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Y'all are gonna laugh
#1
[color="#cc8899"]After I get level 20 stance (80%, lv 30 is only 90, not worth it for me), I plan to go full Monster Magnet. Max has a range of 400% and 95% success, which could help a lot in bringing mobs to me. Certainly more useful than some random buffs (Beholder - the 3 attack advantage over Dragon Blood isn't terribly important for the 24 points I'd need to put in for it) or slight healing (500/20,000 isn't...much). I have max Rush, and all core damage skills are maxed. Just going Rush as early as I did was pretty experimental, but I think it worked for me. I'm confident this underrated skill will find some usage in my hands as well. Anyways, wish me luck Big Grin

Oh, and any videos you have of how it works will be extremely helpful.[/COLOR]
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#2
[Image: 988lol-gorilla.jpg]

but seriously, they might take you to pink bean when you have it maxed Sad

i dont think you would regret stance, you may not think it but the last 10 sp make it twice as effective, just the same as going from 10-20.

good luck.
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#3
1. Hold down [Monster Magnet Button].
2. Watch Magnet appear.
3. Wait.
4. Get hit.

Alternatively, you could
1. Autofire [Monster Magnet Button]
2. Watch Magnet appear lots
3. Get hit


From what I remember of it, in any case.


The last 10 SP in Stance make it 1.125 times more effective.
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#4
MasPan Wrote:I plan to go full Monster Magnet...I have max Rush

Redundant to have both. I think a decent level of achilles would be more useful than MM. With 9k hp, you got the hang of things on how to survive so achilles' other help to a DrK would be saving you potions which is more -beneficial- than that duplicate pseudo-rush skill you're planning to max.
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#5
JoeTang Wrote:The last 10 SP in Stance make it 1.125 times more effective.

no.

stance 20 = knocked back 20% of the time.
stance 30 = knocked back 10% of the time.

the time spent standing in one place is doubled on average.
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#6
modular Wrote:no.

stance 20 = knocked back 20% of the time.
stance 30 = knocked back 10% of the time.

the time spent standing in one place is doubled on average.

No, the time spent standing in one place is 80% at level 20, and 90% at level 30.
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#7
JoeTang Wrote:No, the time spent standing in one place is 80% at level 20, and 90% at level 30.

Time spent standing in one place isn't percent-based. Tongue1

But Modular is more or less right. You'll on average get knocked back on every 5 hit with level 20 stance, and on average get knocked back on every 10 hit with level 30.
[Image: gif.latex?\left%20(%20P(1)%20=%20\frac1p\right%20)]
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#8
To me it seems like Magnet would be more useful if its range was more vertical. Usually you can just rush over.
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#9
I encourage this kind of experimenting! You can do it! I believe in you!
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#10
The main reason I'm making this is to ask high level warriors who have the skill to demonstrate how it works. Ie, will it pull front only, how far is the "400%" max range, etc. Stats, numbers, and "what would be more helpful" are not what I'm looking for, though I appreciate the thought.
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#11
MasPan Wrote:The main reason I'm making this is to ask high level warriors who have the skill to demonstrate how it works. Ie, will it pull front only, how far is the "400%" max range, etc. Stats, numbers, and "what would be more helpful" are not what I'm looking for, though I appreciate the thought.

I've only tried the skill briefly when I was exploring a private server, but 400% range is the same as the range that a NL can throw a star. You just hold the button for a little bit while walking and when you let go the monsters in front of you within that range come zooming to you like with Snatch.

I haven't used the skill extensively, but I was playing with every skill to learn how to control different classes instead of just soloing 10 Anegos in one hit or whatever people normally do on private servers, so I hope that counts for something >_>
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#12
MasPan Wrote:The main reason I'm making this is to ask high level warriors who have the skill to demonstrate how it works. Ie, will it pull front only, how far is the "400%" max range, etc. Stats, numbers, and "what would be more helpful" are not what I'm looking for, though I appreciate the thought.

Well, for Paladins, the best levelling-build is at the current moment 1 rush, ACB, Holy Charge, max stance/rush, max magnet/blast, max HH.

And to compare rush with monster magnet, take the following into condition:
Maxed rush gave me the possibility to rush skeles I almost didn't see on my screen.

Maxed rush has 250% range. Magnet has 400%.
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#13
Comments from Dusk and Devil's Sunrise have convinced me, this is the route I'm going. Lol maxed Maget at 176/7?
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#14
Devil's Sunrise Wrote:Well, for Paladins, the best levelling-build is at the current moment 1 rush, ACB, Holy Charge, max stance/rush, max magnet/blast, max HH.

I've heard from multiple sources that HH in 14x gives about 10% faster training (at Skeles), even without using Holy Charge. Can stance/rush match that?
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#15
Stereo Wrote:I've heard from multiple sources that HH in 14x gives about 10% faster training (at Skeles), even without using Holy Charge. Can stance/rush match that?

Off topic O.o
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#16
Stereo Wrote:I've heard from multiple sources that HH in 14x gives about 10% faster training (at Skeles), even without using Holy Charge. Can stance/rush match that?

Most likely if you're going to train solo. I always trained with a bishop.

Edit: Oh PiNeApPlE. 90 sec HH =/= 20 sec HH.
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#17
Max roar is 400% too.
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#18
So how is it going o.o
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#19
USMC Wrote:So how is it going o.o

I've actually since opted for Achilles for pot-saving at ToT instead. Dropping appx 300-400 damage from each hit will be more useful in the short term, as will taking 1.5-2k less damage from PB hits.
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#20
MasPan Wrote:I've actually since opted for Achilles for pot-saving at ToT instead. Dropping appx 300-400 damage from each hit will be more useful in the short term, as will taking 1.5-2k less damage from PB hits.

My friends got an Achilles 20 book if ya need it @-a just dont know what the price is for it.
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