Navigation
Blog
- Tales of Pirates A guide to true SealMastery
- Tales of Pirates Guide to sandbags
- Tales of Pirates earn money without set a st ...
- Tales of Pirates Guide To The Perfect Tank
- Tales of Pirates Power Levelling Guide - Eff ...
- Tales of Pirates Coral Finding Guide
- Tales of Pirates Legendary Tree of Fortune F ...
Related Articles
Advertisement
Tales of Pirates is a 3D Massively Multiplayer Online Role Playing Game developed by the Chinese company MOLI. Tales of Pirates is published by IGG (Internet Gaming Gate), Welcome join the tales of pirates forum
VoteMore
Character builds
View:616
Tales Of Pirates Gold
Top Rated Tales Of Pirates Gold Seller! 24/7 online ,deliver instantly.
| This guide credits to snowy , from the official forum ( Original Page ) |
| NOTE: This is just an estimate of what each stat can pump. This list has no relation to leveling bonuses for extra hp, sp, hit rate , dodge. No extra defense on armor was added etc. EX 1: If the Hit rate was at 40 at ACC 70, then your final hit rate will be your level bonus hit rate 40. EX2 : Final damage on the min / max atk will depend on the raw STR whatever your sword etc hits Some data COULD be wrong, since I do not play every class, and some data are collected from another source. Updated #2: Some cooldown time delay has been added. This is just an idea of what each class can do along with examples of what skills you should learn as skill points are limited and you must pick carefully of what's important to your charactre to level etc Everyone playing style is different, some people on their healers may prefer hp > dmg so they can last longer or crusader they may like some str and not go full agi.. (speed) Please keep in mind there's no BEST class in the game, they all have their weakness and positive sides to balance the game Basic Stats - Maximum points for each stat = 100 Str - Increases Short Range Attack Con - Increases Maximum HP , Defense , Maximum HP Recovery Rate Acc - Increases Long Range Attack / Accuracy Agi - Increases Attack speed, evasion Spr - Increases Maximum SP, Maximum SP Recovery Rate Hidden rates Treasure Rate - can be upped by fruits that increases drop rate Magic Defense - Higher SPR = Higher magic defense Crit Rate - Increases your chance to hit a critical value Movement Speed - how fast your character moves (EG. Archer with wind walk can increase this value) Stats Value to Lance Newbie for Lance Let's count ..When you're level 1 you get 4 points then every level you earn you gain 1 then every 10 level = 5 instead of 1 from a Lv 1 to Lv 10 character we'll have.... Lv 2 to 9 = 1(2),1(3),1(4),1(5),1(6),1(7),1(8),1(9) = 1x 8 = 8 then .. 4 on Lv 1, 5 on Lv 10 = 9 .. 9 8 = 17 points to use before we class change. We'll look at the stats one by one x.x Base stats for lance on newbie : 5 STR 5 CON 5 ACC 5 AGI 5 SPR If we pump all 18 points into STR 5 STR - 7 min / 7 max 6 STR - 9 min / 9 max 7 STR - 10 / 10 8 STR - 12 / 12 9 STR - 13 / 13 10 STR - 16 / 16 11 STR - 18 / 18 12 STR - 19 / 19 13 STR - 21 / 21 14 STR - 22/ 22 15 STR - 26 / 26 16 STR - 27/27 17 STR - 29 /29 18 STR - 30/30 19 STR - 32/32 20 STR - 36/36 21 STR - 37/37 22 STR - 39/39 23 STR - 40/40 If we pump all 18 points into CON 5 CON - 100 HP 6 CON - 109 7 CON - 120 8 CON - 129 9 CON - 138 10 CON - 147 11 CON - 156 12 CON - 165 13 CON - 174 14 CON - 189 15 CON - 198 16 CON - 207 17 CON - 216 18 CON - 225 19 CON - 234 20 CON - 253 21 CON - 262 22 CON - 271 23 CON - 280 Defense = 12 at 23 CON If we pump all 18 points into ACC - Hit rate goes up as you level 5-6 ACC - 10 Hit Rate 7 ACC - 11 9 ACC - 12 10 ACC - 13 12 ACC - 14 14 ACC - 15 15 ACC - 16 17 ACC - 17 19 ACC - 18 20 ACC - 19 22 ACC - 20 24 ACC - 21 (20 hit rate still at 23 ACC) If we pump all 18 points into AGI - Dodge goes up as you level as well 5 AGI - 10 Dodge / 70 Attack speed 6 AGI - 10 / 71 7 AGI - 11 /72 8 AGI - 11/ 73 9 AGI - 12 /74 10 AGI - 13 / 76 11 AGI - 13 / 77 12 AGI - 14/78 13 AGI - 14 / 79 14 AGI - 15/80 15 AGI - 16/81 16 AGI - 16/82 17 AGI - 17/83 18 AGI - 17/84 19 AGI - 18/85 20 AGI - 19/87 21 AGI - 19/88 22 AGI - 20/89 23 AGI - 20/90 If we pump all 18 points into SPR 5 SPR - 23 SP 6 SPR - 26 SP 7 SPR - 29 8 SPR - 32 9 SPR - 35 10 SPR - 38 11 SPR - 41 12 SPR - 44 13 SPR - 47 14 SPR - 50 15 SPR - 53 16 SPR - 56 17 SPR - 59 18 SPR - 62 19 SPR - 65 20 SPR - 68 21 SPR - 71 22 SPR - 74 23 SPR - 77 Swordsman for Lance Now..after level 10 we have class changed. So now let's count how many points we have till level 40. We already used the 5 points on level 10. 