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Chuck's Crusader Cheatsheet and Training Guide
Автор Chuck   
25.08.2009 г.
Before you start reading, take note that I've been hiding this in page 51 of the thread the whole time. I'm bringing this back now because it has been hidden long enough already and that I like to think that some people would've learned the lesson by now. Plus I won't really be playing as much as I used to so consider this as a retirement gift from me. I may or may not answer any questions from here onwards, unless it is particularly interesting, please keep that in mind. the other forum members are qualified enough to answer (point you to the proper section).

Oh and I haven't updated this in a while, and I might not update it any longer, so don't mind the information gaps for now. Oh and you might want to grab a drink before you start reading too.










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Summary of everything
For those too busy *cough*lazy*cough* to read and understand everything
1) Aim for 210 attack speed (either pump base AGI, forge Gem of Wind, wear equipment with lotsa AGI, grab attack speed boosting equipment)
2) Raise your base damage as high as you can (by raising your STR via stats/forging, wearing equipment that gives STR and/or bonuses to min/max damage)
3) Work towards maxing Illusion Slash, Dual Sword Mastery, Shadow Slash, Deftness, Sword Mastery
4) Piss people off with your slash power, until they complain about you in pvp arena already and they won't let you join any matches until you decide to create another char, a con build sealmaster perhaps... boohoo, poor you... but hey, there's DW anyway :D
5) Get ready to be suspended once in a while for having a suspiciously powerful character, or be flooded with PMs



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Introduction
Surely you'd expect this, don't forget to say 'hi' :p


NOTE: this is a pvp build, aiming for doing the most damage in only 1 hit using illusion slash. Please keep that in mind as you go thru the guide.


The goal of this guide is for us to arrive with my idea of the ideal Slasher build. The Crusader class is one of the more popular classes for a couple of reasons that I could imagine:

1) Dual Wielding is teh pwnz0rs
2) Newbies didn't know what class they'd be and picked the Lance char, for aesthetics only

Honestly, my case was the 2nd reason LOL. I wanted to be a ranged fighter at first, but I accidentally completed the swordsman's promotion quest first because I set Argent as my starting city and I thought getting to Icicle to meet Ray was hard. I started playing as soon as open beta started, and there were no crusaders that time, so I never knew about dual wield stuff leetness at the time.

So I stuck with good 'ol Peter... As a wannabe hunter back then, I used my gaming instinct and pumped a good mix of ACC and AGI, that's 4 ACC and 13 AGI, until the level where Senna refused to play with me any longer and decided to throw me off to Peter (yeah, too lazy to crawl into Ray's pad, besides... Peter is equally evil anyway). A few walking, piglet slaying and annoying errands after, I was a swordsman... with 9 ACC -.-

I started with messed up stats, and I had no specific direction with my skills. What I did was to look up each skill's description, carefully note their prerequisites, look their descriptions up at the gameguide and tried them out. I'd raise stats that I deemed I needed - occasionally adding STR whenever I felt killed too slow, added AGI when I get hit a lot. Pretty much a reactionary stance. As for my skills, I aimed for dual sword mastery, so I pretty much worked my way through the prerequisites (up until lv5 berserk). My pre-crusader mistake though was that I pumped a few points on "will of steel" (the one that temporarily adds def), and maxed my "illusion slash" and "swordmastery" too soon. So I started becoming a "slasher" much much earlier than most.

It was only a month later that I found out about Haruhi's AGI swordsman's guide for wannabe crusaders. I patterned myself after his build soon after. At first I was regretting how I allocated my skill points, but I was stubborn and didn't want to start over (I was already close to being a crusader that time, lv38 swordie). I went on with the mindset that if I get enough levels under my belt, I would run out of useful skills to place those points on, and that I'd probably be placing the extra skillpoints on those skills anyway.

My "mistake" maxing swordmastery too early turned out well after all, since I could hold my own against the other slashers with better swords than me (dual dance of eva with fiery has been my trademark at bridge before the xmas event and UGV flooding started). Been using dual dance until my 70's, yeah... took that long before I finally got my turn to unseal my BoE. (I still have my 2nd dance as I type this).

But enough of me, onto the guide itself...


What in blazes is this build I call a SLASHER?
It is a Crusader build that revolves around your illusion slash damage. Your slash is both used offensively and defensively. You will treat your slashing power as your best friend. Everything boils down into it if you're focusing on a slasher build.

How does a SLASHER build look like?
A slasher build is basically a crusader who has milked every bit of opportunity to raise his damage rating. If you're a seriously into the build, you'll exploit every bit of method you'll know just to get that godly damage. Translation: get your base damage as high as possible, using any or all of the following methods:

- raise a pure STR pet
- max your base STR
- get the best swords you can get (figuring out which sword is "best" deserves a chapter in itself, refer to the equipment section once it has been filled up)
- spam forging on your swords
- careful selection of equipment : armor pieces/rings
- train a "buff" cleric, raise its dmg boosting skill as high as you can, maxed if possible, then buff yourself with it
- (maybe sometimes play with career lots if you feel like it)

Since stat points are limited, we have to carefully plan on how we allocate it. As you could see directly below the introduction, the stat/skillpts table shows that we have 184 statpts to play with at lv100. But since it will take a long time to reach that level, we have to carefully plan and tweak our stats every level we gain.

Err... What do you mean when you say "slash"?
I am making reference to the Illusion Slash (IS) skill. Some people might call the normal melee hits as slash, but for the purpose of this guide, I'll be referring to IS as slash.

How do we strengthen our slash power?
This is one area of the guide that is still being researched on, this will be a community effort. But based on common knowledge, a few things directly determine your base slash damage (enemy defense/level not taken into account yet):

- Illusion slash skill level
- Attack Speed (you get dmg multipliers at 140 and 210 aspd)
- Base Damage

Basically you'd want to maintain 210 attack speed, a maxed IS, and pump the base damage as high as you can.

Why do you focus on offense? Why not pump in a bit of con?
Stat points are still limited, and being able to kill mobs in the least time is better AND more fun than hanging around and risking tanking enemy hits/skills. Besides, there will be 3 stages in a crusader's build evolution, I'll describe it as we get further into the discussion. And besides, this is a freaking SLASHER! an assassin if you will! :D

Wouldn't it be cool to 1 slash KO someone then go back into hiding at the shadows? Or creep up on someone and slash+stun them and continue slashing until they die before you hide again? This is a pirate game and we need NINJAs to counter them XD



brief intro - This build is geared for DW, which is where crusaders are the real stars!


The Three Stages of a Slasher's Advancement

Things to note if you plan to stick exactly to this guide
This build will only start to shine once you have learned Stealth and mastered Dual Sword Mastery, Illusion Slash AND Shadow Slash... This was primarily meant to be a Demonic World build, so if you intend to do something similar for the previous mazes, I'd suggest that you delay maxing blood frenzy and focus on other skills first if that's the case.



Stage One - Getting the NINJA speed
Level 10-39 (Swordsman)
You start off as a swordie and you'll have weak damage at this point. But do not despair, you will not be a swordie forever. At this stage, you'll be mostly focusing on getting enough attack speed in preparation for your uber slash power.

By level 39, you will have a total of 30 skillpoints to play with. Since we're aiming for our crusader slasher build, we won't be spending a lot of points on most swordsman skills. Here's the usual swordie->crusader skill build...

Oh wait, scratch that! Since this is MY guide, and I have a specific build in mind - Slasher, I'll deviate from the traditional swordsman builds... I'd do my skill allocation as something like this:

Code:
Lvl Skill Pts Remaining
10 Concentration 1 0
11 Concentration 1 0
12 Sword Mastery 1 0
13 Sword Mastery 1 0
14 Sword Mastery 1 0
15 Illusion Slash 1 0
16 Illusion Slash 1 0
17 Illusion Slash 1 0
18 Illusion Slash 1 0
19 Berserk 1 0
20 Berserk 1 0
21 Berserk 1 0
22 Berserk 1 0
23 Berserk 1 0
24 Illusion Slash 1 0
25 Illusion Slash 1 0
26 Illusion Slash 1 0
27 Illusion Slash 1 0
28 Illusion Slash 1 0
29 Illusion Slash 1 0
30 1
31 2
32 3
33 4
34 5
35 6
36 7
37 8
38 9
39 10
You might notice that I maxed my Illusion Slash rather early. You can choose to go with the traditional way of saving the points for it and spending it on crusader skills first. But based on my personal experience, a swordie with maxed illusion slash using berserk is FUUUUUUUUUUUUUUUN! And it freaks the other swordies out (imagine dealing more dmg than they ever could at such a low level).

I still distinctly remember being able to deal around 350-450 damage with my slash while berserked on skeleton warriors while doing my crusader promotion quest. You should've seen the other swordies that did freak out when they saw me doing that. Their slash even with berserk could only do about 150-200 dmg on the same skeleton. After maxing dual sword mastery, damage jumped up even more, since both swords now deal their normal damage.


Stage Two - Getting the INSANE damage
Level 40-75 (Crusader)
Once you have the speed, you can now focus on raising that base damage as far as you can go. You'll be doing whatever it takes, raising your base damage, forging rage gems into your swords, grow a STR pet, fusion and ugprade your blades to 110% effectiveness, use dmg rings, WHATEVER IT TAKES! GO CRAZY!

Code:
Lvl Skill Pts Remaining
40 Dual Sword Mastery 10 1
40 Blood Frenzy 1 0
41 Blood Frenzy 1 0
42 Blood Frenzy 1 0
43 Blood Frenzy 1 0
44 Blood Frenzy 1 0
45 Blood Frenzy 1 0
46 Blood Frenzy 1 0
47 Blood Frenzy 1 0
48 Blood Frenzy 1 0
49 Blood Frenzy 1 0
50 Deftness 1 0
51 Deftness 1 0
52 Deftness 1 0
53 Stealth 1 0
54 Shadow Slash 1 0
55 Shadow Slash 1 0
56 Shadow Slash 1 0
57 Shadow Slash 1 0
58 Shadow Slash 1 0
59 Shadow Slash 1 0
60 Shadow Slash 1 0
61 Shadow Slash 1 0
62 Shadow Slash 1 0
63 Shadow Slash 1 0
64 Stealth 1 0
65 Stealth 2 1
66 Sword Mastery 2 0
67 Sword Mastery 1 0
68 Sword Mastery 1 0
69 Sword Mastery 1 0
70 Sword Mastery 1 0
71 Sword Mastery 1 0
72 Deftness 1 0
73 Deftness 1 0
74 Deftness 1 0
75 Deftness 2 0
76 Deftness 1 0
77 Deftness 1 0
Notice how I placed blood frenzy in this stage instead of the previous one. Yeah I noticed that too =x (no idea why I did that either). But now that I think more about it, the pumping of Blood Frenzy can be categorized in either Stage, since our purpose for adding Blood Frenzy is two-fold: 1) quicker pumping of attack speed 2) affords us the ability to pump STR earlier and still get enough attack speed. Plus it looks neater to place the swordie skills in another section, lol.

Stage 2 is mainly about making yourself PVP worthy, which in my opinion means that you have good damage, the ability to stealth, a good stun. I tend to rely on dodge less than other crusaders because I train differently (refer to the next parts of my guide). That explains why I pump deftness last.

Addendum
I've met a few people ingame who strictly followed this skill build, this build order is ok if you are plvled all the way until you get stealth... but if you feel this is kinda hard and you don't mind losing out on a bit of damage and speed, you could try shuffling Blood Frenzy and Sword Mastery into the latter parts of this stage. Say for example if you need shadow slash earlier, work on getting a level of it before continuing on with the build order. Another option is to get stealth first and not max blood frenzy too soon (get 3 deftness, then 1 stealth, then resume pumping blood frenzy). Feel free to experiment, the whole point of this guide is that it is just a guide, and not the canon.

FYI, I'm building a con/agi crusader for fun right now and it is currently level 45... gave it my trusty old lv55 set and a few eva crus chests. It won't be doing major damage but the little guy will be happily strolling with me in DW and maybe be my support in there when the time comes (in case some non-crus guildies are bored and wanna go chesting with me). He's taking care of my good ol' Val (my pure con fairy of valour).




Stage Three - Survivability
Level 74 onwards (Crusader)
You'll reach the point where your base STR is maxed. From this point onwards, you'll want to either continue pumping AGI or pump CON all the way. Most would go CON all the way at this point, but some might add a few more AGI for their own reasons (I have mine *cough*drakan*cough*)

At this point, you have pretty much obtained all the necessary crusader skills. Whatever skills you take from this point is solely your decision, and depends on your playing style. Maybe you could raise your stealth a bit more? or...

GET POISON DART! LOL! what's a ninja without a poisonous dart? XD

Seriously speaking, if you're daft enough to recognize sarcasm, you should just ignore the previous sentence. I'd definitely recommend pumping more stealth. Aim for lv3 at least, it's very very much worth it. You get 50 secs stealth time vs 30 sec cooldown (apparently the skill description isn't correct, it ain't 5 secs more per level). In fact, if you're really into being an ambush slasher, I'd definitely recommend getting lv3 stealth before maxing deftness and sword mastery. Maximum level of stealth is really really handy in chaos argent though.




Must-have Slasher Skills
Illusion Slash
The skill that starts it all. If not for this, a slasher will not be a slasher.

Berserk
Temporarily raises attack speed for ~20 secs. Very handy for getting that aspd boost at lower levels. It is also pretty useful at higher levels as it helps you quickly finish off mobs/players/mazechests with high hp using regular melee attacks.

Deftness
Raises dodge by 3 pts per skill level, very handy when you're heavily into solo grinding using head-on melee attacks. Works best when supported by hitrate/berserk raising equipment.

Shadow Slash
AKA "Stun", particularly useful when going up against opponents that can't be killed in a single illusion slash or a few melee strikes. A must skill for PvP and bossing, or self powerlevelling at dangerous mobs.

Blood Frenzy
When it says it decreases the cooldown between your attacks when dual wielding, what it means is that it increases your attack speed while holding two swords. BF is particularly useful because it allows you to reach the 210 attack speed mark with lesser base AGI, which means that you could pump STR earlier and get the damage earlier.

Dual Sword Mastery
By default, when dual wielding swords, your offhand weapon receives a damage penalty. Your offhand weapon's damage starts off at 20% effectiveness. Raising your dual sword mastery raises your offhand weapon's damage effectiveness. That's 100% for a maxed dual sword mastery.

Stealth
Allows you to avoid detection by mobs, or other players in PvP areas. Bosses and maze chests have the true sight ability, which disables stealth within a certain radius. True sight and AoE damage skills can also cancel stealth.


