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Triple Triad forum dupes - please ignore

Discussion in 'Triple Triad' started by vyeh, Apr 1, 2010.

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  1. KuroTsuna

    KuroTsuna Looooong Goooone

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    MapleStory - Legends: Demon Slayer auditions to be the latest addition to Maple World! - YouTube


    There is no figure more moving than the villain who seeks redemption. The Demon Slayer was once a commander in the Black Mage's army until the event that made him realize whom he was fighting for. On January 11, Demon Slayer joins the Resistance, determined to free Edelstein and atone for his past no matter the cost!

    The Demon Slayer fights with an impressive one-handed axe or blunt weapon and guards with the Demon Aegis, a shield exclusively made for the Demon Slayer. Also, the Demon Slayer utilizes a new kind of energy called "Demon Fury" instead of MP. This gauge charges as you hunt monsters.

    Skills

    Demon Impact

    Instantly activate the Demon Slayer's dormant power and deal significant damage to multiple enemies in front of you. The damage is amplified when used against a boss monster.

    Demon Cry

    Awaken the Demon Slayer potential and obliterate multiple enemies in the surrounding. This skill lowers the target's attack, defense, and accuracy stats while raising the item drop rate and EXP for the player.

    Dark Metamorphosis

    Lead, double jump, and glide like a proper slayer should using the terrifyingly majestic wings.

    MapleStory - Legends: Demon Slayer rains destruction onto Maple World! - YouTube
     
  2. KuroTsuna

    KuroTsuna Looooong Goooone

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    Guide to the Assassin

    Clockwork’s Guide to the Assassin

    Table of contents

    1. Introduction
    2. Stat allocation
    3. Skill allocation
    4. Gear basics
    5. General tips and advice
    6. Some other point





    1. Introduction



    Okay yes hi I'm Clockwork.

    The only other good guide on this site for the assassin is now horribly out-dated so I wrote this guide. This is a complete guide with explanations about stats, skills, and much much more. Exciting, huh? I plan to keep this guide up-to-date with future patches and accurate with new information. Anyway, I played my NL for 4 years and would like to think I should know a thing or two about this. You must think so too, since you're reading my guide. If you don't think so, why are you reading? =]

    I will assume you know how to do job advances. Therefore, this guide does not contain info for that. It shouldn’t be too hard to find out if you don’t know. There is also no section for training locations in this guide. A comprehensive guide for training can be found here. Feel free to ask if you have any specific questions about training.

    So you're going to make an assassin?

    Pros•Overall a fast class
    •Can be inexpensive
    •Good single target damage
    •Great boosts like Alchemist, Shadow Shifter, and Meso Up
    •Easily accepted into parties

    Cons•Low HP
    •Can be expensive
    •Weak mob skills
    •Requires summoning rocks and throwing stars
    •Can be easily out-damaged by other classes


    2. Stat allocation



    Okay, when talking about the thief class in general there are a few terms that get thrown around a lot. I’m sure you’ve heard terms like dexless and low-dex by now. In case you don’t know or are confused by the terms, here's what they are.

    Dexless refers to a thief who spends no stat points in DEX. All ability points go into LUK. A true dexless thief will also scroll only for LUK. However, I recommend against a true dexless build (explained later). There is also stat dexless. That is, you simply have 25 DEX.

    Low-dex refers to a thief who spends as few points in DEX as possible. Everything else goes into LUK. This thief will scroll mostly for DEX so they can take advantage of high-level equips.

    High-dex refers to a thief who spends many points in DEX and the rest in LUK. This build is only used when the player cannot get a lot of +DEX from equips.

    Reg-dex refers to a thief who spends points in DEX proportional to their level. Under no circumstances should you ever go this route. I only mention it for informational purposes.

    But why does an assassin even need DEX anyway?

    The only reason we need DEX is to use higher-level equipment, specifically the claw. When planning (yes, you should be planning) what your end-game weapon will be, consider its DEX requirement. Your claw should have the highest requirement of your equips because you will gain DEX from most, if not all, of your other equips.

    But what does it all mean?

    Dexless and low-dex refer to the base DEX of the person. That is, how many DEX points there are before +DEX from equips.


    30 base DEX
    167 DEX from gears
    197 total DEX


    4 base DEX
    168 DEX from gears
    172 total DEX


    For the first job advance, all thieves have to have 25 DEX (this does not apply to UA thieves, who start with 4). So unless you’re an UA thief, the lowest base you can have is 25 DEX. This is the ideal dexless build. Generally speaking, a low-dex build ranges from 40 to 80 base DEX. But wait!

    Shouldn’t 26 or 30 or 38 base DEX be considered low-dex too?

    Good question and thanks for asking. Depending on whom you ask, you’ll get a different answer. Generally speaking … wait I said that already. Yes, generally speaking most people will consider anything 40 DEX or below to be dexless. Well not technically true, it’s still correct.

    The upper range of low-dex is about 80 because you should have plenty of +DEX from equips by then to equip your end-game claw. Any higher and you’ve crossed the threshold into a high-dex build. High-dex ranges from 80 to roughly 100 base DEX. Any higher and I’m afraid you’ve messed up.

    So what’s the difference?

    Other than the obvious amount of stats, damage output is the difference. Fewer points in DEX means more points in LUK. More points in LUK means more damage. Ironically, a true dexless build, once the strongest, now does the least amount of damage in the long run. The ideal stat build is now low-dex or stat dexless. High-dex will still have good damage but loses out to low-dex and stat dexless.

    Shouldn’t dexless do the most since they have the most LUK?

    Wrong! Well, yes and no, actually. Early- to mid-game a true dexless sin will do more damage. However, because of potential, the low-dex build gets the best of both worlds: high base LUK and the ability to equip high-level gear for 3rd tier potential stats. A true dexless assassin will not last long after level 70. If you plan to play any further, do not plan to play true dexless.

    But wait! It is entirely possible to be stat dexless and still take advantage of maximum potential and end-game claws! However, this requires a lot of funding. In fact, the stat build you choose will depending solely on your funding.

