 all stats from resistance
+10 all stats from explorers
10% HP-> damage from 3x warrior
I'm happy to level up any other characters to improve these sets. Any suggestions? My primary concern is the Cannoneer as it is the only one which doesn't really give any major benefits, but I can't see what to replace it with.
Posting Freak
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2013-08-08, 11:30 AM
(This post was last modified: 2013-08-08, 02:35 PM by Even.)
prettygreat Wrote:My main is a Hero.
Here are my current cards:
Hero (DEF +5%)
Paladin (Some stupid +damage per level that makes no real sense)
Dark Knight (MaxHP +5%)
Xenon (40 STR/DEX/LUK)
Demon Avenger (5% Boss)
Demon Slayer (5% Stat resist)
Crossbowman (4% crit)
Cannoneer (-5% exp loss)
Kaiser (80 STR)
This also gives +15% Boss, 15 att and 3000 HP/MP
+10 all stats from resistance
+10 all stats from explorers
10% HP-> damage from 3x warrior
I'm happy to level up any other characters to improve these sets. Any suggestions? My primary concern is the Cannoneer as it is the only one which doesn't really give any major benefits, but I can't see what to replace it with.
Ditch cannoneer, hero and dk then make this:
1. Pirate set
Xenon
AB
Mechanic
2. Random mixup
Kaiser
Marksman
Paladin
3. Resistance set
Demon Slayer (this is 4% status resist btw, not 5%)
Demon Avenger
Battlemage
Reason for ditching cannon, hero and drk reason:
Defense is useless, hp doesnt matter much when new bosses have % hp attacks & cannon card is terrible unless you use it to finish pirate set.
That is if you're willing to level these chars to level 200, because with my experience mechanic & ab is horrible to level to 200 with medicore funding.
Also warrior set suck. It only takes your base hp into account along with adding the damage to your final hit, not multiplied by anything.
Example: You hit 100k per hit before the set bonus, while you have 100k base hp. This gives you 10k more dmg per hit, meaning if you were hitting 100k x 6 before you'd now be hitting 110k. Even if it shows up in your range, its fooling you.
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Posts: 109
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Even Wrote:Ditch cannoneer, hero and dk then make this:
1. Pirate set
Xenon
AB
Mechanic
2. Random mixup
Kaiser
Marksman
Paladin
3. Resistance set
Demon Slayer (this is 4% status resist btw, not 5%)
Demon Avenger
Battlemage
Reason for ditching kaiser, hero and drk reason:
Defense is useless, hp doesnt matter much when new bosses have % hp attacks & cannon card is terrible unless you use it to finish pirate set.
That is if you're willing to level these chars to level 200, because with my experience mechanic & ab is horrible to level to 200 with medicore funding.
Also warrior set suck. It only takes your base hp into account along with adding the damage to your final hit, not multiplied by anything.
Example: You hit 100k per hit before the set bonus, while you have 100k base hp. This gives you 10k more dmg per hit, meaning if you were hitting 100k x 6 before you'd now be hitting 110k. Even if it shows up in your range, its fooling you.
Yep, I know how bad the warrior set is, however,
Increased buff duration is useless for a Hero as we aren't that buff heavy (and all my important buffs are managed by pets). And getting a Mechanic to 200 would be hell.
The -5% damage from a BaM doesn't really help when pretty much nothing can kill me except for 1hko skills, which are unaffected by it.
The pirate set however would be helpful, and my AB is actually strong enough to go for 200. I was considering swapping that in at some point, but I was unsure where to put it.
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This is just a general character card question, but would the warrior set (lets just say DrK/Pala/Avenger for the cards) be good for Demon Avenger since he has such a massive, massive base health pool?
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LiquidSwing Wrote:This is just a general character card question, but would the warrior set (lets just say DrK/Pala/Avenger for the cards) be good for Demon Avenger since he has such a massive, massive base health pool?
it may probably be the second or third best set for him, talking set effects only. still not that great, but it's something i guess.
Posting Freak
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get a kanna to fourth job, it has a boss damage card too
Posting Freak
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prettygreat Wrote:My main is a Hero.