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Part 1 - Stats Sheets
A bunch of numbers here and there, careful, don't lose your head


Stat and Skill Pts due to level
Code:
 Stat Total Skill Total
Level Pts Statpts Pts Skillpts
1 4 4 0 0
2 1 5 0 0
3 1 6 0 0
4 1 7 0 0
5 1 8 0 0
6 1 9 0 0
7 1 10 0 0
8 1 11 0 0
9 1 12 0 0
10 5 17 1 1
11 1 18 1 2
12 1 19 1 3
13 1 20 1 4
14 1 21 1 5
15 1 22 1 6
16 1 23 1 7
17 1 24 1 8
18 1 25 1 9
19 1 26 1 10
20 5 31 1 11
21 1 32 1 12
22 1 33 1 13
23 1 34 1 14
24 1 35 1 15
25 1 36 1 16
26 1 37 1 17
27 1 38 1 18
28 1 39 1 19
29 1 40 1 20
30 5 45 1 21
31 1 46 1 22
32 1 47 1 23
33 1 48 1 24
34 1 49 1 25
35 1 50 1 26
36 1 51 1 27
37 1 52 1 28
38 1 53 1 29
39 1 54 1 30
40 5 59 1 31
41 1 60 1 32
42 1 61 1 33
43 1 62 1 34
44 1 63 1 35
45 1 64 1 36
46 1 65 1 37
47 1 66 1 38
48 1 67 1 39
49 1 68 1 40
50 5 73 1 41
51 1 74 1 42
52 1 75 1 43
53 1 76 1 44
54 1 77 1 45
55 1 78 1 46
56 1 79 1 47
57 1 80 1 48
58 1 81 1 49
59 1 82 1 50
60 6 88 1 51
61 2 90 1 52
62 2 92 1 53
63 2 94 1 54
64 2 96 1 55
65 2 98 2 57
66 2 100 1 58
67 2 102 1 59
68 2 104 1 60
69 2 106 1 61
70 6 112 2 63
71 2 114 1 64
72 2 116 1 65
73 2 118 1 66
74 2 120 1 67
75 2 122 2 69
76 2 124 1 70
77 2 126 1 71
78 2 128 1 72
79 2 130 1 73
80 6 136 2 75
81 2 138 1 76
82 2 140 1 77
83 2 142 1 78
84 2 144 1 79
85 2 146 2 81
86 2 148 1 82
87 2 150 1 83
88 2 152 1 84
89 2 154 1 85
90 6 160 2 87
91 2 162 1 88
92 2 164 1 89
93 2 166 1 90
94 2 168 1 91
95 2 170 2 93
96 2 172 1 94
97 2 174 1 95
98 2 176 1 96
99 2 178 1 97
100 6 184 2 99
Comments
You get 5 stat points every 10 levels. From lv60 onwards, you receive an extra stat point per level. You get 1 skill pt per level from 10 onwards, except every 5 levels from 65 onwards - where you'll get 2 skillpoints each.


Base Damage due to strength
Code:
 DMG DMG From
STR DMG Diff 5 STR
5 7 N/A N/A
6 9 2 N/A
7 10 1 N/A
8 12 2 N/A
9 13 1 N/A
10 16 3 9
11 18 2 9
12 19 1 9
13 21 2 9
14 22 1 9
15 26 4 10
16 27 1 9
17 29 2 10
18 30 1 9
19 32 2 10
20 36 4 10
21 37 1 10
22 39 2 10
23 40 1 10
24 42 2 10
25 47 5 11
26 49 2 12
27 50 1 11
28 52 2 12
29 53 1 11
30 59 6 12
31 60 1 11
32 62 2 12
33 63 1 11
34 65 2 12
35 72 7 13
36 73 1 13
37 75 2 13
38 76 1 13
39 78 2 13
40 85 7 13
41 87 2 14
42 88 1 13
43 90 2 14
44 91 1 13
45 99 8 14
46 101 2 14
47 102 1 14
48 104 2 14
49 105 1 14
50 115 10 16
51 116 1 15
52 118 2 16
53 119 1 15
54 121 2 16
55 130 9 15
56 132 2 16
57 133 1 15
58 135 2 16
59 136 1 15
60 147 11 17
61 149 2 17
62 150 1 17
63 152 2 17
64 153 1 17
65 165 12 18
66 166 1 17
67 168 2 18
68 169 1 17
69 171 2 18
70 183 12 18
71 184 1 18
72 186 2 18
73 187 1 18
74 189 2 18
75 202 13 19
76 204 2 20
77 205 1 19
78 207 2 20
79 208 1 19
80 222 14 20
81 223 1 19
82 225 2 20
83 226 1 19
84 228 2 20
85 243 15 21
86 244 1 21
87 246 2 21
88 247 1 21
89 249 2 21
90 264 15 21
91 266 2 22
92 267 1 21
93 269 2 22
94 270 1 21
95 286 16 22
96 288 2 22
97 289 1 22
98 291 2 22
99 292 1 22
100 310 18 24
101 311 1 23
102 313 2 24
103 314 1 23
104 316 2 24
105 333 17 23
106 335 2 24
107 336 1 23
108 338 2 24
109 339 1 23
110 358 19 25
111 360 2 25
112 361 1 25
113 363 2 25
114 364 1 25
115 384 20 26
116 386 2 26
117 387 1 26
118 389 2 26
119 390 1 26
120 410 20 26
121 411 1 25
122 413 2 26
123 414 1 25
124 416 2 26
125 437 21 27
126 439 2 28
127 440 1 27
128 442 2 28
129 443 1 27
130 465 22 28
131 466 1 27
132 468 2 28
133 469 1 27
134 471 2 28
135 494 23 29
136 495 1 29
137 497 2 29
138 498 1 29
139 500 2 29
140 523 23 29
141 525 2 30
142 526 1 29
143 528 2 30
144 529 1 29
145 553 24 30
146 555 2 30
147 556 1 30
148 558 2 30
149 559 1 30
150 585 26 32
151 586 1 31
152 588 2 32
153 589 1 31
154 591 2 32
155 616 25 31
156 618 2 32
157 619 1 31
158 621 2 32
159 622 1 31
160 649 27 33
161 651 2 33
162 652 1 33
163 654 2 33
164 655 1 33
165 683 28 34
166 684 1 33
167 686 2 34
168 687 1 33
169 689 2 34
170 717 28 34
171 718 1 34
172 720 2 34
173 721 1 34
174 723 2 34
175 752 29 35
176 754 2 36
177 755 1 35
178 757 2 36
179 758 1 35
180 788 30 36
181 789 1 35
182 791 2 36
183 792 1 35
184 794 2 36
185 825 31 37
186 826 1 37
187 828 2 37
188 829 1 37
189 831 2 37
190 862 31 37
191 864 2 38
192 865 1 37
193 867 2 38
194 868 1 37
195 900 32 38
196 902 2 38
197 903 1 38
198 905 2 38
199 906 1 38
200 940 34 40
201 941 1 39
202 943 2 40
203 944 1 39
204 946 2 40
205 980 34 40
206 981 1 40
207 982 1 39
208 984 2 40
209 985 1 39
210 1020 35 40
211 1022 2 41
212 1023 1 41
213 1025 2 41
214 1026 1 41
215 1062 36 42
216 1063 1 41
217 1065 2 42
218 1066 1 41
219 1068 2 42
220 1104 36 42
221 1105 1 42
222 1107 2 42
223 1108 1 42
224 1110 2 42
225 1147 37 43
226 1148 1 43
227 1150 2 43
228 1151 1 43
229 1153 2 43
230 1191 38 44
231 1192 1 44
232 1193 1 43
233 1195 2 44
234 1197 2 44
235 1236 39 45
236 1237 1 45
237 1239 2 46
238 1240 1 45
239 1242 2 45
240 1281 39 45
241 1283 2 46
242 1284 1 45
243 1286 2 46
244 1287 1 45
245 1327 40 46
246 1329 2 46
247 1330 1 46
248 1332 2 46
249 1333 1 46
250 1375 42 48
251 1376 1 47
252 1378 2 48
253 1379 1 47
254 1381 2 48
255 1423 42 48
256 1424 1 48
257 1425 1 47
258 1427 2 48
259 1428 1 47
260 1471 43 48
261 1473 2 49
262 1474 1 49
263 1476 2 49
264 1477 1 49
265 1521 44 50
266 1522 1 49
267 1524 2 50
268 1525 1 49
269 1527 2 50
270 1571 44 50
271 1572 1 50
272 1574 2 50
273 1575 1 50
274 1577 2 50
275 1622 45 51
276 1624 2 52
277 1625 1 51
278 1627 2 52
279 1628 1 51
280 1674 46 52
281 1675 1 51
282 1677 2 52
283 1678 1 51
284 1680 2 52
285 1727 47 53
286 1728 1 53
287 1730 2 53
288 1731 1 53
289 1733 2 53
290 1780 47 53
291 1782 2 54
292 1783 1 53
293 1785 2 54
294 1786 1 53
295 1834 48 54
296 1836 2 54
297 1837 1 54
298 1839 2 54
299 1840 1 54
300 1890 50 56
Comments
You get about 1.5 more damage per STR (rounded down), and also get damage boosts every 5 STR. The above table shows that forging purely with Gem of Rage (+5 STR) *could* be better than forging Eye of the Black Dragon gems (+50 dmg), if and only if you manage to end up with at least 275 STR (51 dmg bonus for the 5 str added).

Attack Speed and Dodge due to Agility
Code:
 Dodge ASPD Dodge
AGI ASPD Dodge diff diff
5 71 10 N/A N/A
6 72 11 1 1
7 73 12 1 1
8 75 13 2 1
9 76 13 1 0
10 77 14 1 1
11 78 15 1 1
12 80 16 2 1
13 81 16 1 0
14 82 17 1 1
15 83 18 1 1
16 85 19 2 1
17 86 19 1 0
18 87 20 1 1
19 88 21 1 1
20 90 22 2 1
21 91 22 1 0
22 92 23 1 1
23 93 24 1 1
24 95 25 2 1
25 96 25 1 0
26 97 26 1 1
27 98 27 1 1
28 100 28 2 1
29 101 28 1 0
30 102 29 1 1
31 103 30 1 1
32 105 31 2 1
33 106 31 1 0
34 107 32 1 1
35 108 33 1 1
36 110 34 2 1
37 111 34 1 0
38 112 35 1 1
39 113 36 1 1
40 115 37 2 1
41 116 37 1 0
42 117 38 1 1
43 118 39 1 1
44 120 40 2 1
45 121 40 1 0
46 122 41 1 1
47 123 42 1 1
48 125 43 2 1
49 126 43 1 0
50 127 44 1 1
51 128 45 1 1
52 130 46 2 1
53 131 46 1 0
54 132 47 1 1
55 133 48 1 1
56 135 49 2 1
57 136 49 1 0
58 137 50 1 1
59 138 51 1 1
60 140 52 2 1
61 141 52 1 0
62 142 53 1 1
63 143 54 1 1
64 145 55 2 1
65 146 55 1 0
66 147 56 1 1
67 148 57 1 1
68 150 58 2 1
69 151 58 1 0
70 152 59 1 1
71 153 60 1 1
72 155 61 2 1
73 156 61 1 0
74 157 62 1 1
75 158 63 1 1
76 160 64 2 1
77 161 64 1 0
78 162 65 1 1
79 163 66 1 1
80 165 67 2 1
81 166 67 1 0
82 167 68 1 1
83 168 69 1 1
84 170 70 2 1
85 171 70 1 0
86 172 71 1 1
87 173 72 1 1
88 175 73 2 1
89 176 73 1 0
90 177 74 1 1
91 178 75 1 1
92 180 76 2 1
93 181 76 1 0
94 182 77 1 1
95 183 78 1 1
96 185 79 2 1
97 186 79 1 0
98 187 80 1 1
99 188 81 1 1
100 190 82 2 1
101 191 82 1 0
102 192 83 1 1
103 193 84 1 1
104 195 85 2 1
105 196 85 1 0
106 197 86 1 1
107 198 87 1 1
108 199 88 1 1
109 201 88 2 0
110 202 89 1 1
111 203 90 1 1
112 204 91 1 1
113 206 91 2 0
114 207 92 1 1
115 208 93 1 1
116 209 94 1 1
117 211 94 2 0
118 212 95 1 1
119 213 96 1 1
120 214 97 1 1
121 216 97 2 0
122 217 98 1 1
123 218 99 1 1
124 219 100 1 1
125 221 100 2 0
126 222 101 1 1
127 223 102 1 1
128 224 103 1 1
129 226 103 2 0
130 227 104 1 1
131 228 105 1 1
132 229 106 1 1
133 231 106 2 0
134 232 107 1 1
135 233 108 1 1
136 234 109 1 1
137 236 109 2 0
138 237 110 1 1
139 238 111 1 1
140 239 112 1 1
141 241 112 2 0
142 242 113 1 1
143 243 114 1 1
144 244 115 1 1
145 246 115 2 0
146 247 116 1 1
147 248 117 1 1
148 249 118 1 1
149 251 118 2 0
150 252 119 1 1
151 253 120 1 1
152 254 121 1 1
153 256 121 2 0
154 257 122 1 1
155 258 123 1 1
156 259 124 1 1
157 261 124 2 0
158 262 125 1 1
159 263 126 1 1
160 264 127 1 1
161 266 127 2 0
162 267 128 1 1
163 268 129 1 1
164 269 130 1 1
165 271 130 2 0
166 272 131 1 1
167 273 132 1 1
168 275 133 2 1
169 276 133 1 0
170 277 134 1 1
171 278 135 1 1
172 280 136 2 1
173 281 136 1 0
You get 1 attack speed per AGI and a bonus ASPD every 4 AGI. Basically summarized as:

ASPD = 70 + (AGI-5) + floor(AGI/4)

You get 1 dodge every AGI except for every 4 AGI above the base of 5. Can be basically expressed as:

Dodge = 10 + AGI - 5 - floor(AGI/5)