    If you’re unsure about what funding you have, keep your DEX low. It is much easier and cheaper to add points later if you need rather than reset them out with AP resets. Consider what gear you have available to you and what else you’ll need to reach your end-game goal (will be discussed more in section 4). It is easy and reasonable to be stat dexless until level 80, when you’ll start getting your end-game gear together. After level 80, you can start adding points into DEX as you figure out what gear you have/will have.

    Under no circumstance should you ever use the auto-assign feature.


    3. Skill allocation



    Deciding where and when to spend your SP takes just as much work as planning out what stat build you want. However, it doesn’t have to be difficult. It might seem silly to seriously plan something for a game but you’ll thank me yourself for it later on.

    The Rogue ~ level 10 - 30


    You have 61 total SP to use in first job. There’s really only one build for your first job.



    Code:
    Level 10: Lucky Seven - 1
    Level 11 ~ level 16: Lucky Seven - 3 each level (19)
    Level 17: Luck Seven - 1 (maxed), Keen Eyes – 2
    Level 18: Keen Eyes - 3 (maxed)
    Level 19 ~ level 24: Nimble Body - 3 each level (18)
    Level 25: Nimble Body - 2 (maxed), Disorder - 1
    Level 26: Disorder - 2 (3), Dark Sight - 1
    Level 27 ~ level 29: Dark Sight - 3 each level (maxed)
    Level 30: ??? You’ll get 3 more SP at level 30 but everything you need in first job is maxed. Put them wherever you like. You will never use Disorder or Double Stab except for the lols. You cannot save them so just dump them into whichever you prefer.

    Summary of first job:


    Spoiler!


    Lucky Seven: maxed
    Keen Eyes: maxed
    Nimble Body: maxed
    Dark Sight: maxed
    Disorder: 3
    3 free points


    The Assassin ~ level 30 - 70


    You have 121 total SP to use in second job. There’s actually a few alternatives to second job skill placement.

    Every assassin should follow this to start:


    Code:
    Level 30 (after advance): Claw Mastery - 1
    Level 31: Claw Mastery - 2 (3), Critical Throw - 1
    Level 32 ~ level 40: Critical Throw - 3 each level (29)
    Level 41: Critical Throw - 2 (maxed), Haste – 1 There are some options at this point. This is a general guide.



    Code:
    Level 42 ~ level 47: Haste - 3 each level (19)
    Level 48: Haste - 1 (maxed), Claw Mastery - 2 (5)
    Level 49 ~ level 53: Claw Mastery - 3 each level (maxed)
    Level 54 ~ level 56: Claw Booster - 3 each level (9)
    Level 57: Claw Booster - 2 (11), Shadow Resistance - 1
    Level 58 ~ level 63: Shadow Resistance - 3 each level (19)
    Level 64: Shadow Resistance -1 (20), Claw Booster - 2 (13)
    Level 65 ~ level 66: Claw Booster - 3 each level (19)
    Level 67: Claw Booster - 1 (maxed), Drain - 2
    Level 68 ~ level 70: Drain - 3 each level (11) It really depends on your play style as to what you do with second job. Honestly, you’ll probably be breezing through these levels so fast you won’t need to pay close attention to where your SP is going. At level 42, it’s up to you and how you want to play that will dictate what skills you focus on first. Want more speed? Put points into Haste and Booster. Want more damage? Put points into Mastery. Need more HP? Put points into Shadow Resist. It’s up to you.

    The Booster versus Drain debate

    You’ll notice that with this build you’ll have drain at level 11. Unfortunately, you do not have enough SP to max everything in second job. Fortunately, you do have enough SP in third job! It doesn’t matter what you do, you’ll be leaving a skill at 11 until you have free points in late third job.

    Here’s why I picked Booster over Drain:
    •You won’t ever seriously be using Drain to recover HP.
    •When maxed, Booster’s duration is the same as Haste. That means you can macro them together if you like/need.
    •Booster is more useful than Drain, especially later in the game.
    •I don’t like to recast skills all the time. =]

    Again, it’s really up to you. However, your only options for leaving skills un-maxed are Drain and Booster. These are your least useful skills in second job.

    Summary of second job:


    Spoiler!


    Claw Mastery: maxed
    Critical Throw: maxed
    Shadow Resistance: maxed
    Haste: maxed
    Drain -OR- Claw Booster: maxed
    Drain -OR- Claw Booster: 11


    The Hermit ~ level 70 - 120


    You have 151 total SP to use in third job. You'll get a few options for builds here too. Again, it depends on what you want to do and what your play style is.



    Code:
    Level 70 (after advance): Avenger - 1
    Level 71: Avenger - 3 (4)
    Level 72: Avenger - 1 (5), Flash Jump - 1, Shadow Partner - 1
    Level 73 ~ level 78: Shadow Partner - 3 each level (19)
    Level 79: Shadow Partner - 1 (maxed), Alchemist - 2
    Level 80 ~ level 85: Alchemist - 3 each level (maxed)
    Level 86 ~ level 90: Avenger - 3 each level (maxed)
    Level 91 ~ level 96: Flash Jump - 3 each level (19)
    Level 97: Flash Jump - 1 (maxed), Meso UP - 2
    Level 98 ~ 103: Meso UP - 3 each level (maxed) At this point you can choose between maxing Dark Flare or Shadow Web. You won’t seriously use either of these while training. Flare is useful for bossing so if you want to boss as a hermit, max Dark Flare first.



    Code:
    Level 104 ~ level 109: Dark Flare - 3 each level (18)
    Level 110: Dark Flare - 2 (maxed)
    OR
    Level 104 ~ level 109: Shadow Web - 3 each level (18)
    Level 110: Shadow Web - 2 (maxed) It’s finally time to go back into second job and max what you didn’t max! I suggest having Booster maxed already so you’ll be going back to max Drain now. After that, you will max DF or SW, depending on which you maxed earlier.



