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sinisterboy9 Wrote:WHAT?! Why??! OMFG Nooooo I pre-bought 2 hair and face Vip coupons for each Cygnus from someone T_T Noooo omgggg   @ him^^^^
Kms changed it so you can have more then one,
@ me I'm probably gunna make a striker but I'm worried because my main is a brawler and i'm afraid i'l move to cygnus...
I plan to make sure I keep my main 10 levels or more ahead then cygnus just for safty ;D
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Rayquaza2233 Wrote:One in the old "parent character" system, as many as you want with the new "race selection" system.
UGH I'm 100% sure that we're gona get the old system then convert later omg this is terrible wat a waste of 40m T_T
Nooooo I thought you could have as many Cygnus-Parent relationships as you want.. T_T
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sinisterboy9 Wrote:UGH I'm 100% sure that we're gona get the old system then convert later omg this is terrible wat a waste of 40m T_T
Nooooo I thought you could have as many Cygnus-Parent relationships as you want.. T_T
in your situation it doesn't matter anyway. you can't transfer cash shop items from an adventurer to a cygnus.
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blitzkrieg Wrote:in your situation it doesn't matter anyway. you can't transfer cash shop items from an adventurer to a cygnus.
WHAT?! But what if it's in the Cash Shop? I haven't taken it out yet.
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Cash Shop stuff is shared throughout your entire account. In other words if it's in the CS any of your characters can take it.
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Holypie Wrote:Cash Shop stuff is shared throughout your entire account. In other words if it's in the CS any of your characters can take it.
No but I read it in the official KMS website, it says Cygnus cannot use Adventurer cash items. THIS IS TERRIBLE! OMG IM GONA KILL MYSELF.
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Holypie Wrote:Cash Shop stuff is shared throughout your entire account. In other words if it's in the CS any of your characters can take it.
cygnus characters on the same account as adventurer characters do NOT share the same cash shop inventory / items.
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This blows. Really really freaking hard. I'm gonna go to my emo corner and cry now. I wasted 80m..  =( =( =( =( This is AWFUL
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I'll be making a Windbreaker. Ya ya, I know, they don't have Sharp Eyes or anything like that, but it proves to be no real point to it since I'm not going past level 120 anyways. The main problem I always had when making an archer is how bored I got with their attacks, and the Wind Breaker seems to be just right.
If you think about it though, you get quite a bit more out of it, as Final Attack with a Wind Breaker is an active buff(has a chance of working and must be recast), Storm Breath instead of Power Knockback, Wind Walk, Albatross, Magnum Shot, and Wind Shot. You all can get a Bowmaster or a Marksman to Sharp Eyes ya, cause these skills just seem too good to be true
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Zalfor Wrote:If you think about it though, you get quite a bit more out of it, as Final Attack with a Wind Breaker is an active buff
And even more useless than ever.
Apparently the only skill it works with is Double Shot. xd
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FlameChocobo Wrote:I'm gonna go with Soul Master, because I love training at Undead Areas at later levels (I.E.: Selkies and Slimies at level 60 to 75, Master Death Teddies at level 76, etc.)
Why did you include slimies/selkies? I know they are good, but you will have no advantage over them until you get soul charge, until then our skills are all neutral. Oh, and at around 77 I went to gobies since driver is an amazing skill there and you can snipe the houses to avoid super weapon defense up. I loath the Ludibrium dungeon, anyways.
Since the maximum level limit is 120 for Knights of Cygnus. (A level where you can do 4th Job Advancement) Hime will be my final training area.
And it will probably be godly as hell, I wished the whole time I was leveling that we had himes.
And no, I'm gonna stay away from Rage, because it's a useless skill. I'm using Ciders for my Attack buff. And at later levels, I'm gonna train with a Priest at Master Death Teddies, and Hime, because Soul Warriors do not get Power Guard. Soul Drive is gonna be my last skill to max, because I don't want to be a cheap bastard and spam that skill. So yeah.
