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![]() Table of Contents #1 Pros and Cons #1-2 AP Allocation 1. Normal AP build 2. Pure INT build 3. Blood priest build 4. Blood bishop build Part I: The Path of A Cleric #3-5 The skills of a cleric #6-7 Skill builds #8-9 Training areas #10 Miscellaneous - Important misconceptions Part II: The Path of A Priest #11 Third job advancement test #12-15 The skills of a priest #16-19 Skill builds #20-26 Training spots #27 Appendix #28 Part III: The Path of A Bishop Advancing to 4th job The skills of a bishop Skill builds Training spots Quest information Extra: Horntail for Bishops #29 Useful links #30 Acknowledgement ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- So, you finally decide to be a cleric after grinding your way up for 30 levels? Feeling excited to know more? Let’s talk about the pros and cons of this particular job first, shall we? ![]() Pros 1. Ultimate meso saver during cleric and priest stages Our ability to heal ourselves and deactivate magic guard during training enable pot-less training. 2. Very high survivability Well. Basically mobs deal less damage to us compared to other classes because of invincible (reduces physical damage) and elemental resistance (reduces elemental magic attacks). This is also why we are able to OFF magic guard at most high level mobs or have lower pot consumption when magic guard is ON. You know why I said we have high survivability? Give you an example. Invincible, coupled with magic guard, makes it possible for a priest with more than 2700 hp (which is easily achieved with HB and HP gears) and sufficient MP to survive the deadly anego's slap. Anego slap does 18k damage to other classes, but our invincible reduces 30% of it and magic guard protects us further. Even most DKs can't survive anego's 18k slap unless they are very high lvl or do HP washing. Other classes (except HP warriors)? Instant KO if they get slapped. 3. Priests/bishops are very welcome in parties due to their important support skills. Heal, holy symbol, dispel, bless, resurrection, etc. You name it. 4. One of fast trainers in 4th job due to genesis, although bishops won't be ultimate meso savers anymore. Genesis isn't a cheap skill. Cons 1. Low damage during cleric and priest stages We are basically support characters and thus it’s only fair if we deal lower damage compared to other classes. So, if you are looking for high damage, so sorry that cleric/priest is not a suitable class for you Only when you become bishop, then you can do decent damage (although with a high MP cost >_<).2. You need a stable internet connection to be able to train without magic guard, especially during priest stage Obvious reason. Most high lvl mobs for your training deal high damage that you die on the 2nd hit. No magic guard + lag = say hi to your tombstone! Magic guard ON? OUCH. That's very painful on the pot cost. Remember, we don't have high damage thus our killing speed is slower. We don't have seal too, unlike mages. AP ALLOCATION 1. Normal AP build STR = 4 DEX = 4 INT = X LUK = Y LUK = LEVEL + 3 is a common 'rule'. Well. Somewhat right. Magicians’ glove, shoes, and hat require LUK of [LEVEL + 3] to wear. Overalls require LUK of [LEVEL + 2] to wear. For weapons, it depends on the type. Please refer to http://sea.hidden-street.net for more details. How to add AP per level? The common answer is ‘4 INT 1 LUK’ per lvl when LUK = LEVEL + 3 as it always keeps base LUK 3 points above your lvl. However, the larger your INT, the larger your MP gain when you lvl up. So, it’s more recommended to add 5 INT per lvl and adds LUK only when you are going to change to higher lvl gears. Should the amount of base LUK needed to wear certain armor be equal to the amount of LUK stated in the item? Not necessarily. E.g. You plan to wear seraphis (lvl 60 hat), manute (lvl 60 gloves), and goldrunner (lvl 60 shoes), which require 63 LUK to wear. Obviously, you will be wearing anakarune (lvl 58 overall) as the overall of closest lvl, which requires only 60 LUK to wear. Do make use of the existing extra LUK from anakarune (normal stats +1 LUK) to wear your other gears. So, you should have 62 LUK instead of 63. Of course it would be better if you have +LUK shield to offset the amount of LUK to add. So, always make use of any extra LUK from your armors before spending your AP into LUK. When to stop adding LUK? Decide which weapon to use for the rest of your life and choose your set of armors accordingly while taking into account any LUK bonus, be it from your armors, LUK shield, etc. It will be foolish to wear, e.g., lvl 90 gears when you only plan to use hino fan. You might as well use higher lvl weapon like pyogo or codar with higher MA. Remember, you already waste your AP into LUK to wear those lvl 90 gears. Pros and cons Pros: - ‘Privilege’ to change gears as your lvls go higher - Higher WDEF You receive less physical damage, enabling you to train without magic guard at high lvl mobs earlier than pure INT because you need less min HP to survive 1 hit from the mob. - Lose lesser %EXP upon death due to your LUK (~5%) - More 'miss' damage from mobs due to higher avoidability from LUK Cons: - Lower MA than pure INT Need godly equips to catch up with pure INT - Lower MP than pure INT The effect of maple warrior Take note that maple warrior (4th job skill) allows us to temporarily increase our base stats (INT, LUK, STR, DEX) by certain %, so we can actually make use of the LUK bonus to equip gears requiring higher LUK than our LUK without the skill. This obviously means we can have lower base LUK ![]()
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Last edited by Pearlite; 07-Feb-2010 at 02:42 AM..
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Angel Ray: 020708, HT neck: 060708, Egg: 060908, MW20: 130908, Completed Zak Helm (3rd): 141008, Genesis30: 181008, lv200: 220809
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2. Pure INT build
STR = 4 DEX = 4 INT = X LUK = 4 How to add AP per level? Very simple. ALL AP into INT for every level all the way. Nothing else. Pros and cons Pros: - High MA/high damage - High MP due to high base INT - Don’t need to spend too much meso to achieve high MA - Higher extra INT from 4th job maple warrior Cons: - Wear the same gears throughout your life - Lose about 10% EXP upon death - Lower WDEF Don't worry too much. You have invincible. - Lower magic accuracy E.g. A lvl 50 cleric still has some ‘miss’ to zombie lupins while a normal build of the same lvl no longer ‘miss’. However, it’s not much of a problem since you will no longer ‘miss’ the mob as your lvl goes higher. Equipments to wear This excellent guide to pure INT magician will answer all your doubts: http://forums.asiasoftsea.net/showthread.php?t=254939 3. Blood priest build A blood priest is a priest who sacrifices his AP into HP for many levels instead of adding the AP into INT or LUK. There are 2 types of blood priest build: Build 1: normal LUK blood priest STR = 4 DEX = 4 INT = X LUK = Y HP = Z It’s just like any other normal priest, except that you sacrifice few levels of AP into HP instead of INT or LUK. So, this build still allows you to wear normal magician gears due to the amount of LUK that you have. Build 2: pure INT blood priest STR = 4 DEX = 4 INT = X LUK = 4 HP = Z This build is similar to pure INT build, except that you sacrifice few levels of AP into HP. You can wear only pure INT or common gears as you only have 4 LUK. Pros and cons Pros: - Higher survivability (more HP) You can train without magic guard at high lvl mobs earlier than the other 2 builds, but your role will usually be support role since your MA is low, thus kill slower. Magic guard-less boss battles are safer as you have more HP. Not all boss battles, of course. Some boss mobs have too high damage that you need so high hp that even hp gears and your sacrificed AP still don't allow magic guard to be OFF. E.g. anego, horntail. - Better attack pattern at certain mobs after achieving certain amount of HP Although blood priests’ damage is lower, they can have a better attack pattern than normal priests at mobs like grims and monglong. At certain stage when their HP is sufficient to survive 2 hits WITHOUT HB, they can cast shining ray twice then only heal themselves (do 2SR-1heal-2SR-1heal pattern), whereas normal priests can't do that (only can do 1SR-2heal-1SR-1heal..., amount of heal depending on situation). However, take note that if you want to make a blood priest, you had better dare to do SR twice or more when you will die on 3rd hit from the mob. If you only dare to SR once (or worse, dare not SR at all), don't bother to make a blood priest since normal priests will definitely win you in terms of killing speed due to their higher damage (normal priests also can do SR-heal method without HB and without magic guard). Cons: - Lower MP You sacrifice your AP into HP for many lvls instead of adding them to INT - Lower MA, thus lower damage That's why it's better to make a blood priest who only adds HP and INT (build 2). Adding LUK, INT, and HP will make your MA much worse than if you only add INT and HP. Blood priests with sufficient HP to take 2 hits without HB will only be good at areas with high spawn. For example, if they are asked to take top lanes of grims map, it won't be good since their killing speed will be slow. At top lanes, there are normally 1-3 grims only and the lanes are small. Thus, doing SR is a bit tricky and not that effective. Also, spam healing 1-2 grims is faster, but it's totally not good at all for a blood priest to use spam heal method since their heal damage is low. - Lower healing rate / HP recovery rate The amount of HP that you can heal depends strongly on your MA, NOT your HP. So, it's not wise at all to create a blood priest with too little MA as your healing rate will suffer and you might have a hard time healing your party mates. Please refer to the next post in 'Heal' section to know more. - Lower magic accuracy, especially build 1. When you hit high lvl mobs, your attack will still have quite a number of ‘miss’ while normal build priest at the same lvl no longer has ‘miss’. I personally witnessed a normal LUK blood priest whose heal damage still ‘miss’ grims near lvl 95 when grims was still a lvl 95 mob (now it’s lvl 100). By right, you should no longer ‘miss’ the mob at all when your lvl is about 5 lvls lower than the mob’s lvl. He needed to lvl higher for his heal damage to 100% hit the mobs. How to add AP? As mentioned previously, build 2 is a better choice. So, normally here’s what a blood priest does: Lvl 1-70: All INT 70-XX: All HP XX onwards: All INT Take note that there's no blood cleric, but blood priest. You don't need much HP when you are a cleric as you train at low lvl mobs which deal low damage. By sacrificing INT into HP, you decrease your damage and makes it more difficult for you to level and pass 3rd job test due to your low damage (you need to defeat Grendel to advance to priest as you know). You stop adding HP after you achieve your target HP. Blood priests normally add at least 20 levels worth of AP into HP. How many HP gain per AP added? HP gain ranges from 6-12 per AP, depending on your luck (NOT LUK). * Source: starry and dcyk, our fellow forumites who have blood priests 4. Blood bishop build A blood bishop is a bishop who sacrifices his AP into HP for many levels instead of adding the AP into INT or LUK AFTER capping his MA at a certain amount. It's somewhat similar to blood priest build, except that the bishop only starts adding HP much later after he achieves his target MA, which is in 4th job. For more details, please refer to this thread: http://forums.asiasoftsea.net/showthread.php?t=276361 [Advanced Build: Blood Bishops - Credit: Starrynights] So, which AP allocation to choose? If I were to create a new priest, I would choose pure INT build and won’t add HP. If my HP isn’t enough, I would just use HP gears. I prefer higher base INT. More MP gain per level up. More INT bonus from 4th job maple warrior. However, that's MY preference. You can choose any of the builds. It's your build, your story afterall ![]()
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Last edited by Pearlite; 27-Nov-2008 at 01:27 PM..