HP and Defense due to Con
Code:
 HP Def HP / Def /
Con HP Def Diff Diff 5 Con 5 Con
5 115 5 N/A N/A N/A N/A
6 130 6 15 1 N/A N/A
7 152 7 22 1 N/A N/A
8 167 8 15 1 N/A N/A
9 182 9 15 1 67 4
10 197 10 15 1 82 5
11 212 11 15 1 82 5
12 227 12 15 1 75 5
13 242 13 15 1 75 5
14 278 14 36 1 96 5
15 293 15 15 1 96 5
16 308 16 15 1 96 5
17 323 17 15 1 96 5
18 338 18 15 1 96 5
19 353 19 15 1 75 5
20 403 20 50 1 110 5
21 418 21 15 1 110 5
22 433 22 15 1 110 5
23 448 24 15 2 110 6
24 463 25 15 1 110 6
25 478 26 15 1 75 6
26 493 28 15 2 75 7
27 557 29 64 1 124 7
28 572 30 15 1 124 6
29 587 32 15 2 124 7
30 602 33 15 1 124 7
31 617 33 15 0 124 5
32 632 34 15 1 75 5
33 647 35 15 1 75 5
34 725 36 78 1 138 4
35 740 37 15 1 138 4
36 755 38 15 1 138 5
37 770 40 15 2 138 6
38 785 41 15 1 138 6
39 800 42 15 1 75 6
40 892 43 92 1 152 6
41 907 44 15 1 152 6
42 922 45 15 1 152 5
43 937 47 15 2 152 6
44 952 48 15 1 152 6
45 967 49 15 1 75 6
46 982 50 15 1 75 6
47 1088 51 106 1 166 6
48 1103 53 15 2 166 6
49 1118 54 15 1 166 6
50 1133 55 15 1 166 6
51 1148 56 15 1 166 6
52 1163 58 15 2 75 7
53 1178 59 15 1 75 6
54 1298 60 120 1 180 6
55 1313 61 15 1 180 6
56 1328 63 15 2 180 7
57 1343 64 15 1 180 6
58 1358 65 15 1 180 6
59 1373 66 15 1 75 6
60 1507 68 134 2 194 7
61 1522 69 15 1 194 6
62 1537 70 15 1 194 6
63 1552 71 15 1 194 6
64 1567 73 15 2 194 7
65 1582 74 15 1 75 6
66 1597 75 15 1 75 6
67 1745 77 148 2 208 7
68 1760 78 15 1 208 7
69 1775 79 15 1 208 6
70 1790 81 15 2 208 7
71 1805 82 15 1 208 7
72 1820 83 15 1 75 6
73 1835 84 15 1 75 6
74 1997 86 162 2 222 7
75 2012 87 15 1 222 6
76 2027 88 15 1 222 6
77 2042 90 15 2 222 7
78 2057 91 15 1 222 7
79 2072 93 15 2 75 7
80 2248 94 176 1 236 7
81 2263 95 15 1 236 7
82 2278 97 15 2 236 7
83 2293 98 15 1 236 7
84 2308 99 15 1 236 6
85 2323 101 15 2 75 7
86 2338 102 15 1 75 7
87 2528 104 190 2 250 7
88 2543 105 15 1 250 7
89 2558 106 15 1 250 7
90 2573 108 15 2 250 7
91 2588 109 15 1 250 7
92 2603 111 15 2 75 7
93 2618 112 15 1 75 7
94 2822 113 204 1 264 7
95 2837 115 15 2 264 7
96 2852 116 15 1 264 7
97 2867 118 15 2 264 7
98 2882 119 15 1 264 7
99 2897 121 15 2 75 8
100 3115 122 218 1 278 7
101 3130 123 15 1 278 7
102 3145 125 15 2 278 7
103 3160 126 15 1 278 7
104 3175 128 15 2 278 7
105 3190 129 15 1 75 7
106 3205 131 15 2 75 8
107 3437 132 232 1 292 7
108 3452 134 15 2 292 8
109 3467 135 15 1 292 7
110 3482 137 15 2 292 8
111 3497 138 15 1 292 7
112 3512 140 15 2 75 8
113 3527 141 15 1 75 7
114 3773 143 246 2 306 8
115 3788 144 15 1 306 7
116 3803 146 15 2 306 8
117 3818 147 15 1 306 7
118 3833 149 15 2 306 8
119 3848 150 15 1 75 7
120 4108 152 260 2 320 8
121 4123 153 15 1 320 7
122 4138 155 15 2 320 8
123 4153 157 15 2 320 8
124 4168 158 15 1 320 8
125 4183 160 15 2 75 8
126 4198 161 15 1 75 8
127 4472 163 274 2 334 8
128 4487 164 15 1 334 7
129 4502 166 15 2 334 8
130 4517 168 15 2 334 8
131 4532 169 15 1 334 8
132 4547 171 15 2 75 8
133 4562 172 15 1 75 8
134 4850 174 288 2 348 8
135 4865 176 15 2 348 8
136 4880 177 15 1 348 8
137 4895 179 15 2 348 8
138 4910 180 15 1 348 8
139 4925 182 15 2 75 8
140 5227 184 302 2 362 8
141 5242 185 15 1 362 8
142 5257 187 15 2 362 8
143 5272 189 15 2 362 9
144 5287 190 15 1 362 8
145 5302 192 15 2 75 8
146 5317 193 15 1 75 8
147 5633 195 316 2 376 8
148 5648 197 15 2 376 8
149 5663 198 15 1 376 8
150 5678 200 15 2 376 8
151 5693 202 15 2 376 9
152 5708 203 15 1 75 8
153 5723 205 15 2 75 8
154 6053 207 330 2 390 9
155 6068 209 15 2 390 9
156 6083 210 15 1 390 8
157 6098 212 15 2 390 9
158 6113 214 15 2 390 9
159 6128 215 15 1 75 8
160 6472 217 344 2 404 8
161 6487 219 15 2 404 9
162 6502 221 15 2 404 9
163 6517 222 15 1 404 8
164 6532 224 15 2 404 9
165 6547 226 15 2 75 9
166 6562 228 15 2 75 9
167 6920 229 358 1 418 8
168 6935 231 15 2 418 9
169 6950 233 15 2 418 9
170 6965 235 15 2 418 9
171 6980 236 15 1 418 8
172 6995 238 15 2 75 9
173 7010 240 15 2 75 9
174 7382 242 372 2 432 9
175 7397 243 15 1 432 8
176 7412 245 15 2 432 9
177 7427 247 15 2 432 9
178 7442 249 15 2 432 9
179 7457 251 15 2 75 9
180 7843 252 386 1 446 9
181 7858 254 15 2 446 9
182 7873 256 15 2 446 9
183 7888 258 15 2 446 9
184 7903 260 15 2 446 9
185 7918 262 15 2 75 10
186 7933 263 15 1 75 9
187 8333 265 400 2 460 9
188 8348 267 15 2 460 9
189 8363 269 15 2 460 9
190 8378 271 15 2 460 9
191 8393 273 15 2 460 10
192 8408 274 15 1 75 9
193 8423 276 15 2 75 9
194 8837 278 414 2 474 9
195 8852 280 15 2 474 9
196 8867 282 15 2 474 9
197 8882 284 15 2 474 10
198 8897 286 15 2 474 10
199 8912 288 15 2 75 10
200 9340 290 428 2 488 10
Comments
Crusaders generally have an average HP progression rate (you should see the champ's HP progression, LOL). But nevertheless, we crusaders still receive HP boosts every 7/14/20 CON.

A magic number will be 35 con (Lv4 colossus on your unsealed Armor of Enigma, if you have 5 base con only), it's not that hard to do, and you get the nifty hp boost too. 40 Con (Lv5 colossus on unsealed AoE) is also another good milestone, as you get the HP bonus AND a decent amount of def. It beats both shining and glowing gem at the same time, HUZZAH!

The HP growth can be expressed with the following code:

Code:
for (x = 1; x <= boostPosition; x++){
hp += 14*(x-1) + 7;
}
hp += con * 15 + lvl * 30

Hitrate due to ACC
Code:
 Hitrate Hitrate /
ACC Hitrate Diff 5 ACC
5 10 N/A N/A
6 10 0 N/A
7 11 1 N/A
8 11 0 N/A
9 12 1 N/A
10 13 1 3
11 13 0 3
12 14 1 3
13 14 0 3
14 15 1 3
15 16 1 3
16 16 0 3
17 17 1 3
18 17 0 3
19 18 1 3
20 19 1 3
21 19 0 3
22 20 1 3
23 20 0 3
24 21 1 3
25 22 1 3
26 22 0 3
27 23 1 3
28 23 0 3
29 24 1 3
30 25 1 3
31 25 0 3
32 26 1 3
33 26 0 3
34 27 1 3
35 28 1 3
36 28 0 3
37 29 1 3
38 29 0 3
39 30 1 3
40 31 1 3
41 31 0 3
42 32 1 3
43 32 0 3
44 33 1 3
45 34 1 3
46 34 0 3
47 35 1 3
48 35 0 3
49 36 1 3
50 37 1 3
51 37 0 3
52 38 1 3
53 38 0 3
54 39 1 3
55 40 1 3
56 40 0 3
57 41 1 3
58 41 0 3
59 42 1 3
60 43 1 3
61 43 0 3
62 44 1 3
63 44 0 3
64 45 1 3
65 46 1 3
66 46 0 3
67 47 1 3
68 47 0 3
69 48 1 3
70 49 1 3
71 49 0 3
72 50 1 3
73 50 0 3
74 51 1 3
75 52 1 3
76 52 0 3
77 53 1 3
78 53 0 3
79 54 1 3
80 55 1 3
81 55 0 3
82 56 1 3
83 56 0 3
84 57 1 3
85 58 1 3
86 58 0 3
87 59 1 3
88 59 0 3
89 60 1 3
90 61 1 3
91 61 0 3
92 62 1 3
93 62 0 3
94 63 1 3
95 64 1 3
96 64 0 3
97 65 1 3
98 65 0 3
99 66 1 3
100 67 1 3
Comments
It is very clear here, that for every 5 ACC a crusader gets, he only gets 3 more hitrate. This pretty much makes it obvious that forging the Gem of Striking (+5 ACC into your gloves is much much worse than forging a Lustrious Gem (+5 hitrate).




Blood Frenzy

After doing rounds of tests, it seems like the official skill descriptions are either wrong, or are calculated separately from the other aspd bonuses. Based on what I have found, Blood Frenzy starts off at 11%, and raises attack speed by 1% every level thereafter, simply put, it goes something like this:

Code:
Lv1 - 11%
Lv2 - 12%
Lv3 - 13%
Lv4 - 14%
Lv5 - 15%
Lv6 - 16%
Lv7 - 17%
Lv8 - 18%
Lv9 - 19%
Lv10 - 20%
In addition to that, blood frenzy bonus is factored in AFTER your attack speed is calculated based on your equipments AGI and ASPD bonuses.

Since we're pretty much interested in 210, I only recorded up until the AGI needed for that, which is 116 AGI. The above table shows the amount of attack speed you'll be having based on AGI only, to figure out how much aspd more you get from aspd boosting equipment (those with +x% hitrate written on them), you simply multiply it to the attack speed based on the table.

So let's say you were wearing an assortment of equipment, say full kylin armor, 2 wyrm swords (+5% aspd each) and the sparkling fish scale ring (+5% aspd), and let's assume your AGI with your equipment is 75, then that means that your attack speed will be:

AGI 75 - 158 aspd (based on above table)
Sword 1 - 5% aspd - 7.9 aspd (5% of 158)
Sword 2 - 5% aspd - 7.9 aspd (5% of 158)
Ring - 5% aspd - 7.9 aspd (5% of 158)
Total: 181 (rounded down/floor)

Lv10 Blood Frenzy gives 20% more aspd bonus, but it is based not your your base aspd from agi, but from your aspd with everything on (181)

20% of 181 is 36.2, and 181 + 36.2 = 217 (rounded off)

That means you end up with an attack speed of 217.




Here's my crus's current stats setup, without equipment, with equipment and with cleric buffs.




How to get there

Here's an interesting thread that could give you an idea how to approach this build:
I confused of being "new"

Quote:
Originally Posted by Chuck View Post
That's why I anticipate a full kylin gear, with maxed blood frenzy and the attack speed ring (with the option of wearing aspd swords). It is a realistic target, which everyone should be able to achieve eventually (getting boss eq's immediately is hard, of course, unless you don't mind spending real cash or something). You could pump until you obtain the agility needed for the full kylin, max BF, and aspd ring setup. That means a base agi of 71, which means you will be adding 66 pts into AGI, which means that you could do that as early as lvl47. Since I assume a full kylin armor setup, that means you're at least lv60 ergo you have added 22 pts into str making it 35 str (includes the 5 str minimum and 8 str from kylin gauntlets and greaves).

If you opted to go with dual 5% aspd blades (wyrms), you could do away with 12 AGI (Final AGI = 70), transferring those into STR raising your final STR into 47.

That should be a good starting point.

I was meaning to add this into my guide, under the equipments section, but I've been busy with work. I basically pulled this one from my drafts of common/practical eq builds.

Forging adds another dimension to it too, I'd say you save any wind gems you might have for your kylin boots. Those are the best boots you can get in this version, until you manage to get a hold of the lv70 framestones at the next version.





Addendum
After re-reading my reply, it turns out that I haven't actually "answered" your question, but just gave more hints on how you could plan for your "pre-recommended" build.

Here's a rough sketch:

You will have a total of 88 stat points to play with once you reach level 60. Of those 88, you'll need to allocate at least 54 pts into AGI to make your base AGI into 59 (70 agi -> exactly 210 aspd, if you consider full kylin, aspd ring, dual 5% aspd swords, maxed blood frenzy). That leaves out about 34 pts to add into strength.

You can approach it in various ways:

1) Use a ratio
34:54 STR to AGI ratio, which could be lowered into a ratio of 1:2.59. For the purposes of using integers (since we assign integer stats), we'll use the not-so-uncommon ratio of either 1:2 or 1:3 (STR:AGI). Keep using that ratio up until either you have pumped 54 pts into your base AGI (59 AGI if u consider the 5 AGI you get by default) then pump STR all the way.

2) Focus on 1 stat at a time
Keep pumping AGI until you arrive at a base of 59 (you'll be done at lv39), then from then on you could continue pumping STR all the way. I picked AGI first cause the dodge is more useful early on than at later levels.

3) <insert some weird reasoning here>
Just pump AGI and STR randomly as you see fit, until you eventually end up with 59 base AGI. Then pump STR all the way after that. Be creative with this part, maybe something like "I'll pump STR for the next 3 levels if I see a bunch of Amis running around in the mines"

4) A more intelligent way of doing #3
Make constant references to my cheatsheet, make full advantage of anticipating when the next boosts occur (in this case, the damage boosts you get every 5 STR). Adjust either stat as needed, to make the most out of your level. Let's say you had 14 STR, and 28 AGI at a certain level... you'd want to pump the next stat point you get into STR to get the damage boost.

User Contributions

Quote:
Originally Posted by baelzaron View Post
As for Berserk, the rounding made it difficult to show an exact forumla, but it looks somewhat like this 21% + 1%*skill level + floor(skill/5)% give or take.
lv 1 ~ 22 % 21 + 1
lv 5 ~ 27 % 21 + 5 + 1
lv 10 ~ 35 % 21 + 10 + 2

Part 2 - Equipment Guide
How to dress to kill... or not


Contents
1. EQ Selection (Swords/Armor)
1.1 EQ Classification
1.2 EQ Archetypes (Architecture Types)
1.3 Sample EQ Builds
2. Accessories/Pets
2.1 Jewelry
2.2 Pets


Slasher's Equipment Selection

Your primary concern, first and foremost, will be your resulting attack speed with the gear you'll end up with... and doing the necessary steps to do the needed adjustments to your base stats. As I've already stressed time and time again, you're aiming for 210 base ASPD (or 140 during your earlier levels), and by base I mean your ASPD without using any buffs. If you end up short, then you'd have to raise your AGI or pick an ASPD-boosting equipment. On the other hand if you overshoot, you'll want to either reset, or pick something that gives less AGI/ASPD bonuses but gives you a decent boost to your base damage. As it is, how to go about this is very open-ended at the moment, but I'll try and take a dip into this pool with some general equipment builds that you're likely to be wearing ingame.

Oh and one of the items that makes this so darn easier, the Sparkling Ring of Fish Scale or as I fondly call it, the ASPD ring, obtainable by finishing this bit of the story quest (towards the end of part 1)...

http://www.piratekingonline.com/foru...ead.php?t=4801
Quote:
Find Luke (1321,583).

Obtain the following :
Skeleton Fish Scale 0 / 12 (Magical Ocean : Lv 27 Skeleton Fish - Left side of Shaitan Habour)

Bring 12 Skeleton Fish Scale to Master Kerra (2664, 654) at IceSpire Haven.

Obtain the following for Master Kerra (2664, 654) :
Radiant Soul : (Deep Blue : Lv 45 Undead Archer - 2746,450)
It is near Icespire Haven.