    Code:
    Level 110: Drain - 1 (12)
    Level 111 ~ level 112: Drain - 3 each level (18)
    Level 113: Drain - 2 (maxed)
    Level 113: Dark Flare -OR- Shadow Web - 1
    Level 114 ~ level 119: Dark Flare -OR- Shadow Web - 3 each level (19)
    Level 120: Dark Flare -OR- Shadow Web - 1 (maxed) Now, it is perfectly reasonable to go back and max your second job skill (Booster or Drain) sooner than this build suggests. Again, that depends on what you're doing.

    Notice that, like first job, you have free SP. This time you have 2 points. You have to spend them somewhere before you make the advancement. You can put them in Shadow Meso but you will never use this skill. If you like, go back into first job and put them in Double Stab or Disorder for the ultimate lols. It doesn’t matter where you put them.

    But you don't get Shadow Partner until level 72! You should get it right away!

    Another great question.

    You’ll want a mob skill earlier on. Going 70 levels with no mob skill is boring. You want Avenger. It will help agro mobs and keep them near you and will increase training speed. You can hold out on Shadow Partner for a couple more levels. You already made it this far without it, right?

    If you're dead set on putting 1 point into Shadow Partner at 70, go right ahead! The skill spread will be the same at 72 so it doesn't really matter. And if you're wondering, yes. You need Flash Jump at level 72 to increase movement and training speeds. So don't skip it.

    Summary of third job:


    Spoiler!


    Alchemist: maxed
    Meso UP: maxed
    Shadow Partner: maxed
    Shadow Web: maxed
    Avenger: maxed
    Flash Jump: maxed
    Dark Flare: maxed
    2 free points


    The Night Lord ~ level 120 - 200


    You get a whooping 243 total SP in fourth job. This means you can max every skill. Well, every useful skill anyway. When talking about 4th job in general, the build is considered finished when all core skills are maxed. For night lords, this will be approximately 162. After that, it’s up to you.

    The core skills of the night lord are: Triple Throw, Shadow Shifter, Venomous Star, Shadow Stars, and Expert Throwing Star Handling. And of course, every 4th job build needs Maple Warrior. For the average mapler, MW will be "maxed" at level 20.

    Although it’s listed as a core skill, you probably won’t ever need to max Shadow Stars (level 30). If you do, it will be end-game when the build is already finished. At level 10, Shadow Stars has a duration of two minutes. This will give you roughly 3 hours of training or bossing before you need to recharge. The actual level of Shadow Stars you need and the total time between recharging depends on your stars (discussed more in section 4).

    Let’s talk about Triple Throw. It is the quintessential skill of the night lord and we don’t even get it when we advance. That’s right. You’ll need a skill book to learn the skill. If you don’t have a TT skillbook and cannot obtain one DO NOT SPEND YOUR SP! Triple Throw is arguably the most important skill regardless of what build you have in mind. Putting skill points into anything else is a waste, at least initially. Save one SP from the advancement and all other SP until you have at least Triple Throw 10.

    The same can be said for Triple Throw 30. It is almost as important as the skill itself. Unfortunately, obtaining a TT30 mastery book can be even more difficult and expensive than TT10. Again, if you don’t have TT30 or haven’t passed it yet, DO NOT SPEND YOUR SP! Once you have Triple Throw 20 passed, save 10 SP to use for when you pass Triple Throw 30. When you pass the book, you immediately max the skill. You’ll notice a big difference right away. It does not matter what build you choose. You need TT30 so use your SP wisely.



    Triple Throw 30 in action

    But wait, there’s more! All 4th job builds (for every class) are dependent on what mastery books you have. Because this can vary greatly from one person to the next, these builds will assume the ideal. That is, all skills are capable of reaching max level (generally 30) except Maple Warrior. If you do not have the mastery books to follow a specific build, don’t fret. It’s only a guideline anyway. Once you’ve gotten each skill to at least 10, start pumping up another skill that will benefit you in your chosen build. The exception here is Triple Throw. DO NOT PUT POINTS INTO ANY SKILLS UNTIL YOU HAVE ENOUGH TO MAX TRIPLE THROW!

    For the night lord, there are two main builds. Each build assumes TT30 has passed. If you don’t have it passed, just follow the build but save the SP rather than putting it into TT.

    The training build:


    Spoiler!




    Code:
    Level 120 (after advance): Triple Throw - 1, Venomous Star - 1, Shadow Stars - 1
    Level 121 ~ level 129: Triple Throw - 3 each level (28)
    Level 130: Triple Throw - 2 (maxed), Shadow Shifter - 1
    Level 131 ~ level 133: Maple Warrior - 3 each level (9)
    Level 134: Shadow Stars - 3 (4)
    Level 135: Shadow Stars - 1 (5), Expert Star - 2
    Level 136 ~ level 137: Expert Star - 3 each level (8)
    Level 138: Expert Star - 2 (maxed), Venomous Star - 1 (2)
    Level 139 ~ level 147: Venomous Star - 3 each level (29)
    Level 148: Venomous Star - 1 (maxed), Shadow Stars - 2 (7)
    Level 149: Shadow Stars - 3 (10)
    Level 150 ~ level 158: Shadow Shifter - 3 each level (28)
    Level 159: Shadow Shifter - 2 (maxed), Maple Warrior - 1 (10)
    Level 160 ~ level 162: Maple Warrior - 3 each level (19) Obviously, you can’t effectively train without some good attacking skills. Triple Throw gets maxed first. You’ll notice a point gets put into Shadow Shifter at level 130. Even at level 1, Shadow Shifter has a proc rate of 25%. This will improve your training speed and ability (and save some pot costs too). You’ll need Shadow Stars for longer training sessions and Expert Star gives a nice boost to Avenger (and Drain should you use it).

    Venomous Star is another skill that gives a nice boost to training. You may think you want to max it sooner. Don’t. On the outside it appears like it would be great. However, you’ll be killing things quickly enough without it. In fact, at low skill levels you may never even poison something before it’s dead. Leaving it at level 1 will suffice until you’re ready to max it.

    Maple Warrior is another important training buff because it will increase your damage. If you plan to party a lot (at Lion King’s Castle or Monster Park for instance) then you can skip MW for now. It is likely that someone else will have it. If you plan on training solo, you can get MW to 19 before you max Shadow Shifter.