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![]() THE SKILLS OF A CLERIC HealLevel 1: MP -12; Recovery rate 10% Level 10: MP -12; Recovery rate 100% Level 30: MP -24; Recovery rate 300% Heal functions As the name suggests, heal recovers the hp of ourselves and party members in our heal range. Besides healing hp, heal is also capable of damaging undead mobs in our vicinity at the same time, which makes heal very useful for our daily training (YES. You heard it right. Training by spamming heal on undeads!). Of course we must hold a weapon to be able to hit undeads (Any weapon, even lvl 0 sword), although we can still heal hp without weapon. Heal limit : max number of mobs 'heal-able' & the effect of party members' presence in heal range The maximum number of party members that can be healed is obviously only 5. Similarly, the maximum number of undeads that can be hit at any point of time is also only 5. We are considered the ‘undead’, regardless of whether our hp is full or not. Sounds weird, eh? But that’s the reason why heal cannot hit 6 mobs, unlike other magician’s AOE skills like thunderbolt, ice strike, shining ray, explosion. Now what if there are undeads and party members in our heal range? Our party members would of course be the priority, regardless of whether their hp's are full or not. Thus, the number of undeads which can be hit at the same time will be (5-n) mobs, with n as the amount of party members in our heal range. Otherwise, what’s the point of being a cleric if our priority is hitting undeads instead of healing our party, right? So, if there are 5 party members in our heal range, we won’t be able to hit any undeads in our vicinity. Heal area range Heal has a reasonably large area range. For example: You can hit undeads on 3 adjacent platforms at the same time (e.g. wraith map at line 1 area 4). You also can heal your party mates reasonably well at zakum even though they are not at the same lane with you. However, the range still loses compared to ice strike and explosion. Amount of HP healed The higher our heal level, the higher the amount of hp that we can recover. HP might affect the amount of hp healed, but the effect is very insignificant. The amount of HP healed strongly depends on your INT/MA. There's no point having so high HP but so little INT/MA as the amount of HP that you can heal will suffer. There was someone from sleepywood forum training an abnormal cleric. The cleric only pumped 20 INT and the rest of the AP were added to HP, so he has a lot of hp but very low INT. His heal at lv 40 can only recover 100+ hp. He can't even recover his own hp to full although his heal is maxed. Pathetic, isn't it? [Link: http://forums.asiasoftsea.net/showpost.php?p=358496&postcount=10] I have personally tested the amount of hp healed with a DK. I'm a normal build priest. His hp was 12xxx after HB (I forgot to note down the exact number. Sorry). My HP was 1668 (full hp) when I did the test (1668 because I off HB) and his hp after using 2x dragon roar was 4982. I could easily heal his HB-ed hp to full even though I was not HBed. Assuming his HB-ed hp was 12,000 (more than that actually), thus I healed at least 7018 hp. According to heal skill description, it seems that I can only recover 5004 hp (3x1668). From this little 'experiment', we can conclude that max heal does NOT mean that the amount of hp recovered equals to 3 x our own hp. In fact, without testing this out, I can feel that I can recover much more than 3x my own hp as I can easily heal a HB-ed full party to their full hp with ONE cast of heal. This shows something, doesn't it? INT is very important to have decent hp recovery rate. If you insist that 300% recovery rate means 3 x HP and INT/MA does not affect the amount of hp healed, this video can prove you wrong: If you look closely, the video shows that the lv45 cleric has MAX heal but only 27MA. Notice how pathetic his healing capability is? He can't even recover his own hp to full. He needs many heals to fill up his hp bar!
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Last edited by Pearlite; 27-Nov-2008 at 01:29 PM..
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Angel Ray: 020708, HT neck: 060708, Egg: 060908, MW20: 130908, Completed Zak Helm (3rd): 141008, Genesis30: 181008, lv200: 220809
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Heal damage
(a). Damage instability, damage division, and the effect of party members' presence in heal range Heal damage has about 30% mastery and thus it’s very unstable. The damage becomes lower per undead when we are dealing with more undeads. Most mages’ AOE skills have quite stable damage to each mob due to higher mastery. The damage to each mob is also similar regardless of the number of mobs that they hit, unlike heal. Our heal damage to each undead would decrease when our party is in our heal range, regardless of whether their hp bars are full or not. Give you an example: If you are healing 2 undeads and 1 party member goes into your heal range, your heal damage to each undead would decrease AS IF you are hitting 3 undeads. Sometimes it can be irritating if your party mate keeps on staying in your heal range when you are soloing the undeads. He/she actually slows down the killing rate >.< (b). Heal damage formula So far, there are 3 versions of heal damage formulas found by different people and some of them are still working on perfecting the formulas: 1. Old formula from sleepywood forum MAX damage to ONE undead = 0.0259 x LVL x MA x (Heal lvl) / 10 Note: * LVL, MA, and heal lvl refer to your character level, total magic attack, and heal lvl (30 for max heal), respectively * This formula ignores mob’s MDEF (i.e. Mob’s MDEF = 0). We should get higher damage from this formula compared to our actual damage in game. * This formula is only accurate till certain lvls. When we reach some high lvl, the formula will start to underestimate our damage. My max heal damage to grims calculated from the formula has started to be very close to or slightly lower than what I can deal in game at 12x. Don’t forget that the formula assumes 0 mdef but grims has 570 mdef. Previously, the calculated damage was always higher than in-game damage by hundreds damage. * This formula isn't accurate for abnormally high or low MA. * This formula cannot accurately determine heal damage increment. 2. Heal damage formula by Heartshealer (playpark forum) Source: http://forums.asiasoftsea.net/showthread.php?t=108545 Calculator download link: http://forums.asiasoftsea.net/showthread.php?t=134256 MA Limits Before you apply your current MA into the heal formula, you need to manipulate something termed MA limit. MA Limit = 5.6 x m m = character level Rules: * You don't need to apply the MA limit if your actual MA (denoted by Z) is +/- 5 from the MA limit [MA Limit - Z] <= 5 OR [Z - MA Limit] <=5 MA = Z * If your actual MA (denoted by Z) is lower than the MA Limit by 41 points and higher, you need to +40 MA to your current MA [MA Limit - Z] >= 41 MA = Z + 40 * If your actual MA (denoted by Z) is 6~40 lower than the MA Limit, you'll need to +0.47 MA for every MA you have below the MA limit 6 <= [MA Limit - Z] <= 40 MA = Z + [(MA Limit - Z) x 0.47] * For every 1 MA you have above the MA limit, you'll need to -0.27 MA to your actual MA (denoted by Z) before you actually calculate your damage [Z - MA Limit] >= 6 MA = Z - [(Z - MA Limit) x 0.27] Heal damage formula HD = [(A/30)(MA^2)(0.014346) - MD]/(n) MA=total magic attack (After applying limits) *Note: for 1 mob, n= 1.0. For 2mobs, n= 1.25. For 3 mobs, n=1.5 . For 4 mobs, n= 1.75. For 5 mobs, n= 2.0.MD=Monster Magic Defense HD=Estimated Max Heal Damage A=Heal level n=Number of mobs in heal range. 3. Heal damage formula by Nekonecat (sleepywood forum) MAX damage to ONE undead = (-0.00000000930070097298 * LUK^3 + 0.00000114245440636277 * LUK^2 - 0.00000678550546220552 * LUK + 0.0144845947915278) * MAGIC * INT Source: http://www.sleepywood.net/forum/showthread.php?t=1330357 Calculator download link: http://filespace.org/necat/healdmg2.htm Note: * LUK, MAGIC, and INT refer to your TOTAL LUK, magic attack, and INT * This formula can only be used for MAX heal level, i.e. lvl 30 heal * This formula hasn't taken into account mob's MDEF yet (c). Factors affecting heal damage All 3 formulas give the same conclusion: Higher INT/MA result in higher heal damage. A lvl 15x priest claimed that wearing hp gears slightly increased his heal damage at the same MA. However, a lvl 11x priest and myself (when I was lvl 13x) found that hp gears do not have any effect on heal damage. I need more people to confirm about this. In the meantime, the amount of hp that we have may have slight effect on heal damage. However, INT/MA increases heal damage MUCH MORE than hp. So, please don’t dream of dealing high heal damage with high hp instead of high MA. Take note that HB does NOT affect our heal damage, so you won’t see any damage increment even though the hp increment with HB is a lot (observed by the lvl 15x priest and myself). Miscellaneous You can cast heal while jumping around! I sometimes do this to prevent my heal key from getting jammed ![]()
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Last edited by Pearlite; 27-Nov-2008 at 01:31 PM..
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Angel Ray: 020708, HT neck: 060708, Egg: 060908, MW20: 130908, Completed Zak Helm (3rd): 141008, Genesis30: 181008, lv200: 220809
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MP EaterLevel 1: For every attack, 11% success rate, absorb 21% of the enemy's MaxMP Level 10: For every attack, 20% success rate, absorb 30% of the enemy's MaxMP Level 20: For every attack, 30% success rate, absorb 40% of the enemy's MaxMP MP eater has a chance to absorb mob’s MP after every magic attack. When we attack multiple mobs, the chance of this skill to activate is higher. I have my MP eater activated for almost every cast of heal/SR when I'm killing bunch of undeads. Why? If we don't succeed in absorbing MP from a particular mob, you most likely still can absorb MP from the other mob. Take note that MP eater absorbs mp from ONE mob on each activation. We do NOT absorb MP from ALL mobs when we are dealing with multiple mobs. Then, if the mob’s MP has been soaked up dry, of course you can no longer absorb any MP. This is a very good meso-saving skill for us. We normally OFF magic guard during our training and we usually attack multiple mobs at the same time. Thus, the chance of this skill to activate is very high. Max MP eater, combined with max teleport, can lead to pot-less training. Our MP bar will almost always looks full throughout our training and thus we don’t need to repot at all. Good skill, isn’t it? Whether MP eater can result in mp pot-less training or not would depend on the amount of MP that the mob has and whether we can kill them fast (i.e. mob's HP vs. our damage or level). If the mobs' MP is low or if we need too many hits to kill them, their MP might have been sucked up dry long before you can finish them off. Thus, our MP will still decrease continually. We eventually would still need to drink some MP pots, but not as often as training with low level MP eater. When our level is higher (thus need fewer number of hits to kill), the MP pot consumption will gradually decrease and we eventually can say good bye to MP pots ![]() MP eater does not benefit mages as much as us. Mages usually activate magic guard during their training. At high levels when the mobs deal high damage, each bump from the mobs drain out so much MP that their MP eater, although maxed, would hardly be able to replenish the MP drained. InvinciblePre-requisite: Heal lvl 5 Level 1: MP -15; Weapon damage -11% for 15 seconds Level 10: MP -15; Weapon damage -20% for 150 seconds Level 20: MP -30; Weapon damage -30% for 300 seconds Invincible is what gives us clerics a very high WDEF as it decreases 30% of the weapon damage received from mobs. Invincible even makes our WDEF higher than DKs and all other jobs except white knights and crusaders as their power guard reduces 40% weapon damage. However, power guard provokes the mobs, but invincible does not. Besides the fact that invincible saves us a lot of pots when we activate magic guard during training, it is also a skill which allows us to OFF magic guard at a lot of high level mobs. E.g.: We don’t need to have 1900 HP to survive a physical touch from monglong ghost without magic guard. Instead, with max invincible activated, we can train there with just 1400 base HP, which is around level 11x. Invincible works not only on physical contact from mobs, but also on physical-based magic attacks (i.e. magic damage which is considered physical). Example of mobs with physical-based magic attacks: - Aqua: goby house - El nath: coolie’s claw, yeti, dark yeti, yeti & pepe, dark yeti & pepe, cerebes - Orbis: nependeath’s spit - Zipangu: monglong ghost, anego’s slap, extra D, crow boss - Ludi: buffoon - Leafre: haf, blood haf, beetle, birk, dual birk, hobi, green hobi, green cornian, dark cornian, nest golem, jr newtie, blue dragon turtle, red dragon turtle - Singapore: berserkie, slygie, montrecer, petrifighter, duku TeleportLevel 1: MP -60; Teleport, with 130 in distance Level 10: MP -33; Teleport, with 130 in distance Level 20: MP -13; Teleport, with 150 in distance Don’t you feel bored of walking all the time? Don’t you feel frustrated trying to get as high speed as possible out of your gears so that you won’t walk like a snail? Teleport solves these problems. The higher the tele level, the lower the mp cost and the larger the distance. Tele not only allows faster traveling around maple, but also allows us to avoid mob’s attack by tele-casting. I rarely walk once I had high level tele. Max tele allows me to ‘run’ from town all the way to my training map without eating a single pot. Max tele also allows me to train without eating any single mp pot even though I tele quite frequently (of course if combined with max mp eater). Max mp eater alone with lvl 1 tele won’t allow pot-less training if I tele frequently. Max tele allows me to tele between far platforms where lvl 1 tele is not capable of doing so. Max tele also enables me to tele past some fat mobs. Level 1 tele will cause me to take damage from the mob. So, it’s actually best for us to max tele. BlessPre-requisite: Invincible lvl 5 Level 1: MP -12; +1 on accuracy, avoidability, WDEF and MDEF for 10 seconds Level 10: MP -12; +10 on accuracy, avoidability, WDEF and MDEF for 100 seconds Level 20: MP -24; +20 on accuracy, avoidability, WDEF and MDEF for 200 seconds Bless is an important party skill, especially for warriors. Most warriors have low dex build to obtain as high damage as possible. Thus, the +20 accuracy from max bless would help a lot to decrease or eliminate ‘miss’ damage, allowing them to kill mobs with minimum ‘miss’ damage, which in turns generate faster EXP gain for ourselves. Besides helping warriors, it also has some little advantage for us. No...Of course not the WDEF and MDEF. +20 WDEF and MDEF are negligible. It’s the +20 avoid that can be beneficial to ourselves. It allows more ‘miss’ damage from mobs, allowing us to continue attacking the mobs instead of healing ourselves. I can get up to 4 times ‘miss’ in a row when I train at grims, allowing me to cast shining ray 4 times in a row instead of healing myself. It’s good? Yup. Of course. SR-ing or SR-healing high HP undead mobs is faster than spamming heal. Tested Holy ArrowLevel 1: MP -12; Basic attack 22, mastery 15% Level 15: MP -12; Basic attack 50, mastery 35% Level 30: MP -24; Basic attack 80, mastery 60% Finally another offensive skill for cleric besides magic claw and heal. Holy arrow does 1.5 times more damage to most undeads (except all chronos family, paper lantern ghost, mr anchor, and selkie jr. from what I know so far) and most dark mobs. It attacks one mob at a time. Frankly speaking, even though HA can do considerable damage to holy-weak mobs, you won’t be training at those places by shooting them one by one to death, right? It will be very slow. The fastest training for cleric will be by mass healing at undeads. Besides, shining ray, which is a primary attack skill in 3rd job when you become a priest, is much better than HA since it attacks up to 6 mobs and the basic attack is higher (105 vs. 80 for HA). Trust me. It’s almost never used anymore once you become priest. I almost never touch my HA key anymore as I train using heal and SR most of the time. If you wish to max this skill, you would have to forgo other skills. In my opinion, other skills are more useful compared to HA and thus I personally suggest you to just leave HA at 11 SP, which are the remaining SP after you max all other skills. Besides, with the release of 4th job, bishops will have angel ray, a single target offensive spell which also deals holy damage like HA. Angel ray has much higher base attack than HA even at lvl 1 (123 vs. 80 for HA) and 240 base attack when it's maxed. Even though angel ray skill is a bit hard to get since the skill book can only be obtained from zakum, imagine what will happen to your HA when you finally get angel ray. Your HA is gonna be thrown away from your keyboard setting because it won't even be used anymore!