Go back and talk to Luke(1321,583)



Equipment Classification

Even though the game is filled with a lot of equipments for various levels, and add to that the fact that there are multiple selections of equipments at certain levels, I'd like to classify these equipments into any of the following archetypes:

1) AGI boosters - equipment that provides AGILITY bonuses
2) ASPD boosters - equipment that provides ATTACK SPEED bonuses
3) Hybrid boosters - equipment that provides both types of bonuses

So, which of these 3 types of equipments would be best for you?

1) Going for pure AGI boosting equips may make you end up with a very good dodge but it will take a lot of AGI to reach our target ASPD of 210. Based on the above table, you get an average of 1.24 ASPD per AGI, so you could imagine how much total AGI you'd need to arrive at 210... that's a whole lot! o.O

2) Going for ASPD boosters will work too, but without a decent AGI to start with, there will be little to boost (no use having, say... 100% ASPD boost when your base ASPD from your AGI is only 2 -> making your resulting ASPD 4...). Taking into account the average crusader (who'd have a relatively good sum of AGI), relying on ASPD boosters will make you too dependent on those ASPD-boosting equipment due to the substantial increase in ASPD, which no amount of AGI boosters can provide as easily... think of it this way, you have 70 AGI with your full equipment and receive a 10% ASPD boost from a Blade of Enigma, that means you gain 10% more ASPD from your base ASPD due to your AGI, this in conjunction with other ASPD boosting eqs and skills like blood frenzy could easily translate it into more than 80 ASPD. Doing it the raw AGI way will take you around at least 64 more AGI (or about 50+ if you consider blood frenzy). Another advantage this gives is that you can reset more points of AGI and place it elsewhere where it can be more useful (STR or CON).

3) Going for both boosters will give the best compromise between stat points allocation and dodge levels. I might not need to explain much about this cause it pretty much takes both advantages of the previous 2 methods but only at a lower magnitude. This method is the safest and most cost-effective way to go about achieving your desired stats.

Definition of Terms for this section
Operating AGI - the minimum amount of AGI needed to maintain our target ASPD
Operating base AGI - the minimum base AGI (agility without equipment) needed to maintain our target ASPD



The Different Archetypes and their Operating AGI - 210 ASPD
The following table is a matrix of Operating AGI based on your blood frenzy skill level and the equipment archetype you're currently following.



If you're still clueless about how to determine your archetype, it's basically referring to the total % of ASPD boosts your equipment gives

ASPD boosters
0% - Kylin Swords, Hitrate swords, and pretty much other Non-ASPD swords (Ember Scar, Sword of Dawn, Darkness Emissary atk version)
5% - ASPD Ring, ASPD swords
7% - Blade of Incantation
8% - Dance of Evanescence
10% - Blade of Enigma
11% - Blade of Enigma (110% effectiveness)
12% - Darkness Emissary (defense version)
13% - Darkness Emissary (110% effectiveness of defense version)

*combine the above setups to achieve the archetypes described above

The above can be basically summarized by the following table:



Just in case you're wondering, I'm following the 16% archetype right now. That's why I have 69 AGI with everything on. I used to do the 21% archetype but I already switched my ASPD ring with the lv60 attack ring after I successfully got my boots with lv5 Wind forged in


Common EQ Builds by level categories
Things to note:
- In all setups, target aspd will be 140 and 210, in that order... so Operating AGI will show 2 figures, first one will be for 140, and the second for 210.
- All the following setups assume that you have a maxed blood frenzy level already.
- All items are unforged with any stats gems, it's up to you to calculate how much less AGI you need if you intend to forge Gem of Wind into your greaves
- Take note of the archetypes, the ASPD boosts in some items affect the operating AGI, but otherwise if they have the same archetype, the AGI boosts in each eq (in case you get tempest versions) will not affect the operating AGI, maybe base operating AGI but not operating AGI. This will help cut down on all of the "HOW MUCH AGI SHOULD I ADD PLZ?!!!111" questions we get everyday, since we could give them a hard AGI number they should aim for with their equipment... take note of the sets with the same archetype and compare the operating AGI ;)

Example Sets

Set 1 - Full Evanescence Chest of Crusader set
Archetype: 10% ASPD (2x5% ASPD boosting swords, AGI boosting armor)
Required Level: 50
Operating AGI: 34/76
Operating Base AGI: 22/64

Setup:
Dual Spike of Sistine - 5% ASPD, +2 AGI each
Battlearmor of Sistine - +4 AGI
Gauntlets of Sistine - +2 AGI
Greaves of Sistine - +2 AGI

Addons:
Sparkling ring of the fish scale - +5% ASPD
Archetype: 15% ASPD (2x5% ASPD boosting swords, +5% Ring)
Operating AGI: 30/71
Operating Base AGI: 18/59




Set 2 - Full Enigma Chest of Crusader set
Archetype: 0% ASPD (full AGI boosting equips)
Required Level: 60
Operating AGI: 42/88
Operating Base AGI: 25/71

Setup:
Dual Sword of the Kylin - +3 AGI each
Battlearmor of the Kylin - +5 AGI
Gauntlets of the Kylin - +3 AGI
Greaves of the Kylin - +3 AGI

Addons:
Sparkling ring of the fish scale - +5% ASPD
Archetype: 5% ASPD (+5% Ring)
Operating AGI: 38/82
Operating Base AGI: 21/65




Set 3 - Enigma Chest of Crusader + Wyrm Swords set
Archetype: 10% ASPD (2x5% ASPD boosting swords, AGI boosting armor)
Required Level: 60
Operating AGI: 34/76
Operating Base AGI: 23/65

Setup:
Dual Wyrm Swords (Vanilla versions) - 5% ASPD each
Battlearmor of the Kylin - +5 AGI
Gauntlets of the Kylin - +3 AGI
Greaves of the Kylin - +3 AGI

Addons:
Sparkling ring of the fish scale - +5% ASPD
Archetype: 15% ASPD (2x5% ASPD boosting swords, +5% Ring)
Operating AGI: 30/71
Operating Base AGI: 19/60




Set 4 - Enigma Chest of Crusader + Unsealed Dance of Evanescence Swords set
Archetype: 16% ASPD (2x8% ASPD boosting swords, AGI boosting armor)
Required Level: 60
Operating AGI: 29/69
Operating Base AGI: 18/58

Setup:
Dual Dance of Evanescence swords - 8% ASPD each
Battlearmor of the Kylin - +5 AGI
Gauntlets of the Kylin - +3 AGI
Greaves of the Kylin - +3 AGI

Addons:
Sparkling ring of the fish scale - +5% ASPD
Archetype: 21% ASPD (2x8% ASPD boosting swords, +5% Ring)
Operating AGI: 26/64
Operating Base AGI: 15/53




Set 5 - Enigma Chest of Crusader + Unsealed Blade of Enigma Swords set
Archetype: 20% ASPD (2x10% ASPD boosting swords, AGI boosting armor)
Required Level: 65
Operating AGI: 27/65
Operating Base AGI: 16/54

Setup:
Dual Blade of Enigma swords - 10% ASPD each
Battlearmor of the Kylin - +5 AGI
Gauntlets of the Kylin - +3 AGI
Greaves of Kylin - +3 AGI

Addons:
Sparkling ring of the fish scale - +5% ASPD
Archetype: 25% ASPD (2x10% ASPD boosting swords, +5% Ring)
Operating AGI: 24/60
Operating Base AGI: 13/49




Set 6 - Enigma Chest of Crusader + Drakan Swords set
Archetype: 10%ASPD (2x5% ASPD boosting swords)
Required Level: 75
Operating AGI: 34/76
Operating Base AGI: 23/65

Setup:
Dual Drakan Swords (Vanilla versions) - 5% ASPD each
Battlearmor of the Kylin - +5 AGI
Gauntlets of the Kylin - +3 AGI
Greaves of Kylin - +3 AGI

Addons:
Sparkling ring of the fish scale - +5% ASPD
Archetype: 15% ASPD (2x5% ASPD boosting swords, +5% Ring)
Operating AGI: 30/71
Operating Base AGI: 19/60



Note
Pay attention to the archetypes as I have mentioned earlier... knowing which archetype you're gonna end up with and taking note of the operating AGI level from the few examples above will give you an idea precisely how much AGI you will need to pump. Let's say you found a couple of tempest wyrms, say +4 and +3 AGI each... you already know that wyrms give 5% ASPD so they fall under the "5% ASPD + AGI" archetype. You will also note that you will want to end up with 76 AGI (71 AGI with the ASPD ring) while wearing all of your equipment, regardless of how much AGI each armor / weapon piece gives you. So basically you'll want to keep forging Wind and adding AGI until you reach the desired AGI level then stop and finally start focusing on your STR.

Hopefully this will cut down a lot on those new threads about stats advisory.



Suggestions/Comments
If there's any other build/archetype that's not included above that you'd like to know the operating AGI of, you could make a new reply of it and I'll do something about it. I might be rolling out with other archetypes later, mostly hybrid setups like "+5%/+8% ASPD + AGI", "+5%/+10% ASPD + AGI”, “+8%/+10% + AGI” and the like, possibly even those 110% upgraded swords with the 10% archetype (since they’ll be 11% ASPD at 110% effectiveness)




Accessories

Jewelry

Necklace selection is pretty much a binary decision for a Slasher, so it doesn't need to have it's own huge section. Basically you will want to go with a SP Recovery necklace or a Physical Resistance necklace, depending on whether you have a pet with the meditation skill or not. If you don't have such a pet then you will have to wear the SP Recovery necklace to spam skills with. Otherwise, getting the Physical Resistance necklace would be a good alternative.

Rings on the other hand is a case-to-case basis... that's why we all have our opinions about this. Some rings work well on some situations, while other rings will be best for other situations. If you're extremely hardcore, or just plain rich ingame, you will want to bring a pair of each types of rings (2 Attack rings, 2 Defense rings, 2 Critical rings, 2 Dodge rings and 2 Hitrate rings).

Personal Recommendations/Suggestions/Opinions on ring selection

Attack Rings - This will be your staple when aiming for a slasher build, pretty much the general purpose rings. This gives you with the much-needed damage rating early on, while you still don't have a decent STR level. This is best used when you're focusing on Illusion Slash more than your normal melee attacks. A must in mazes and other PvP situations where you will have to rely on IS.

Critical Rings - These rings are good training rings during low-mid levels, where you tend to rely more on normal melee attacks rather than your slash. As long as you're not yet focusing on your slash power, these rings can be good alternatives.

Hitrate Rings - Every crusader gets to the point where their naturally low hitrate makes them miss most of their melee attacks (due to a very low amount of ACC). Use these rings as a replacement to Critical Rings when training especially while you still can't rely on your slashing power.

Defense Rings - There are a few situations where it could be worth using defense rings as a slasher. You could sometimes use it during training but I would rather go with attack rings over these, cause I'd rather hit and run then stun and slash than to tank dangerous mobs. Defense rings has its use though in your later levels when you start helping pick up your guildmates inside Demonic World (a maze for lv50+). You do not always have the luxury of time or having available champs to pick you (it's frustrating when people spawn at the opposite end of the champ). You will want to use this in conjunction with the PR necklace and the best shield you can get for best effect.

Dodge Rings - As with defense rings, there are also only a few situations where dodge rings can be really useful. I wouldn't recommend it for training either because I'd rather wear attack rings and slash from a distance than risk getting hit. The time where it could really be useful is also at your later levels and when those two rings can help boost your dodge high enough that maze mobs miss most of their hits on you, allowing you to solo maze chests a lot easier.



Pets/Fairies

As for pets, it's pretty much straightforward. The only skill you will ever need is "Meditation" to cover for your low sp recovery. It also allows you to wear the physical resistance necklace for better defense.

Stats allocation is also pretty much straightforward. We're slashers and we'd want every bit of damage we can get, so obviously you'll want a pure STR pet. A pure CON pet isn't a bad idea either but I'd rather raise a STR pet if I had limited resources. Having one of both would be nice though, you could switch pets depending on the situation, or when the need arises. That's pretty much up to how you play.


Quote:
Originally Posted by Chuck View Post
here's an effective way of playing with multiple pets, soloing dw1 boss

I basically adopted the established strategy of bd raids, that is to get frozen while recouping... though unfortunately we no longer have the crystalline blessing skill at our mall. In this case, I use the boss's ability to freeze to my advantage. While frozen I wear my CON pet. You could switch to a hp recovery necklace too if you want, although I find it annoying (you'll need to drag the necklace into the slot, double clicking won't work to replace it). When I reach my normal hp, I switch back to my STR pet and wait for unfreeze.

Your natural hp recovery also works as a timer, you recover a certain amount of hp/sp every tick, and each tick takes 5 secs. Keep in mind that you stay frozen for 1 whole minute everytime the boss freezes you. What you can do is to wait for 9-10 ticks (which means 45-50 secs elapsed) then get into alert mode, because you're unfreezing soon.





About 2nd Generation Fairies
Second generation fairies are these new fairies introduced at v1.35. What sets them apart from the 1st generation fairies is not only their weird look (well... ugly, but in an interesting sort of way, lol) but also more importantly - their ability to "take possession" of whoever is carrying them at the moment, that and the self-destruct skill, which we don't seem to have yet ingame.

There are two new player skills that are related to 2nd generation pets and these are Possession and Self-Destruct. While details on Self-Destruct is sparse, we at least are gradually uncovering every little trick that Possession skill can provide. (re:self-destruct - so far, all I know is that it causes AOE damage at the cost of consuming all of the pet's stamina... something you'd probably use as a last resort, since we know rations are precious).

How does possession work?
Basically, you must first make sure that the character you want to possess already has learned the possession skill. Then make sure you have an appropriate pet, namely, any of the 2nd generation pets. If done properly, using possession will make the pet activate its special bonus, which directly affects your character in one way or the other for three (3) whole minutes.

How do I learn possession?
First of all, you must obtain the skillbook. Currently the only way for one to get it is whenever you mate 2 fairies in order to create a 2nd generation fairy. There are 3 levels of the skillbook and the chances of obtaining each one differs according to some conditions: (c/o WhiteLordz)

Quote:
Originally Posted by WhiteLordz View Post
Hi,

These are the conditions to get higher level pet skill:

a)When both pets are more or equal to Lv20 and below or equal to Lv25, there will be
85% chance to obtain Novice Possession Skill
12% chance to obtain Stanard Possession Skill
3% chance to obtain Expert Possession Skill
b)When both pets are more or equal to Lv25 and below or equal to Lv35, there will be
90% chance to obtain Standard Possession Skill
10% chance to obtain Expert Possession Skill
c) When both pet are above Lv35, there will be 100% chance to obtain Expert Possession Skill
Once used, it will add a new skill named "Fairy Body" on your character, which can be found at the third tab of the skills panel.



What's the difference between the Novice/Standard/Expert versions of the Possession skill?

All levels of the skill have the same cooldown and duration - 3 minutes. The skill level mainly dictates how much stamina each activation consumes. Namely:

Novice -> 6 * Fairy Level
Standard -> 3 * Fairy Level
Expert -> 2 * Fairy Level

Let's say you have a lv20 2nd generation fairy. If you activated possession on a character who has a novice version of the skill, the pet will consume 120 stamina. If activated on a character with the standard version of the skill, the pet will consume only 60 stamina. If activated on a character with the expert version of the skill, the pet will only consume 40 stamina.