    The bossing build:


    Spoiler!




    Code:
    Level 120 (after advance): Triple Throw - 1, Venomous Star - 1, Shadow Stars - 1
    Level 121 ~ level 129: Triple Throw - 3 each level (28)
    Level 130: Triple Throw - 2 (maxed), Shadow Shifter – 1
    Level 131 ~ level 139: Shadow Shifter - 3 each level (28)
    Level 140: Shadow Shifter - 2 (maxed), Maple Warrior - 1
    Level 141 ~ level 142: Maple Warrior - 3 each level (7)
    Level 143: Maple Warrior - 2 (9), Venomous Star - 1 (2)
    Level 144 ~ level 152: Venomous Star - 3 each level (29)
    Level 153: Venomous Star - 1 (maxed), Maple Warrior - 2 (11)
    Level 154 ~ level 155: Maple Warrior - 3 each level (17)
    Level 156: Maple Warrior - 2 (19), Shadow Stars - 1 (2)
    Level 157 ~ level 158: Shadow Stars - 3 each level (8)
    Level 159: Shadow Stars - 2 (10), Expert Star - 1
    Level 160 ~ level 162: Expert Star - 3 each level (maxed) You’ll notice this starts exactly like the training build. After level 130 is when they start to differ. Maxing Shadow Shifter early on is an incredible boost to bossing ability and speed. You might think having more attacking skills (like Venomous Star) would be better. It’s not. When Shadow Shifter is maxed it has a 45% proc rate. Being able to constantly attack without potting or recovering from a hit is key to a strong bosser. This makes Shadow Shifter one of the best skills a bossing NL can have.

    Now that Venomous Star works on bosses, you’ll want that attacking boost. Unlike training, you won’t be bringing down bosses in a few hits. The extra damage from the poison will boost your overall damage and speed. Note that MW is thrown in-between Shadow Shifter and Venomous Star. This is to boost your damage. If you have a good party to boss with, max Venomous Star and Shadow Stars before Maple Warrior. If you’re going mostly solo, follow the suggested build.

    Even at level 1, Shadow Stars has a duration of 93 seconds. This should be plenty of time so max other, more important skills first. If you find yourself running out of stars on boss runs, get Shadow Stars to 10 before you pump MW up to 19. As mentioned before, at level 10 Shadow Stars will give you a few hours. This should be more than enough time for even a major boss run.

    As you can see, each build is finished at level 162. At this point, they all have the same skill spread. When you’ve reached this level, you can pretty much do whatever you want and go on major boss runs like Horntail and Chaos Zakum. From this point on, you’re on your own. The only remaining useful skill is Shadow Stars. You already have a few hours’ worth just from level 10 so you don’t need to raise it any further. However, the three remaining NL skills are utterly useless. Unless you want some lols, start pumping up Shadow Stars now. Or, if you’ve got the funds/luck, get MW30. By this late in the game, it doesn’t really matter what you do. You can’t mess up your build.

    A final note: there is another build. It is a sort of hybrid build that evenly raises skills. This is not recommended.


    4. Gear basics



    No assassin can function without good gear. Just like what stat build you have, gear depends entirely on your funding. In fact, stats and gear are inter-dependent on each other. You cannot equip the right gear without the right stats. You cannot get the right stats without the right gear. Confused? Consider the discussion about stats. There are several builds available. Your gear will depend on your stats (you can’t equip a DEX requirement of 120 with only 100 DEX). You are only looking for two stats when it comes to your gear: LUK and DEX (as well as attack for claw and gloves).

    When calculating your total DEX from equips, DO NOT COUNT DEX FROM POTENTIAL OR MW! Potential +stats are fine but do not count on them to give you enough DEX to equip your claw. It’s fine to do this mid-game but you’ll be cubing to get %LUK and lose that +DEX by end-game. Make sure you have enough +DEX from equips without counting what you get from potential. Pay close attention to something that has %all stats, as this will increase your DEX as well. Counting on Maple Warrior is another mistake people make. If it gets dispelled or runs out, you’ll find yourself without a weapon. Make sure you can equip all your gear without MW.

    Every piece of gear will not be discussed in detail, only a few important ones.

    The claw

    No assassin is complete without her/his claw and having a strong claw can make all the difference. As mentioned before, the only reason you need DEX is to equip your end-game claw. But what does that mean? "End-game claw" refers to the last claw you will need and use. An end-game claw is a high-level claw that has lots of weapon attack and usually lots of +LUK. There are a few popular choices when it comes to end-game claws.

    Red Craven - level 100, DEX requirement of 140


    Dragon Sleve - level 110, DEX requirement of 150


    Reverse/Timeless Lampion – level 120, DEX requirement of 160


    VIP Claw – level 127, no DEX requirement


    The list is in order of least expensive to most expensive. All claws on this list are 3rd tier for potential stats.

    Red Cravens are common and easy to obtain. The only reason they are end-game for some is because of the low DEX requirement (although they aren’t real end-game material anymore). They have the lowest weapon attack and even a well-scrolled Craven will have low attack compared to a higher level claw. Only use this as your end-game claw if you are minimally funded or cannot get enough +DEX to equip something better.

    The Dragon Sleve comes in two flavours: purple and green. Purple is better than green because it has +LUK rather than +DEX. However, like the Craven, they have a low attack when compared to the other claws. Using one of these requires a little more funding than a Craven requires but is still easy enough to obtain.

    The "ideal" end-game claw (currently) is the Reverse Lampion. It has great stats to start and can level up! This means it can gain more attack and LUK without scrolling. Even a clean Lampion can cost more than a well-scrolled Craven or Sleve. If you have the funds, this is the claw you want. If you have even more funds, go for the Timeless Lampion. The Timeless Lampion has the advantage of higher stats and more level-ups over the Reverse Lampion. A well-scrolled Lampion can easily be 90+ attack. This is a great goal for an end-game claw (100 or more for the funded).

