General list of Experimental Classes
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Beginner
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thread starter GunDelHel Jan 13 2010
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 | Compiled this list last September, decided it needs a repost. Enjoy. Experimental builds Beginners Are split up into four categories: Islander (Or camper, if you choose), Perma-Beginner, Perma-Noblesse, Perma-Legend. Beginners as a whole lose no XP on death, have very few skills, can NOT get Maker, and are looked up to by all. All Beginner classes have a much better Defense Formula than other characters. - Islanders can do multiple things with their builds--it honestly doesn't matter. You just stay on Maple Island. (Build is considered mainly dead now, thanks to Nexon dumbing down Maple Island) - Campers are Islanders that choose to stay in one map. The map itself is different between each of the three styles of Beginner but virtually you're at the spot of your beginning-area where you first get to fight "Tutorial enemies". Level 1 Three Snails and Max Nimble Feet is recommended. Skill builds can virtually go all over the place thanks to your enemies being so weak--MP Camper is the best choice as slinging shells will be the preferred method of grinding. - Perma-Beginners are typically modified Warrior in their build--somewhat less Dex to help their damage, however there is no real reason to go Dexless--whilst it is an option. Have their own class of weapons, though only the Lv 20 Frozen Tuna is released ATM--Noblesse can also equip the Beginner-only weapons. Beginners also have a 90% discount on Taxis but don't have access to mounts. - Perma-Noblesse follow the same rules as Perma-Beginners, except they gain 6 AP per level until level 70. They can equip the same beginner-only weapons as Perma-Beginners. They no longer have to pay full price for Taxis, and still gain access to both the level 50 and level 100 Cygnus mounts. Using Monster Rider is a HUGE part of a Noblesse's play style as it allows you to cover more ground without sacrificing damage for Speed/Jump equips. - Perma-Legends follow the same rules as the Perma-Beginners--gaining 5 AP per level. However they can mob a few enemies when using pole-arms. They also get mounts, just at Noblesse do, however unlike Noblesse they can continue to grind to level 200. - Wand-Ginners are any of the four-beginner variants that have enough Int/Luk to equip the Common Wands as their main-weapon. Warriors - Perma-First Job Warrior stays in first job and maxes all the first job skills. Not much pay out, but good for wasting time. - Strless Dex Warriors can go in any path and have very stable damage as well as delicious accuracy. They're very limited in choices of weapons--it's best to go with Swords or Polearms if you DO decide to make a Strless Dex Warrior. Especially since a Strless Dex Hero with a Stonetooth would be delicious. These builds are great in that they dont have to max Mastery right away. - Hp Warriors are over done, I'm not covering them. Just mentioning them for the sake of a place holder. - Luk Warriors use Luk instead of Dex for their accuracy. It allows them to lose slightly less XP upo |
My Characters: Tetrin - 83 Broa Beginner
GunDelHel
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 | @Court Just think of something, dood. Nothing on this list is completely terrible. If worse comes to worse, just flip a coin--or you can always go with the more successful classes and then stem off from that on what you want. The four most successful classes are Dagger Warrior, Strless Dex Brawler, Lukless Str Bandit, and Strless Dex Aran. Try one of those first if you're having trouble. If you have any thoughts in mind, though, just ask and I'll see what I can come up with. @firefrog39 I did a Brigand Build in 1st job then a Lukless Str Dit build after I had maxed Haste and 1 Steal. The original idea with InBomb was just to LPQ for fun in a Beginner-style way, but also with the ability to Haste and Steal for extra passes-- back then you could steal passes from Ratz in Stage One and get extra passes--making other stages go quicker with less effort or just saving time. However, that was patched and I had quit InBomb for some time. Sometime later, I realized Str Daggers didn't require Luck and decided to start maxing Savage Blow--on top of that MCPQ had just come out, which allowed for extremely easy leveling up to 50--and which point I had max SB and a few points of Booster. However, if you plan to be a Lukless Str Dit from the start--it's better to just follow a traditional Bandit build, Str as secondary stat just enough for str daggers and Dex as your primary stat. |
My Characters: Tetrin - 83 Broa Beginner
Peechyboy69 02/05/10
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| Do you know what the damage formula for unarmed is? |
My Characters: Methphisto - 50 Scania F/P Wizard
GunDelHel 02/05/10
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 | [quote] Peechyboy69 : Do you know what the damage formula for unarmed is? [/quote] Pre-28: (3*STR+DEX)*(LEVEL+ATK+3)/100 28-30: (3*STR+DEX)*(31+ATK)/100 30 as Brawler: (4.2*STR+DEX)*(31+ATK)/100 You see--the Knuckle damage formula (For some strange reason), is different in first job. 3x multiplier instead of the 4.2x multiplier as a Brawler. The Attack of yourself barehanded is actually, surprisingly, based on what level you are--capping at 31 ATK at level 28. |