Aside from that, there's a base requirement of maintaining at least 100 stamina. If the pet's stamina is below 100 and you attempt to activate possession, you will find that you have failed casting it. When it happens, the pet will not consume any stamina, but the skill is already cooling down.


What 2nd generation fairies would you recommend for slashers?
Before you start reading, I'd definitely recommend you to read Snowy's guide on the 2nd generation fairies first for a good background of each one. A correction on Snowy's entry on the Mordo Jr. though, these cute blue blobs do not apply the stat bonuses to all stats, but rather it just doubles whatever stats the jr has. Clarification on the matter will be provided later in this section.


Suitable 2nd-gen fairy for slashers
1) Fairy of Strength
2) Fairy of Constitution
3) Mordo Jr


Warning:
The 2nd-gen fairy type only determines the SPECIAL BONUS you can get from it upon activating possession... Otherwise, it will function as any normal pet. That is to say, you can have hybrid/alternate stat versions of all the types of 2nd generation fairies. E.g. You can mate 2 con fairies using a Demonic Fruit of Strength to create a Fairy of Strength with pure con stats. For the purpose of this guide, I'll be referring to each fairy by their type, and not their stats. (I'll specify the stats if needed).


How do those 2nd Gen Stat Fairies work?
Stat fairies have this special ability of boosting the stat of their type whenever you activate possession. Say for example, if you had a lv30 Fairy of Strength, and activate possession, it will add 30 more strength in addition to the strength it already gives. Here's a few possible scenarios:

Fairy 1: Pure STR Lv30 Fairy of Strength
Possession Effect: Adds 30 more STR, since it is lv30
End Result: 60 total STR

Fairy 2: Pure CON Lv30 Fairy of Strength
Possession Effect: Adds 30 more STR, since it is lv30
End Result: 30 total STR and 30 total CON

Fairy 3: 15 CON 15 STR Lv30 Fairy of Strength
Possession Effect: Adds 30 more STR, since it is lv30
End Result: 45 total STR and 15 total CON

So basically for 2nd gen stat fairies, the type of 2nd gen fairy you have determines whatever stat gets boosted... there is an exception to this rule however, that's where Mordo Jr. comes in -

How is Mordo Jr. different from the stat fairies?
This cute and trendy blue flying blob of fairy matter boosts stats quite differently from the other stat fairies. Based on what you have read from snowy's guide, you can create mordo jrs using any of the marriage fruits. If you think about it, it makes things ambiguous... you might wonder - "what if I fed it with a marriage fruit for a 2nd gen fairy that doesn't boost stats like the fairy of evil and fairy of luck?"

As far as I have experimented around, the best theory I have is that the jr doubles whatever stats it already has. Take the following scenarios for example:


Fairy 1: Pure STR Lv30 Mordo Jr
Possession Effect: Doubles all fairy's stats
End Result: 60 total STR

Fairy 2: Pure CON Lv30 Mordo Jr
Possession Effect: Doubles all fairy's stats
End Result: 60 total CON

Fairy 3: 15 CON 15 STR Lv30 Mordo Jr
Possession Effect: Doubles all fairy's stats
End Result: 30 total STR and 30 total CON

and for those who like messing around... -.-

Fairy 4: 6 CON 6 STR 6 AGI 6 ACC 6 SPR Lv30 Mordo Jr
Possession Effect: Doubles all fairy's stats
End Result: 12 total STR 12 total CON 12 total AGI 12 total ACC 12 and total SPR


That's basically what makes them different.


Recommended Setups

We all know that hybrid stat pets still suck when it comes to levelling them up, since they tend to fail more often whenever fed with stat fruits... so we will stay away from them. With that in mind, here's a few of the setups I would recommend, and their possible practical applications ingame:

1) Pure Str Fairy of Strength / Pure STR Mordo Jr.
This will most probably be the most obvious choice for most slashers. By doubling the amount of STR you get from your pet, it will raise your slash power considerably. A temporary but cheap way of getting that bonus damage without having to spend a lot on getting better equipment. This is best suited for guerilla warfare or sniping out opponents during pvp situations.

2) Pure STR Fairy of Constitution
Slashers normally depend on their slash power during most situations - be it during levelling or pvp. However there are many times where crusaders wished they had more def and hp for even a short while just so they can stay alive longer and do more heroics. This is probably the pet for you. Before dashing into your opponents, simply cast possession then go into stealth, then pop up right in their faces, slash one of them and stun another one while receiving damage from their side. KAMIKAZE!

3) Pure CON Fairy of Strength
For the same reasons as above, but more suited to CON crusaders. If you usually find yourself wishing you had a boost to your damage, even for a short while, then this is the best setup for you. This would also be great for champs, who need to tank but at the same time yearn to do some damage during those big encounters in mazes or gw. This is not a champ guide so I won't focus on how GREAT it is for champs :x

You might be wondering why I didn't include a pure CON fairy of constitution, or a pure con mordo. While they make for good tanks, just remember that we want a slasher here :p



But how about our former fairies? Are they useless now? Should we just ditch them? S> lv40 str fairy, pm m-

No no no, not too fast! They are still not completely worthless. There's this tiny detail you should know about possession first before you should think of scrapping those poor pets.

Certain possession effects, the stat bonuses in particular, lingers around even if you're not wearing the fairy you casted it with. Yep, that's right, once you use possession the bonus stats stays on until possession ends (either when it expires, or if you disconnect). So... you might be wondering now how that info is useful to us now... here's why:



The Pet Swapping Trick

As previously mentioned, any possession stat bonus effect stays on even if the pet isn't in the slot. How can we find use for that you ask? Consider this scenario:

E.g. You have a lv40 pure str fairy, and a lv25 fairy of strength.

Your pet will give you --
40 STR only : If you wear lv40 str fairy
25 STR only : If you wear lv25 fairy of strength
50 STR only : If you activate possession while wearing lv25 fairy of strength
65 STR only : If you activate possession with your lv25 fairy of strength, then switched back to your lv40 str fairy

So basically, until your 2nd generation pet has overtaken your current pet, then you might want to consider keeping them around for the meantime.




Here's a video summary of the trick




or refer to this reply I made in another thread... yeah I'm fed up of seeing those questions again and again, but seeing these claims are worse

http://www.piratekingonline.com/foru...ad.php?t=21835

Quote:
Originally Posted by Chuck View Post
I'll be the first to refute that





I'm going to show you how possession stats linger, and for easier tracking, I'm going to use 3 different 2nd generation fairies.

The fairies I'll be using here are:

Lv26 Pure CON Fairy of Accuracy
Lv41 Pure STR Mordo Jr
Lv41 Pure CON Mordo Jr



Here's the control shot, this is SadChamp without a fairy -




Take a good look at the stats before continuing...




Now, here's him wearing the lv26 fairy of accuracy



As expected he gains 26 more CON, and nothing else. 79 + 26 = 105




Now I activate possession with this fairy



As expected, in addition to the 26 CON it already provides, he gained an additional 26 ACC. 5 + 26 = 31



Now I switch to my CON MJ



As expected, his ACC stays at 31 (5 base + 26 from possession). His CON goes up because this is a lv41 pure CON fairy. He gains 15 more con because of the difference between the two con fairies (26 vs 41). 105 + 15 = 120



Now I switch to my STR MJ



As expected again, his ACC stays at 31 (5 base + 26 from possession). His CON goes back to the default 79. His STR goes up by 41 because the MJ has 41 STR. 159 + 41 = 200




and just for argument's sake, here's him wearing a 1st generation lv33 pure con fairy of kudos



112 CON as expected. 79 + 33 = 112





So I still don't get why alot of you still insist on not believing what I wrote in my guides. Apparently, guides or not, it doesn't make a f'ing difference to you.


< to be continued
















For additional reading on the earlier research on the subject, you could refer to this post








The Death Set - under construction

Originally posted by Minstral at this thread



Section Outline
- Would it be worth upgrading to this set, assuming I already have well-forged items?
- Potential builds based off the 2 versions of the Darkness Emissary swords
- Hybrid Death Set + BOE/Drakan build vs full Death Set


Let's face it, we all are drooling over the Death Set. For now, the "easiest" way to obtain it is whenever they put it up for auction. As of the moment, Malaysia will be having it on auction so far (wish they didn't offer it out this soon, lol), but no matter how you look at it, they're here to stay and we have to deal with it.

Now, before you should even think about obtaining the set, you might want to make sure about two things. The first of which is that make sure you're at least Lv75, and secondly, you either have to be rich enough to be able to buy it off auctions or other players (if they are offered for sale) or be powerful enough to obtain it ingame. Otherwise, I'd rather strongly advise you to stick with your lv60 Kylin/Boss stones/Boe/Drakan.


Practical Situation
Let's say that you are a powerful Lv85 crusader, wielding dual boe, wearing a boss stone, kylin gloves and boots, and dual peter's call rings. You have forged all your eq with lv7 UGs and lv3 BD gems (let's say you're that wealthy). All fused with apparel and upgraded to 110%. Surely being a crusader of such power, you'll be thirsting for more. For the purposes of simplicity, I'll assume you didn't play with mystic clovers and career lots for those bonus stats yet. Though maybe I could add those into the equation later as inserts.

As for pet, let's say you have a lv40 STR pet (1st Gen) and a lv20 pure str Mordo Jr whose growth you've been constantly accelerating ever since it was born.

Keeping all of those in mind, your stats should be somewhere along these lines:

Setup 1 [Full Offensive/Traditional Slasher]
22% Archetype
Stats (base):
Str: 252(100)
CON: 107(52)
ACC: 13(5)
AGI: 64(9)
SPR: 5(5)

Derived Stats:
Attack: 2064/2130
HP: 9793
HitRate: 289
Dodge: 364
Defense: 312
ASPD: 212 (if you reset 1 AGI, you'll end up with 209)
PhyRes: 47

Setup 2 [Full Defensive/Alternative Slasher]
22% Archetype
Stats (base):
Str: 204(52)
CON: 155(100)
ACC: 13(5)
AGI: 64(9)
SPR: 5(5)

Derived Stats:
Attack: 1632/1698
HP: 12124
HitRate: 289
Dodge: 364
Defense: 389
ASPD: 212 (if you reset 1 AGI, you'll end up with 209)
PhyRes: 47


Now if you managed to obtain a full set of the Death Set armor (no blades), then successfully transferred all the gems from your current gear into those, you will end up with this (keep in mind, you didn't fuse them to retain any bonus the full set provides):

Setup 1 [Full Offensive/Traditional Slasher]
22% Archetype
Stats (base):
Str: 260(100)
CON: 105(48)**
ACC: 13(5)
AGI: 64(13)**
SPR: 5(5)

Derived Stats:
Attack: 2157/2223
HP: 10429
HitRate: 290
Dodge: 370
Defense: 328
ASPD: 212 (if you reset 1 AGI, you'll end up with 209)
PhyRes: 44


Setup 2 [Full Defensive/Alternative Slasher]
22% Archetype
Stats (base):
Str: 208(48)**
CON: 157(100)
ACC: 13(5)
AGI: 64(13)**
SPR: 5(5)

Derived Stats:
Attack: 1670/1736
HP: 13324
HitRate: 290
Dodge: 370
Defense: 411
ASPD: 212 (if you reset 1 AGI, you'll end up with 209)
PhyRes: 44


* stats that are "improved" are colored green, those that went down are in red
** I had to move some CON back into AGI in order to maintain 210 aspd

See for yourself, it makes you a better slasher, but you lose out on 3 pr and some HP. Overall, in an offense slasher point of view, this tradeoff is still good enough because you gained almost 100 pts of damage. On a defense slasher point of view, it reduced your survivability a bit but improved your damage, I'd say this tradeoff is better for defense built slashers.




Now what if you decided you didn't care about the full set bonuses and instead went ahead and fused them with an apparel and upgraded them to 110%? Well, you'll end up with this:

Setup 1 [Full Offensive/Traditional Slasher]
22% Archetype
Stats (base):
Str: 260(100)
CON: 112(51)**
ACC: 13(5)
AGI: 64(10)**
SPR: 5(5)

Derived Stats:
Attack: 2157/2223
HP: 11273
HitRate: 300
Dodge: 378
Defense: 359
ASPD: 212 (if you reset 1 AGI, you'll end up with 209)
PhyRes: 47


Setup 2 [Full Defensive/Alternative Slasher]
22% Archetype
Stats (base):
Str: 211(51)**
CON: 161(100)
ACC: 13(5)
AGI: 64(10)**
SPR: 5(5)

Derived Stats:
Attack: 1708/1774
HP: 14605
HitRate: 300
Dodge: 378
Defense: 438
ASPD: 212 (if you reset 1 AGI, you'll end up with 209)
PhyRes: 47


* stats that are "improved" are colored green, those that went down are in red
** I had to move some CON back into AGI in order to maintain 210 aspd

Wow, more greens! Sure, you needed 1 more AGI, but all your derived stats still got an improvement!


I forgot to note that there's a 11% HP bonus from the Darkness's Shadow armor piece, and I have updated the section to reflect that.


Alter-builds:
6/2 setup
5/1 setup




Another hypothetical scenario type thingy...

This time, I'm introducing another test dummy, let's call him Mr. 5/2 Death Set Guy. Mr. 5/2 is currently lv80 and has never gotten any permanent bonus stats from career lots yet. As his name suggests, he is wearing full Death Set armor and they're all forged in a 5/2 configuration (lv5 ug/normal gem, lv2 bd gem). He did not fuse the death set armor with any apparel because he thinks it looks wicked, though for us that means the armor pieces are still at 100% effectiveness.

He has a dilemma on choosing weapons. Up until now, he has been dual wielding fused BOEs with 110% effectiveness, also on 5/2 config. Furthermore, he also has a couple of 9 STR Drakans in the bank. Additionally, he was given a chance to obtain 2 DE's of his choice... he could choose to get a pair of DE-A's, a pair of DE-D's or a combination of both.

In addition, he has been using a PR necklace, 2 Peter's Call rings (10 str, 3 con), he has a lv40 pure STR fairy and a blue dragon blessed shield with 5 str and 4 agi.