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Last edited by Pearlite; 09-Apr-2008 at 11:55 AM..
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Angel Ray: 020708, HT neck: 060708, Egg: 060908, MW20: 130908, Completed Zak Helm (3rd): 141008, Genesis30: 181008, lv200: 220809
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SKILL BUILDS
Now from all the skills described above, it’s obvious that heal and invincible are must-max skills for clerics. No hesitation. Sorry to those clerics who don’t have these 2 skills maxed, you are screwed up! We have low damage and thus we should have the best defense among all jobs. For other skills, it doesn’t matter too much if you don’t max them. You can always add your SP according to your own preference. There are few possible skill builds for clerics: (1). Level 11 HA Build 30: 1 teleport 31-40: 30 heal (heal max) 41-46: 18 MP eater 47: 2 MP eater, 1 tele (MP eater max) 48-53: 18 teleport (max teleport) 54-59: 18 invincible 60: 2 invincible, 1 bless (max invincible) 61-66: 18 bless 67: 1 bless, 2 HA (max bless) 68-70: 9 HA (lv 11 HA) Comments: Adding 1 SP into teleport at lvl 30 will benefit us in terms of faster traveling. Lvl 1 heal does not have much use for us since it only recovers a little HP. It’s best to max heal as soon as possible. The higher the heal level, the higher our heal damage to undeads. During 4x periods, your best training place would be zombie lupin tree dungeon. From my experience, we don’t need to tele so much there, so lvl 1 tele would actually suffice. Maxing MP eater as soon as possible is very good to save as much meso as possible at earlier levels. When you reach near lv 50 or during 5x periods, Line 1 Area 4 wraith map is one of the big maps which requires lots of teleporting. High level tele would be very useful to allow as little MP consumption as possible. Try teleing with 60 MP each cast and see how your MP drains out very fast! I do know that there are other undeads at Singapore maps which give better EXP than wraiths and don't really require lots of teleporting. However, you should know that these maps are normally very crowded. They are very popular just like the old coolie maps. What if there's no slot for you? Go to the next best training place: Line 1 Area 4. Remember, the skills that we have should allow flexibility in choosing our training place! Maybe training at coolie is outdated now for near lvl 60 or from lvl 60 onwards, but if you decide to train there, invincible will have its use. A lot of mobs dealing high damage await you on your way to coolie. Your invincible may allow you to OFF mg or have lower MP reduction when you ON mg. Also, there are few gas sources at coolie map which can stun you. When the gas stuns you, you can’t heal and thus you have to drink HP pots if you are being attacked to low HP before you recover from the stun. Invincible causes lower damage from its physical touch and its claw. Thus, you won’t have to drink HP pots so often. Again, meso saver ^-^ If you want more practical use for current training place, invincible is also useful at the new undead mobs in our exclusive Singapore maps. Those mobs can 3 hit KO 6x clerics. Invincible might make you able to withstand 3 hits, thus you will only die on the 4th hit instead of the 3rd. DO make full use of invincible to make your training safer. Bless is added very late because we clerics solo most of the time. Bless will start to 'shine' when you become a priest. Well. I personally recommend this build ^-^ (2) Level 1 Teleport Build 30: 1 teleport 31-40: 30 heal (heal max) 41-46: 18 MP eater 47: 2 MP eater, 1 HA (MP eater max) 48-56: 27 HA 57: 2 HA, 1 invincible (HA max) 58-63: 18 invincible 64: 1 invincible, 2 bless (invincible max) 65-70: 18 bless (max bless) Comment: This cleric finds it exciting to use HA to hunt dark mobs and thus he max HA. He max MP eater instead of tele because he would be hitting mobs most of the time and thus MP eater will be more effective in reducing MP pot consumption compared to tele. Teleport is thus left at 1 SP, which is not much problem if he doesn’t tele much. The main concern of lvl 1 tele is actually the pot cost. It’s quite tough on the pot cost if you keep on tele-ing with lvl 1 tele. On the other hand, your training will be slowed down if you keep on walking instead of tele-ing. (3). Level 1 MP Eater Build 30: 1 teleport 31-40: 30 heal (heal max) 41: 1 MP eater, 2 tele 42-47: 18 teleport (tele max) 48-57: 30 HA (HA max) 58-63: 18 invincible 64: 2 invincible, 1 bless (invincible max) 65-70: 18 bless (bless max) Comment: Similar to build 2, except that the cleric leaves MP eater at 1. Lvl 1 MP eater works in reducing MP pot consumption to some extent but it’s of course far less effective compared to max MP eater. He won’t burn so many pots due to frequent teleporting during training. (4). Level 1 Bless Build 30: 1 teleport 31-40: 30 heal (heal max) 41-46: 18 MP eater 47: 2 MP eater, 1 teleport (MP eater max) 48-53: 18 teleport (tele max) 54-63: 30 HA (HA max) 64-69: 18 invincible 70: 2 invincible, 1 bless (invincible max, 1 bless) Comment: This build is more suitable for those of you who don’t intend to train your cleric all the way till 4th job, or for those who are very sure that you will solo your whole life. Either you make a cleric just to fund other chars or for fun. If that’s the case, then it’s ok to forgo bless as bless won’t have any use for you. You can dump the 1 SP for bless somewhere else if you wish to as lvl 1 bless is useless. If you love the animation, then put 1 SP. No harm doing that. You don’t have any other more worthy skill to put the 1 SP anyway.
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Last edited by Pearlite; 17-Jan-2008 at 11:15 PM..
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Angel Ray: 020708, HT neck: 060708, Egg: 060908, MW20: 130908, Completed Zak Helm (3rd): 141008, Genesis30: 181008, lv200: 220809
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#7
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(5). Level 15 Teleport + Level 6 MP Eater Build
30: 1 teleport 31-40: 30 heal (heal max) 41-42: 6 MP eater (6 MP eater) 43-46: 12 teleport 47: 2 teleport, 1 HA (15 teleport) 48-56: 27 HA 57: 2 HA, 1 invincible (HA max) 58-63: 18 invincible 64: 1 invincible, 2 bless (invincible max) 65-70: 18 bless (bless max) Comments: * If you insist on maxing HA in 2nd job, this skill combination would be better to balance the MP cost for both teleporting and killing mobs. * Level 15 is the minimum tele level required for guild PQ (guild PQ needs one magician with at least level 15 tele). The MP cost is also considerably smaller than level 1 tele. Frankly speaking, I had been living just fine with level 16 tele till I snatched 4 SP from the SP allocated for doom (one of priest’s skill) to max it near the end of my priest’s journey. I didn’t need to eat a single pot even when I tele frequently with my level 16 tele. Sidenote: Well. You might be wondering why I couldn’t get my tele maxed that time. I already added my HA to level 15 before I realized that HA won’t be that useful when I become priest in the future. Phew. Thankfully I didn’t max it and saved the SP because HA from level 16 onwards costs twice MP. * Level 6 MP eater absorbs 26% max MP with 16% success rate on single target, 58.17% on healing 5 targets, and 64.87% on SR-ing 6 targets. It’s not too bad, isn’t it? Just for comparison: Max MP eater absorbs 40% max MP with 30% success rate on single target, 83.19% on healing 5 targets, and 88.24% on SR-ing 6 targets. (Credits to hikki_boa for the calculations. Figures were correct. Changes made: lvl 6 mp eater has 16% success rate, not 17% as she mentioned) NOTES 1. Bless - Why added very late?? There are some reasons why I don't suggest adding bless so early. (a). Clerics do solo training most of the time You will be training in parties a lot when you become priest and that is when bless starts to 'shine'. (b). The earliest level to get a decent bless level is lvl 45 If you want to max bless or at least have a decent level bless early just for Ludi PQ, you would have to add the skills in the following order: 30: 1 teleport 31-40: max heal 41: 3 invincible 42: 2 invincible, 1 bless.....[5 invincible is needed to unlock bless] 43-45: 9 bless..................[lvl 10 bless] 46-48: 9 bless 49: 1 bless, 1 SP..............[max bless] By the time you have lvl 10 bless, you are lvl 45. By the time you max bless, you are lvl 49. Ludi PQ is only for lvl 35-50. Ludi PQ is only good till low 4x (for more info on EXP gain, see point (c) below). Bless must be at least lvl 10 to be considered decent. Why? Sniper pills add 10 acc, just like lvl 10 bless. If you have lower lvl bless, those low dex warriors might as well use sniper pills rather than your lousy bless, right? Anyway, if lvl 10 bless is considered acceptable, low dex warriors can just use sniper pills, which can easily be bought from Ludi pot shop. Don't tell me they don't even have meso to buy a few sniper pills. It only costs 500 meso each, lasts for 10 mins each, and adds the same amount of acc as lvl 10 bless (+10 acc). Only low dex warriors need bless. Other classes don't need it. (c). EXP gain from ludi PQ is only good until around lvl 45 [Credit: Glilium] Quote:
(d). Monster carnival is better than Ludi PQ! This PQ is for lvl 35-50 characters, just like Ludi PQ. - You normally gain a whopping EXP ranging from 10k-30k, depending on whether your team wins or not, and this is just in 10mins! - You don't need any pots because pots are provided for free! - No EXP lost upon death - You can farm maple coins at the same time to exchange it with various stuff, especially spiegelman necklace and its marbles (to scroll the necklace with HP). You can sell the necklaces or use it for yourself. You will need HP item in the future for your priest/bishop. So, now ask yourself. With monster carnival around, which can allow you to level fast, is there still a good reason to add bless so early now? Would adding lvl 10 bless seem useful now? Do you see now why it's not worth it to add bless first? By adding bless that early, you would have to sacrifice more useful skills and ‘suffer’ from lvl 51 onwards during your training because of that. I would rather equip myself with the essential skills for cheap training as early as I can: MP eater and teleport. Here's another view why maxing bless so early just for the sake of Ludi PQ is not worth it. Do take a look ![]() http://forums.asiasoftsea.net/showpost.php?p=152549&postcount=102 2. Teleport vs. MP Eater - Which skill to add first? If you wish to learn other skills early, you can always add tele to level 15 first at early levels, then only max it much later. As I mentioned earlier, level 15 is the minimum tele level required for guild PQ and the MP cost is considerably smaller than level 1 tele. Since 'new generations' clerics have more choices of good mobs for training besides zombie lupin, instead of maxing MP eater at one shot, you can also add 2 tele/1 MP eater or 2 MP eater/1 tele at each level, OR 3 tele - 3 MP eater - 3 tele - 3 MP eater per level. This is somewhat like balancing among these 2 skills to reduce the MP cost for both training and teleporting. At big maps, lower-MP tele would help you save pots. Frequent teleporting would help in faster training. 3. Is it still possible to max my MP eater/teleport/bless if I max my HA? For those who follow builds 2-5, you can still 'save your char' (i.e. max any unmaxed 2nd job skill) by sacrificing doom's or summon dragon's SP in 3rd job. Doom is very rarely used because it’s expensive (5k meso per cast) and the success rate is not even 100% at max lvl. You don’t use doom for daily training, but for hunting or just for fun. Summon dragon will be totally replaced by bahamut (4th job dragon) and bahamut only requires lvl 15 summon dragon to unlock.
