XemnasXD wrote:
don't say your not picking a fight because you are its challenge i accept. If it'll fit i'll update my guide with a blow by blow explanation of the skill treez to replace the current section of skillz. It would be easier if ppl don't get it and it is a way to improve my guide but i don't expect you to agree with everything it because you probably won't. The way i see it if your going to use a skill USE it don't just get it to get another or get it to take up space i USE the extra 1.5 sec i get by lvling up scorn and it only cost 280 SP...it wasn't super high on my priorities but i think it was worth it...
I'll just give you my blow by blow explanation then. All SP is calculated without subs.
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My SP-saving versionlvl 1 stealth
lvl 1 scorn
lvl 1 gross scorn
lvl 1 tag point
lvl 3 monster mask
max duplicate
max posion/vein circle and weapon
max crossbow passives
max crossbow skills except rapid shot (lvl 1)
max dagger passives except venom extension
max dagger skills except spinninh (lvl 0) and screw (lvl 0 or max)
SP:
80 cap: 208,192 (220,909 with screw)
90 cap: 373,636 (395,481 with screw)
100 cap: 772,860 (823,698 with screw)
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The get all skills maxed versionSP:
80 cap: 284,507
90 cap: 525,819
100 cap: 1,094,998
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Difference80 cap: 76,315 sp
90 cap: 152,183 sp
100 cap: 322,138 sp
Please enlighten me on how the extra amount of SP can be farmed without being power-farmed by a high lvl for weeks, or manually farmed with a 9 gap for
months.
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Explanation (80 cap)Why:
Scorn (lvl 1) [SP saved: 1,638]
Gross Scorn (lvl 1) [SP saved: 2,470]
Reason:
- The only aspect that changes as you level up the skill, is that its duration increases by 1.5 seconds per level-up.
- While it isn't so bad at lvl 2 (280 sp), spending another 1.5k sp to increase the duration by another 1.5secs is very questionable.
- This, and tag point, are both
situational skills. They are completely useless in solo-play unless the player is trying to run away. Even if they DO run away, zerk/scud is more than sufficient to catch up to them, rather than getting a skill for that purpose only.
- In teamplay, the only situation that you SHOULD use scorn for is:
1) When the cleric is being targeted by the enemy, in which case the gross scorn would be better since it can distract up to 3 enemies at once, making a high-leveled scorn redundant in its teamplay role.
2) To force running-away enemies to attack you, in which once again, gross scorn is superior to just scorn.
3) To allow party members to attack the enemy without interuption.
- You are not a tanking class, even without EX/DD. Chanes are, you won't be able to tank for more than 4 seconds, and the only time that the enemy won't try to kill you even AFTER scorn wears off, is when the enemy doesn't have the confidence to kill you. I do not see why a mere addition of 3 seconds would mean the matter of life-and-death for your party. Lvl 1 or max, scorn is more of a self-sacrifice-to-help-teammates skill than anything. Your deathrate essentially increase by 2-4 times, dependin on how many people you attract.
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Why:
Stealth Extension (lvl 0) [SP saved: 5,782]
Stealth (lvl 1), Intensive Destealth (lvl 0) [SP saved: 5,638]
Destealth (lvl 0), Intensive Stealth (lvl 0) [SP saved: 5,782]
Total SP saved: 17,202
Reason:
- You can recast stealth without revealing yourself (unless it lags), therefore you do not need the + 92 secs from Stealth Extension.
- Under the assumption that in a job war, everybody has every skill maxed out, regardless of whether your stealth is lvl 1 or lvl 5, the person with their detection skills WILL be able to see you, because stealth lvl will always = detection lvl for a same level'ed characters.
- Destealth only works against stealth and not invisibility. Since euros are all about teamplay, chances are that a wiz can just use invisibility on the entire party while your maxed out destealth picks up NOTHING in range.
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Why:
Poison Field (lvl 0) [SP saved: 4,826]
Poison Trap (lvl 0) [SP saved: 4,004]
Venom Extension (lvl 0) [SP saved: 3,326]
Total SP saved: 12,156
Reason:
- Both skills do not have any initial damage like a wizard's fire trap or a warlock's blood trap.
- Poison can be easily pilled away with the regular pills (Euro's pills are not affected by pot delay)
- Easy to achieve immunity against it (Holy Word, Holy Spell, Fire Shield Series)
- Poison damage in PvP is insignificant.
- For PvE, you already have Poison/Vein Weapon to use.