Let's do a recap:

Armor: Darkness's Shadow, lv5 Colossus, lv2 Soul of Black Dragon
Gauntlets: Darkness's Touch, lv5 Lustrious, lv2 Heart of Black Dragon
Greaves: Darkness's Trace, lv5 Wind, lv2 Heart of Black Dragon
Shield: Blessed Shield, lv5 Colossus, lv2 Soul of Black Dragon

Weapons:
2x 110% Fused Blade of Enigma, lv5 Rage, lv2 Eye of Black Dragon
2x 110% Fused Mammoth Drakans (9 base STR), lv5 Rage, lv2 Eye of Black Dragon
2x Darkness Emissary of choice, lv5 Rage, lv2 Eye of Black Dragon

Now it's time to mix and match.... First off, duo setups:



And for the hybrids:

[img]http://i24.photobucket.com/albums/c15/rupertchuck/experimentsed.jpg[/img]


Para has pretty much summarized it, here's what he wrote:

Quote:
Originally Posted by Paradox View Post
BOE - lose out in atk
str drakan - atk - atkspd
DE-D - atkspd madness with too much atk spd.
DE-A - atk - atkspd
its kinda obvious what to go for maximum benefit hybrid. the better question is what is the breakeven point for str drakans/DE-A

* note: don't put much attention into the sword/shield panel for the hybrids, the "sword" being considered is the first sword mentioned among the two. I didn't bother swapping them around to see which one gives better stats (can't be bothered)

The above setup upgrade path can be summarized with this table








Mr. 5/2 changed his mind

Now let's say our guy decided "screw teh looks, I'll go fuse and upgrade them now for teh leet stats, zomg!". Recall that he has the full death set armor on a 5/2 setup and in the previous section, all death set eq and weapons were only left at 100% effectiveness. Wondering what they'll look like at 110%? Take a look at these:

Duo:



Hybrid:








<-- to be continued















---------------------------

My Current Setup

Since I've been receiving a few PMs and replies to show *cough*showoff*cough* my equipment, here it is (as of april 28)






Contributions/Acknowledgements

An entire guide with lists of chest equipment by Sushi-X, very useful Chest Guide(In Progress)

Quote:
Originally Posted by Paradox View Post
just saw this..id like to say...incan gear aint worth the money
40-50 is fast,and the sword is worse than most green name crescents u can get from newbie box,which costs cheaper
only worth it thing in incan chest is the armor which has 3 agi,40 def and i think 18 phys def
Quote:
Originally Posted by syusuke View Post
Kylin Sword

Atk 142/150
Durabilitty 200/200
Level Require : Lv60
Stats Bonus
Agi +3
Str +3

Greaves Of Kylin
Def +36
Durability 200/200
Dodge +72
Lv Require : Lv60
Stats Bonus : +4str +3agi

Gauntlet Of Kylin
Defends +36
Durability 200/200
Hit Rate +59
Stats Bonus +4str +3agi
Quote:
Originally Posted by yxxS0ulxxy View Post
anyway the highest shield u can get now is lv 55, i know there is a lv 65 n 75 shield, but cant be found
wyrm shield if i didnt remember wrongly

anyway for using shield can fetch players in dw, but also there is a way to lure mobs in dw 2 for other crus to hit. like when our champ cant tank the yeti well that time.


-------------------------------- DRAFT (I'll fix this up next time) -------------------------------------

for a future forging section... I'll split up Part 2 into several subsections across several posts to make it less messy

Quote:
Originally Posted by Chuck View Post
Lv1 Glowing Gem (5 def) vs Lv1 Shining Gem

Code:
Def PR DMG Melee Crit 140M 210M
400 30 1000 300 600 1500 2250
405 30 1000 295 590 1475 2212.5
Difference 5 10 25 37.5

250 40 1000 350 700 1750 2625
255 40 1000 345 690 1725 2587.5
Difference 5 10 25 37.5
Lv1 of glowing gem provides 5 more defense. This 5 extra points of defense provides the following effects:

- blocks 5 pts of physical dmg from normal attacks (melee/ranged physical attacks)
- blocks 10 pts of physical dmg from critical attacks (melee/ranged physical attacks)
- blocks 25 pts of physical dmg from illusion slash based on 140 ASPD multiplier (exclusive of level difference adjustment)
- blocks 37.5 pts of physical dmg from illusion slash based on 210 ASPD multiplier (exclusive of level difference adjustment)

So 5 pts of defense only provides an investment of up to 37.5 pts of hp preservation. That's vs 100 extra pts of hp each level of shining provides.



As for lv2, you have this:

Code:
Def PR DMG Melee Crit 140M 210M
400 30 1000 300 600 1500 2250
410 30 1000 290 580 1450 2175
Difference 10 20 50 75

250 40 1000 350 700 1750 2625
260 40 1000 340 680 1700 2550
Difference 10 20 50 75
up to 75 pts of dmg protection vs 200 hp


and for lv3, you have this:

Code:
Def PR DMG Melee Crit 140M 210M
400 30 1000 300 600 1500 2250
415 30 1000 285 570 1425 2137.5
Difference 15 30 75 112.5

250 40 1000 350 700 1750 2625
265 40 1000 335 670 1675 2512.5
Difference 15 30 75 112.5
up to 112.5 pts of dmg protection vs 300 hp



in case you're wondering, even if I play around with the base dmg numbers, the dmg difference is still constant
Quote:
Originally Posted by Chuck View Post
but, I still didn't completely give my views...



if you tend to use pots a lot especially when you're training (I'm pretty sure most of us here always bring around a few stacks of cakes for those "just in case" situations), more glowing will be better, because "total HP" is "unlimited" (well limited, depending on how many cake stacks you brought)



basically, you'll want more def vs "weaker" crusaders, most champs, or vs sharpshooters' normal attacks (basically those who deal physical dmg and rely more on "damage over time"), and more HP vs magical dmg dealers, powerful slashers, ss headshots or pretty much anyone who can deal a lot of damage in one shot
Part 3 - Training

Crusader Solo Power-Levelling Guide
"Bullying Higher-level Mobs Properly With Your Slash" 101


Illusion slash never misses, unlike our normal swings. A typical crusader will usually have a rather low hitrate due to the lack of ACC, and we'll mostly have to rely on our equipment to make up for the lack of it. The way I pick on which mobs to grind on, depends on several factors:

1) Mob solo exp rate
2) Spawn rate/number
3) Slash requirement - the number of slashes it takes for me to kill one
4) Survivability/Danger level - how hard I get hit by them, and how often I have to rest
5) Accessibility/Location - the way the mobs are arranged in an area

You'll find yourself depending more on your slash the higher your level is, or technically, the level of mobs you're grinding on. If you're like me, who's patient or stubborn enough to save gems for worthy equipment, that means that until you do get those equipment you'll be slightly crippled in some aspects. I used to dual wield dance of evanescence each forged only with +3 rage, as I never wanted to risk wasting extra gems on these swords. I'd rather fool around with blades of enigma than with these. I'm starting to ramble now, but what I'm pointing out is that starting at your 50s and most especially your early 60s, you'll be relying a lot on your slash damage, until you manage to recover your lack of hitrate by forging lustrious onto your gauntlets like mad, or getting a high enough level (+2 hitrate per level).

Let's use my current character as an example. I have a level 72 crusader and that means that I can only get good experience from at least lv68 monsters. Previously at lv71, I'd either solo at Isle of Fortune or Lone Tower lv1 (sometimes lv2 or 3), or party up at Summer Island. To kill each mob at Lone Tower or Isle of Fortune requires me to dish out 1 slash. Killing the lv72 evil tribal warriors requires me to do 3 slashes. From those Lone/Fortune mobs, I'd get around 4.4-4.6k of exp per kill, while I'd get 12k exp per lv72 tribal at summer.

If you look at it closely, lone/fortune is still a good place for me to train solo because each slash I send out is guaranteed over 4k exp, while I have to give 3 slashes at summer before I'll gain 12k. That translates into an average of 4k exp per slash on summer, vs a 4.4-4.6k exp at lone tower or isle of fortune. So we can scratch out summer soloing for now. Then there's the matter of mob spawn locations. Fortune has pretty much packed spawns in several areas, making the interval between kills much shorter than at lone tower. That makes the Isle of Fortune a very attractive soloing spot based on my current Illusion Slash damage. Summer will only be a viable option for me if I can get to kill them within 2 slashes, that means an "average" of 6k per slash, which is much higher than the Lone/Fortune exp/slash rate.

Auto-casting is your friend

You can "Auto Slash" (AS) by holding down your shift key while you'd click on the mob with the skill. I always use this method for my "Hit and Run" (HnR) technique of powerlevelling myself (think SS hit and run, only with slash, and having to run like hell with mobs running at you with normal speed). When you're doing this, you'll eliminate the need to click skill/press hotkey to slash, all you'll have to do is to worry about where to move. If you happen to move farther than the slashing range, and when your skill has done cooling down, your character will automatically run closer to the mob and slash it. You could simply click on a spot away from your current location to "run" while IS is cooling down again.

Aggro Radius

Once you're into HnR, you'll want to study the surroundings a bit, and observe the aggressive range radius of each monster on that spawn spot. I define the Aggro Radius as this invisible circle from which the monster starts turning back once they reach its edge. You would want to use that radius to your advantage while engaging in AS HnR

How they all go together
When you do an effective AS HnR - especially on non-ranged monsters - you'll never get hit at all, which kinda makes our high dodge useless, but who cares, at least it's there in case we screw up the HnR and ran too close to another monster. But anyway, as I've been saying - we're not making full use of our dodge. That kind of allows us keep sacrificing our agility in favour of strength (trading dodge for more damage, while keeping the 210 aspd of course). This is ideal for a slasher build.

To do this effectively, lure them out and try to get as close as you can to the Aggro Circumference (just a notch outside), and they'll start moving erratically. You could either:

1) Keep AS'ing from there
2) Slash, Stun, Melee + Slash, AS


Sample Shot
Attachment 164
http://www.youtube.com/watch?v=xf7cZscFq8E

So which mobs should we bully?

You might want to look into this big mess of data. That will do for now until I complete it and give my analysis.



Normal Training on mob
"Bullying Lower-level Mobs and robbing them of their will to live ever again until they respawn"... or something like that

As mentioned in the other section, you get a level based modifier on your slash damage, but it also applies to your regular attacks as well. With that info, you could easily guess that the damage boost you get allows you to be an even meaner bully to those poor little monsters.

If you don't have any worthwhile high level mobs to HnR with, you can always fall back to this method. We crusaders are best built for this, much more so for the high level slashers.

We can get full experience from mobs up to 4 levels below you, any lower and you get reduced exp rates. You have to keep that in mind before selecting your target to bully :p
What I consider "effective bullying" is where you make full use of your slash rhythm, while performing melee (and stun if needed) in between slash intervals. Having a tweaked camera also helps because it allows you to plan where to move next, or what to attack next.

Here are some example videos of me doing some bullying :x
Isle of Fortune - http://www.youtube.com/watch?v=IqDSd6xNaS4
Lone Tower - http://www.youtube.com/watch?v=YF9OneMOW0A


My tweaked camera settings
Code:
C_NORMAL = 0 --Õý³£Ä£Ê½
C_NEAR = 1 --Æ«½üģʽ ¾àÀë±ÈÕý³£Ä£Ê½Æ«½ü
C_HIGHSPEED = 2 --¸ßËÙģʽ ¹Ì¶¨¾µÍ·, ²»¿ÉÐýת
C_SHIP = 3 --º£ÉÏģʽ ÔÚ´¬ÉÏ, ¾àÀëºÜÔ¶

CLU_Call("CameraRangeXY", C_NORMAL, 75, 30)
CLU_Call("CameraRangeZ", C_NORMAL, 20, 60)
CLU_Call("CameraRangeFOV", C_NORMAL, 25, 30)
CLU_Call("CameraEnableRotate", C_NORMAL, 1)
CLU_Call("CameraShowSize", C_NORMAL, 60, 55)

CLU_Call("CameraRangeXY", C_NEAR, 28, 39.5)
CLU_Call("CameraRangeZ", C_NEAR, 10.5, 36)
CLU_Call("CameraRangeFOV", C_NEAR, 17, 20)
CLU_Call("CameraEnableRotate", C_NEAR, 0)
CLU_Call("CameraShowSize", C_NEAR, 34, 34)

CLU_Call("CameraRangeXY", C_HIGHSPEED, 40, 45)
CLU_Call("CameraRangeZ", C_HIGHSPEED, 25, 43)
CLU_Call("CameraRangeFOV", C_HIGHSPEED, 6, 26)
CLU_Call("CameraEnableRotate", C_HIGHSPEED, 0)
CLU_Call("CameraShowSize", C_HIGHSPEED, 42, 42)

CLU_Call("CameraRangeXY", C_SHIP, 75, 30)
CLU_Call("CameraRangeZ", C_SHIP, 20, 60)
CLU_Call("CameraRangeFOV", C_SHIP, 25, 30)
CLU_Call("CameraEnableRotate", C_SHIP, 1)
CLU_Call("CameraShowSize", C_SHIP, 60, 55)

--ÖØжÁÈ¡¾µÍ·²ÎÊýÅäÖÃÎļþ
function LoadCameraConfig()

end
to tweak the camera, open the cameraconf.clu file (found in the /scripts/lua subfolder of your PKO game folder), make sure that you keep a backup of it though because there are some areas in the game that interferes with the tweak and results into a CTD (crashing to desktop)

I have other tweaks that I made for myself and my partymates, as well as those that I made for closeup screenies, you can find a zip file of them attached at the end of this post. Here's what each file does:

tweak1.clu - my everyday setting, this is the one I pasted above, crashes in certain spots
tweak2.clu - a zoomed in version of my everyday setting, does not cause crashes
tweak3.clu - an overhead version and slightly zoomed out version of the default camera file, does not cause crashes
phyllis closeup.clu - allows you to zoom in really close to your phyllis or lance character, good for screenshots up close
ami closeup.clu - similar as above but fitted for ami (angle adjustments)



Editing the CameraConf.clu file

If you feel like going thru it yourself, here's a description of how each setting works -

yeah, just edit those numbers to your liking, should be pretty easy to figure out... anyway, here's a quick guide to it:

Quote:
CLU_Call("CameraRangeXY", C_NORMAL, 38, 39.5)
CLU_Call("CameraRangeZ", C_NORMAL, 10.5, 36)
CLU_Call("CameraRangeFOV", C_NORMAL, 17, 20)
CLU_Call("CameraEnableRotate", C_NORMAL, 1)
CLU_Call("CameraShowSize", C_NORMAL, 38, 38)
that's the default cameraconf setting for the C_NORMAL camera (C_NORMAL = on land)


Quote:
CLU_Call("CameraRangeXY", C_NORMAL, 38, 39.5)
This setting determines the forward distance of the camera. Think of it as the space between the camera and the character. The first number determines the zoomed in distance, while the 2nd affects the zoomed out distance.

Quote:
CLU_Call("CameraRangeZ", C_NORMAL, 10.5, 36)
This one affects the vertical angle of the camera (determines the camera's placement with regards to the origin - which is your char's feet). Recall that angles come in +/- 0-360. First number is for zoomed in angle, the 2nd is for zoomed out angle.



Quote:
CLU_Call("CameraRangeFOV", C_NORMAL, 17, 20)
This might seem similar to the XY parameter, in that it affects how much of the scene is being fitted into the screen. It has a subtle difference in that it's similar to warping the camera, but it doesn't necessarily do those fancy "fisheye" distortions... Well, what I mean is, it's like a magnifier. It takes part of the current scene and zooms in on that (calling it field of vision). First number is for the zoomed in value, 2nd is zoomed out.

Quote:
CLU_Call("CameraEnableRotate", C_NORMAL, 1)
just a toggle allowing you to rotate the view, you'll want to keep it as it is (1 = enabled)

Quote:
CLU_Call("CameraShowSize", C_NORMAL, 38, 38)
determines how much of the map will be rendered, set it too low and you'll see a blue void around you... on the other hand, setting it too high will force the engine to render too much of the map and it could slow you down and cause errors at certain areas of certain maps (famous ones are southwest of west argent entrance, southeast of spring east entrance, southwest of spring near fox sage, spot at naval base). Again, the first number affects the zoomed in value, the 2nd is the zoomed out value.