I guess in GMS it is a waste. . .It is my lifesaver though, and our only party skill. Also, it isn't so bad without powerguard to solo. You still get a lot of HP. And why the hell would you save driver for last? You will deliberately slow down your training just because you don't want to be a "cheap bastard"? Granted, I regret maxing soul driver first (I think a hybrid of combo/driver would have been better) by no means would I have ever saved it for last, but I would cap it at level 26 because that is when it hits 8 mobs.
Pretty much the only Cygnus in here that I have real experience with, so comments in bold.
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sinisterboy9 Wrote:WHAT?! But what if it's in the Cash Shop? I haven't taken it out yet.
In MSEA, even if the items are still in the CS, you can't transfer it to your Cygnus. Which is bullpomegranate
I made a Soul Master, and lovin' it. Thanks to Cygnus, kPQ, and even LPQ, have been revived. CPQ is full of Cygnus characters, though, so being an Adventurer in there is gonna be an disadvantage.
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bio9205 Wrote:In MSEA, even if the items are still in the CS, you can't transfer it to your Cygnus. Which is bullpomegranate 
I made a Soul Master, and lovin' it. Thanks to Cygnus, kPQ, and even LPQ, have been revived. CPQ is full of Cygnus characters, though, so being an Adventurer in there is gonna be an disadvantage.
This is AWFUL. I'm doomed I've wasted 80m >_>;; omg I'll just wait until Cygnus comes out then I'll decide what happens.. T_T
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I'm curious, since our characters now ("Adventurers") are confirmed as either bad or good.
Meaning, most would choose to be an I/L over an F/P, and Bishop over both of those...
Are each Cygnus powerful? Or is there a best Cygnus, and a worst Cygnus?
Which? In order?
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2009-06-27, 10:03 PM
(This post was last modified: 2009-06-28, 03:03 AM by Cancambo.)
Punch Wrote:I'm curious, since our characters now ("Adventurers") are confirmed as either bad or good.
Meaning, most would choose to be an I/L over an F/P, and Bishop over both of those...
Are each Cygnus powerful? Or is there a best Cygnus, and a worst Cygnus?
Which? In order?
Personally, I rate them in this order.
Soul Master/Night walker (I love them both too much to say)
Striker
Flame Wizard
Windbreaker
Why?
Soul Master: Great damage, new fighting style for warriors (long range), HP, and they get a holy charge.
Night Walker: We all know how powerful low dex sins are, now add an extra 60/70 LUK by level 70. They also get a skill that can mob in second job, and FJ. Then they can train with poison. So what -- great damage AND great poison-training. The drawback I see to them though is venom. It just doesn't seem to do them justice.
Striker: They are powerful. 10k screw punches in 6X often times. They also get energy buster + energy charge. They sacrifice backspin/double uppercut, but w/e. These two skills are mostly used for their stun ability along with stun mastery. However, strikers get critical punch. That means no need to stun, which means criticals are that much easier. And you can do it at bosses. I also have to mention sharks' INSANE range -- it goes well off your screen. They also get two skills that are perhaps the most useful of viper skills, wind booster and barrage.
Flame Wizard: Not feeling it. I, personally, hate mages. They are incredibly boring to me, but that is personal opinion. Their poison like move is arguabley worse (lol, I wasn't thinijng and put "work") since they can't overlap. You have to make sure your 2 curtains won't touch. Then they get their summon at 100 and have to wait all the way till 110 to get meteo. And their damage, like all mages, sucks at bosses. They have nothing to really bring to the table for otehr classes.
Wind Breaker: I despise this class. It seems to be the only class worse than their adventurer counterpart the whole way through. For me, it boils down to the lack of SE. That is the bride and joy for Bowman/Marksmen. They also mob close range in second job, that seems like it would be no fun.
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TehMatt Wrote:Personally, I rate them in this order.
Soul Master/Night walker (I love them both too much to say)
Striker
Flame Wizard
Windbreaker
Why?
Soul Master: Great damage, new fighting style for warriors (long range), HP, and they get a holy charge.