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Last edited by Pearlite; 27-Nov-2008 at 01:34 PM..
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Angel Ray: 020708, HT neck: 060708, Egg: 060908, MW20: 130908, Completed Zak Helm (3rd): 141008, Genesis30: 181008, lv200: 220809
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#8
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TRAINING AREAS
Levels 3x You will only start adding SP into heal during this period and thus your heal damage is still pathetic. Forget about training at undeads with heal at the moment. Use your friendly magic claw. You will be training at non-undeads most of the time. It's best to choose mobs which your magic claw can 1 or 2 hit KO. Don't choose mobs which require you to use more than 2 magic claws. 1. Stirges (LV 20, 300 HP, 33 EXP) Those little bats at Kerning subway have little HP but decent EXP. You should be able to 1 hit KO them easily. The map is divided into 2 parts: one top and one bottom. The spawn is great and it will be best if you party or share the map with another person to take the other half of the map. 2. Horned mushrooms (LV 22, 300 HP, 35 EXP) and zombie mushrooms (LV 24, 500 HP, 42 EXP) Those mushies at Sleepywood's Ant Tunnels give good EXP. Recommended to train at Mini Dungeon: Mushroom Growing Cave (access from Ant Tunnel II). Small map with excellent spawn. 3. Duck (LV 22, 380 HP, 37 EXP) and sheep (LV 25, 550 HP, 42 EXP) Both are located at Shanghai maps. 4. Wild boars (LV 24, 550 HP, 42 EXP) Land of Wild Boar 2 at Perion is a better training area (in fact, it was my favorite) than Land of Wild Boar 1. Map 1 has Jr. Boogies, which are very irritating to low level jobs. They curse us with their annoying spells like skill lock, weakness, etc if we don’t kill them fast. We are unable to kill them fast right now (in fact, our damage will ‘miss’ them most of the time), so it’s better to avoid them. 5. Crows (LV 25, 550 HP, 42 EXP) The spawn at Crow Forest and Crow Forest 2 in Mushroom Shrine is quite good. Their flying ability can be irritating, though. 6. Wooden mask (LV 23, 500 HP, 42 EXP) and rocky mask (LV 24, 600 HP, 45 EXP) Located at Perion Excavation Site 1, 2, and 3. You might want to train at Excavation Site 3 since only this place doesn't have ghost stumps, which have lower EXP. 7. Evil Eyes (LV 25, 720 HP, 50 EXP) Cave of Evil Eye I-IV at Sleepywood dungeon have very good spawn. They are quite far away from town though. 8. Helmet pepe (LV 32, 850 HP, 71 EXP), Royal guard pepe (LV 33, 900 HP, 75 EXP) Located at Mushroom Castle (access from Henesys). Very good spawn. Great training speed if you are able to 1hitKO. [Thanks ku54n4gi for feedback] 9. Fire boars (LV 32, 1000 HP, 60 EXP) Burnt Land 2 in Perion used to be my favourite when MSEA only had Maple Island and Victoria Island. If I’m not mistaken, you should need 2 magic claws to kill one. The spawn is great. 10. Jr. Lioners, Jr. Grupins, Jr. Cellions (LV 33, 1100 HP, 65 EXP) These little kitties at Orbis give good meso and decent EXP. The spawn and the drops are not bad too. You can choose any of them to train as you will only use magic claw to 1-2 hit KO them. Their elemental weakness has no effect to our magic claw. 11. Monster carnival 1 (NPC: Spiegelmann, lvl limit: 30-50) - Very fast for lvl 3x. EXP reward normally ranges from 10k-30k, depending on whether your team wins or not, in just 10mins. You get less EXP reward if your rank is bad (less than 500CP), but it's still a lot for lvl 3x. - Pot-less. Pots are provided for free. - Allows you to farm maple coins to exchange for various items, including the spiegelman necklace. - No EXP lost upon death Tips: Best way to maximize EXP gain is by doing swap MC with your opponent, i.e. alternate win-lose. * Note: You can start training at low lvl undeads (refer to Level 4x training locations below) when your heal level is nearly maxed (e.g. lvl 38) provided your heal has no 'misses' or only has few 'misses'. Levels 4x Now our heal is maxed. Yay! You can start mass-healing undeads although your heal might still have some ‘miss’ at early 4x. 1. Jr. wraiths (LV 35, 1200 HP, 70 EXP) Located at Kerning subway. You can either choose B2 or Line 1 Area 2. B2 map is small and thus you don’t need to travel so much. However, go there only if you are good at jumping quest. Otherwise, you will waste time trying to get up there. It’s good to share map or party at Line 1 Area 2 as the map is big with multiple platforms. 2. Chronos (LV 37, 1750 HP, 82 EXP) Located at Ludibrium's Path of Time 2 and 3. People call them stupid ghosts. I don’t know why. I admit that they indeed look stupid. They drop mystic shields so it doesn’t matter ^-^ 3. Zombie lupins (LV 40, 1800 HP, 90 EXP) Tree Dungeons at Monkey Forest I and II (Elinia) are recommended as almost all mobs there are undeads, except few curse eyes. You can also choose Sleepy Dungeon II (Sleepywood) as this map also has excellent spawn. You can sell curse dolls too to earn some meso. Other jobs would have difficulty tackling those monkeys as they can attack you back with their stupid banana skins (Geez. GMs should fine them for littering!). Cleric is the easiest job to collect curse dolls ^-^ 4. Paper lantern ghost (LV 40, 1920 HP, 93 EXP) Located at Night in The Forest (Zipangu) along with some dark cloud fox (LV 45, 2600 HP, 110 EXP), which are non undeads, so you will have to claw those fox. The map is just a horizontal, long map, so it's quite convenient to travel along the map. 5. Platoon chronos (LV 41, 2050 HP, 99 EXP) Well. Another stupid ghost residing at Ludibrium: The Path of Time I and Lost Time I, but never mind, rob their esther shields ^-^v Like chronos maps, these maps are also quite big and you would need a lot of climbing. Thus, sharing map or partying would be better. 6. Skeledogs (LV 44, 2450 HP, 107 EXP) and mummydogs (LV 47, 2750 HP, 117 EXP) These undeads reside at Perion Remains: Remains (Tomb) I, II, and III. Although all 3 maps have great spawn, Remains II and III spawn a few skeleton soldiers (about 3-5 of them if I remember correctly) among those undead dogs. Since they have too much HP for your lvl (they are lvl 57), you might want to just train at Remains I so that you don't have to waste your time dealing with those skeleton soldiers. Since the map is somehow divided into 2 long platforms, it's recommended to share the map or party. Take note that skeledogs and mummydogs are unlike other undeads. They do NOT have any MP, so MP eater doesn't work at all and thus you will have to spam MP pots to train fast. Decent lvl of teleport works well here. Afraid that you will get broke in no time because of the 0 MP? No worries. Even without item drops, you still earn. 300-400k profit without counting items isn't bad, right? [thanks to Dumbman95 for sharing his training experience at lv49] 7. Monster carnival 1 (NPC: Spiegelmann, lvl limit: 30-50) It still gives good EXP at lvl 4x. 8. Monster survival - Mysterious Pyramid PQ (NPC: Duarte at Ariant, lvl limit: 40 and above) All mobs are heal-able (except bonus stage) and have 1HP, so it should be very easy for clerics to tackle them. Teleport would help a lot in avoiding the pharaoh jr yeti. It should be pot-less there, unless you teleport a lot with low lvl teleport when avoiding the pharaoh jr yeti? Besides its decent EXP reward, the bonus stage drops you a number of boxes, which gives you a chance to earn potions, 60% scrolls, pharaoh belt (+100HP. Good for HP gear, eh?), immortal pharaoh belt (MA +2), or even chaos scroll! Easy mode gives around 68k EXP reward per round (15mins) [Credit: remixed658] The downside of this PQ is that all mobs inside give no EXP at all when killed. Therefore, you cannot make use of any EXP-buffing things like 2x EXP card, ringer, fairy pendant, and family buff. For more info: http://forums.asiasoftsea.net/showthread.php?t=745821
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Last edited by Pearlite; 07-Feb-2010 at 02:29 AM..