    The VIP Claw is expensive and rare. With the loss of 4th tier potential, the VIP Claw lost most of its advantage over the Lampion. It has better stats and no DEX requirement but it is so expensive that you can only obtain one if you are extremely funded. If you’re funded enough to have a good VIP Claw then the universe was probably created just to house all your money and you don’t really need this guide anyway. =]

    The hat

    Like claws, there are a few options when it comes to end-game hats. The common and well-known Zakum Helmet is a great mid-game hat to use. Another good option for mid-game is the Ravana Helmet. If you can, use one of these until you can get your hands on a good end-game hat. Neither of these are suitable to be end-game hats, even well-scrolled ones. They are both below level 71 and are thus only 2nd tier for potential. There are three end-game hats.

    Scarlion Hat (DEX) - level 80


    Targa Hat (LUK) - level 80


    Chaos Zakum Helmet - level 100


    The Scar helm and Targa helm are pretty easy to find and usually not too expensive. Note which kind is more important. If you plan to go low-dex or stat dexless, you’ll need the extra DEX from the Scar helm. If you’re going to use a Targa helm, go for the LUK one. As it stands now, the cZak helm is the best hat in the game. It gives an astounding +21 to DEX and LUK as well as some other great stats (like 10% HP). Depending on your server, they can be very expensive and rare. Plan on the cZak as your hat only if you have the funds for it. Hats can only be scrolled for DEX. Keep this in mind when planning your stat build. In fact, a lot of your +DEX will come from your hat, especially if you have a cZak (can easily be 30+ DEX).

    The gloves

    A very important item to consider is the gloves. Unless you plan on playing a true dexless, DO NOT USE Work Gloves or Stormcaster Gloves. You can get the same amount of attack on thief gloves. Not to mention you’ll get better stats like +LUK and +DEX. Any thief glove level 80 or above will do for your end-game glove because you can take advantage of 3rd tier potential. But wait! If you want to take maximum advantage of potential stats and do even more damage, you need Decent Sharp Eyes. This skill is only available on level 120+ gloves.

    An important note: if you are going to use these gloves, do not count on gloves for +DEX. Equips at level 120 and above require at least 160 DEX (the same requirement for a Lampion). If you're going to use any other, lower-level glove take its +DEX into consideration when planning out your stats.

    Your gloves play a vital role in how much damage you output, especially with potential and Decent SE. You should only scroll your gloves for attack. How much +ATT you get on your gloves will depend on your funding. A good pair of gloves should have no less than 10 ATT (or 14 ATT if you count hammer slots).

    But there’s more equips than just those!

    Exactly! I can’t say it enough. Your gear will depend on your funding and stats. Do note that the equip itself as well as the scrolls you use on it will depend on your server. Some will be expensive and rare while others will be common and inexpensive. Plan according to your server. Here’s a few basic rules to go by when planning out your gear.
    •Lots of gear: The more equips you have, the more potential stats you have. Not every piece of equipment can have potential (e.g. most shoulder accessories). The best combination is a top and bottom. This will give you two pieces of equipment to potential and scroll. The high-level thief equipment is overalls but just ignore them.
    •Potential: Aim for at least level 80 on everything. This will give you 3rd tier potential stats with the lowest DEX requirement. On a related note, when you cube your equips, try to get as much %LUK as you can on everything except your claw. Your claw can get some awesome potential stats that your other gear cannot and cubing for %LUK ends up being a waste. Try for %attack, %damage, and %critical on your claw. If you plan on bossing a lot, try to get %boss damage. Another good potential stat for your claw to aim for is ignore target defence.

    If you’re confused about potential stats, check out this guide.


    •Scrolling: When scrolling, your aim is to get as much +DEX as you can. Things like bottoms, hats, shoes, earrings, and capes can all be scrolled for DEX. It’s not too difficult to get +60 DEX from these items. Just keep in mind what the DEX requirement is for each item. Don’t make the mistake of having a ‘godly’ DEX pair of shoes that has a DEX requirement higher than what you actually have! An example: level 80 thief shoes have a DEX requirement of 120. Even if you have a pair of shoes that adds 20 DEX, it does you no good if you can’t get at least 120 total DEX without the shoes. A good way to help you calculate is to add your base DEX and all +DEX from equips that have no requirement (hat and pendant, for instance). Obviously your other equipment will need scrolling. For instance, scroll your topwear for LUK and scroll your gloves for ATT. Depending on what you need and what you have, scroll your cape and accessories for LUK or DEX. Note: this may not be possible on some items (e.g. face accessories cannot be directly scrolled for LUK). You can try Chaos-scrolling your gear but you can easily end up with equips that add no LUK or DEX. Scroll what you can for DEX until you have enough for your end-game claw. Scroll anything else for LUK if you can. Note: There are LUK scrolls for armour. However, they are uncommon and expensive. Once you have enough +DEX, try to scroll what gear you can for LUK.
    •Base stats: Try to get equips that have good base stats. If you can only scroll for a certain stat, try to get the other stat as high as possible. What this means: shoes can only be scrolled for DEX. Try to get a pair that has a high +LUK. A good example is the Dark Pirate Boots. They have 3 LUK while the other level 80 shoes only have 2 LUK.
    •Rings: There are many rings in the game now. It is not hard or expensive to get lots of DEX and LUK from rings alone. I suggesting focusing on getting +DEX from rings first, especially if you have trouble getting enough DEX for your claw. Sacrificing a 1 LUK ring for a 2 DEX ring can make a huge difference if it means equipping a better claw.
    •Ideal gear: There is no specific ideal gear with the exception of the claw. Anything well-scrolled that is level 71 or higher can be end-game gear. Scrolling for maximum stats and cubing for the most %LUK is the ideal for any gear. This is why you’re aiming for at least level 80 gear (there is no thief gear between 70 and 80).
    •Stars: Almost as important as the claw is the stars. What stars you have matters. The key thing to remember about stars: quantity is more important than quality. It is much better to have three sets of Steely than one set of Ilbi, for instance. Early- to mid-game, try to get at least 6 - 8 sets of stars. This will last you until you start getting your end-game gears together and start carrying more sets. Aim for at least 12 sets of stars by late/end-game. Try to fill your inventory with one type of star (e.g. Ilbi). Once you have a good number of sets, focus on upgrading your other equips then upgrade your stars (more attack, more per stack). Steelys are probably the best bet when it comes to stars for early- and mid-game. They have no level requirement, good attack, and are cheap. They’re common enough that you should be able to find some in the FM for cheap enough that you can get a few sets right away. Once you get to at least level 70, you can start focusing on end-game stars. Hwabi are a good candidate because they have 1200 per set (with bonus from Claw Mastery) and one of the highest attacks. If you’re well funded, go for Crystal Ilbi or Balanced Fury.
    •Investing: Even if you are well funded, do not waste your time and money on early- and mid-game equipment. Unless of course you plan to stay in that level range. Scrolling your early claws with 100% scrolls might seem like it ruins a good claw but the +7 ATT will be a big boost early on and won’t cost a bundle. Also, consider scrolling a bathrobe or sauna robe with 100% DEX scrolls to give you enough DEX to equip better claws. Remember, the best build for early-game is true dexless, when you can’t equip 3rd tier potential items.
    •Upgrading: When it comes to upgrading equipment, it is important to focus on why you are upgrading. Don’t just scroll something to get more +stats if you don’t need to yet. Your goal in upgrading is more damage (ATT on claw and gloves, LUK on all others). Focus on getting enough DEX for your claw first. Don’t just start upgrading unless you actually have a claw ready to use. Upgrading is usually done when all equips are of equal value. That is, each piece is "good" or "godly" or whatever. Once each equip is scrolled and potentialed, start working on getting/making better gear (unless you already have what you want/need). A question many people seem to have is, “What should I upgrade?†Here is the general order for importance of what you should upgrade.