11 to 19 = 9 > 21-29 = 9 > 31-39 = 9 20,30,40 = 5 (9 x 3) (5 x 3 ) = 27 15 = 42 If we pump all 42 points into STR from STR 23 24 STR - 42 /42 25 STR - 47/47 26 STR - 49/49 27 STR - 50/50 28 STR - 52/52 29 STR - 53/53 30 STR - 59/59 31 STR - 60/60 32 STR - 62/62 33 STR - 63/63 34 STR - 65/65 35 STR - 72/72 36 STR - 73/73 37 STR - 75/75 38 STR - 76/76 39 STR - 78/78 40 STR - 85/85 41 STR - 87/87 42 STR - 88/88 43 STR - 90 44 STR - 91 45 STR - 99 46 STR - 101 47 STR - 102 48 STR - 104 49 STR - 105 50 STR - 115 51 STR - 116 52 STR - 118 53 STR - 119 54 STR - 121 55 STR - 130 56 STR - 132 57 STR - 133 58 STR - 135 59 STR - 136 60 STR - 147 61 STR - 149 62 STR - 150 63 STR - 152 64 STR - 153 65 STR - 165 If we pump all 42 points into CON from CON 23 Upon changing class to Swordsman..with CON 23, HP will be raised to 473 instead of 280..because of that, we'll count from 473 24 CON - 488 25 CON - 503 26 CON - 518 27 CON - 582 28 CON - 597 29 CON - 612 30 CON - 627 31 CON - 642 32 CON - 657 33 CON - 672 34 CON - 750 35 CON - 765 36 CON - 780 37 CON - 795 38 CON - 810 39 CON - 825 40 CON - 917 41 CON - 932 42 CON - 947 43 CON - 962 44 CON - 977 45 CON - 992 46 CON - 1007 47 CON - 1113 48 CON - 1128 49 CON - 1143 50 CON - 1158 (Defense so far, 61) 51 CON - 1173 52 CON - 1188 53 CON - 1203 54 CON - 1323 55 CON - 1338 (Defense , 68) 56 CON - 1353 57 CON - 1368 58 CON - 1383 59 CON - 1398 60 CON - 1532 (Defense ,76) 61 CON - 1547 62 CON - 1562 If we pump all 42 points into ACC from ACC 24 25 ACC - 22 hit rate 27 ACC - 23 29 ACC - 24 30 ACC - 25 32 ACC - 26 34 ACC - 27 37 ACC - 29 39 ACC - 30 40 ACC - 31 42 ACC - 32 44 ACC - 33 45 ACC - 34 47 ACC - 35 49 ACC - 36 50 ACC - 37 52 ACC - 38 54 ACC - 39 55 ACC - 40 57 ACC - 41 59 ACC - 42 60 ACC - 43 62 ACC - 44 63 ACC - 45 65 ACC - 46 If we pump all 42 points into AGI from AGI 23 24 AGI - 21 dodge /91 attack speed 25 AGI - 22/92 26 AGI - 22/93 27 AGI - 23/94 28 AGI - 23/95 29 AGI - 24/96 30 AGI - 25/98 31 AGI - 25/99 32 AGI - 26/100 33 AGI - 26/101 34 AGI - 27/102 35 AGI - 28/103 36 AGI - 28/104 37 AGI - 29/105 38 AGI - 29/106 39 AGI - 30/107 40 AGI - 31/109 41 AGI - 31/110 42 AGI - 32/111 43 AGI - 32/112 44 AGI - 33/113 45 AGI - 34/114 46 AGI - 34/115 47 AGI - 35/116 48 AGI - 35/117 49 AGI - 36/118 50 AGI - 37/120 51 AGI - 37/121 52 AGI - 38/122 53 AGI - 38/123 54 AGI - 39/124 55 AGI - 40/125 56 AGI - 40/126 57 AGI - 41/127 58 AGI - 41/128 59 AGI - 42/129 60 AGI - 43/131 61 AGI - 43/132 62 AGI - 44/133 If we pump all 42 points into SPR from SPR 23 25 SPR - 83 30 SPR - 98 35 SPR - 113 40 SPR - 128 45 SPR - 143 50 SPR - 158 55 SPR - 173 60 SPR - 188 65 SPR - 203 Cruader for Lance 100-65 = 35 points left If we pump all 35 points into STR from STR 65 70 STR - 183 min/ max 75 STR - 202 80 STR - 222 85 STR - 243 90 STR - 264 95 STR - 286 100 STR - 310 If we pump all 35 points into CON from CON 63 63 CON - 1582 64 CON - 1597 65 CON - 1612 70 CON - 1820 75 CON - 2042 80 CON - 2278 85 CON - 2353 90 CON - 2603 95 CON - 2867 100 CON - 3142 If we pump all 35 points into ACC from ACC 66 70 ACC - 49 75 ACC - 52 80 ACC - 55 85 ACC - 58 90 ACC - 61 95 ACC - 64 100 ACC - 67 If we pump all 35 points into AGI from AGI 63 63 AGI - 54/143 64 AGI - 55/145 65 AGI - 55/146 70 AGI - 59 dodge /152 attack speed 75 AGI - 63/158 80 AGI - 67/165 85 AGI - 70/171 90 AGI - 74/177 95 AGI - 78/183 100 AGI - 82/190 If we pump all 35 points into SPR from SPR 65 70 SPR - 218 SP 80 SPR - 248 90 SPR - 278 100 SPR - 308 Preparing your build Skill points ------------------------------------------------------------------ It is very important you prepare your points TOWARDS your 2nd class change. Alot of people put points on what's BEST for them at the present stage and having to restart another character isn't fun. Also, after level 60, you'll earn 2 stats points instead of 1. Skill points are given out to your character once it reaches level 10. One skill point per level will be given. Because of the limited skill points, planning ahead on the prerequisites is very important to ensure you get to learn the skills that are the most important to you first. NOTE : There are VERY few exception to the skills opened at all levels. The question why not max the skills is usually frequetly asked..so why? Once you class change ALL the skills will be open to you, because it does not go by level. Usually the 2nd class change skills are more useful and benefitical to you. Skills colour coding ----------------------------- Passive Skills Active Skills Lance , Ami, Phyllis , Carsise (just me keeping track of names XD) I)Swordsman Character that is able to change to Crusader : Lance Character that is able to change to Champion : Carsise Some General Things Alot of people seems to like to boost Sword Mastery to max, but i'll explain why NOT TO. Perharps it seems very good because it increases your attack, but IS NOT!!!! IS NOT I'm serious^^v. Level 3 is more than enough. If you waste another 7 points into it, which means maximum level, you ONLY earn 7 *4 = 28 