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#9
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Levels 5x
1. Zombie lupins (LV 40, 1800 HP, 90 EXP) Zombie lupins are not bad at early 5x. You can still bully those littering monkeys! 2. Paper lantern ghost (LV 40, 1920 HP, 93 EXP) Please read the previous post for more info. 3. Platoon chronos (LV 41, 2050 HP, 99 EXP) Refer to the previous post. 4. Skeledogs (LV 44, 2450 HP, 107 EXP) and mummydogs (LV 47, 2750 HP, 117 EXP) Read the previous post for more details. 5. Wraiths (LV 48, 2800 HP, 120 EXP) Locations: B3, Line 1 Area 4, and Line 2 Area 3 (Kerning subway) If you are good at jumping quest, you can train at B3 as the map is small. I personally recommend Line 1 Area 4. The spawn is just superb. Party up or share the map with 1-2 other clerics of similar levels with you and you won’t have to walk here and there to clear spawn. You just need to divide the map into 2 or 3 parts. The spawn keeps on coming once you clear the mobs in your area. Maxed tele works best in this map. Line 2 Area 3 is not good in my opinion. You can’t tele across platforms easily as the platforms are somehow too far apart. The spawn is lesser too. 6. Coolie zombies (LV 57, 4500 HP, 190 EXP) You can move on to coolie zombies at El Nath's Forest of Dead Trees I-IV at lvl 5x when your heal has minimal 'miss'. I started training there at lvl 53 when my heal didn’t have ‘miss’ at all. The spawn used to be very good for training, making it crowded with people from all jobs. After they changed the layout, the spawn now is not as good as before due to the existence of extra small platforms on top (coolies also spawn there). You might be able to solve this problem by partying a person who will handle the small platforms. Forest of Dead Trees IV is still not bad compared to the rest. With the release of Singapore maps with very good spawn rate of undeads, coolie maps have now become obsolete. Most people don't train there anymore. Well, don't be too sad if you end up training here. Coolie is one of the mobs which drop Black Book, a 4th job story book for bishop's resurrection skill. You can either keep it for future use or sell it. 7. Pac Pinky (LV 58, 5000 HP, 200 EXP) Locations (Singapore): Mysterious Path 2 and Ghost Ship 1. Train at Ghost Ship 1 since there are only Pac Pinkies inside the map, unlike Mysterious Path 2 which also has Octobunnies, NON undeads. Since Pac Pinkies are shorties, our heal can't reach those at the bottom platform if we heal them from the upper platform of Ghost Ship 1. So, either you party/share the map (one takes top, the other takes bottom) or you spam-heal them from the stair. Pac pinky is a lvl 58 mob, thus it's more recommended if you only start training there near that lvl because they have quite high HP. 8. Selkie Jr. (LV 60, 5500 HP, 220 EXP) and Slimy (LV 63, 5800 HP, 250 EXP) Locations (Singapore): - Mysterious Path 3, well known as MP3 (selkie + slimy) - Ghost Ship 2, well known as GS2 (slimy) - Ghost Ship 5, well known as GS5 (selkie) The spawn at MP3 is godly, almost non stop. Sharing the map or partying will benefit a lot since the map is large and consists of multiple platforms. If you share the map or party, you would only need to stay at one platform and just spam heal. Recommended to train here only when your lvl is lvl 58 and above because you will usually be partying with other people there. You can't leech slimy's EXP at lvl 57 and below! As for GS2 and GS5, I would leave it to you to decide when you want to train here since the maps are small enough to be soloed. After the release of this map, I would say wraiths and coolie become obsolete. Those 2 mobs have comparable EXP per HP ratio with wraiths and coolie, but with much better spawn. Furthermore, they drop very good meso, in the range of 3xx to 4xx meso, which is comparable or even better than coolie! To top it up, one of them drops steelies *drools* 9. Monster survival - Mysterious Pyramid PQ (NPC: Duarte at Ariant, lvl limit: 40 and above) I suppose places like Ghost Ship 1 would be better, but this PQ is a good way to farm. Levels 6x Slimy and Selkie Jr. are much recommended for this period. I would say that Mysterious Path 3 at Singapore map is the best place ^^ 1. Wraiths (LV 48, 2800 HP, 120 EXP) I personally like wraiths Line 1 Area 4 more than coolie as the spawn is very good when the map is shared. Now Line 1 Area 4 is definitely better than coolies due to the changes made on the layout of coolie maps. Train here if you can't find any slot at Singapore maps. 2. Coolie zombies (LV 57, 4500 HP, 190 EXP) If you can't find a slot at Singapore maps, I'm quite sure you can find an empty wraith map easily. So, well, train at coolie if you are not that concerned about slower EXP. 3. Skeleton soldiers (LV 57, 4600 HP, 190 EXP) and officer skeletons (LV 63, 7500 HP, 240 EXP) Located at the new Perion map inside the hidden ‘tower’: Camp 1, Camp 2, or Camp 3. There are multiple platforms there and thus it’s again best to share map to reduce unnecessary climbing time. They give same EXP as coolies and the spawn is not bad. Their drops are worth considering! Staff MA 60%, Wand MA 60%, Claw Att 60%, Glove Att 60% *drools* 4. Pac Pinky (LV 58, 5000 HP, 200 EXP) Ghost Ship 1 at Singapore map. 5. Selkie Jr. (LV 60, 5500 HP, 220 EXP) and Slimy (LV 63, 5800 HP, 250 EXP) For details, refer to Levels 5x section. 6. Soul teddies (LV 63, 7600 HP, 245 EXP) and master soul teddies (LV 67, 11000 HP, 265 EXP) If you are bored with all those mobs above, you can try soul teddies at Ludibrium's Forgotten Path of Time 1 at the high 6x for their good drops. However, don’t expect faster training when you are in this map. The map is very big and thus needs lots of climbing. They have high HP too. Thus, it’s best if you share the map or party. These mobs are the least recommended option. 7. Mr Anchor (LV 68, 11500 HP, 275 EXP) Location: Ghost Ship 6 (Singapore) Their good spawn sorta compensates for their not-so-good EXP to HP ratio. Mr Anchor is tall, thus your heal can hit both top and bottom platforms at the same time if you heal them from the top platform. Spam healing method is VERY effective here. You can party with another priest or a mage (preferably not too large level difference), dividing the map into half where both of you just need to stay on the upper platform and spam your AOE attack. Trust me, the spawn will be almost non-stop till you don't even have time to loot your drops! Alternatively, you can also party a DK who would use dragon roar to mass kill the mobs. It was said that partying a roaring DK greatly improved the priest's normal EXP gain. [Credit: DragonreivaX] 8. Site (LV 68, 13000 HP, 265 EXP) Location: Magatia Recommended map: Hidden Street - Authorized Person Only (only Sites, no other mobs) The spawn is good. This place is also good because it's a flat, single lane map. You can train here if you want peace because most people at lvl 6x range would go to Mysterious Path 3. It is said that you can get 18-20% exp/hr there at lvl 68 [Credit: xnikimaxx] 9. Monster survival - Mysterious Pyramid PQ (NPC: Duarte at Ariant, lvl limit: 40 and above) Tried with my lvl 62 fighter and got around 86k EXP reward per round, so your cleric should get more (spam healing + teleport is way easier than slash blast + walking!) Places like Mysterious Path 3 would obviously be better, although it's very hard to find a slot there. Notes The mobs listed here are only as a guide. You can always try training at other mobs. Judge by yourself whether the EXP to HP ratio is good enough for your training. Consider the condition of the terrain, the spawn, and the drops too. For detail info on all mobs (HP, EXP, drops, etc), check this out….. http://sea.hidden-street.net/monsters/mons_list.php
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Last edited by Pearlite; 07-Feb-2010 at 02:43 AM..
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Angel Ray: 020708, HT neck: 060708, Egg: 060908, MW20: 130908, Completed Zak Helm (3rd): 141008, Genesis30: 181008, lv200: 220809
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#10
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MISCELLANEOUS - IMPORTANT MISCONCEPTIONS
1. We no longer need HP pots since we have heal ? Some of us might have the misconception "Since we can heal, we can forget about bringing HP pots. Our heal is more godly than HP pots XD". WRONG! We still need HP pots for emergency purpose. Imagine you are in the midst of hitting coolie zombies and the gas stuns you before you manage to escape. You press your heal key. Argh. Cannot. Then you realize that you don't have any HP pots with you. How? Those stupid coolies are attacking you non-stop and you still haven't recovered from the stun yet. Are you just going to surrender and enjoy a free trip to town? HP pots would come in handy in this situation. Don't lose to those stingy mobs!You have to get used to bringing HP pots wherever you go, even when you become a priest in the future. Those HP pots can save your life. It's especially useful when you become an attacker priest who trains at undeads like grims and monglong ghosts. Those mobs 2 hit KO us. There are some situations when we cannot press heal on time, e.g. wrong time to cast shining ray, climb ladder but got hit in the process, cast holy symbol at the wrong time/place, etc. So. Remember. Don't underestimate the usefulness of HP pots! 2. We don't need magic guard since we have heal ? Magic guard only drains our MP at a fast rate. Waste meso! We have heal thus we won't end up consuming as many pots as ice and fire mages. They save more meso by turning on magic guard during training since they don't have heal, but we are different! We have heal! So? A skill that add WDEF like magic armor is more useful than magic guard since it makes us receive less damage. Are those points what some of you thought? * Well. It's true that we can always press one heal button to recover our HP to full. However, let me ask you. What are you going to do with mobs which deal damage HIGHER than your HP? Depending on HB? HP gears? How godly can HB or your HP gears be? What about those mobs which deal much higher damage than your HB-ed HP even after wearing HP gears? Zakum's body, anyone? Crow boss (5.6k+ damage with invincible on)? Anego's slap (12.6k+ damage with invincible on)? Can your HB-ed HP achieve higher HP than those damage? How? Surrender to the mobs and just enjoy a free trip to town? Avoid the mobs forever since they instantly KO you? No, right? So, how to solve this 'problem'? At max lvl, magic guard splits the damage that you receive: 20% to your HP and 80% to your MP. Normally, if your MP and HP are full, it's not the lack of MP that causes your instant death since your MP is normally sufficient, BUT it's your HP which isn't enough to withstand the damage. Besides, we normally train without magic guard since we have heal and damage-reducing-skill like invincible (and element resistance when you become a priest in the future). Magic guard will normally be used for high lvl mobs and boss battles. Without magic guard, you are forever stuck at certain mobs. You won't be able to fight stronger mobs. What's the fun then? * It's true that magic armor does decrease the physical damage that you receive. Have you ever thought how much damage max magic armor can decrease? From what I know, 3 WDEF only reduces 1 damage. 40 WDEF (max magic armor) reduces 13 damage. Worth it to add? Considering high lvl mobs deal much higher damage. What's the puny little 13 damage reduction compared to hundreds to thousands damage that high lvl mobs deal? It's insignificant! Ah. And one more thing. The WDEF bonus from magic armor can NOT stack with the WDEF bonus from your bless. So, is there still a point to add any SP into magic armor at all? Think about it ![]() ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- END OF CLERIC'S PATH Please refer to the next post for Priest's Path ![]()
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Last edited by Pearlite; 06-Feb-2010 at 02:02 AM..
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Angel Ray: 020708, HT neck: 060708, Egg: 060908, MW20: 130908, Completed Zak Helm (3rd): 141008, Genesis30: 181008, lv200: 220809
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#11
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![]() Finally you reach level 70 after more than 30 levels of spam healing! (Well. Not exactly, but that’s roughly what you have gone through ^-^). Congratulations! Now you are qualified to be a priest. But wait, don’t be overly excited. You have to pass the 3rd job advancement tests first in order to be a priest. Grendel The Really Old is not as nice as you think to give you priest title for free, you know? Now, the tests consist of 2 parts: 1. Battle against Grendel’s evil side Location: Ellinia (Forest of Evil 2) Time limit: 20 mins Pots to bring: 50 red bean sundae, 20 all cure pots (or holy water) to break free from Grendel’s curses, and some hp pots (just in case) (* The amount of pots is actually much more than what I used up in my 3rd job test, but it’s better to bring more for safety) You will have to fight against Grendel’s evil side. Grendel will summon up to 4 macis after some time. Remember to activate magic guard and invincible at all times as you most likely would die on 2nd hit if you off your magic guard. The macis hurts you hard. It’s better to waste a few pots once and for all rather than keep on dying. For clerics who don’t max holy arrow, just use your magic claw. It might seem hard, but don't worry. My HA isn't maxed either. I used pure magic claw. Used up 15 sundae and 3 all cure pots. Took me 5 mins to kill grendel and 2 macis. Avoid hitting the macis if you can. They will be annoying if you provoke them. I had no choice but to kill those 2 macis since I accidentally hit them. I ignored the other two. You can use telecasting method to hit Grendel too. It will save your pots. 2. Wisdom test Location: El Nath (Hidden Street at Sharp Cliff 2) Things to bring: 1 refined dark crystal (Take note! NOT black crystal) Answer ALL of the questions given correctly. One mistake and you will have to give the stone another crystal! You can ALT+TAB to check hidden street website for the answers. I did that (Oops. Cheating )Some possible questions are mentioned in this thread: http://forums.asiasoftsea.net/showthread.php?t=439 Here's a video showing 3rd job advancement steps [Credit: Maplemaniac91] http://www.youtube.com/watch?v=M1QsuRnyeDA Congrats. Now you become a priest! ![]()
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Last edited by Pearlite; 17-Feb-2009 at 09:06 PM..