Night Walker: We all know how powerful low dex sins are, now add an extra 60/70 LUK by level 70. They also get a skill that can mob in second job, and FJ. Then they can train with poison. So what -- great damage AND great poison-training. The drawback I see to them though is venom. It just doesn't seem to do them justice.
Striker: They are powerful. 10k screw punches in 6X often times. They also get energy buster + energy charge. They sacrifice backspin/double uppercut, but w/e. These two skills are mostly used for their stun ability along with stun mastery. However, strikers get critical punch. That means no need to stun, which means criticals are that much easier. And you can do it at bosses. I also have to mention sharks' INSANE range -- it goes well off your screen. They also get two skills that are perhaps the most useful of viper skills, wind booster and barrage.
Flame Wizard: Not feeling it. I, personally, hate mages. They are incredibly boring to me, but that is personal opinion. Their poison like move is arguabley work since they can't overlap. You have to make sure your 2 curtains won't touch. Then they get their summon at 100 and have to wait all the way till 110 to get meteo. And their damage, like all mages. sucks at bosses. They have nothing to really bring to the table for otehr classes.
Wind Breaker: I despise this class. It seems to be the only class worse than their adventurer counterpart the whole way through. For me, it boils down to the lack of SE. That is the bride and joy for Bowman/Marksmen. They also mob close range in second job, that seems like it would be no fun.
Wow you convinced me not to make flame Wizard or Wind breaker and i was going to make both of them T_T
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TehMatt Wrote:Personally, I rate them in this order.
Soul Master/Night walker (I love them both too much to say)
Striker
Flame Wizard
Windbreaker
Why?
Soul Master: Great damage, new fighting style for warriors (long range), HP, and they get a holy charge.
Night Walker: We all know how powerful low dex sins are, now add an extra 60/70 LUK by level 70. They also get a skill that can mob in second job, and FJ. Then they can train with poison. So what -- great damage AND great poison-training. The drawback I see to them though is venom. It just doesn't seem to do them justice.
Striker: They are powerful. 10k screw punches in 6X often times. They also get energy buster + energy charge. They sacrifice backspin/double uppercut, but w/e. These two skills are mostly used for their stun ability along with stun mastery. However, strikers get critical punch. That means no need to stun, which means criticals are that much easier. And you can do it at bosses. I also have to mention sharks' INSANE range -- it goes well off your screen. They also get two skills that are perhaps the most useful of viper skills, wind booster and barrage.
Flame Wizard: Not feeling it. I, personally, hate mages. They are incredibly boring to me, but that is personal opinion. Their poison like move is arguabley work since they can't overlap. You have to make sure your 2 curtains won't touch. Then they get their summon at 100 and have to wait all the way till 110 to get meteo. And their damage, like all mages. sucks at bosses. They have nothing to really bring to the table for otehr classes.
Wind Breaker: I despise this class. It seems to be the only class worse than their adventurer counterpart the whole way through. For me, it boils down to the lack of SE. That is the bride and joy for Bowman/Marksmen. They also mob close range in second job, that seems like it would be no fun.
Thanks for your opinions, since you have played all these?
But anyways, you play KMS, so you're experienced.
I bolded Night Walker, as I'm thinking of making one... 
Are only Dexless Night Walkers good?
They have same equips as Theives do?
What's the greater moves that they have, that Sins/Dits don't?
What good moves are they missing?
How to use Poision? :f6:
Thanks...
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Poison sling stacks with venom. Cue epic poison damage. THAT's why it's weakened, as well as skill point limitation.
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I will probably make a warrior or thief one.
Those two classes I find boring (just first two jobs), repetitive and annoying.
Although I leveled one assassin to 63, it was enough for me. Maybe with more skills at 2nd Job it will be more fun for me.
As for the warrior one, I just hated the lack of attacks during 2nd and 3rd Job, except for DKs but those are quite expensive. I also hated that I needed to max improveHP skills and using the same lv 1-10 attack until forever xD. Maybe knowing that I'll have more skills at 2nd Job it will enough motivation for me to get to lv30.
Heck I would even buy a maple life thingie to skip those annoying levels xD.
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