- Venom Power Up not only adds poison damage, but also poison duration, therefore Venom Extension is pointless.
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Why:
Tag point (lvl 1) [SP saved: 2,864 or 0]
Reason:
- At lvl 1, the maximum tracking distance is 1000m. Assuming that you are a theif in a job war, that 1000m is more than sufficient for tracking the convoy. In the event that the target is further than 1000m away from you, chances that you can even catch up to the target is very slim, due to the fact that even with a wind drug or Swing March, you do not have Ghost Walk that allows you to move even faster, and that scud is not spam-able.
-Few opportunities to actually utilize the skill, much less the distance beyond lvl 1's 1000m.
- However, the tracking distance is 1900m at lvl 4 (nearly twice as far as lvl 1's), and the fact that 2864 sp trade in for 900m extra distance seems worthy of the trade, that you can consider maxing out this skill if you make use of it alot/have the sp to spare.
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Why:
Monster Mask (lvl 3) [SP saved: 5,358]
Reason:
- lvl 3 MM allows you to create Kokuro/Periton masks from their corpse. Kokuros/Periton have the highest movement speed out of all the monster on silkroad (so far at least), even faster than the lvl 60 horse.
- You can use the mask during battle - perfect escape tool (with Kokuro/Periton) in a job war after a successful kill or failed attempt.
- No other monsters beyond Kokuro/Periton are woth creating masks with
- Even in mask mode, your job logo is still present - therefore sneak-attacks via mask is not viable. Stealth is still better in the sneak-attack aspect, and chasing the enemy can be done with Kokuro/Periton masks.
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Why:
Rapid Shot (lvl 1) [SP saved: 9,116]
Spinning (lvl 0) [SP saved: 12,770]
Screw (lvl 1 or maxed) [SP saved: 12,664 or 0]
Total SP saved: 34,550 or 21,886
Reason:
- Rapid shot is AoE. In a solo situation, using it will cause more harm than good by attracting multiple mobs.
- Crossbow rogues do not have any high damage AoE skills that can help clear additional mobs drawn in by RS.
- lvl 12 fast shot is good enough for finishing off mobs with a silver of their hp left.
- Spinning not only has the same damage as Screw, it also does not offer any status effects.
- At 80 cap, a dagger rogue would have 5 skills to combo with (Wounds, Combo Blow, Prick, Mortal Wounds, Butterfly Combo), which is sufficient enough to form a endless combo.
- Screw has the same damage as Wounds.
- However, the 30% stun CAN be useful, although as a non-tanking class like a rogue, I would rather just use lvl 1 of the skill for chaining purposes than to hope to stun with a maxed out Screw.
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There you go. Give me a reason WHY I am wrong from an objective point of view, because I am really interested as to why I, as a normal, non-power farmed player, should even bother with getting the skills mentioned above (beyond the minimum level for some) by spending MONTHS just to farm the sp for them.
Because none of the above is covered in your guide.
XemnasXD wrote:
i USE the extra 1.5 sec i get by lvling up scorn and it only cost 280 SP...it wasn't super high on my priorities but i think it was worth it...
Yea, 280 misn't much, but lvl 3 = 1,358 sp.
5 times the sp for the same amount of 1.5secs duration increase. That isn't very convincing.
elnawawi wrote:
The only reason to abandon skill is that you have lack of SP , but you easily can get the skill later if you reach the cap or farming a day ..
And for rouge it's easy to have gap 1 from 0 to 80 and be 97% fully farmed ..
Lvl 1-80 1 gap: 156,728 sp
A full-skilled rogue -
Without sub: 284,507 sp
- gap needed = 4 gap
- farming needed with 1 gap = 127,779 sp
With bard sub: 341,012 sp
Skills:
Moving March
Swing March
Noise
- gap needed = 5 gap
- farming needed with 0 gap = 184,284 sp
With cleric sub: 364,248 sp
Skills:
Faith (lvl 6)
Bless Spell
Recovery Division
Group Reverse
Charity (lvl 12)
Holy Word
Holy Spell
- gap needed = 5 gap
- farming needed with 0 gap = 207,520 sp
Sorry, but not everyone can have access to being power-farmed. Manual farming, even with the
spawnrate of Ongs/Hun Lacers/Penons and
SP ticket + GT, will only get you around 4k SP per hour, 12k a day.
You will need to farm for 17-18 days to finish farming, and this is with a
9gap on monsters
3 levels below you. Consider the additional amount at 90 or even 100 cap.