attack points MORE. LIKE OMG, 28 attack points will barely move an ant on your damage. Save the money for rings to boost your damage! Skill points are very VERY valuable. EX: LV40 Ring will cost you And you can equip two rings..which means 30. This is a much better way to boost your DMG. Skills : ----------------------------------------- Sword Mastery (Requires Concentration Level 2) : Increase attack when using sword. Will of Steel (Requires Concentration Lv 2) : Increase defense of character. (Fix consumption of 10 SP) Cooldown Time : 15 seconds from Lv 1- 10 Concentration: Increase hit rate of character Illusion Slash (Requires Sword Mastery Lv 3): Use energy of sword to damage enemy at a distance. (Fix consumption of 20 SP) Cooldown Time : 5 seconds from Lv 1- 10 Berserk (Requires Illusion Slash Lv4) : Increase hit rate and attack speed for short duration. (Fix consumption of 15 SP) Cooldown Time : 35 seconds from Lv 1-10 Tiger Roar (Requires Break Armor Lv 4) : Decrease attack and movement speed of enemy in an area. (Fix consumption of 20 SP) Break Armor (Requires Sword Mastery Lv 3) : Decrease defense of enemy. (Fix consumption of 25 SP) Preparing your build Skill points towards Crusader ------------------------------------------------------------------ As said above, preparing is very important. Calculating how many points you'll need to get the skills you want is the best way to start. For the skills before Crusader, the following are recommended : Concentration Lv 2 > Sword Mastery Lv 3 > Illusion Slash Lv 4 > Berserk Lv 5 The skill points used up so far is : 2 3 4 5 = 14 So you'll need 14 levels to gain all of the above. SAVE YOUR POINTS! Crusader skills will be more important then the basic swordsman skills. I'll list in the Crusader section the skills you'll need to benefit you much further than maximazing the not-so-useful swordsman skills. Now for stat point building. The main "selling" point for Crusader is SPEED (AGI). However, is it really as good as it seems? Although before Crusader you'll be able to wield two single swords, your speed decreases and the damage isn't as good as it seems at the beginning. Due to the lack of Crusader skills to support, Illusion Slash and Berserk plays a huge role to level at the beginning. Berserk will increase your speed for a short time and Illusion Slash will help you kill off monsters in danger when they surround you (for aggressive monsters). Now , we'll compare different stat build for getting ready for Crusader path. 1) Full AGI Path towards Crusader AGI increases character attack speed increases evasion. A full AGI swordsman before class change preharps will level the fastest among the other stat builds because of evasion, but not so much on speed. AGI starts out slow, and without the boosting skills to increase your speed, you won't feel a great increase to your character attack speed when holding two single handed swords. Use Berserk often when it recharges as faster attack = more strikes before the monster strikes. Illusion Slash is a far range attack, use it to your advantage to lure monsters and finish it quickly with your agility. The only drawback is very low damage unless you got very good gear to support your damage. To pump full AGI (99 is good really, cause you can use gear to pump beyond 100), you'll need to be level 63. What else you pump after? All depends on your playing style. Pretty good idea by then of what will be important to YOU. However.. STR or CON will be the decision. Damage or HP? 1) Full STR Path towards Crusader Although such build exist, is not that good of a build. STR ONLY increases your attack, nothing else. You'll have low hp and low evasion. Damage high is a good thing, but most monsters later on have an insanely high level of HP and even with 1k dmg , you won't last. Won't say much more than that, highly not recommended. No speed, low hp, low evade. 1) AGI(Major) / STR(Minor) Path towards Crusader Because of the damage drawback for full AGI, some people will intend to build their character with some STR and mainly AGI path. Remember, Crusader best point is still on speed after you class change, STR is mainly to deal higher damage to level faster ONLY. I'll discuss each class boss usage later on. 3 AGI and 1 STR is a nice AGI major and STR minor build. You'll deal decent damage along with good attack speed to clear monster faster than other classes. Magic type attacks has casting recharge delays, but melee does not. Evasion will be less, but it won't be too far off to see a major difference. 30 AGI = 10 STR 60 AGI = 20 STR 90 AGI = 30 STR So if 100 points = level 63, 90 AGI 30 STR = 120 Points. It is highly recommended you pump HP after the 120 points for higher defense and survivial power. Preparing your build Skill points towards Champion ------------------------------------------------------------------ Not much to say about Champion..