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Angel Ray: 020708, HT neck: 060708, Egg: 060908, MW20: 130908, Completed Zak Helm (3rd): 141008, Genesis30: 181008, lv200: 220809
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#12
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THE SKILLS OF A PRIEST
DispelLevel 1: MP -15; Area affected: 110%, Dispel Rate: 34% Level 10: MP -15; Area affected: 200%, Dispel Rate: 70% Level 20: MP -20; Area affected: 300%, Dispel Rate: 100% Dispel cancels out spell effects of the enemies within a certain area, along with curing everyone in the party of all sicknesses. Dispel works on the following: * Skill lock The only things you can do during skill lock are to drink pots and dispel yourself. Dispel is the only skill that can be used during skill lock. * Darkness (decrease of weapon ACC) * Slow (Examples of mobs that can slow you: sharks, papulatus) * EXP decrease curse * Weakness (jump disabled) * Poison (E.g. coolie’s poison, poison at cave of trials) * WDEF and MDEF up Dispel does NOT work on: * Stun, e.g. stun from zakum's flaming pillars, stun from manon and griffey * Super WDEF and MDEF up, e.g. bone fish, goby house, pianus, zakum. * Zombify, e.g. overroads, pink bean * Opposite-direction curse, e.g. Leviathan * Seduce, e.g. horned tail, pink bean After seeing the advantages of dispel, you should be convinced that dispel is recommended to be maxed. At maxed lvl, one cast of dispel will definitely remove all the curses. It also has very large range. You don’t need to worry about unsuccessful dispel if you have maxed dispel. Dispel is very useful at boss mobs which can inflict curses, e.g. zakum, papulatus, horned tail. Dispel is also proven to be very useful at non boss mobs, especially Neo Tokyo (well, when you go there in the future). Most of the mobs there inflict curses and it's very frequent! Other classes can spend 100-200 all cure pots in an hour of hunting there. Just imagine how irritating it is if your dispel doesn't have a decent success rate. You would waste your time trying to remove the curses. Holy SymbolPre-requisite: Dispel Lvl 3 Level 1: MP -51; For 32 seconds, all members of the party gain 102% EXP Level 15: MP -65; For 74 seconds, all members of the party gain 130% EXP Level 30: MP -80; For 120 seconds, all members of the party gain 150% EXP Holy symbol or HS in short, is the main reason why people are so fond of partying priests. Why? HS gives us and our party more exp gain. Tell me, who wouldn’t want to train at a faster rate? HS works 100% as long as we have party, that is to say, max HS gives 150% exp even if the party only consists of 2 people (refer to the ‘Appendix’ part near the end of this guide to see how the exp is calculated). Max HS only gives 110% exp when the priest solo. HS delay As you might notice, there is a delay time when you cast HS. You can’t even heal yourself or cast most skills when you are still in the delay period. So, what to do? Don’t worry. Here are some tips: - Cast HS on a rope/ladder. This will eliminate the delay time entirely. - Drink a HP pot when you get hit during the delay. Simple. - Teleport away to any directions to avoid the mobs (YES. Teleport is the only skill allowed during the delay). This is to reduce your hp pot consumption (stingy mode ^-^). You can tele up to 3 times during the delay. Your tele direction can be ANY direction, depending on the location of the incoming mobs, e.g. right – left – left, right 3x, left 3x, right – left – right, right – up – left, etc. Well, you get the point ![]() - On magic guard and cast HS, then off afterwards. Too troublesome. What if you click the wrong skill, e.g. invincible, and you are not HB-ed? You might die instantly. Also, casting HS is every 2 mins. I don’t really recommend this method.
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Last edited by Pearlite; 06-Feb-2010 at 02:07 AM..
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Angel Ray: 020708, HT neck: 060708, Egg: 060908, MW20: 130908, Completed Zak Helm (3rd): 141008, Genesis30: 181008, lv200: 220809
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#13
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Element ResistanceLevel 1: 12% increase in tolerance against element-based spell attacks Level 2: 14% increase in tolerance against element-based spell attacks Level 3: 16% increase in tolerance against element-based spell attacks …… Level 10: 30% increase in tolerance against element-based spell attacks Level 11: 32% increase in tolerance against element-based spell attacks Level 12: 34% increase in tolerance against element-based spell attacks Level 13: 36% increase in tolerance against element-based spell attacks …… Level 20: 50% increase in tolerance against element-based spell attacks The magic version of invincible. Element resistance or ER reduces all elemental magic attacks to 50% at its max lvl. Elemental magic attacks include fire, ice, lightning, and poison attack. It is the skill that enables your magic guard to be OFF at a lot of places, allowing you to train with ZERO MP pots. If you don’t learn this skill, you will end up spamming pots like no tomorrow because your HP isn’t sufficient to survive the magic damage without ER, thus requiring magic guard. Even if you are ‘forced’ to on your magic guard, you still receive less damage, thus saving pots. Good skill, right? Max it. The following are some examples of mobs dealing elemental magic attacks: - Ludi: soul teddy, master soul teddy, klocks, dark klocks, death teddy, master death teddy, phantom watch, grim phantom watch, thanatos, dual ghost pirate, ghost pirate, viking, papulatus - Zipangu, El nath: bain - Victoria: tauromacis, red drake - Orbis: lucida, lioner, cellion, grupin - Aqua: sparker, freezer (blue seals in Aqua map) - Leafre: dual beetle, brexton's fire attack, rexton's ice attack, red wyvern's flamethrower, blue wyvern's ice attack Some mobs have very obvious form of elemental magic attack, such as bain’s fireball, macis’ lightning, coolie’s poison damage, grim phantom watch’s ice attack. Some others like death teddy, dual pirate, master death teddy have unclear form of elemental magic, but their magic attacks are elemental as ER reduces the damages. The damages per second for coolie's poison and the poison from Cave of Trial are also reduced by ER. E.g. Cave of Trial's poison is reduced from -30HP per second to -15HP per second if you have max ER. However, ER does not work on poison 'mist' damage from black sotong and commander skeleton. Of course not all mobs deal elemental magic attacks. The following mobs are NOT affected by ER: * Mobs dealing physical type of magic attack (invincible reduces the damage) E.g. - Aqua: goby house - El nath: coolie’s claw, yeti, dark yeti, yeti & pepe, dark yeti & pepe, cerebes - Orbis: nependeath’s spit - Zipangu: monglong ghost, anego’s slap, extra D, crow boss - Ludi: buffoon - Leafre: haf, blood haf, beetle, birk, dual birk, hobi, green hobi, green cornian, dark cornian, nest golem, jr newtie, blue dragon turtle, red dragon turtle - Singapore: berserkie, slygie, montrecer, petrifighter, duku * Mobs dealing neither physical nor elemental magic (both ER and invincible do not work) E.g. - Aqua: shark, bone fish, sotong - El nath: werewolf, lycan - Zipangu: male boss’ gunshot, anego’s gunshot - Leafre: blue kentaurus, red kentaurus, dark kentaurus, red wyvern's gust attack, blue wyvern, dark wyvern, brexton's long range attack, rexton's long range attack, skelegon, skelosaurus - Singapore: veetron ER calculation Actually, it's simple: Make the mob’s magic damage similar to its touch damage with max invincible How many ER you should add depends on how much touch damage you receive from the mob. There’s no point adding too much ER but your hp still can't survive its touch damage. Touch damage with max invincible is normally HIGHER than magic damage with max ER. So, even if your hp can withstand the magic damage, you still have to make sure that you can withstand the touch damage. So, to the new priests who still have no idea how much ER you need for certain mobs, you can use this concept. You should no longer keep on asking others how much ER you need for certain mobs. Go try the damages that you receive from the mobs with magic guard ON and calculate by yourself from the ER table at http://sea.hidden-street.net/characters/priest.php
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Last edited by Pearlite; 02-Feb-2010 at 11:53 PM..
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Angel Ray: 020708, HT neck: 060708, Egg: 060908, MW20: 130908, Completed Zak Helm (3rd): 141008, Genesis30: 181008, lv200: 220809
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#14
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Shining rayLevel 1: MP -21, basic attack 60, mastery 15% Level 15: MP -35, basic attack 88, mastery 35% Level 30: MP -50, basic attack 105, mastery 60% Tired of spam healing almost all the time during your cleric’s days? Yeah. Finally a new AOE skill capable of hitting non undeads is here for you. Shining ray is a holy attack, thus it does 1.5x more damage to holy weak mobs, including most undeads except chronos family, paper lantern ghosts, mr anchor, and selkie jr (Well. What I know so far). Max number of mobs that can be hit at the same time is 6, unlike heal, which is 5. The damage of SR is not split and doesn’t decrease for each mob even when you deal with more mobs, unlike heal. So, the damage range remains the same for each mob regardless of the number of mobs that you are hitting. SR has a slow casting speed and it also has a quite pathetic range. The range of mages’ skills like explosion and ice strike is far bigger compared to SR. No doubt that SR can hit horizontally and vertically like other normal AOE skills, BUT the upper vertical range is just pathetic. Your SR can hit mobs at higher platform than the spot where you are standing, but the particular mob platform must be very near to your spot. The lower vertical range is bigger, though. Some pictures to show pathetic vertical range of SR, especially to hit mobs at platforms higher than where we are standing: ![]() However, even though the range is pathetic, SR is a useful skill in helping you in your training, especially at high HP undead mobs when you become an attacker priest at higher lvls. True that you can just spam heal to kill those undeads, but spam healing is slower. Remember that heal damage is unstable and split when you deal with more undeads. Combining SR and heal is a better way to speed up your killing rate, without compromising on your pot cost. You still can do that WITHOUT magic guard (and thus still allow MP pot-less training, especially for those who max both MP eater and teleport in 2nd job), even if you will die on 2nd hit. You just need practice. It’s a good skill that we should learn. Please refer to ‘Appendix’ section near the end of this guide for more details on SR-healing method. Mystic doorPre-requisite: Dispel lvl 3 and consume 1 magic rock Level 1: MP -80, portal works for 30 seconds Level 10: MP -53, portal works for 120 seconds Level 20: MP -33, portal works for 180 seconds A convenient skill, I would say. Mystic door creates a portal that heads to the nearest town. All members of the party can use it multiple times until the portal disappears. It’s useful to door your party (including those who have just died. LOL) to your training map. You can also door yourself to town to do something (e.g. NPC rubbish, store something) and go back to the map where you open the door before the door is gone. Each door you cast consumes a magic rock, so make sure that you don’t accidentally cast it so often, huh? It’s not as free as using mp to cast your skills, you know? Magic rocks cost 5k each if you buy them from Alcaster at El Nath (you can only buy them at that price after you complete his quest). I consider door as a lousier version of resurrection, which is our 4th job skill to revive dead party members. Why? Door has a similar function with resurrection for the dead party members. Both skills can get them back to the map where you are in. Resurrection also doesn’t prevent EXP loss upon death, just like door. However, resurrection revives the dead person on the spot where he dies, while door cannot be used at certain maps. Door can NOT be used at free market, Orbis-elinia ship, Orbis-ludibrium train, boss maps, and maybe some other places that I haven’t discovered. That’s why I call door as such ![]() Please be considerate when dooring your party members. ALWAYS try to door on safe spots and do NOT cast door on the spot where mobs can spawn. This is especially important if you are dooring DEAD party members, mages, other priests, and those jobs with LOW hp at maps with mobs dealing high damage. - Some people who have just died are stingy. They may rely on you to recover their hp to full from 50HP (HP given after you are dead), so they can just directly enter your door WITHOUT eating HP pot. Imagine what will happen if they enter your door and mob spawns on them when they only have 50HP? Die again and you will get all the scoldings =.= - Normally mages and priests do not activate their magic guard when entering maps through door. I believe they assume you will cast door on safe spots, NOT on mob's platform. As you perfectly know, mages and priests have LOW HP. One touch from high lvl mobs instantly KO them. If you have no choice but to door on unsafe platform, tell them to on magic guard first before entering the door. That's what I told my party mates if I wanted to door on unsafe spots. - Jobs with low HP normally can withstand only 1-2 hits from high lvl mobs when they are not HB-ed. So, if you are late to heal them, they will die when they enter the door and mobs spawn on them. If I'm doored by other priest, I WILL always cast my magic guard first before entering their door. Quite a number of times I have been doored on unsafe spot, i.e. on mob's platform, you know? So, now I don't really trust other priests. Better be safe than sorry ![]()
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Last edited by Pearlite; 06-Feb-2010 at 02:11 AM..