    Claw -> Gloves -> Accessories -> Armours -> Stars

    5. General tips and advice



    So now you know your stats, skills and gear. But how do you actually play the assassin?

    First off, the assassin is a ranged-class. This means you’re going to spend your time at distance from the enemy. This also means you have low HP. Even though you get HP from Shadow Resist and equips, you will never be able to take hits like a Paladin. Knowing this weakness can help a lot when training and bossing. Don’t be afraid to use hit-and-run tactics. The assassin is a mobility class and always has been. So use it. Attack an enemy and then flash jump out of its range. Use your range and mobility to your advantage.

    The assassin can be extremely fun to play. It has a nice mix of speed, mobility, and attack power. You can be active when you train or you can choose to stand in one place and take down mobs. You can focus on bossing or just training. Although there are no great mobbing skills, Avenger still deals nice damage, especially with buffs from Venomous Star and Expert Star. The versatility of the assassin makes it a great class to play.

    However, it is impossible to cover every aspect of playing an assassin. It is something you’ll have to develop on your own. The general play style is fast and furious. Here’s a few suggested tactics.

    Using Drain

    Although you won’t seriously use Drain, it is a handy skill to have. If you’re in an extreme emergency situation (like you ran out of pots) use Drain to recover some HP and then flash jump out of there. Drain deals decent damage but it loses out to Triple Throw and even Avenger. Drain is most useful in Dojo, when pots are often unavailable.

    Dark Flare

    This skill appears to be useless. You won’t ever seriously use it when training. However, it has the nice feature of being a party skill. So although you might not be getting hit, your party might be. Dark Flare really shines during boss runs. When you’re on boss runs, keep Dark Flare active. Because it has a range, make sure you put it where you or your party is generally going to be.

    Pro tip: Fighting a boss that cancels weapon attack to 1 (like Targa) and find it annoying? Teach it a lesson! If you have the HP to take the touch damage, throw down a Dark Flare and run into the boss. Dark Flare ignores the buff and will still reflect 1300% damage! Just make sure to keep your eye on your HP and pot/heal constantly. When the buff runs out, resume normal attacking.

    Dojo

    Planning on bossing? Do the Dojo! Start as soon as you can. There is a two-fold benefit. Firstly, you’ll be getting a lot of experience with your character and how to boss. You’ll get a feel for what works best while in a safe environment (you don’t lose exp when you die). Secondly, you’ll get Willpower for every stage you complete! Willpower gives +HP. This is important for boss runs, especially if Hyper Body is unavailable or the boss deals a lot of damage.

    Even if you don't plan on bossing often, do the Dojo anyway. The +HP from willpower will help.

    Potions

    Assassins get one of the best skills in the game during 3rd job. When maxed, Alchemist gives 150% recovery and duration from potions. This means that once you have the skill, you’ll be spending less money on pots than everyone else (except maybe a Bishop). When it comes to what potions you should use, the best options you have come from the Silent Crusade. Make sure to do the Crusade quests so you can upgrade your medal and buy the better potions. With maxed Alchemist you'll be saving lots of money.



    3000HP for 1200 mesos

    These will be your hp pots for a long time. Don't even think of using HP potions from anywhere else.

    When it comes to mp potions, Sorcerer Elixirs are probably your best bet. They are some of the few pots in the game that have a direct 1:1 ratio of mesos to points recovered. This means for every 1 meso you spend, you’ll recover 1 point of MP (or HP). As soon as you have at least 1500 MP, start using Sorc Elixirs. You’ll be using them for a long time (well into fourth job). With Alchemist, they recover 2250 MP.

    Another important potion to buy is the Warrior Elixir (also from NLC). They give a nice boost of 12 ATT and speed up any training or boss run. Unless you have some other buff that gives +ATT (Rage, for example) keep plenty of Warrior Elixirs with you and use them often. Thanks to maxed Alchemist, each one will last 12 minutes instead of 8. Later in the game, focus on getting better ATT pots.

    Pro tip: If you don't mind going a little out of your way, do this quest as often as possible. You'll get some fame (slowly working your way to pocket equips) and a 12 ATT pot that lasts for 30 mins (after max Alchemist buff)! It's a great, free alternative for those long training/bossing sessions when you don't have better ATT pots. And you won't have to spend the mesos for numerous Warrior Elixirs.