(REALLY) Champion main purpose is : TANK! TANKK!!!! Champion has highest points of HP / CON..and they're best for TANKING! Tank what? BOSS! HIGH HP MONSTERS ! HIGH DAMAGE MONSTERS! Well, next question will come up.. What about my DMG? STR increases dmg not CON! Damage will not be so WOW factor, but HP and your defense will be. It be seem slow at first, but it definitly has its good points later on. Champion are very important to fighting boss. Although no one really will like you in the beginning, people will recongize and start to know why you're so important once you class change into Champion with all the useful skills. Now onto skill point building : Concentration Lv 2 > Sword Mastery Lv 3 > Break Armor Lv 4 > Tiger Roar Lv 5 You'll have used up 2 3 4 5 = 14 points again towards your valuable skill fund. SAVE THE REST for after the class change! 1) Full CON Path towards Champion Full CON = High HP defense.. super good tanker and party tanking for leveling later. Yes..you'll be in the darkness until level 40 unless your friends or some nice people willing to level with you, because no one really likes you. But remember, this is preparing your character for the good will of later on. 1) CON / STR Path towards Champion Pretty much same as Crusader with the 3 AGI and 1 STR build. Only use this build if you're desperato for damage and you just can't stand being the low damage guy and the unwanted one before level 40. Ia )Swordsman > Crusader Path Skills : ----------------------------------------- Dual Sword Mastery (Requires Berserk Lv 5) : Increase attack when using two weapons Deftness (Requires Dual Sword Mastery Lv2) : Increase dodge rate of character. Blood Frenzy (Requires Dual Sword Mastery Lv 2) : Reduce attack time cooldown using dual weapon Shadow Slash (Requires Blood Frenzy Lv 5 ) : Continuous melee attack and knock out a single target (Level 1 consume 23 SP. Each level need 3 more SP) Cooldown Time : 30 seconds from Lv 1- 10 Poison Dart (Requires Blood Frenzy Lv 2) : Shoot a dart and put enemy in poison status (Fix consumption of 20 SP) Stealth (Requires Deftness Lv 3) : Make character invisible to other unit (Fix consumption of 10 SP) Cooldown Time : 30 seconds from Lv 1- 10 Recommended Skill points usage for Crusader Up the following first : Dual Sword Mastery Max(Lv 10) > Deftness Lv 3 > Stealth Lv 1 > Blood Frenzy Lv 5 > Shadow Slash (Lv 10 recommended..but at least 7) DO NOT..I REPEAT..DO NOT PUT POINTS in POISON DART. THAT SKILL TOTALLY STINKS! The poison damage is so low you'll faint when you see it in action and wasted points on it. Use illusion slash and shadow slash, they're the best. Now we'll talk about the old swordsman skills..What davantage did I gained through not maximazing those skills? Assuming some guy pumped sword mastery to level 10, wasting another 7 points. What did u do with those extra 7 points? You just used them on Dual Sword Mastery and pumped it to level 7 !! Then plus the remaining points for the other skills, you're away ahead of them. You'll want to have the cooldown and shadow slash ASAP for boss pwning and leveling. Make sure you only pump stealth Lv1..you don't need further than this at all. Stealth Lv1 will invisible you for 30 seconds, and its cool down time = 30 seconds. Shadow Slash cool down time = 30 seconds as well. See the good point yet? ^^ (no? oww) For example : If you're inside the maze by yourself and you don't wish to party anyone to share the chests, you'll be able to ghost slash then invisible yourself again (playing hide and seek in a super fast way), super advantage The rest of the points should be devoted into Blood Frenzy and Illusion Slash for leveling. Later on your evasion will work less and less powerful and you'll want your damage and cooldown to be faster, and attacking from a distance using Illusion Slash. (Especially level 70 monsters) Recommended is Illusion Slash > Shadow Slash > Finishing touch with normal .Is a very nice combo XD If paired with a support healer, at a high level Crusader with Illusion Slash can break over 1800 damage. Finishing the maximum potential builds for Crusader Every build in the end should pump HP and support gear to do the Damage boosting. Why? 1) Monsters in black dragon cave has insanely high hp 2) Monsters in underground water tunnel (zombies) will poison you bad 3) Monsters in Lone tower are lower of HP but higher in Damage 4) Boss killing : Boss hurts alot. Trust me on this one. Some bosses can stun you. Some bosses will cast negative effects on you Some bosses have area of effect attacks so even if you're far you get your *** kicked. One boss will be able to cast instant death on you.