Here are my current cards:
Hero (DEF +5%)
Paladin (Some stupid +damage per level that makes no real sense)
Dark Knight (MaxHP +5%)
Xenon (40 STR/DEX/LUK)
Demon Avenger (5% Boss)
Demon Slayer (5% Stat resist)
Crossbowman (4% crit)
Cannoneer (-5% exp loss)
Kaiser (80 STR)
This also gives +15% Boss, 15 att and 3000 HP/MP
+10 all stats from resistance
+10 all stats from explorers
10% HP-> damage from 3x warrior
I'm happy to level up any other characters to improve these sets. Any suggestions? My primary concern is the Cannoneer as it is the only one which doesn't really give any major benefits, but I can't see what to replace it with.
Ditch cannoneer for kanna. Ditch hero for hayato. Replace paladin with DS/DA. Replace DrK with DS/DA. Replace DS/DA slot with cannoneer, and DS/DA slot with a mechanic. You gain at minimum pirate set eff, 6% min crit, 3% boss, 15% buff duration, in exchange for 5% def, paladin eff (insignificant/does nothing), warrior set (insignificant/does nothing), 5% HP (main is hero; can live without it).
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He plays EMS, there is no kanna and hayato.
Buff duration for a hero would mainly be for decent skills. 240 sec (decent se duration) is long, but 276 sec is even better (S card effect) when you start using dojo glove for switching just for decent se.
prettygreat Wrote:Yep, I know how bad the warrior set is, however,
Increased buff duration is useless for a Hero as we aren't that buff heavy (and all my important buffs are managed by pets). And getting a Mechanic to 200 would be hell.
Buff duration for a hero would mainly be for decent skills. 240 sec (decent se duration) is long, but 276 sec is even better (S card effect) when you start using dojo glove for switching just for decent se.
prettygreat Wrote:The -5% damage from a BaM doesn't really help when pretty much nothing can kill me except for 1hko skills, which are unaffected by it.
This is to finish up the resistance set while theres really no better card to pick from at this point. You can pick aran for hp recover or mercedes for cooldown reduction (this will probably only be useful for AB link).
But since you dont want to level mechanic you could just keep your cannon to fill in the last slot of pirates and then do this (keep in mind you wont be able to get adventurer bonus on 2nd set then):
1. Pirate
Xenon
AB
Cannoneer/Buccaneer (you can make a bucc but the boost is not worth 200 levels imo, however its still a boost)
2. Random
Paladin
Marksman
Kaiser
3. Random
DS
DA
Aran/bam/merc(Bam for finishing off the resistance set or aran for healing ability, its not that effective tho & merc for cooldown reduction if you think is worth taking some sec off ab link over healing/defense)
Posting Freak
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Even Wrote:He plays EMS, there is no kanna and hayato.
Then your set up is best. Pirate set eff isn't even as much of a necessity since hero's have combat mastery giving them large base PDR ignore.
Once those cards do get out eventually though...
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Even Wrote:He plays EMS, there is no kanna and hayato.
Buff duration for a hero would mainly be for decent skills. 240 sec (decent se duration) is long, but 276 sec is even better (S card effect) when you start using dojo glove for switching just for decent se.
Buff duration for a hero would mainly be for decent skills. 240 sec (decent se duration) is long, but 276 sec is even better (S card effect) when you start using dojo glove for switching just for decent se.
This is to finish up the resistance set while theres really no better card to pick from at this point. You can pick aran for hp recover or mercedes for cooldown reduction (this will probably only be useful for AB link).
But since you dont want to level mechanic you could just keep your cannon to fill in the last slot of pirates and then do this (keep in mind you wont be able to get adventurer bonus on 2nd set then):
1. Pirate
Xenon
AB
Cannoneer/Buccaneer (you can make a bucc but the boost is not worth 200 levels imo, however its still a boost)
2. Random
Paladin
Marksman
Kaiser
3. Random
DS
DA
Aran/bam/merc(Bam for finishing off the resistance set or aran for healing ability, its not that effective tho & merc for cooldown reduction if you think is worth taking some sec off ab link over healing/defense)
Hmm, that set does sound good. I'll fill that last slot with an Aran since all my gear is %str. Thanks.
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