Here's a visual representation of the entire thing










Contributions

Here's a mob training path suggestion I got via PM, thanks dude
Quote:
Originally Posted by Reynevan
I'm lvl 59 now that's on what I have exped before (as I remember it), I have always used Chest Equipment and from lvl 45 i'm using Pure Str Fairy with 3 skills (Meditation/Berserk/Recovery) now lv 10. My build is very close to what You presented in your guide (42Str/72Agi with full Sistine and aspd ring). I seldom lvl with party and i often get bored of hiting same mob all the time so I take a trip to find something iteresting even if it's harder. :)

<15 Hopping Lizard lv10 (912, 3280) Magical Ocean
<18 Killer Cactus lv 14 (884, 3156) Magical Ocean
<21 Phantom Tree lv 17 (884, 3028) Magical Ocean
<25 Barbaric Bee lv 20 (1626, 3139) Ascaron
<27 Snow Lady lv 23 (873, 646) Deep Blue
<34 Fallen Naiad lv 26 (891, 750 Deep Blue
<36 Fragile Snow Doll lv 29 (907, 842) Deep Blue
<37 Grassland Elk lv 31 (1360, 2683) Ascaron
<38 White Owlie lv 32 (1360, 2683) Ascaron
<39 Miner Mole lv 35 Abandon Mine
<42 Ninja Mole lv 38 Abandoned Mine 2
<45 Rock Golem lv 40 (682, 2592) Ascaron
<46 Snowman lv 43 (2594, 455) Deep Blue
<48 Pumpkin Knight lv 46 Silver Mine 2,3
<51 Treant lv 48 (828, 1923) Ascaron
<52 Frenzied Wolf lv 51 Zephyr Island
<52 Elite Werewolf Warrior lv 53 Zephyr Island
<52 Sturdy Rock Golem lv 51 Zephyr Island
<53 Sakura Pirate Sailor lv 52 Glacier Island
<53 Sakura Pirate Fighter lv 52 Glacier Island
<53 Sakura Pirate Militia lv 52 Glacier Island
<54 Horrific Yeti lv 52 (2590, 795) Deep Blue
<54 Elite Skeltar Warrior lv52 (2597, 831) Deep Blue
<54 Lizardman lv 55 (2587, 900) Deep Blue
<58 Elite Werewolfe Warior lv 53 Zephyr Island
<59 Vicious Undead Warior lv 57 (831, 1125) Ascaron
You could send me your own lists of suggestions thru PM if you want to contribute

Quote:
Originally Posted by yxxS0ulxxy View Post
as for solo leveling crus, pls try to train a buffer cleric for boost of dmg n def n attack speed. this way it will boost up your lving time. by lv 41, u can max dmg buff, attack speed and harden. ^^
This is a very good advise, one that you should really invest some time and effort in. I had 2 buffers (1 messed up recovery/battle cleric, and 1 offensive full support sealmaster, who has its own thread here)



Part 4 - The real deal about Illusion Slash damage
The answer to "why you can 1 hit ko someone you usually couldn't?" and vice versa

Legend:
BD: Base DMG*
TD: Target Defense*
TPR: Target Physical Resistance*
LG: Level Gap
LVM: Level Modifier (refer to level difference adjustment table)
MBD: Modified Base DMG
140AD: Slash Damage at 140 ASPD
210AD: Slash Damage at 210 ASPD
140M: DMG Multiplier at 140 ASPD
210M: DMG Multiplier at 210 ASPD
FSP: Final Slash Power

* You see these at the char's stats screen



Final Slash Damage Formula

FSP = MBD * ASPDM * LVM, where:
MBD = BD * (100 - TPR) / 100 - TD


Slash DMG Calculator has been attached to this post



Illusion Slash damage depends on the following:

1) Attack Speed (ASPD) - you get damage boosts at 140 and 210 attack speed, nowhere else... already tried up to 510 aspd, no difference
2) Base Damage Rating (BD)
3) Level Difference Adjustment (LDA)

Number 1 and 2 are pretty much self-explanatory, but as for number 3, it took me a while to discover its existence and sometime more to figure out how much adjustment is made. As far as my tests go, I have come with the following conclusive result:

LDA is applied to opponents within 8 levels of you, with an adjustment of approximately 2.5% per level of what you'd normally do to that person if you were of the same level. That means that you could do 20% more damage to an opponent at least 8 levels below you, and conversely, 20% less damage to an opponent at least 8 levels above you.

Code:
Lv Diff Adjustment
1 2.50%
2 5.00%
3 7.50%
4 10.00%
5 12.50%
6 15.00%
7 17.50%
8 20.00%





Obtaining your Base Damage Rating

Ok finally cracked the damn thing like a skull, here's my slash tests

DEF TESTS
Code:
BD TD TPR LG MBD 140AD 210AD 140M 210M
349.00 246 0 0 103.00 515.00 773.00 5.00 7.50
349.00 212 0 0 137.00 685.00 1028.00 5.00 7.50
349.00 186 0 0 163.00 815.00 1223.00 5.00 7.50
349.00 152 0 0 197.00 985.00 1478.00 5.00 7.50
349.00 138 0 0 211.00 1055.00 1583.00 5.00 7.50
349.00 108 0 0 241.00 1205.00 1808.00 5.00 7.50

PR TESTS
Code:
BD TD TPR LG MBD 140AD 210AD 140M 210M 
349.00 112 2 0 230.00 1150.00 1725.00 5.00 7.50
349.00 128 14 0 172.00 860.00 1290.00 5.00 7.50
349.00 225 28 0 26.00 130.00 195.00 5.00 7.50



Based on the above raw data, I finally managed to get the precise calculation... before we get to that, I'd like to present these facts:

Quote:
- PR is indeed % reduction to base damage, computed first
- Each point of defense blocks 1 point of damage
- 140 ASPD is exactly 5x your Modified Base DMB at Lv10 IS skill
- 210 ASPD is exactly 7.5x your Modified Base DMG at Lv10 IS skill
- Modified Base DMG is rounded down before computed for final slash damage
The slash damage formula with a 0 level gap between you and your target is:

Code:
MBD = BD * (100 - TPR) / 100 - TD
Final Slash Power (or FSP) = MBD * ASPDMultiplier

Example:

Let's say you are a lv80 crusader with 1750-1850 min/max damage, and you want to know if you can 1 slash KO your worst enemy, who happens to be a lv80 voyager with 250 def, 39 pr and 10k hp

Based on the above info, we can gather these input:

BD: 1750 min, 1850 max
TD: 250 def
TPR: 39 pr
LG: 0

Time to compute... First off, get the MBD:

recall, MBD = BD * (100 - TPR) / 100 - TD

minMBD = 1750 * (100 - 39) / 100 - 250
minMBD = 1750 * (51) / 100 - 250
minMBD = 892.5 - 250
minMBD = 642.5

maxMBD = 1850 * (100 - 39) / 100 - 250
maxMBD = 1850 * (51) / 100 - 250
maxMBD = 943.5 - 250
maxMBD = 693.5

MBD = 642, 693 (min,max)

if you had 140-209 ASPD, your MBD will be using 140M (5x):

min140MFSP = 642 * 5
min140MFSP = 3210

max140MFSP = 693 * 5
max140MFSP = 3465

so at 140 ASPD, you will do a damage in the range of 3210 to 3465, which means that damn voy survives

now, if you had 210 or higher ASPD, your MBD will be using 210M (7.5x):

min210MFSP = 642 * 7.5
min210MFSP = 4815

max210MFSP = 693 * 7.5
max210MFSP = 5197

so at 210 ASPD, you will do a damage in the range of 4815 to 5197, heh, tough luck, he still survives *lol*

better get more eye of bd then


I'll try to test level differences as well tonight, I wanna know if it coincides with everything before I'll declare it official

Update:
The level difference calculation is spot on.


Quote:
*Methodology:
I had the crusader wear unfused apparel blades, removing any variance between minimum and maximum damage. The target chosen was of the same level as the crusader. The experiment started with the target having 0 pr, with defense gradually adjusted by changing equipment. After defense tests have been done, the PR tests commenced. PR was similarly adjusted by letting the target wear different armors of increasing levels.


Thoughts on IS Skill Level and ASPD Multipliers
Warning:
Everything in this section is my speculation and I've done no tests to prove it yet.


Based on the constant multipliers we were able to obtain from the above tests, I have reason to suspect that 70-139 ASPD would multiply your MBD by 2.5x if you had lv10 IS. Basically you get 2.5x more for each multiplier with a lv10 IS. Unfortunately I haven't tried playing with varying skill levels because I was too lazy to plvl a new swordsman at the time I performed the above tests. However the information we gathered so far allowed me to make some hypotheses:

- Final DMG Multiplier (FDM) = Skill Level Multiplier (SLM) * ASPD Multiplier (ASPDM)
- 1st ASPD bracket (70-139 aspd), provides an ASPD multiplier of 100% or 1x
- 2nd ASPD bracket (140-209 aspd), provides an ASPD multiplier of 200% or 2x
- 3rd ASPD bracket (210 aspd and up), provides an ASPD multiplier of 300% or 3
- Lv10 Illusion Slash skill provides a SLM of 250% or 2.5x

With those in mind, and assuming it's correct to assume that the SLM increase is linear, we could come up with this assumption:

Lv1 Illusion slash - 115% of MBD
Lv2 Illusion slash - 130% of MBD
Lv3 Illusion slash - 145% of MBD
Lv4 Illusion slash - 160% of MBD
Lv5 Illusion slash - 175% of MBD
Lv6 Illusion slash - 190% of MBD
Lv7 Illusion slash - 205% of MBD
Lv8 Illusion slash - 220% of MBD
Lv9 Illusion slash - 235% of MBD
Lv10 Illusion slash - 250% of MBD

So if you had lv10 IS, and 140 ASPD you would have:

FDM = 250% * 200%
FDM = 500% or 5x

Or if you had lv4 IS, and 210 ASPD you would have:

FDM = 160% * 300%
FDM = 480% or 4.8x

Simply multiply your FDM to your MBD and you have your final slash power


* again these are just speculation so far, I'll eventually do some tests to prove it

Part 5 - Custom/Weird Builds
How not to be mainstream


My Experiments

The 15 Base AGI build

I had been thinking about this for a long time, especially way back when I was still wielding dual dance, but eventually shrugged it off when I got my drakan. I just suddenly thought of thinking about the "what-ifs" if I did stick with dual BOEs. I wonder how far I could milk it.

The main idea of this build is to get as much ASPD boosts as possible in order to be able to transfer as much AGI as possible into the other attributes. If you have been following this guide closely, you'll be quick to notice that the best archetype for this build is the 27% archetype (dual BOE @ 110% effectiveness + ASPD Ring). In addition, we will be trying to achieve getting as much AGI as we can through our equipment.

Dual BOE, Lv15 Fused (110%) with lv5 rage. Level 5... this seems pretty much like the maximum level anyone has been willing to go yet on a single gem so far. Gathering the gems is very expensive, and failing a forging session can give you heartaches.

So I tried playing with my stats on paper... right now I have this:

16% Archetype
Lv78 Crus, STR - 210, CON - 48, ACC - 9, AGI - 69, SPR - 5
ASPD - 210, DMG - 1444/1512, HP - 3843
DEF - 224, Dodge - 336, Hitrate - 255, PR - 34
Lv36 STR pet


so if I switched, and moved all the resettable AGI to CON after maxing STR, then further upgraded my armor and boots to 110%, then further forged each gem that's already in my equipment into Lv5, then I'd end up with this:

27% Archetype
Lv78 Crus, STR - 206, CON - 67, ACC - 13, AGI - 59, SPR - 5
ASPD - 210, DMG - 1356/1422, HP - 4591
DEF - 266, Dodge - 346, Hitrate - 255, PR - 35
Lv36 STR pet


Take a good look at the hp/def difference, then weigh it against the damage difference. Feel free to discuss this build, I am sure you will have your opinions about this (I'm sure I have my own, but I'll keep it for now... I'll write it here next time I feel like writing another long one). Let's just say this is the ultimate build a dual BOE wielder can end up with within the reasonable bounds of the game. (I didn't include bd gems, cause they're not that common... yet). All I can say right now is that this exact build is very good and effective for this moment, but its glory will fade at later levels once we all are in our 80s. (you can only salvage this build if you gain more dmg somehow ;))

A well done drakan/boe build (or maybe dual drakan) can outpower this build in terms of damage. and might be the only build that can 1 slash KO this build effectively. Of course there's a tradeoff as well, cause the drakan build will have less surviving power than this build. (I'll publish my experimental work on that drakan build sometime when I feel like it)

The main reason I brought this build up again, is that because I recently started playing more and more with my con pet (now lv25) and it seems pretty much effective in making me survive other crusaders' IS (I can survive pretty much anything with less than 1.6k max dmg if I borrowed a lv28 CON pet).



Miscellaneous



Suggested Build 1 - Shield Crusader
suggested by Demonix

My take on this:

As soon as he mentioned "shield crusader", the first thing that popped into my mind is a con build. Right now at bridge, a few of us lv7x crusaders bring a shield with us to help tank our guildmates inside Demonic World Lv2 (during cases where we have no champs to help tank all the way to the boss). Replacing one sword with the shield drops our attack speed due to the loss of the blood frenzy effect, and as well as any attack speed bonuses the sword might have had. We'd have to berserk first before reaching the 210 mark. Using my current STR/AGI crusader, switching to the sword/shield combo drops my dmg rating to 934/966 (from 1169/1230). That damage rating is not too shabby, as I can still 1 slash kill a few people with berserk.

Obviously a con build crusader will have a much lower dmg rating than that, but what if I play around with the CON magic numbers in order to brew up a good mix between agi and con, then any extras pumped into strength?

I'm kinda tired at the moment so I'll have this calculated and tested out after some time. I'll place the results in a new reply to this thread, and place a link to it in this post.

Part 6 - PvP / PKing Tips and Tricks

General PvP
I finally got invited to a party after sitting at the arena the whole night, here's some of the weird matches we had - pvp video

More PvP Videos - Set 2
Part 1 | Part 2

coming soon, to a PKO forum near you, promise, yeah, really...

(I keep forgetting about this... >.<)


Chaos Argent

As we are all aware, Chaos Argent is unlike the normal game conditions. The damage you do is calculated differently as it is outside. So far I've only performed limited tests inside.

Chaos Argent Slash Tests

Code:
Base LVL Expctd 140 210 
DMG diff Def PR Melee DMG factor ASPD factor ASPD factor
567 0 119 0 112 448 4.0 448 4.0 672 6.0
567 0 164 0 101 403 4.0 403 4.0 605 6.0

567 0 164 5 96 375 3.9 383 4.0 575 6.0
Legend:
Expected DMG : the melee dmg you would normally do outside CA

I didn't get to do more configurations because I had 3 clients open: my Whitey, and 2 lv80 chars (sm and another crusader), and there were some idiots stacking with my chars trying to hide from bd mobs (eventually luring it in and dying). I had to protect my chars by maneuvering whitey around to lure the mobs away again, wasting a lot of my limited testing time in chaos argent. Thus I didn't get to do much more tests with level difference modifiers.