Stat to Value for Ami (Explorer, Cleric, Seal Master) Newbie Ami STR 5 CON 5 AGI 5 ACC 5 SPR 5 From Level 1 - 10 = 18 points Putting all 18 points into STR 5 STR - 7 min / 7 max 6 STR - 9 min / 9 max 7 STR - 10 min / 10 max 8 STR - 12 / 12 9 STR - 13 10 STR - 16 11 STR - 18 12 STR - 19 13 STR - 21 14 STR - 22 15 STR - 26 16 STR - 27 17 STR - 29 18 STR - 30 19 STR - 32 20 STR - 36 21 STR - 37 22 STR - 39 23 STR - 40 Putting all 18 points into CON 5 CON - 100 HP 6 CON - 109 / 3 defense 7 CON - 120 8 CON - 129 / 4 9 CON - 138 10 CON - 147 / 5 11 CON - 156 12 CON - 165 / 6 14 CON - 189 / 7 15 CON - 198 / 8 16 CON - 207 17 CON - 216 / 9 18 CON - 225 19 CON - 234 / 10 20 CON - 253 21 CON - 262 / 11 22 CON - 271 / 12 23 CON - 280 If we pump all 18 points into ACC - Hit rate goes up as you level 5-6 ACC - 10 Hit Rate 7 ACC - 11 9 ACC - 12 10 ACC - 13 12 ACC - 14 14 ACC - 15 15 ACC - 16 17 ACC - 17 19 ACC - 18 20 ACC - 19 22 ACC - 20 24 ACC - 21 (20 hit rate still at 23 ACC) If we pump all 18 points into AGI - Dodge goes up as you level as well 5 AGI - 10 Dodge / 70 Attack speed 6 AGI - 10 / 71 7 AGI - 11 /72 8 AGI - 11/ 73 9 AGI - 12 /74 10 AGI - 13 / 76 11 AGI - 13 / 77 12 AGI - 14/78 13 AGI - 14 / 79 14 AGI - 15/80 15 AGI - 16/81 16 AGI - 16/82 17 AGI - 17/83 18 AGI - 17/84 19 AGI - 18/85 20 AGI - 19/87 21 AGI - 19/88 22 AGI - 20/89 23 AGI - 20/90 If we pump all 18 points into SPR 5 SPR - 23 SP 6 SPR - 26 SP 7 SPR - 29 8 SPR - 32 9 SPR - 35 10 SPR - 38 11 SPR - 41 12 SPR - 44 13 SPR - 47 14 SPR - 50 15 SPR - 53 16 SPR - 56 17 SPR - 59 18 SPR - 62 19 SPR - 65 20 SPR - 68 21 SPR - 71 22 SPR - 74 23 SPR - 77 Herbalist / Explorer - Ami Level 11 - 40 before class changing to Seal Master / Cleric / Explorer = 42 points If we pump all 42 points into STR after 23 STR 24 STR - 42 25 STR - 47 26 STR - 49 27 STR - 50 28 STR - 52 29 STR - 53 30 STR - 59/59 31 STR - 60/60 32 STR - 62/62 33 STR - 63/63 34 STR - 65/65 35 STR - 72/72 36 STR - 73/73 37 STR - 75/75 38 STR - 76/76 39 STR - 78/78 40 STR - 85/85 41 STR - 87/87 42 STR - 88/88 43 STR - 90 44 STR - 91 45 STR - 99 46 STR - 101 47 STR - 102 48 STR - 104 49 STR - 105 50 STR - 115 51 STR - 116 52 STR - 118 53 STR - 119 54 STR - 121 55 STR - 130 56 STR - 132 57 STR - 133 58 STR - 135 59 STR - 136 60 STR - 147 61 STR - 149 62 STR - 150 63 STR - 152 64 STR - 153 65 STR - 165 If we pump all 42 points into CON after 23 CON 455 HP when class changed to herbalist if CON is at 23..so we'll use that to continue. 24 CON - 470 25 CON - 485 26 CON - 500 27 CON - 550 28 CON - 565 29 CON - 580 30 CON - 595 (Defense 21) 31 CON - 610 32 CON - 625 33 CON - 640 34 CON - 700 35 CON - 715 / 25 36 CON - 730 37 CON - 745 38 CON - 760 39 CON - 775 40 CON - 845 41 CON - 860 42 CON - 875 43 CON - 890 44 CON - 905 45 CON - 920 46 CON - 935 47 CON - 1015 48 CON - 1303 49 CON - 1045 50 CON - 1060 / 38 51 CON - 1075 52 CON - 1090 53 CON - 1105 54 CON - 1195 55 CON - 1210 56 CON - 1225 57 CON - 1240 58 CON - 1255 59 CON - 1270 60 CON - 1370 / 47 61 CON - 1385 62 CON - 1400 63 CON - 1415 64 CON - 1430 65 CON - 1445 / 51 If we pump all 42 points into ACC after 24 ACC 25 ACC - 22 hit rate 27 ACC - 23 29 ACC - 24 30 ACC - 25 32 ACC - 26 34 ACC - 27 37 ACC - 29 39 ACC - 30 40 ACC - 31 42 ACC - 32 44 ACC - 33 45 ACC - 34 47 ACC - 35 49 ACC - 36 50 ACC - 37 52 ACC - 38 54 ACC - 39 55 ACC - 40 57 ACC - 41 59 ACC - 42 60 ACC - 43 62 ACC - 44 63 ACC - 45 65 ACC - 46 If we pump all 42 points into AGI after 23 AGI 24 AGI - 21 dodge / 91 attack speed 25 AGI - 22 / 92 26 AGI - 22 / 93 27 AGI - 23/94 28 AGI - 23/95 29 AGI - 24/96 30 AGI - 25/98 31 AGI - 25/99 32 AGI - 26/100 33 AGI - 26/101 34 AGI - 27/102 35 AGI - 28/103 36 AGI - 28/104 37 AGI - 29/105 38 AGI - 29/106 39 AGI - 30/107 40 AGI - 31/109 41 AGI - 31/110 42 AGI - 32/111 43 AGI - 32/112 44 AGI - 33/113 45 AGI - 34/114 46 AGI - 34/115 47 AGI - 35/116 48 AGI - 35/117 49 AGI - 36/118 50 AGI - 37/120 51 AGI - 37/121 52 AGI - 38/122 53 AGI - 38/123 54 AGI - 39/124 55 AGI - 40/125 56 AGI - 40/126 57 AGI - 41/127 58 AGI - 41/128 59 AGI - 42/129 60 AGI - 43/131 61 AGI - 43/132 62 AGI - 44/133 63 AGI - 45/134 65 AGI - 46 / 136 If we pump all 42 points into SPR after 23 SPR After class change, the SP will become 161 with 23 SPR. We'll continue the number using 23 SPR. 24 SPR - 167 25 SPR - 173 30 SPR - 214 35 SPR - 257 40 SPR - 304 45 SPR - 334 50 SPR - 383 55 SPR - 436 60 SPR - 491 65 SPR - 521 SealMaster / Cleric / Explorer for Ami 100 - 65 = 35 points left. Pumping STR after 65 points of STR 70 STR - 183 min / max 75 STR - 202 80 STR - 222 85 STR - 243 90 STR - 264 95 STR - 286 100 STR - 310 Pumping CON after 65 points of CON 70 CON - 1620 / 63 defense 75 CON - 1800 / 68 80 CON - 1990 / 74 85 CON - 2065 / 79 90 CON - 2265 / 85 95 CON - 2475 / 91 100 CON - 2695 / 97 Pumping ACC after 65 points of ACC 70 ACC - 49 hit rate 75 ACC - 52 80 ACC - 55 85 ACC - 58 90 ACC - 61 95 ACC - 64 100 ACC - 67 Pumping AGI after 65 points of AGI 70 AGI - 49/142 75 AGI - 52 / 147 80 AGI - 55 / 153 85 AGI - 58 / 158 90 AGI - 61 / 164 95 AGI - 64 / 169 100 AGI - 67 / 175 Pumping SPR after 65 points of SPR After class change to seal master / cleric, SP will be raised to 716 with 65 SPR. So we'll use that to continue. 