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Angel Ray: 020708, HT neck: 060708, Egg: 060908, MW20: 130908, Completed Zak Helm (3rd): 141008, Genesis30: 181008, lv200: 220809
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#15
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Summon dragonPre-requisite: consumes 1 summoning rock Level 1: MP -32, summon a dragon with basic attack 64 for 10 sec Level 15: MP -60, summon a dragon with basic attack 120 for 80 sec Level 30: MP -80, summon a dragon with basic attack 150 for 140 sec Dragon helps you attack mobs passively. We just need to press one button and the dragon stays beside us and attacks automatically every 3-4 seconds until the duration ends. It attacks mobs within its range ONE at a time. It won’t attack mobs when you are hanging on a rope or ladder. If you wish for a faster training, you can summon the dragon to help you kill your mobs. However, remember the cost of 1 summoning rock per dragon cast. It’s better to use it only when your dragon is maxed. Otherwise, it will be a waste of rock. So, to maximize the potential of this dragon, you should max it before you use it. Do note that this dragon does NOT do holy attack. It doesn’t have elemental advantage on holy weak mobs. Both holy weak and non holy weak mobs receive similar range of damage from this dragon. From what I observe, dragon’s damage range is similar to the damage range of SR to holy-weak mobs. SR 157.5 basic attack vs. dragon 150 basic attack. The irritating part is that sometimes this dragon acts smart by attacking mobs that we don’t wish to provoke. What to do? We can’t tell the dragon which mob to attack >.< Summon dragon will be totally replaced with bahamut, a much stronger dragon in 4th job. Thus, we have the option to just leave it at lvl 15, the pre-requisite to unlock bahamut. DoomPre-requisite: consumes 1 magic rock Level 1: MP -88, changes for 5 seconds, with 52% success rate Level 20: MP -50, changes for 15 seconds, with 80% success rate Level 30: MP -30, changes for 20 seconds, with 90% success rate Doom changes multiple monsters into blue snails with a certain success rate, depending on your doom level. When successfully cast, there’s no guarantee that all mobs that you intend to doom will change to blue snails at once. It’s possible that your doom successfully changes one mob to a blue snail, but not for the other. Doom can only change up to 6 monsters at once, but you most likely can’t get all of them successfully doomed within 1 cast. If you are around more than 6 monsters, the "first" 6 monsters are the ones affected by doom. "First" in this case means the oldest monsters spawned in the map. [Credit: Necat] Strangely, unlike summon dragon, you can cast doom when you are hanging on a rope/ladder. Do make full use of this nice advantage! Now what happens when the mob is successfully changed to a blue snail? * Touch damage is reduced to ~7% of the original damage It seems like the damage is reduced to the touch damage of a real blue snail (which is normally 1 damage) simply because of the WDEF from our armors. ![]() [Credit: Necat] * Magic attack is disabled Common sense. It's a blue snail now. Which blue snail has magic attack? * Speed becomes that of blue snail Mob which is previously stationary will be able to move around at a speed of blue snail. [Hint: doomed goby house. Watch one of the three videos on 'fun with doom' below] * Holy-weak mobs (including holy weak undeads) in the form of blue snails are no longer holy weak (become neutral) [Proof: Watch the last video below] * Holy-strong mobs in the form of blue snails become neutral * Undeads in the form of blue snails are still heal-able * HP and EXP remain the same Here's what happened when I tried to physically hit a blue snail which was originally a gatekeeper. If you think that you can hit 1 damage to the blue snail like what you have been able to do to a REAL blue snail since you are a beginner in maple island, you are wrong. This blue snail is a super blue snail ^-^ ![]() Doom seems like a very wonderful skill, huh? Don’t be too excited. Each doom consumes 1 magic rock, so it’s rather expensive to cast. Also remember that doom does NOT work on boss mobs, e.g. crimson balrog, papulatus, anego, zakum, and some others. Imagine if you could doom zakum or horntail, then doom would be a very godly skill to use. Well, too bad, it would only be in your dream which would never come true ![]() Possible uses of doom: * Hunting high damage mobs which you can't kill without magic guard E.g. hunting gatekeepers * Hunting holy-strong mobs E.g. Neo Tokyo mobs All monsters there are holy-strong, so all your main attacks (which are holy-based) are halved in damage. In addition, they have very high HP (>100k HP). Ouch. * Occasional uses during training at mobs where you can't let your magic guard OFF E.g. killing skelegons and skelosaurus at lanes with NO sniping spots ![]() The blue snails can be used as your 1-damage shields. Using doom is much more cost efficient than charging at undoomed skeles and spam SR all the way. However, doom isn't meant to be 'spammed' in daily training. Go ahead and use it continuously but don’t cry if you get broke in no time. Only use it when necessary! * Well, of course, for fun E.g. moving goby houses to stack them together. Here are some videos that I found. Fun with doom. Enjoy ^-^ 1. A naughty priest bullying goby houses 2. Mad goby spawn Part 1: Part 2: ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ If you are curious about how our skills look like when they are casted, this old inspiring video can give you a good overview of the skills. Enjoy! Some points to note: - This priest didn't appreciate the usefulness of ER. If you observe the magic damages by phantom watch and thanatos, the damages seem quite high, right? That's because he only had lvl 1 ER, which was just 12% damage reduction! He even had to ON magic guard to kill phantom watch due to his insufficient HP to take the magic damage with lvl 1 ER! With sufficient SP in ER, you can happily OFF your magic guard and enjoy MP pot-less training. - This priest attacked thanatos from the left side, right? He should have attacked that mob from the right side. Thanatos only attacks you with their magic when facing left. They only can curse you when facing right. So, you shouldn't have problem with pot spamming when you try to kill them. You don't even need HA to kill them. SR or spam heal will do. - Did you notice that doomed phantom watch and thanatos in blue snail form are no longer holy weak?
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Last edited by Pearlite; 15-Jan-2010 at 01:21 AM..
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Angel Ray: 020708, HT neck: 060708, Egg: 060908, MW20: 130908, Completed Zak Helm (3rd): 141008, Genesis30: 181008, lv200: 220809
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#16
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SKILL BUILDS
(1). 1 Door/20 Doom Build 70: 1 SR 71: 3 dispel (unlock HS) 72: 1 door, 2 HS 73-81: 27 HS 82: 1 HS, 2 ER (HS max) 83-85: 9 ER 86: 2 ER, 1 SR (13 ER) 87-95: 27 SR 96: 1 SR, 2 ER (SR max) 97: 3 ER 98: 2 ER, 1 dispel (ER max) 99-103: 15 dispel 104: 1 dispel, 2 dragon (dispel max) 105-113: 27 dragon 114: 1 dragon, 2 doom (dragon max) 115-120: 18 doom (20 doom) Comments: * Why 1 SR at lvl 70? It’s actually up to you to put the 1 free SP given at lvl 70 to whatever skill you want. 1 SR is added early for fun to break free from the monotonous spam healing during 2nd job. We didn’t have AOE skill which can hit non undeads during cleric’s days, you see? * Why max HS early? It’s obvious why maxing HS as early as possible is recommended. Max HS allows you to train at a faster rate. You will be much welcomed for parties. * Why ER after HS? Adding few SP into ER right after we max HS is VERY recommended. This is to allow training flexibility as it allows us to train at many mobs dealing elemental magic attacks WITHOUT magic guard. Why not SR first? By the time you have decent lvl of SR, you will be near 9x. Armory bains would be better than place like parking lot (where you can make use of SR) by then. So, by maxing SR first, you limit yourself to only train at non elemental mobs, or you delay yourself to move on to those elemental mobs due to insufficient hp to survive the magic damage. A lot of mobs deal elemental damage (reduced by ER), so having ER makes your training place more flexible. But why lvl 13? We will be able to train at most high level ludibrium undeads, including grim phantom watch, with lvl 13 ER (Assumption: grim's magic damage without ER = 1900). Lvl 13 ER will make the magic damage (1216 from calculation) similar to the touch damage with max invincible (Grims deal up to 1230 damage to me, a priest with 219 wdef). Grims is the training mobs with highest elemental magic damage currently available in our MapleStory version (Thanatos deals higher elemental magic, but too bad, we don’t train there ). Monglong ghosts do not deal elemental magic, but their magic is physical and thus reduced by invincible instead of ER. For most high lvl mobs dealing elemental damage, mostly you will still be 2 hit KOed without HB, whether your ER is lvl 13 or maxed. So, we don't need to max ER at one shot given the currently available mobs.* Why max SR after 13 ER? It's better to learn other skill like shining ray first then continue to max ER later. SR would come in handy when you train at mobs like grims, which is at later levels. By the time you have max HS, max SR, and lvl 13 ER, you would be lvl 96, which is already a suitable lvl to leech at grims (grims is lvl 100). Your SR would also be able to help the attacker clearing the mobs (That's if you dare to use SR-heal style. Haha). SR also helps a lot if you party at bone fish/goby at 8x-9x with an ice mage (you are supposed to help SR), also at other places like ludi undeads like death teddy, MDT if you wish to solo. As you might already know by now, spam healing is slower than combining SR-heal at high HP undead mobs. * Dispel or dragon first? The order of adding dispel and dragon can be switched, depending on whether you wish to go to zakum early or not. It also depends on whether you need the help of dragon to help you in your daily training. In view of 4th job dragon - bahamut, the pre-requisite to unlock bahamut is only lvl 15 summon dragon. Thus, if you don’t wish to have max summon dragon because you wish to max other skills (Well. Max dragon only to be replaced by bahamut in the future?), you might want to have only lvl 15 summon dragon just to unlock bahamut. In this case, it's obvious that dispel should be maxed earlier and summon dragon to be added at the very end of your priest journey. * Why doom isn’t maxed? Doom doesn’t need to be maxed. Max doom doesn’t even have 100% success rate. Doom is also rather expensive to cast and you won’t use it for daily training purpose. Lvl 20 doom has a decent success rate, so it should be sufficient for hunting purpose. Maxing doom means you have to sacrifice other skills. Other skills are used more frequently than doom. * Is lvl 1 door sufficient? Some people find lvl 1 door sufficient. Normally if our party mates need to repot, they use nearest town scroll and we door them back. So, 30 second duration is sufficient. Lvl 1 door should also be sufficient if you don’t train for very long hours because the amount of things that you need to NPC won't be a lot. It's also sufficient for those who don't experience bad lag upon entering the door because if you lag, you waste few seconds of the door duration, thus you might not have enough time to return before the door disappears. Before you train, always make sure that your inventory has reasonable amount of spaces to store the things that you get during training. If you need pots for your training, bring reasonable amount so you won't have to repot halfway and thus waste another magic rock.
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Last edited by Pearlite; 18-Jan-2008 at 01:03 AM..