    Profession

    Accessory crafting and blacksmithing have a great appeal. Especially if you can’t find/afford good rings, belts, and the like. However, I suggest you get alchemy. Even the low-level potions made via alchemy are more cost effective than pots you buy from an NPC. Once you have the Alchemist skill, you’ll be recovering 150%. This means you can be making pots that recover well over 3k HP for less than a fraction of what it would cost to buy something similar. In addition, you can make +LUK pots and increase your damage. Not to mention empathy will net you some nice +MP.

    Pro tip: Get crafting or smithing until you get Alchemist (the skill) maxed. Then switch over.

    Flash Jump

    Flash Jump is a great skill. It can be used to jump on and off ropes and up and down slopes. It can be used in nearly any situation and is useful for escaping dangerous situations (or getting into them). Unfortunately, it is ‘risky’ to use at lower levels. It doesn’t travel very far and can be costly on your MP. Avoid using it at lower levels unless in an emergency. Once you start pumping SP into it, try practicing with it to get a feel for how it works. Once you’ve mastered it, you’ll be able to do fun things like jump one direction and then FJ the opposite direction to quickly move upward in a map.

    When training, don’t be afraid to gather a mob with Avenger and wait for them to come close enough to attack. Quickly Flash Jump over them and attack them from behind. When they turn to attack, FJ back over them. If used properly, this back-and-forth method can significantly reduce how often you are hit. And of course, use FJ when travelling.

    Crusader Codex

    Make sure you pick up every card you can and don't forget to do the Silent Crusade. The Crusader Codex is a chance for some free +stats that you simply cannot pass up. Once you start collecting sets you can start getting other bonuses. None of the early sets are worth very much to the assassin or hermit except the El Nath set. Make sure you get this one as soon as you can.





    The extra weapon attack doesn't seem like much but it will help a lot early on. In addition, you'll also get another point in DEX to help you equip things. A warning: don't count on this DEX when figuring out end-game gears. You'll be changing sets later and will lose that 1 point.

    There is some debate about which set is best for a night lord. As always, go for what will give you the greatest damage increase. Some good candidates for end-game sets include: Silent Crusade, Hoblin King, Dead Mine and Von Leon. The Silent Crusade and Hoblin King are easy to complete. Dead Mine and Von Leon require killing Zakum and Von Leon (surprise!), respectively. So the latter two require a little more to complete.

    Credits to hiddenstreet
     
  3. KuroTsuna

    KuroTsuna Looooong Goooone

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    POTENTIAL System Guide

    Terms:
    Pot - Short for potential, ie the potential on an item, or "pot scroll", etc.
    EE - Equipment Enhancement scroll, AEE is the same with an "Advanced" before it.
    Tier X - What level range the equipment falls into. Explained later on.
    Cube - Miracle Cube. Explained later on. Also PMC, premium miracle cube. Also explained later on.
    %STAT - Any one of %INT, %LUK, %DEX or %STR

    Introduction to potentials

    What is the potential system?
    It's basically a system that allows your items to have extra stats or features that affect you in addition to any scrolling you do.

    How can I get potential on my item, and how does it work?
    There are three ways to obtain pot stats on your item.

    1. Find an equip dropped from a monster with hidden pot.
    2. Via Professions (Smithing, Crafting or Alchemy); scroll down to the spoiler.
    3. Use a pot scroll on an equip to give it a hidden pot.

    The latter is much easier to do. Once you do obtain a hidden pot, it will have a red frame like so:



    Once you have the red frame, you use a magnifying glass on it to "reveal" the pot stats on it.

    These can be bought from most (if not all) Potion selling NPCs.

    Prices for Magnifying Glasses:
    Basic - 2k mesos; Reveals anything in tier 1.
    Average 8k mesos; Reveals anything in tier 1 or 2.
    Advance 32k mesos; Reveals anything which has a level requirement of 1~120.
    Premium 128k mesos; Reveals all items.

    Hold on a sec! What's a tier??
    The tier of the item is based completely on the item's level requirement. The tier will indicate how "good" or "strong" the potential can be on an item.
    Tier 1 - Level req. 1~30
    Tier 2 - Level req. 31~70
    Tier 3 - Level req. 71+
    Tier 4 - Level req. 121+

    Currently gMS has tier 4, but kMS does not - it was removed with Chaos patch. There is no sure way to know if gMS will remove tier 4 as well. In kMS, tier 3 goes from level 71~200 (ie, 71+).

    gMS has removed Tier4 with Chaos as well. Tier 3 is now 71~200.

    So what do the tiers do?
    They indicate what sort of stats will appear on your item.

    Take, for example, a tier 3 armor, say a top with a level 80 requirement, vs a tier 2 armor, a top from the same class but a level 70 requirement.
    You reveal both and they are both Rare. Let's say you obtained %LUK on both of them.

    The tier 3 top will have 3% LUK and the tier 2 top will only have 2% LUK.

    In short, on one line, you can have:
    Tier 1: 1%,2%,3%STAT
    Tier 2: 2%,4%,6%STAT
    Tier 3: 3%,6%,9%STAT
    Tier 4: 4%,8%,12%STAT

    For weapons it's a little bit different because you can obtain better potentials for your damage, for example, %Damage or %Attack. These adhere to the same rules as %STAT.
    You cannot get anything that's not on that list, including the old 4th tier potentials in gMS. If someone has a 12% stat item, it's a textual glitch on Nexon's part that replaces + with % (so it's actually +12 STAT). Know your shyt, don't get scammed.

    Lines?? Weapons? RARE UNIQUE WHAT
    Long explanation, WALL OF TEXT.





    Lines: The maximum number of lines of potential an item can have is 3. The minimum is 2. You can increase the number of lines ONLY with Premium Miracle Cubes, and it is NOT guaranteed.