70 SPR - 790 75 SPR - 866 80 SPR - 946 85 SPR - 991 90 SPR - 1073 95 SPR - 1159 100 SPR - 1247 II) Herbalist Character that is able to change to Seal Master / Cleric : Ami, Phyllis Some general things The only attack you have in the entire character is : Spiritual Bolt However, is good because it ignores enemy's defense. Make sure you use your magic range to your advantage on luring / killing monsters. Also, Spiritual Bolt cooldown time will be LESSEN as it gets closer to max level (10). It has the fastest cooldown time in the game. NOTE: This guide skills learning does not INCLUDE the magic boosting skill from item mall. It is up to you (the user) on which stage you wish to learn this skill, and whether you wish to even learn this or not. The formula of the magic follows : Damage = Orginal magic attack damage X (Skill Level X 0.02) Skill Level X 30 Duration = 90 90 X Skill Level EX: If the orginal damage is 1000 At level 1 for the magic boost spell = 1000 X (1 X 0.02) 1 X 30 = 50 At level 10 for the magic boost spell = 1000 X (10 X 0.02) 10 X 30 = 500 So good or not, you decide. Skills --------------------------- Heal : Restore target's HP and earn some EXP (Level 1 consume 27 SP. Each level need 2 more SP) Vigor : Increase max SP of character Spiritual Bolt : Attack enemy with magical damage (Level 1 consume 32 SP. Each level need 2 more SP) Spiritual Fire (Requires Spiritual Bolt Lv2) : Increase attack of character (Level 1 consume 44 SP. Each level need 4 more SP) Tempest Boost (Requires Spiritual Fire Lv 4) : Increase attack speed of character (Level 1 consume 44 SP. Each level need 4 more SP) Harden (Requires Heal Lv 3) : Increase defense of character (Level 1 consume 44 SP. Each level need 4 more SP) Recover (Requires Harden Lv 3) : Bring a target out of abnormal status (Fix consumption of 25 SP) Revival (Requires Recover Lv 4) : Revive dead character (Fix consumption of 100 SP) Divine Grace (Requires Vigor Lv 8) : Increase SP recovery rate of character True Sight (Requires Divine Grace Lv 2) : Create an overseeing eye in an area that reveal all invisible units (Level 1 consume 13 SP. Each level need 3 more SP) Preparing your skill points stat build towards Seal Master ------------------------------------------------------------------ Your most important skill will be Spiritual Bolt..without it all you got is staff attack. There are alot of skills to choose from on Herbalist, but some of them aren't needed. Going towards Seal Master you'll want an attack skill build, if you want to play support, please skip to the cleric section. Heal (Lv 1) > Spiritual Bolt(MAX - Lv 10) > Vigor (Lv 8) > Divine Grace (lv 2) > True Sight (Lv 3) Used up skill points so far : 1 10 8 2 3 = 24 points. SAVE THE REST FOR 2nd class change! (Left 6 points at level 40 ) Seal Master purpose is to attack lock the enemies, not so much in terms of supporting to boost stats. So the boosting stats are not needed. Focus on the skills that benefits you. Seal Master skills will play a major role. Now, we'll take a look at the stat builds on Seal Master from Herbalist. In terms of magic I think in most games they tend to be strong. It still is true to this game, but with only one magic attack, I think what you can do is very limited in a way. Without abling to buy SP pots inside the game from the shops is such a great drawback to the grand SP usage in the early leveing process. Everything pays off in the end though. The power of these two classes doesn't come until you reach around level 50 or so, then you'll clearly see the gap between damage and the mega negative points about them. Full SPR Build towards Seal Master Most common build. SPR = damage more SP = kill faster and last longer without having to rest. One major drawback is there are no SP recovery items of any sort for lower levels. Although later on there are monsters who will drop SP pots, they don't drop frenquently and thus relaying on SP pots to recover your SP isn't the 1st option. However, damage is still the first option at the lower levels as the monsters doesn't hurt you as much and you have heal hp items to recover. Before and after your class change, is still best to level in a party before your class change. You'll reach the 100 maximum points on SPR at level 63. Final builds will be discussed in the Seal Master section. SPR / CON Build towards