Friday, July 3, 2009
Guide Of The Day [SUMMARY][Class] Crusader Cheatsheet and Training Guide {Gem}
From now onwards ill try to post a guide about PKO from PKO websites and other places ok here is today's Guide!
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Your primary concern, first and foremost, will be your resulting attack speed with the gear you'll end up with... and doing the necessary steps to do the needed adjustments to your base stats. As I've already stressed time and time again, you're aiming for 210 base ASPD (or 140 during your earlier levels), and by base I mean your ASPD without using any buffs. If you end up short, then you'd have to raise your AGI or pick an ASPD-boosting equipment. On the other hand if you overshoot, you'll want to either reset, or pick something that gives less AGI/ASPD bonuses but gives you a decent boost to your base damage. As it is, how to go about this is very open-ended at the moment, but I'll try and take a dip into this pool with some general equipment builds that you're likely to be wearing ingame.
Oh and one of the items that makes this so darn easier, the Sparkling Ring of Fish Scale or as I fondly call it, the ASPD ring, obtainable by finishing this bit of the story quest (towards the end of part 1)...
http://www.piratekingonline.com/foru...ead.php?t=4801
Quote:
Find Luke (1321,583).
Obtain the following :
Skeleton Fish Scale 0 / 12 (Magical Ocean : Lv 27 Skeleton Fish - Left side of Shaitan Habour)
Bring 12 Skeleton Fish Scale to Master Kerra (2664, 654) at IceSpire Haven.
Obtain the following for Master Kerra (2664, 654) :
Radiant Soul : (Deep Blue : Lv 45 Undead Archer - 2746,450)
It is near Icespire Haven.
Go back and talk to Luke(1321,583)
Equipment Classification
Even though the game is filled with a lot of equipments for various levels, and add to that the fact that there are multiple selections of equipments at certain levels, I'd like to classify these equipments into any of the following archetypes:
1) AGI boosters - equipment that provides AGILITY bonuses
2) ASPD boosters - equipment that provides ATTACK SPEED bonuses
3) Hybrid boosters - equipment that provides both types of bonuses
So, which of these 3 types of equipments would be best for you?
1) Going for pure AGI boosting equips may make you end up with a very good dodge but it will take a lot of AGI to reach our target ASPD of 210. Based on the above table, you get an average of 1.24 ASPD per AGI, so you could imagine how much total AGI you'd need to arrive at 210... that's a whole lot! o.O
2) Going for ASPD boosters will work too, but without a decent AGI to start with, there will be little to boost (no use having, say... 100% ASPD boost when your base ASPD from your AGI is only 2 -> making your resulting ASPD 4...). Taking into account the average crusader (who'd have a relatively good sum of AGI), relying on ASPD boosters will make you too dependent on those ASPD-boosting equipment due to the substantial increase in ASPD, which no amount of AGI boosters can provide as easily... think of it this way, you have 70 AGI with your full equipment and receive a 10% ASPD boost from a Blade of Enigma, that means you gain 10% more ASPD from your base ASPD due to your AGI, this in conjunction with other ASPD boosting eqs and skills like blood frenzy could easily translate it into more than 80 ASPD. Doing it the raw AGI way will take you around at least 64 more AGI (or about 50+ if you consider blood frenzy). Another advantage this gives is that you can reset more points of AGI and place it elsewhere where it can be more useful (STR or CON).
3) Going for both boosters will give the best compromise between stat points allocation and dodge levels. I might not need to explain much about this cause it pretty much takes both advantages of the previous 2 methods but only at a lower magnitude. This method is the safest and most cost-effective way to go about achieving your desired stats.
Definition of Terms for this section
Operating AGI - the minimum amount of AGI needed to maintain our target ASPD
Operating base AGI - the minimum base AGI (agility without equipment) needed to maintain our target ASPD
Pay attention to the archetypes as I have mentioned earlier... knowing which archetype you're gonna end up with and taking note of the operating AGI level from the few examples above will give you an idea precisely how much AGI you will need to pump. Let's say you found a couple of tempest wyrms, say +4 and +3 AGI each... you already know that wyrms give 5% ASPD so they fall under the "5% ASPD + AGI" archetype. You will also note that you will want to end up with 76 AGI (71 AGI with the ASPD ring) while wearing all of your equipment, regardless of how much AGI each armor / weapon piece gives you. So basically you'll want to keep forging Wind and adding AGI until you reach the desired AGI level then stop and finally start focusing on your STR.
Hopefully this will cut down a lot on those new threads about stats advisory.
We all know that hybrid stat pets still suck when it comes to levelling them up, since they tend to fail more often whenever fed with stat fruits... so we will stay away from them. With that in mind, here's a few of the setups I would recommend, and their possible practical applications ingame:
1) Pure Str Fairy of Strength / Pure STR Mordo Jr.
This will most probably be the most obvious choice for most slashers. By doubling the amount of STR you get from your pet, it will raise your slash power considerably. A temporary but cheap way of getting that bonus damage without having to spend a lot on getting better equipment. This is best suited for guerilla warfare or sniping out opponents during pvp situations.