My Characters: Tetrin - 83 Broa Beginner
mapleplatoon 02/08/10
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| I'm making a Lukless Night Walker. It's a Brigand build. What skill build do you suggest? |
My Characters: Whandha - 33 Khaini I/L Wizard
GunDelHel
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 | [quote] mapleplatoon : I'm making a Lukless Night Walker. It's a Brigand build. What skill build do you suggest? [/quote] 1st: 1 Darkness, 10 Nimble Body, 10 Disorder, 10 Dark Sight, 20 Darkness, 8 Keen Eyes, Leftover into Lucky Seven since you run out of skills... 2nd: If you wanna get the Subway PQ medal: 1 Vampire at 30 If you wanna Pyramid PQ at 40: 1 FJ, 10 Vanish, 16 Vampire, 20 FJ, 20 Haste, 5 Mastery, 6 Booster, 44 points left--decide what of the remaining "useless" skills left you want maxed and max them. Good idea to have Maxed Mastery for Accuracy for Poison Bomb training If you wanna train Brigand build: 1 FJ, 10 Vanish, 20 FJ, 20 haste, 30 Critical, 5 Mastery, 6 booster, 29 points left--decide what of the remaining "useless" skills left you want maxed and max them. Good idea to have Maxed Mastery for Accuracy for Poison Bomb training Note: It's not a bad idea to pump dex at the end of 2nd job to help with Poison Bomb training 3rd: 30 Poison Bomb, rest doesn't matter. Remember to ignore Lucky Seven and Triple Throw at all costs--as they go SOLELY off your Luk and W atk. Without any luk, they'll constantly hit low numbers. Vampire or No? That's up to you--I'm getting mine to 16 and leaving it there so I can Pyramid PQ, however your damage with claws will be too low to worry about using it as an attacking skill anywhere else. |
My Characters: Tetrin - 83 Broa Beginner
icy89firaga 02/08/10
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| First of all Zach, you can easily use Maple Knuckles, Storm Fingers, and Golden Claws now that ignore all requirements of traditional Knuckles. I guess if you'd go DEX pure Brawler, your best bet is some uber Golden Claw. Also, BegGunner's are useless. A normal shot's range NEVER increases; it's got dinky 2 inch range for life. It has about the range of Lucky 7 with 0 on Keen Eyes. If you're too close you'll gun whack and if you're like an inch away you won't be close enough. I don't think that it's worth it. As for the perma 1st jobs... Warrior- Nightmarish accuracy, really unstable damage, forced to grind on low level monsters because using my Beginner as an example, Power Strike would hit between 678 and 6,978 damage on a zero defense enemy. Once you have an enemy with a good 400 defense or so, that becomes more like 20 to 6,000 damage. Yeah it sucks. Mage- Very possible; but like the Warrior, forced to level on weak mobs. I'm going on the basis that anything you would train on you can consistently 1-2 hit. Archer- You're insane. Bows don't have the best damage forumla and critical hits only make damage even more random. I recall on my WA with decent gear I was still hitting 30 damage criticals on Horny Mushrooms when I was around level 20 and up to like 400-500. I think criticals are calc'ed after damage because a lot of DEF-heavy mobs take constant 1 damage crits from them. Thief- If Assassin in the making it works, but dagger would be just as bad as a Warrior without the accuracy issue. Double stab would at least have a better chance of higher average damage, considering you have two hits. Then again, you'll see a lot of 1-1s followed by like 250-200, especially if you do PQs. Lucky seven thankfully has decent stability (min is exactly half max damage on defless mobs) and good range. The only negative is losing out on 250% x2 damage with dual criticals versus 150% x2 guaranteed. Pirate- Both unstable; 1st job melee pirates have horrible accuracy and 1st job ranged pirates have range but are basically Bowmen with lower damage output (80% damage per DS hit versus 130% damage although it IS faster than Bowman's DS), lack critical hitting, and has shorter range. |
My Characters: icy89firaga - 74 Broa Beginner
GunDelHel 02/08/10
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 | [quote] icy89firaga : First of all Zach, you can easily use Maple Knuckles, Storm Fingers, and Golden Claws now that ignore all requirements of traditional Knuckles. I guess if you'd go DEX pure Brawler, your best bet is some uber Golden Claw. [/quote] You've seen the price of Maple Knuckles and you still want to type this, Adam? For the same price, it's much easier find a nice W atk Green Skiis to use, which will hit much higher damage spammed with SSK due to the Atk difference. [quote] Adam : Also, BegGunner's are useless. A normal shot's range NEVER increases; it's got dinky 2 inch range for life. It has about the range of Lucky 7 with 0 on Keen Eyes. If you're too close you'll gun whack and if you're like an inch away you won't be close enough. I don't think that it's worth it. [/quote] Like the title says--Experimental builds. Nothing is supposed to work well, it's only supposed to give you the feel of "What if there were common guns?" [quote] Adam : Warrior- Nightmarish accuracy, really unstable damage, forced to grind on low level monsters because using my Beginner as an example, Power Strike would hit between 678 and 6,978 damage on a zero defense enemy. Once you have an enemy with a good 400 defense or so, that becomes more like 20 to 6,000 damage. Yeah it sucks. [/quote] Who says you have to have Nightmarish Accuracy? Sure you're pretty much slated to unstable damage, however it'll still be 2.6 times more than what we hit as beginners--so it's not terrible. [quote] Adam : Mage- Very possible; but like the Warrior, forced to level on weak mobs. I'm going on the basis that anything you would train on you can consistently 1-2 hit. [/quote] For the most part. But the whole "weak mob thing" really shines here since you're stuck with Magic Claw for..well, ever. At least there's a Mastery rating with Claw. [quote] Adam : Archer- You're insane. Bows don't have the best damage forumla and critical hits only make damage even more random. I recall on my WA with decent gear I was still hitting 30 damage criticals on Horny Mushrooms when I was around level 20 and up to like 400-500. I think criticals are calc'ed after damage because a lot of DEF-heavy mobs take constant 1 damage crits from them. [/quote] Yup, all in the fun of it. All of the pain of a first job archer--forever. The only real plus side is you get to go between both Double Shot and Arrow Blow since you'll have both of them maxed by mid 30s. [quote] Adam : Thief- If Assassin in the making it works, but dagger would be just as bad as a Warrior without the accuracy issue. Double stab would at least have a better chance of higher average damage, considering you have two hits. Then again, you'll see a lot of 1-1s followed by like 250-200, especially if you do PQs. Lucky seven thankfully has decent stability (min is exactly half max damage on defless mobs) and good range. The only negative is losing out on 250% x2 damage with dual criticals versus 150% x2 guaranteed. [/quote] Even without c |
My Characters: Tetrin - 83 Broa Beginner
Rationale 02/13/10
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| yay4 dagger-dawn-warriors :F |
My Characters: MntnDawn - 40 Khaini Dawn Warrior
Soccahollic 02/18/10
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| Cheers Zach! I'm gonna go make a Strless Dex Warrior now, because I'm accuracy-crazy. |
My Characters: EliteChoob - 72 Broa Beginner
Alyssaur 02/18/10
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| Maybe you could come to Khaini? We need more Oddballs for GuildPQ. |
My Characters: Alyssaur - 100 Khaini Beginner
pnaleek 02/18/10
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| Yes! Come to Khaini! We're starting to get active. |
My Characters: Naleek - 76 Khaini Beginner
klkl12345 02/18/10
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| [quote] icy89firaga : First of all Zach, you can easily use Maple Knuckles, Storm Fingers, and Golden Claws now that ignore all requirements of traditional Knuckles. I guess if you'd go DEX pure Brawler, your best bet is some uber Golden Claw. Also, BegGunner's are useless. A normal shot's range NEVER increases; it's got dinky 2 inch range for life. It has about the range of Lucky 7 with 0 on Keen Eyes. If you're too close you'll gun whack and if you're like an inch away you won't be close enough. I don't think that it's worth it. As for the perma 1st jobs... Warrior- Nightmarish accuracy, really unstable damage, forced to grind on low level monsters because using my Beginner as an example, Power Strike would hit between 678 and 6,978 damage on a zero defense enemy. Once you have an enemy with a good 400 defense or so, that becomes more like 20 to 6,000 damage. Yeah it sucks. Mage- Very possible; but like the Warrior, forced to level on weak mobs. I'm going on the basis that anything you would train on you can consistently 1-2 hit. Archer- You're insane. Bows don't have the best damage forumla and critical hits only make damage even more random. I recall on my WA with decent gear I was still hitting 30 damage criticals on Horny Mushrooms when I was around level 20 and up to like 400-500. I think criticals are calc'ed after damage because a lot of DEF-heavy mobs take constant 1 damage crits from them. Thief- If Assassin in the making it works, but dagger would be just as bad as a Warrior without the accuracy issue. Double stab would at least have a better chance of higher average damage, considering you have two hits. Then again, you'll see a lot of 1-1s followed by like 250-200, especially if you do PQs. Lucky seven thankfully has decent stability (min is exactly half max damage on defless mobs) and good range. The only negative is losing out on 250% x2 damage with dual criticals versus 150% x2 guaranteed. Pirate- Both unstable; 1st job melee pirates have horrible accuracy and 1st job ranged pirates have range but are basically Bowmen with lower damage output (80% damage per DS hit versus 130% damage although it IS faster than Bowman's DS), lack critical hitting, and has shorter range. [/quote] Knuckle = Lower Range. |
My Characters: NubKnightz - 66 Scania Beginner
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