Seal Master A less common build. Some people do perfer to have HP in the early ages for security, especially it doesn't reach full until level 63. The monsters later does hurt and is a number that's they not kidding to easily down you. Perharps another good thing about having HP earlier is about the mazes. One maze is opened to players from level 30-45. Monsters inside the maze are horrible in the way that they're stronger than the normal monsters that you fight are around the same level. Having HP with a group will ensure you to live longer if you get surrounded by a couple of them. Fighting boss will require alot of HP as well. The treasure chests inside those mazes are not easy to crack open, and monsters will respawn around it, you never know when will some monster pop up and eats you. 4 SPR and 1 CON 12 SPR = 3 CON 24 SPR = 6 CON 40 SPR = 10 CON 80 SPR = 20 CON 80 SPR 20 CON = 100 points = Level 63 again. 20 SPR will make some difference to the damage, but the slighty higher HP will save you in some critial situation. Preparing your skill points stat build towards Cleric Same as Seal master really..your only skill of attack is Spiritual bolt as well, so it 'should' be maxed (explain later). Which support skills to take really depends on people playing style, whether they like partying or not etc. Cleric can split into : 1) Attack buffing Herbalist 2) Support Healer Herbalist 3) Purely Attacker Herbalist and more..too many support skills and ways to build a cleric. All 3 of the above has its good and bad, and it depends on your playing style 99% to decide which build you would like to go. Please don't be greedy and try to be all 3.. IT JUST WON'T WORK. If you try to, you'll end up with a weak cleric. 1) Attack buffing Herbalist Heal (Lv 3) > Spiritual Bolt (Lv 2) > Harden ( Lv 10) > Spiritual Fire (Lv 10) Tempest Boost will be optional.. Skill poin used : 3 2 10 10 = 25 points.. 5 points left on level 40. You MAY want to up Spiritual Bolt to Lv 10 if you want to be Attack buff atttacker cleric to be able to level on your own. However, this build is really for pairing a melee class for leveling because no Vigor is learned for increasing max mp. 2) Support Healer Herbalist This build will seriously be only for people who wish to party all the way and be a support healer only. Not alot of people wishes to go this build because their Spiritual bolt will be at a very low level = lower damage. Heal (Lv 3) > Spiritual Bolt (Lv 2) > Harden ( Lv 10) > Vigor (Lv 8) Skill point used : 3 2 10 8 = 33 point used . 3) Purely Attacker Herbalist Powerful attacker but weaker on support ..but is able to level on its own without partying early on. Some support skills will still be learned. Spiritual Bolt for damage, harden for defense boost. Vigor to boost max mp and learn true sight to learn cleric skills. Heal (Lv 3) > Spiritual Bolt (Lv 10) > Harden (Lv 10) > Vigor (Lv 8) > Divine Grace (Lv 2) > True Sight (Lv 2) Skill points used : 3 10 10 8 2 2= 35 points used. Full SPR Build towards Cleric Good or bad? This is a very hard thing to decide. Perharps in the healing numbers and the Spiritual Bolt is good in a way because of the damage. Although still very common build, more and more people are switching to the hybrid SPR / CON build whether they're support or attacker clerics. More HP never hurts as most monsters will be aggressive later on, and they aren't going to wait on you to heal before they bite you. Because of the lower HP, healing will be important. Can't have everything I guess..sarafice HP for damage. 100 SPR points = maxed at level 63. SPR / CON Build towards Cleric A good build for both support and attacker Clerics. Magic attack has casting delays and cooldown time, when the skill spiritual bolt is still in a lower level, the cooldown time is greater, thus making you vulenable to the monster at the time. The damage of when you getting surrounded is no joke, and without HP (full SPR build) will most likely suffer from a death. Perharps this build is not so appericated during the lower levels as monsters damage doesn't deal the biggest damage ever. This build advantage will start to show when bosses you try to fight are starting to do Area Damage and starting to affect your HP, not just the person or group you're healing. And as an attacker, not until you class change you'll have the skill Energy Shield, which will transfer your damage with the loss of SP instead of HP, this could suffer alot without HP. Highly recommend this build to people who wants to play on more of the safety border line of the anti-death club earlier on. (Is not so much on the penatly sometimes, but the walking distance) 4 SPR 1 CON 12 SPR = 3 CON 24 SPR = 6 CON 40 SPR = 10 CON 80 SPR = 20 CON 80 SPR 20 CON = 100 points = Level 63 to finish this build nicely for basic needs. 