2) Pure STR Fairy of Constitution
Slashers normally depend on their slash power during most situations - be it during levelling or pvp. However there are many times where crusaders wished they had more def and hp for even a short while just so they can stay alive longer and do more heroics. This is probably the pet for you. Before dashing into your opponents, simply cast possession then go into stealth, then pop up right in their faces, slash one of them and stun another one while receiving damage from their side. KAMIKAZE!
3) Pure CON Fairy of Strength
For the same reasons as above, but more suited to CON crusaders. If you usually find yourself wishing you had a boost to your damage, even for a short while, then this is the best setup for you. This would also be great for champs, who need to tank but at the same time yearn to do some damage during those big encounters in mazes or gw. This is not a champ guide so I won't focus on how GREAT it is for champs :x
You might be wondering why I didn't include a pure CON fairy of constitution, or a pure con mordo. While they make for good tanks, just remember that we want a slasher here :)
Crusader Solo Power-Levelling Guide
"Bullying Higher-level Mobs Properly With Your Slash" 101
Illusion slash never misses, unlike our normal swings. A typical crusader will usually have a rather low hitrate due to the lack of ACC, and we'll mostly have to rely on our equipment to make up for the lack of it. The way I pick on which mobs to grind on, depends on several factors:
1) Mob solo exp rate
2) Spawn rate/number
3) Slash requirement - the number of slashes it takes for me to kill one
4) Survivability/Danger level - how hard I get hit by them, and how often I have to rest
5) Accessibility/Location - the way the mobs are arranged in an area
You'll find yourself depending more on your slash the higher your level is, or technically, the level of mobs you're grinding on. If you're like me, who's patient or stubborn enough to save gems for worthy equipment, that means that until you do get those equipment you'll be slightly crippled in some aspects. I used to dual wield dance of evanescence each forged only with +3 rage, as I never wanted to risk wasting extra gems on these swords. I'd rather fool around with blades of enigma than with these. I'm starting to ramble now, but what I'm pointing out is that starting at your 50s and most especially your early 60s, you'll be relying a lot on your slash damage, until you manage to recover your lack of hitrate by forging lustrious onto your gauntlets like mad, or getting a high enough level (+2 hitrate per level).
Let's use my current character as an example. I have a level 72 crusader and that means that I can only get good experience from at least lv68 monsters. Previously at lv71, I'd either solo at Isle of Fortune or Lone Tower lv1 (sometimes lv2 or 3), or party up at Summer Island. To kill each mob at Lone Tower or Isle of Fortune requires me to dish out 1 slash. Killing the lv72 evil tribal warriors requires me to do 3 slashes. From those Lone/Fortune mobs, I'd get around 4.4-4.6k of exp per kill, while I'd get 12k exp per lv72 tribal at summer.
If you look at it closely, lone/fortune is still a good place for me to train solo because each slash I send out is guaranteed over 4k exp, while I have to give 3 slashes at summer before I'll gain 12k. That translates into an average of 4k exp per slash on summer, vs a 4.4-4.6k exp at lone tower or isle of fortune. So we can scratch out summer soloing for now. Then there's the matter of mob spawn locations. Fortune has pretty much packed spawns in several areas, making the interval between kills much shorter than at lone tower. That makes the Isle of Fortune a very attractive soloing spot based on my current Illusion Slash damage. Summer will only be a viable option for me if I can get to kill them within 2 slashes, that means an "average" of 6k per slash, which is much higher than the Lone/Fortune exp/slash rate.
Auto-casting is your friend
You can "Auto Slash" (AS) by holding down your shift key while you'd click on the mob with the skill. I always use this method for my "Hit and Run" (HnR) technique of powerlevelling myself (think SS hit and run, only with slash, and having to run like hell with mobs running at you with normal speed). When you're doing this, you'll eliminate the need to click skill/press hotkey to slash, all you'll have to do is to worry about where to move. If you happen to move farther than the slashing range, and when your skill has done cooling down, your character will automatically run closer to the mob and slash it. You could simply click on a spot away from your current location to "run" while IS is cooling down again.
Aggro Radius
Once you're into HnR, you'll want to study the surroundings a bit, and observe the aggressive range radius of each monster on that spawn spot. I define the Aggro Radius as this invisible circle from which the monster starts turning back once they reach its edge. You would want to use that radius to your advantage while engaging in AS HnR
How they all go together
When you do an effective AS HnR - especially on non-ranged monsters - you'll never get hit at all, which kinda makes our high dodge useless, but who cares, at least it's there in case we screw up the HnR and ran too close to another monster. But anyway, as I've been saying - we're not making full use of our dodge. That kind of allows us keep sacrificing our agility in favour of strength (trading dodge for more damage, while keeping the 210 aspd of course). This is ideal for a slasher build.
To do this effectively, lure them out and try to get as close as you can to the Aggro Circumference (just a notch outside), and they'll start moving erratically. You could either:
1) Keep AS'ing from there
2) Slash, Stun, Melee + Slash, AS
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