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Angel Ray: 020708, HT neck: 060708, Egg: 060908, MW20: 130908, Completed Zak Helm (3rd): 141008, Genesis30: 181008, lv200: 220809
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#17
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(2). Max Door/0 Doom Build
70: 1 SR 71: 3 dispel (unlock HS and door) 72: 1 door, 2 HS 73-81: 27 HS 82: 1 HS, 2 ER (HS max) 83-85: 9 ER 86: 2 ER, 1 SR (13 ER) 87-95: 27 SR 96: 1 SR, 2 ER (SR max) 97: 3 ER 98: 2 ER, 1 dispel (ER max) 99-103: 15 dispel 104: 1 dispel, 2 dragon (dispel max) 105-113: 27 dragon 114: 1 dragon, 2 door (dragon max) 115-119: 15 door 120: 2 door, 1 ANY SKILL (door max) Comments: Some priests don’t wish to add doom at all, considering the fact that doom is rarely used and expensive. So, they max door to lengthen the door period instead. Long door period allows them to come back to their training place after doing their business at town so that they don’t need to rush back to the door before the door vanishes. Longer door period is especially useful at Leafre. The training areas for high levels are located very far away from Leafre town. Walking all the way there is tedious because you have to walk past many high level mobs dealing high damage. Level 1 door might be a bit too rush for you. About why the skills are added in such a way, it’s already explained in build 1. Lengthening door period is just an additional benefit, thus there’s no harm if you start maxing it at a later stage. The remaining 1 SP can be added to any skill you like. Just take note that lvl 1 doom is totally useless and it STILL costs 1 magic rock per cast, so you might want to consider putting the 1 SP somewhere else. (3). Repair-'Screwed up'-Skills Build This build is meant to ‘repair’ any unmaxed 2nd job skills that you deem useful. Some priests might follow 6 mp eater/15 teleport build in 2nd job. Some others might only have lvl 1 bless, or lvl 1 mp eater, or lvl 1 teleport. Some might wish to max their lvl 11 HA (not recommended in my opinion since angel ray in 4th job will totally replace HA). This is the time for you snatch the SP from doom to max any skills you wish to max. Doom is seldom used anyway, although not totally useless. Besides doom, you can also snatch the SP from summon dragon up to 15 SP since our 4th job bahamut has a pre-requisite of only lvl 15 summon dragon. Bahamut will certainly replace summon dragon in the future, so if you feel that you won't need summon dragon to help your training in 3rd job, feel free to use the 15 SP to 'repair' your build.
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Last edited by Pearlite; 15-Jan-2010 at 01:24 AM..
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Angel Ray: 020708, HT neck: 060708, Egg: 060908, MW20: 130908, Completed Zak Helm (3rd): 141008, Genesis30: 181008, lv200: 220809
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#18
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(4). 15 Dragon/Max Doom/6 Door Build (80 sec)
(* Confirmed: lvl 15 summon dragon as the pre-requisite of 4th job Bahamut) 70: 1 SR 71: 3 dispel (unlock HS and door) 72: 1 door, 2 HS 73-81: 27 HS 82: 1 HS, 2 ER (HS max) 83-85: 9 ER 86: 2 ER, 1 SR (13 ER) 87-95: 27 SR 96: 1 SR, 2 ER (SR max) 97: 3 ER 98: 2 ER, 1 dispel (ER max) 99-103: 15 dispel 104: 1 dispel, 2 door (dispel max) 105: 3 door (6 door) 106-115: 30 doom (doom max) 116-120: 15 dragon (15 dragon) Comments: This build is in view of 4th job skill Bahamut, our new dragon. Unlike summon dragon, bahamut attacks 3 mobs at a time, does HOLY attack, does much more damage than summon dragon, and does NOT require summoning rocks. So yes, we can spam it as we like As explained in build 1, bahamut only requires lvl 15 dragon to unlock, so it’s possible to use the remaining 15 SP of summon dragon to some other skills.You can put the 10 SP to max doom (Priests who add doom normally only add it to lvl 20) and put the remaining 5 SP to door to lengthen the door period. If you don’t fancy doom and you wish to put the SP to max your lvl 11 holy arrow instead, go ahead. You will have 15 dragon, maxed HA, and lvl 17 door in the end. I won't do it, though, as it's a waste to put the SP into HA, which I almost never used. Dragon is added last in this case since you won't be using it during 3rd job (you add 15 dragon only to fulfill bahamut's pre-requisite anyway), given that it only has half of its max potential (only half maxed). Not worth spending a summoning rock for half maxed dragon. (5). 15 Dragon/20 Doom/16 Door Build (156 sec) (* Confirmed: lvl 15 summon dragon as the pre-requisite of 4th job Bahamut) 70: 1 SR 71: 3 dispel (unlock HS and door) 72: 1 door, 2 HS 73-81: 27 HS 82: 1 HS, 2 ER (HS max) 83-85: 9 ER 86: 2 ER, 1 SR (13 ER) 87-95: 27 SR 96: 1 SR, 2 ER (SR max) 97: 3 ER 98: 2 ER, 1 dispel (ER max) 99-103: 15 dispel 104: 1 dispel, 2 door (dispel max) 105-108: 12 door 109: 1 door, 2 doom (16 door) 110-115: 18 doom (20 doom) 116-120: 15 dragon (15 dragon) Comments: An alternative build if you don't wish doom to be maxed and consider longer door period to be more important to you. Dragon is added last due to the same reason explained in build 4.
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Last edited by Pearlite; 15-Jan-2010 at 01:24 AM..
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Angel Ray: 020708, HT neck: 060708, Egg: 060908, MW20: 130908, Completed Zak Helm (3rd): 141008, Genesis30: 181008, lv200: 220809
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#19
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(6). 15 Dragon/26 Doom/10 Door Build (120 sec) *my personal recommendation ^^*
(Confirmed: lvl 15 summon dragon as the pre-requisite of 4th job Bahamut) 70: 1 SR 71: 3 dispel (unlock HS and door) 72: 1 door, 2 HS 73-81: 27 HS 82: 1 HS, 2 ER (HS max) 83-85: 9 ER 86: 2 ER, 1 SR (13 ER) 87-95: 27 SR 96: 1 SR, 2 ER (SR max) 97: 3 ER 98: 2 ER, 1 dispel (ER max) 99-103: 15 dispel 104: 1 dispel, 2 door (dispel max) 105-106: 6 door 107: 1 door, 2 doom (10 door) 108-115: 24 doom (26 doom) 116-120: 15 dragon (15 dragon) Comments: Another alternative build if you wish to 'balance' the extra SP from summon dragon between doom and door. Summon dragon is replaced in 4th job by bahamut and we can already 'abuse' bahamut usage as early as lvl 123 (lvl 10 is decent enough). Those people who spam genesis for training at early 4th job (those rich ones or those with godly MA) won't even summon bahamut/dragon for training because it will only provoke the mobs unnecessarily, making them spam more pots. For them, it won't really matter to have their dragon at a later stage. Maxing door (3 min) is actually not necessary. 2-min door duration (lvl 10) is more than sufficient to let you do whatever business you have at town and go back to the door before it disappears. I manage to sell off my rubbish from skele map by dooring myself to town and back to the map with just lvl 1 door (30 sec) even though the door appears near gachapon, not the storage NPC. 2 min? That's very long. More than enough to sell off rubbish, repot, and also slack. What on earth are we doing at town till we have to spend 3 min (max door)? ._. So, there are no other more worthy skills to put the remaining SP. Dragon is replaced early (And frankly speaking, I seldom use it. Mostly only for solo bossing, which is only once in a while coz the pot cost is expensive). Lvl 10 door is more than enough. Where else to put the SP? Magic armor? Holy arrow? Energy bolt? Magic armor and energy bolt are totally useless. Holy arrow is totally replaced by angel ray. There's no skill to replace doom afterall and thus there's no harm having this skill if we already have all other essential skills at decent skill levels and we don't screw up any skills in previous job advancements. It might not be useful now, but it will have some use at certain situations or in the future. * For example: combining doom and genesis at Neo Tokyo mobs when you are in 4th job. All of the mobs there are holy strong and have very high HP, so it's a pain to plainly genesis them to death with your half-effective genesis. Lvl 26 doom lasts for 18 sec and has 86% success rate, which is quite decent considering max doom lasts for only 2 sec longer and has only 4% higher in success rate. The main reason of having a bit more SP in doom is actually to lengthen the duration, not to have higher success rate. The success rate is actually already quite decent at lvl 20. You can take a look at the following 'table' if you wish to: Level 20: MP -50; Changes for 15 seconds, with 80% success rate Level 21: MP -48; Changes for 15 seconds, with 81% success rate Level 22: MP -46; Changes for 16 seconds, with 82% success rate Level 23: MP -44; Changes for 16 seconds, with 83% success rate Level 24: MP -42; Changes for 17 seconds, with 84% success rate Level 25: MP -40; Changes for 17 seconds, with 85% success rate Level 26: MP -38; Changes for 18 seconds, with 86% success rate Level 27: MP -36; Changes for 18 seconds, with 87% success rate Level 28: MP -34; Changes for 19 seconds, with 88% success rate Level 29: MP -32; Changes for 19 seconds, with 89% success rate Level 30: MP -30; Changes for 20 seconds, with 90% success rate Summon dragon is added last due to the same reason explained in build 4. I would have personally chosen this build IF I hadn't maxed my dragon. Too bad my dragon was already maxed before 4th job news was here, so my doom is only half maxed.
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Last edited by Pearlite; 15-Jan-2010 at 01:34 AM..
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Angel Ray: 020708, HT neck: 060708, Egg: 060908, MW20: 130908, Completed Zak Helm (3rd): 141008, Genesis30: 181008, lv200: 220809
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#20
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TRAINING SPOTS
A. General guidelines 1. Minimum level to leech Minimum level to leech passively = Mob's level - 5 Note: leech passively = get EXP without hitting the mobs at all. (Please refer to http://sea.hidden-street.net/monsters/mons_list.php for info on the mob’s lvl) Take note that the mobs listed in this guide are recommended such that: - You can 'leech' exp passively from your attacker(s) without the need to hit the mobs at least once. You can leech at lower lvl than the recommended lvl BUT you have to hit each of the mobs at least once. This is not that hard if you are only following ONE attacker to heal AND you train at undeads. You heal him and damage the mobs at the same time. However, take note that your heal must not have too many 'misses'. If his killing speed is too fast but you haven't managed to hit the mobs once due to too many 'misses', you won’t get any EXP. So, be a little sensible when choosing where you would like to train. - You don't have to really depend on HB to survive 1 max damage from the mobs after taking into account the appropriate skills (i.e. invincible or ER). At most, you only need to wear some HP gears. 2. Importance of invincible Please get used to activating invincible at all times, especially if you are dealing with mobs dealing reasonably high touch damage or physical magic damage. It’s very dangerous if you ever forget your invincible at high lvl mobs, especially if you aren’t HBed. It would mean an instant free trip to town! (No. Don’t laugh!) I never let my invincible run out without me realizing that it’s gone (At most, I accidentally right-clicked it. You can guess what happened next >_<). Whenever HS blinks, I will re-cast HS, followed by bless, then invincible. Since HS has the shortest duration among the 3 skills, I won’t ever forget invincible. Alternatively, I use my bless as my invincible ‘reminder’. 3. Importance of element resistance ER is a passive skill, so you won’t have to worry about it being deactivated (it would never happen anyway ^-^). As I explained before, you had better experiment yourself on the mob’s damage before you charge at them with magic guard OFF. Be sure that your ER is enough. Experiment with magic guard ON first. 4. Importance of HP pots Bring HP pots wherever you go. They are useful for emergency purpose when you don't have enough time to heal yourself, e.g. wrong time to HS, climb ladder and get hit in the process, HS and get hit (Very common at monglong ghosts. There is no safe spot at all there), etc. The type of HP pots to bring would depend on the damage you get from the mobs. That's why we have to know how much HP remaining after getting hit by the MAX damage from the mob. From there, we can know whether the HP pots that we bring are safe enough or not. E.g. If your HP is only 1300 without HB and you train at grims with 1200 max damage, it's risky if you bring unagis which only recover 1k HP (Unagis are free drops from grims, so some people might think that they just need to use those pots instead of buying another type). After getting hit and eat 1 unagi, your HP would only be 1100 and you will be dead on next hit! You would have to eat more than 1 unagi in this case, which is troublesome and very dangerous. So, be careful!
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Last edited by Pearlite; 19-Jan-2008 at 06:34 PM..
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Angel Ray: 020708, HT neck: 060708, Egg: 060908, MW20: 130908, Completed Zak Helm (3rd): 141008, Genesis30: 181008, lv200: 220809
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