20 SPR will make some difference to the damage, but the slighty higher HP will save you in some critial situation just like in the Seal master XD II a) Herbalist > Seal Master Finally! Now we can learn the locking skills yay! Although the delay on both locking skills is not fast at all, is helpful in boss etc. The spells to decrease enemy movement will slow the monsters from surrounding you, very neat when leveling without party. Skills ------------------------------- Cursed Fire (Requires True Sight Lv 3) : Decrease defense of enemy in an area (Fix consumption of 20 SP) Abyss Mire (Requires Cursed Fire Lv 4) : Decrease speed of enemy in an area (Level 1 consume 21 SP. Each level need 1 more SP) Shadow Insignia (Requires Cursed Fire Lv 4) : Prevent enemy from using normal attack (Level 1 consume 33 SP. Each level need 3 more SP) Seal of Elder (Requires Shadow Insignia Lv 3) : Prevent enemy from using skill (Level 1 consume 32 SP. Each level need 2 more SP) Recommended Skill Point usage for Seal Master -------------------------------------------------------------------- In terms of leveling for Seal master, at the level of getting these skills, Spring Island is a very good place to level, and they're magic monsters. Pumping skill points into Seal of Elder first will be a great idea after all of them are learnt. Cursed Fire ( Lv 4) > Shadow Insignia ( Lv 4) > Seal of Elder ( Lv 4) > Abyss Mire (Lv 3) After the following are learnt, I would go with Seal of Elder (Lv10) first. Highly benefit to leveling on Spring Island. Then Abyss Mire (Lv 10) to slow the enemy for you to kill easier. Then Shadow Insignia (Lv 10), lastly Cursed Fire if you want. All up to you in this stage. Finishing the maximum potential builds for Seal Master It depends all on which route you took. If you took the full SPR route, pump all your points into HP now. If you took the SPR / CON route, pump your SPR to 100 then pump it all into HP after. What are the benefits of having all HP after SPR? 1) HP = better endurance towards Boss fights (Especially Area of effect ones) 2) Aggressive monsters getting surrounded = less chance of dying - 2a) Walking isn't fun when you died and you have to walk back very far to the monster pit 3) Pking Purposes (Detailed Method after the boss/ partying section) a ) Crusader will most likely try to stun you, if you don't have decent HP, one illusion strike is all it needs to be over. If you're not fast enough to use Seal of Elder on them that is. b ) SharpShooter is range, and they'll run. You'll take damage as they shoot you and you trying to lock their physical attack. However, sharpshooter has a slowdown spell on characters, so it is best if you have enough HP to withstand the damage if you do get cursed and you haven't lock their skills yet. c ) Most Voyagers are SPR as well, which makes it = SEAL THEIR SKILLS! I know they can equip daggers, but your magic range > their daggers. But if they don't die before your seal of elder is up, better hope you got hp when they hit 'light' on you..he he heh.. d ) Vs seal master or Cleric.. Heck.. HP higher and who locks first = winner e ) lock the Champion skills, blast away with seal of elder, slow him down, keep hitting, and if he doesn't die..not much you can do really >< Champion skill hurts , so HP rox! 4) Guild War purposes If I know you can seal my physical attack and magical, I'm so going after you first. Before your guildmate comes save you, better have enough HP to hold on. (of course still seal them first then run) Spam magic on those guys that are stunned by Crusader. But you still need HP incase a group comes after you or some Crusader illusion slash on you. 5 ) Boss Fighting Most bosses have area of effect and negative effect of some sort, and their damage really can be so insane you'll hate yourself so much if you didn't pump any HP at all. (in terms of how many times you'll die)
III) Explorer
|
- Polls open for voting in Star Supremacy’s S ...
- Iron Grip: Marauders – Quests Galore!
- Diablo 3 Preload, Setup and Install Issues & ...
- All New MMOs Are “WoW Killers”
- Star Supremacy Launches to BOA Compra and th ...
- Iron Grip: Warlord – Scorched Earth Expansi ...
- WYD Global Turns Up The Heat With Exciting M ...
- Hold On To Your Princesses! Tiny Plumbers Is ...
- Pathfinder Online: Interesting Ways to Devel ...
- Guild Wars 2 to Have High-level Features and ...
Cosplayermore
-
Kipi-Shakugan No Shana-series 01View:55
-
Kipi-The Melancholy of Haruhi Suzumiya View:92
-
KIPI's COSPLAY-Tracy Wright View:879
-
Kipi-Trinity Blood (Esther Blanchet)View:977
-
Sphere Format-Kipi's Saori CosplayView:1088
Terms & Conditions and Privacy Policy
Copyright © 2008 - 2010 Top1gaming.com All Rights reserved
Website Built by Top1gaming.



