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PostPosted: Sun Jun 03, 2007 10:54 am 
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Nyahgis wrote:
sronoob wrote:
nitesoulja wrote:
yes but at 150 is the mastery isnt raised everone will use light...light and which ever weapon -_-...


INT rocks cause they always have more variations unlike str... :)
NOW... u r good as long as ur pure and sticks with ANY TWO skill trees
HOPE this helps all the people who cant think in a wider view...thanks :)


I personally think hybrids will be better off then pures... Here's my reason... [this is int hybrids btw, cuz well, str hybrids tend to suk]. Alright... lets go about this... If you are say a 30-str int hybrid [ie. 10 lvls of str] you'll have a naked balance of like 87% at this cap. If you go pure int from there to the 90 cap, you'll have 89%. And so on... Sitting at the 150 cap, this would provide a significant hp boost, but compared to the total of int you [could/should] have as a pure at the 150 cap, your magic % will still be almost 96%... This also means, unless the amount of int that you can put on your gear significantly increases from the 6int/6str you can put on your gear at the 90 cap, that getting a 100% balance might actually be difficult. ie. a hybrid will be better off. [Going another 30 str around the 120 cap would drop your balance a bit, but then again yield significant hp increase]

pure int lvl 140
hp : 24935
mp: 90332 [note lol... pure str will have like 90k hp lol]
magic balance : 97%

hybrid int lvl 140 with 30 str
hp : 30000
mp: 85628
magic balance : 92%

hybrid int lvl 140 with 30 str
hp : 34345
mp: 80923
magic balance : 87%

and just for fun:
pure str lvl 140
hp : 90332
mp : 24936
phys balance : 98%

Anyways, that's just showing hybrids will do better off then pure ints. Another reason, is also that hybrids are more rounded... Ie... we don't necessarily depend more significantly on a tree to balance out our weaknesses. Pure ints need/want ice for the lack of hp and physical defense, pure str need fire [besides for the extra damage] for the magical defense. Hybrids have both the hp and the magical defense we need so going hybrid and just using lightning and a weapon [spear being best... more hp, good damage output] we'll be fine and well off.

EDIT: look at how much hp pure str have compared to pure int O.o


wow 90k mp for pure int...wtf can you do with so much

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PostPosted: Sun Jun 03, 2007 2:45 pm 
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hmm...what is this?xD

btw...PURESTR 4 EVER


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PostPosted: Sun Jun 03, 2007 4:34 pm 
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sronoob wrote:
nitesoulja wrote:
yes but at 150 is the mastery isnt raised everone will use light...light and which ever weapon -_-...


for pure str,
1)weapon and fire= fire imbue, mag def and new fireskill(they say able to see through europe invisibility skill???no idea)
2)weapon and cold= since u mention ppl will use weap and light, lesser ppl have cold immune, and even if ppl pick fire, the fireshield will be changed to %, so maxed of that skill will not even be 100% cold immune(freezing n frostbite is now revived!!!)
3)weapon and light= speed and mag power boost

for pure int,
1)bicheon + cold(best int tanker with mana shield,castle shield and cold def buff, icewall and KD)
2)bicheon + fire(something the same with the one explained above yet int will have castle shield and KD)
3)biehcon + light(something the same explained above yet int will use castle shield and KD)
4)cold + fire(something the same mentioned above yet they have mana shield)
5)cold + light(something same mention above yet int will use mana shield)
6)fire + light (best dmg output)
same goes fo heuksal with whichever force series you want

INT rocks cause they always have more variations unlike str... :)
NOW... u r good as long as ur pure and sticks with ANY TWO skill trees
HOPE this helps all the people who cant think in a wider view...thanks :)


no str would go without fire, and no int would go without lighting. is u go without fire u lose 18% damage which is not acceptable. same with lighting. only acception is bow, some people, and by some i mean 1 out of 5, will want to use there bow char as support instead of damage. an int without lighting would be doing weak damage, therefor killing there only advantage they ever had.

str will have:
-fire glavie
-fire blade
-fire bow
-ice bow

ints will have:
-light fire - maximum number of nukes
-light ice - good tank
-light force - rezzer
-light sword - knockdowns
-light spear - passive + mars

even hybrids will need fire or lighting depending on what they are closer to.

anyone thinking about going int sword/ice to be a awesome tanker should forget about it. without lighting your attacks are that of a blader, and your tanking is crap due to your hp.

ps: blade ftw. :D

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PostPosted: Sun Jun 03, 2007 4:43 pm 
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Lol .. you all speculating on shit that is unknown. You dunno what kind of buffs are for the 140 cap .. skills/weps scrolls etc etc.

For all we know theres a lvl 120 skill for force that steals hp from a target or w/e then force would actually be thinkable ..

Seriously though .... It's going to be WAY over 2 years before we see ANY and I mean ANY hint of a end game cap. I mean seriously people already speculating builds .... God knows what Joymax has install for us ... I mean theres Europe to come .. Islam .. which going on the silk road History islamic monsters would be mostly int based. But still how bout we end this bullshit about which build will be best or which won't.


Fact is no one knows for now. Hell I bet Joymax don't even know what they are going to do. Seriously calm down ........

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PostPosted: Sun Jun 03, 2007 6:25 pm 
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Crumpets wrote:
Lol .. you all speculating on shit that is unknown. You dunno what kind of buffs are for the 140 cap .. skills/weps scrolls etc etc.

For all we know theres a lvl 120 skill for force that steals hp from a target or w/e then force would actually be thinkable ..

Seriously though .... It's going to be WAY over 2 years before we see ANY and I mean ANY hint of a end game cap. I mean seriously people already speculating builds .... God knows what Joymax has install for us ... I mean theres Europe to come .. Islam .. which going on the silk road History islamic monsters would be mostly int based. But still how bout we end this bullshit about which build will be best or which won't.


Fact is no one knows for now. Hell I bet Joymax don't even know what they are going to do. Seriously calm down ........


take the hp/mp for the 140 cap, and drop the last digit. guess what you have.

you have the hp/mp of the 60 cap. :P everything else will be the same. the ratio of damage and hp and defence will always be the same. from the 60 cap, all the way to the 140 cap. the only things that will ever change is the pots. the farther away we get from the pots, the more easy 1v1 is. the cap that gets new pots will be a group pvp cap, like the 80 cap. everythign else will always be the same.

new caps are just new areas and more silk for joymax. dont ever expect a shift in a build's power. just some caps like 70 are better for bladers, and some like 80 are better for archers. its not the archer or blader that changed. just how much they can outpot damage being done to them.

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PostPosted: Sun Jun 03, 2007 6:39 pm 
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True Fly ... but your forgetting Joymax's random skills.


Take the mana shield for example .. on iSRO ice was rendered useless sort of ... Now cause people complain they introduced it. Now god knows what the will do for 140 cap ... Most probably something like 8th book nuke crits or a new seal of ...

Joymax is king of randomness. As much as I loved the 60 cap days and the equality of it .. I'm afraid it all went downhill from there.

And peopel complaining about 300 masteries. If these 'whiners' took the time as a beginner to read the guide they would know. Personally I'll play till 90 cap and most likely move on. the eventual 2 mastery at 140 crap will not concern 90% of us here seeing as 90% of us don't have the patience or capability of waiting till then. I mean all this .. Nuker should be ice/light or light/fire.

What it ice got a teleport skill .. like phantom but bigger. Or fire got a double damage buff. Would make as it stand light totally irrelevant.

.

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