    Rarity: The order from least to greatest is Rare -> Epic -> Unique.
    Unique items can achieve the max stats of a potential. The maximum possible stat on one line is called a "Unique line". The 2nd highest is an "Epic line", and the lowest is a "Rare line".
    It is extremely hard and not-worth-your-money to try to get 3 Unique lines, it is (theoretically) possible, but just never happens. Most of the time you will settle for one Unique line and 1 Epic line (15% at tier 3), though it's not uncommon to see 1 Unique and 2 Epic lines (21%@Tier3).

    Regular Miracle Cubes (Cubing): cubes reset the potential of an item back to hidden. This means you can "reveal" it again, and it will have different potential stats. Regular cubes do not increase the number of lines an item has. If it has 2 lines, it will always have 2 lines as long as you cube with regular cubes. Upon reveal, it is possible your item will go up in rarity, but it is not possible to go down. Therefore, an Unique item will always be an unique item.

    Premium Miracle Cubes: These work exactly like the regular ones, but have a 25% chance at adding another line on 2 line items. There is discrepancy as to whether they increase the rarity of the item more often than regular cubes, but it is, as of now, unconfirmed.

    Equipment Enhancement: These scrolls have a chance to add random stats to your item, as long as the item has 0 slots. This means you can use EEs when you have 0 slots Unhammered, 1 hammered, or hammered twice.

    The chance for it to work decreases as you use more of them on the same item.
    If it fails, the item is guaranteed to blow up. You can prevent the explosion with a Shielding Ward, which is available occasionally (11k nx per though).
    Regular EE scrolls start at an 80% success rate and decrease by 10% for every success.
    Advanced EE scrolls start at a 100% success rate and decrease by 10% for every success.

    Most people will not use these on Armor or Accessories as they have a notorious reputation for breaking things; however, they will use them very commonly on weapons, because they guarantee to add attack on weapons.

    EEs add more attack as the attack of the weapon increases. I am not 100% sure on what it adds, but I believe if the weapon has an attack from 100~149 an EE will add 3 ATT, from 150+ it will add 4 ATT. 99 and below will only gain 2 attack from EEs.

    Note that the stats added by EEs on other equips are +STAT, HP, MP and the like, never ATT (to my knowledge).



    Maker, Alchemy, and such.




    With the new maker system (featuring Smithing, Jewelry Crafting and Alchemy), it's now possible to obtain hidden pots on your items at a low rate. This rate is similar to that of hidden pots on dropped equips; very damn low.

    All three "crafting" professions can obtain pot. Here's how;

    SMITHING
    Simply make any item; the item will have a chance to have a hidden pot. The stats are also random (like you would get in a drop), so be wary of that as well.

    JEWELRY CRAFTING
    Most Accessory CANNOT obtain pot; the only accessories that can randomly come out with pot at this time are all earrings and certain other accessories that have slots. The vast majority of accessories that can be crafted CANNOT obtain pot; note if the item has slots or not and plan accordingly. Again, obtaining pot on earrings is quite rare.

    ALCHEMY
    Now here's a strange one. The only way you can create hidden pot items in this profession is by fusing. This technique lets you mix together two of the same item with a few Alchemy Stones to create another one of the same item. Two non-potted items can make a potted item; one potted, one non-potted has a slightly higher chance to, and two potted items will (almost) always come out hidden pot. This means if you have two items with bad potentials and you don't have the means to cube, you can fuse them to reset the pot (in a roundabout way). Very useful indeed!
     
  4. Supernatural

    Supernatural LiveStreamer Ogre Veteran

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    I had a poll on this subject a while ago, can't find it now for some reason...
     
  5. Supernatural

    Supernatural LiveStreamer Ogre Veteran

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    Ogre in a Tank WoT Contest :)
     
  6. Lions

    Lions Clubbed for Drama

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    Well, on my laptop anyway. My dekstop will remain Windows 7, at least for the foreseeable future.

    I'm still learning a lot, I am clueless on how to do so many things but I'm getting there. It's definitely a bigger leap and learning curve than the jump from Windows > Macintosh was.

    Anyone else use Ubuntu, or any other Linux based OS? I know Aaddron does and I think someone else I knew too..

    [​IMG]
     
  7. Joker

    Joker Ogre Hall of Fame Ogre Veteran

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    Tank Explosion:p
     
  8. Thedarkboy

    Thedarkboy Anime Geek Ogre Veteran

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    WoT Mania
    Tank mania :p
     
  9. JaredOzzy

    JaredOzzy The Legendary Ogre Veteran

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    Why?
    ..........
     
  10. Joker

    Joker Ogre Hall of Fame Ogre Veteran

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    I was left off this time too.
     
  11. Drama

    Drama Clubbed with The Big Club

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    He has gone to the dark side

    jk its not mac so w/e.

    uh ask quinn. i think he knows more info about this. aadron isnt feeling well ogre said
     
  12. Joker

    Joker Ogre Hall of Fame Ogre Veteran

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    Nothing even close:p
     
  13. Joker

    Joker Ogre Hall of Fame Ogre Veteran

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    Thank you all :D.

    You have a long way to go Arblim:p.
     
  14. Vocal

    Vocal サーベル 青 The Pit

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    eh,randomly watch one and two episodes of it.I don't hate it nor i love it though.
     
  15. Admin Post
    ogreman

    ogreman Ogre In Charge Staff Member GameOgre Admin

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  16. Vocal

    Vocal サーベル 青 The Pit

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    harro welcome to gameogre where all magical ponies take a stop by and meet friendly ogres.[​IMG]
     
  17. Admin Post
    ogreman

    ogreman Ogre In Charge Staff Member GameOgre Admin

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    We still need one more to get started:).
     
  18. Admin Post
    ogreman

    ogreman Ogre In Charge Staff Member GameOgre Admin

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    Not bad:).

    Ogre in a Tank lol. That would be good for a T-shirt like "Tank you very much":).
     
  19. Thedarkboy

    Thedarkboy Anime Geek Ogre Veteran

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    Ahahahhh :D That made my day O.O

    Maybe.. Mega Tank Mania O.O Idk why but I like mania :p
     
  20. Supernatural

    Supernatural LiveStreamer Ogre Veteran

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