Anyway, it is consistent, it shows that your melee dmg is 1/4th that of the outside world dmg. Meaning:

Chaos Modified Base DMG (CMBD) = ( Base DMG * (100 - PR)/100 - DEF ) / 4

At 140 ASPD, your Slash is boosted by 4x, and at 210 ASPD your slash is boosted by 6x of CMBD.

I'm still not 100% sure if PR also reduces by the same amount, cause I only tested with 0 and 5 PR. Didn't have enough time to try out other PR configurations




Slasher Battle Tactics

One of the most important things when it comes to playing this build is how you control your slasher. Having the highest level and best equipment in the whole game won't be highly effective if it's matched with poor movement and tactics. This is where proper battle conditioning should come in.

Slashers are built for their devastating attacks. They have the best and the most reliable burst damage ingame, hands down. As a result, the mere thought of having a slasher or two surrounding them strikes terror into their opponents. They are also extremely maneuverable due to stealth and can also switch into shock combat when teamed up with other slashers.

Shock combat is a well known battle tactic containing troops that are organized for mobility, with the intention of penetrating into enemy defenses and attack into the enemy's vulnerable areas (typically the flanks or the rear). Slashers designated as shock troopers are typically categorized into two types, first type being the bait (defensive mode), and the 2nd type being the leader of the assault (offensive mode).

Before delving into the more advanced techniques, it is best to start at the basics first.



Individual Movement Techiques

These are the basic movements that every slasher must be aware of. These will be the most basic of tactics one would employ, as a series of battle drills. These are choreographed steps that you'd often be using in PvP, that you'd automatically perform depending on the situation. Your ultimate aim is to have these in muscle memory and that these will be subconsciously triggered as a reactive stance depending on what you see. In other words, you no longer need to pause and think of what to do because you're already conditioned to perform a preset list of actions based on what you see.

1) Keep your hotkeys handy
2) Be a ghost
3) Proper scouting
4) Skirmish wisely
5) Slash targets of opportunity within effective range
6) Maintain mobility
7) Use terrain to your advantage
8) Perform attacks of opportunity whenever possible, but have countermeasures prepared
9) Confusion is you best friend
10) Always prepare countermeasures


Keep your hotkeys handy
This largely depends on your playing style, but I would definitely recommend placing your Illusion slash, Shadow Slash (stun), Berserk and Stealth skills within the same function key group. Most keyboards have the function keys grouped into 4 (F1-F4, F5-F8, F9-F12). It's common practice to have your most used skills at the first group and have your miscellaneous entries occupy the next 4. If you're not sure of what to do, I suggest having it in the following order for your F1-F4 keys:



Be a ghost
Unless you're asking for rebuffing or healing, you must always constantly stay in stealth. Whenever you see visible foes in the radar or in your visual range, try to get as close as possible while still remaining undetected. This also includes knowing the range of true seeing wards. Be constantly on the alert and on the prowl, get to know your surroundings, and more importantly, get to know where your enemy is at.

Proper Scouting
Be on a constant lookout for enemies, paying close attention to the radar and on screen. You'll never know when an enemy slasher would pop out if you're caught flat-footed. Equally important is staying mobile. As a general rule, it's best if you restealth at least one illusion slash range away from the previous spot you stealthed. That reduces the chance of any ambush in case an enemy slasher was positioning himself to take you out the next chance it has.

Skirmish wisely
When you see viable targets to serve your slash at, don't impulsively rush to it. Carefully assess the situation. Is he suspiciously standing in a vulnerable spot? Is he acting as a bait? Are there other crusaders around? It's really important to stay mobile in these situations, if it helps, keep circling the target looking for a good approach (this also reduces the risk of getting ambushed from behind by any enemy reinforcements).

If you're sure you can 1 slash KO the target, it's still important to take precautions in case he has "invisible support". What you should do in this case is to restealth in one spot within the visual range of the target, this alerts him (them) to your current position. If they are being equally cautious, one or more of their hidden crusaders will start moving towards the spot you just restealthed waiting for your next appearance. What you should do is to quickly run to another side, at least 1 illusion slash range far from your previous spot, but still within illusion slash range of your target. Then when your stealth is about to run out (or if it has finished cooling down, if you have a high level stealth), hover your pointer on your target, hit the IS hotkey on the keyboard then quickly click on the target and following that up with a quick stealth and running back.

It's highly important that you keep running back at least 1 illusion slash range or two after every slash, because this is your dead spot. You're very vulnerable during this downtime and you only have stun to fall back on if you're caught.


Slash targets of opportunity within effective range
Never initiate any of your offensive skills from long distance. This slight delay can cost you your life. Make sure to be very familiar with your slash radius.

The same can be applied to stun as well. Avoid initiating stun from a distance at all costs, because this delay reveals you too early giving them a chance to either run away and make your stun fail, to counter-disable you, or worse, to mount a counter-attack... now that would be shameful, wouldn't it?


Maintain mobility
I can never stress enough how highly important it is to stay very mobile. If you're not assigned a team to work with and on a solo scouting/assault mission. It is very advisable to approach your opponents from different fronts. This way they can never know where you'll strike from next, effectively spreading their defenses out making it thinner.


Use the terrain to your advantage
Every maps has its specific layout. Make sure that there aren't any obstacles between you and your enemy if you're planning to start an assault. On the other hand, if you're still sniping them with your slash, try to put yourself in a position where there's an obstacle between you and your target. Make sure to take full advantage of your slash's range.


Perform attacks of opportunity whenever possible, but have countermeasures prepared
Patience may be the key but there are always situations where targets of opportunity are ripe for the picking and you'll never get the chance again. In this situation, hesitating while making the decision of whether you're going to slash or not within that small window of opportunity destroys the whole opportunity in the first place. To prevent that from happening, always make sure you have an escape plan. I typically go with fast surgical strikes while sowing confusion then quickly run out as fast as I came. This way they're still dazed from the attack not knowing what to do because they're caught flat-footed.


Confusion is your best friend
Try as much as possible to keep your opponents guessing what your next move is. Avoid repetetive action if you can. Although it is also possible on the other hand to employ repetition as part of your strategy to condition them into preparing to counter that move, then quickly switch to another mode while they're focusing on your previous pattern.

I don't have videos or screenshots of it, but the best situation that I've used this concept so far is at the DW bosses. I was dualling my SM and Crus as usual. There were several crusaders from an opposing guild trying to defeat me and my sm at DW1. After managing to take them down (after several waves of them coming back), their waves stopped and I immediately got suspicious. It's either that they're laying an ambush on me outside or they are camping for me at DW2 boss (since that's predictably my next target). I continued my bossing at DW1 as I usually do until I killed it and started searching for the portal to DW2. Sure enough, one of them was camping outside but I made quick handiwork of him because both of my chars are conditioned to perform their own brand of harrassment. The enemy has to decide whether to stun my crus first or my sm first. If he stuns my sm first, I could simply switch to my crusader and deal him 1 slash. On the other hand if he stunned my crusader first, I could switch to my sealmaster then seal him, preventing him from going back into stealth while waiting for my crusader to come back into action (oftentimes they would try to slash my sm after stunning my crus but since my sealmaster can tank a few of their slashes, they have no choice but to retreat).

Anyway, the repetition part I was talking about happened at DW2. I sent my crusader to advance scout the boss area and sure enough I saw them camping inside the boss fountain. One of them was wearing his full defense gear (he was wearing a shield), while having drawn all the mobs' aggro to hide himself from any targetting. While an unknown number of other crusaders were stealthing around him. What I did, instead of normally trying to go in and boss from inside, I started bossing from the outside for a few minutes. I made sure they are aware I was there, my otter doing the luring while my crusader staying back to stun and do the damage. I gave it several rounds until the boss went down to half hp, then I quickly started a change in strategy. First I prepared myself with full buffs and activated possession, then I started yet another round with a lure, but instead of stunning the boss, I had my crusader positioned at the other side and ran him into the fountain undetected (the boss was outside running to the other direction after being lured by otter so it couldn't reveal me). I was determined to finish them off before 1 boss attack round usually ends because if my otter outside won't seem to move for quite some time, they'll grow suspicious. What I did then was to zoom in and carefully aimed the crusader who was sitting with the mobs stacking him and let go of a slash. He died and the other crusaders frantically revealed themselves in the midst of the confusion. I quickly went back into stealth and worked on getting my otter in to place some wards inside. Having done that, my crusader made short work of the remaining 2 crusaders inside once both of them got revealed.

Moral of the story, either make use of quickly changing patterns or no pattern at all (random) to keep them offguard.


Always prepare countermeasures

This is a case to case basis, since it depends on what your crusader is good at, who you are working with and the terrain. Always be sure to assess every situation you are in. Identify all the possible entrance and escape routes, the possible fronts from where you'll be attacked, the possible "first" moves you can make depending on your position. It might seem open ended at first but it's just really just a matter of having multiple possibilities. You can eliminate some possibilities by preparing some countermeasures against those. For example, you can limit enemy crusader movement by having your clerics/sealmasters cast true sight at critical areas. Leaving you more chance to focus on a more vulnerable spot.



Squad Techiques

Team Awareness

Always be aware that you are in a team. This includes knowing who is in your team, what their classes are, what they look like. Identification of signature visual/behavioral features and patterns is very important. The less you have to talk/chat to identify friend or foes, the more efficient you'll be.

Know your capabilities

Everyone do not have exactly the same playing style, ergo, not everyone follows the same build. Know each member's capabilities as well as their strengths and weaknesses. It is very important to be familiar with how every skill works. A common mistake by squad leaders is when they keep forcing a member to perform something which his/her build isn't spec'd for. E.g., you don't expect a battle cleric to perform the tasks of a full support cleric. I can't count how many times I've seen crusaders cussing at a BC teammate just because he/she doesn't have spiritual fire/tempest boost. That's just plain dumb.

Creating pseudo-"Safe Zones" anywhere

It's a little known fact that a higher level of the True Sight skill can mask the effects of an opposing TS based on a lower level. To know more about that, refer to this discussion. For the purposes of this guide, specifically read this experiment I made on the matter:

Quote:
Originally Posted by Chuck View Post
ok I've decided to test it more thoroughly (the way TS works). I formed 2 parties with 2 people each. Party 1 has my Otter (Lv7 TS) and my crusader, while Party 2 has LittleHealer (Lv2 TS) and Baurus.

I've designed 3 scenarios to check how this "overwriting" and "shielding" really works:

1) Put crus in stealth, cast lv7 TS directly on him. Then bring enemy cleric (LittleHealer) to cast Lv2 TS directly on where my crus is stealthed.

2) Put a Lv2 TS on the ground away from the stealthed crusader, then cast Lv7 TS on the same spot. Then try to run my stealthed crus into that spot.

3) Hide my crus in a spot, then cast Lv2 TS directly on him. Then cast Lv7 directly on him as well.


Results

Scenario 1:
My crusader stayed hidden while he was in the Lv7 TS zone, even after casting the Lv2 TS on the very spot he is standing.

Scenario 2:
My crusader stayed hidden even as he ran into the spot where both the Lv2 and Lv7 TS were placed.

Scenario 3:
After casting Lv2 on the spot not protected by Lv7 TS where the crus is stealthed, it revealed him as expected. After casting the Lv7 TS, it did not magically hide my crusader. But after running my stealthed crusader out of TS range and bringing him back in the middle of that very spot where both TS were placed, he stayed hidden.


Conclusions

A higher level TS does indeed block the lower level ones (even just 1 level higher can block), but it does not update immediately. When your enemy has revealed your crusaders before you protected the area with your TS, all they have to do is to get out of TS range first then run back into it when you have already laid down your TS.

So basically, my old observations of lv7 not really protecting my crus wasn't necessarily wrong. Apparently that was scenario 3. It's just that I haven't considered doing scenario 1 and 2 at the time, since it was actual PK in DW lol.



Recommendations

- Try to get a TS at least one level higher than your opponents. Your mileage may vary. Lv10 is a sure choice, but would be a waste of skillpoints. Lv5 is 1 level higher than most builds, so that could be a safe start.
- Spam your superior TS everywhere
- As a crusader, if you get caught by your enemy's TS before your teammate protects an area with your own TS (Scenario 3), get out of that TS's range first. Have your teammate "claim" the area with your own TS, then go run back into it (Scenario 2).
So first you have to make sure that you have a teammate with a high level of TS. From there, you'll have to play territory wars by claiming as much "land" as you can with your superior TS. You can use it to generate safe spots for your crusaders to remain hidden from enemy sights. This will allow you to literally sneak up close with a squad of crusaders, position yourself right next to each of your enemies, then stun/slash in unison.


hope you don't mind, I'm stealing this post for another section - Chuck

Part 7 - Frequently Asked Questions that it's already driving me and other forum-goers crazy referring you to the search tool

1. Which is better, Drakan or BoE?
Depends on your current stats, and the opportunity for dmg boosts based on the blades...
read the detailed discussion here

2. Which is better, Wyrm or Kylin?
As above, depends on your current stats and dmg boost opportunities based on the blades.
read the detailed discussion here

3. What AGI? What STR? WHAT WHAT WHAT? TELL ME? PLZZZ!!!1 How do I pump? what is a pump? where can I buy a pump? uhh, oops
Just STFU already and refer to the equipment guide, pay attention to the archetype and plan accordingly... As to the pumping itself, refer to this post I made a long time back.

4. Dual 3 STR wyrms? Or Spike of Sistine + Sword of Kylin?
Here's one situation based on a very specific set of stats, hope you get the idea if you're planning to do it too. Read the discussion here

5. Why do you aim for 210 attack speed without berserk? Shouldn't berserk allow you to get more STR earlier because you don't have to spend more pts on AGI?
It might seem like a good idea at first, but you'll see otherwise as your face tougher mobs. Here's a thread discussing it, or skip directly to my reply in that thread for a better explanation.

6. What affects illusion slash? The skill says it is based on attack speed, shouldn't pure agi be better?
Like what its description says, it is based on attack speed, but what it doesn't say is that your base damage also affects it and it applies up to a certain attack speed only. The speeds that you want to look out for are 140 and 210. You get 5x and 7.5x multiplier to your base damage respectively (e.g. if your base dmg is 800, your raw slash power will be 4k at 140 aspd, or 6k at 210 aspd. raw slash power - assumes your target has 0 def and 0 pr).

Your base damage determines the potential damage, while the 140/210 attack speed marks multiply that damage to give you your raw slash power. This raw slash power is then reduced according to the def and pr of your target.












Contributions

Other crusaders like Little Byakuya and yxxS0ulxxy have agreed to work on a collaboration for this guide, they'll be mostly focusing on techniques, abit more on build and perhaps PVP and training related stuff. I'll be reserving this post for any quick guides and tips they might provide.

Or if you feel that you may have something important/interesting to contribute, or discuss feel free to post a new reply. If it's notable enough, I'll quote your post here. This way, all the useful/important stuff will be at the first page. Just in case we end up with more "I agree" posts, lol


Info Snippets

Quote:
Originally Posted by mystic247 View Post
as a agi crus

-lvl 40 trained on ferocious scorpion to lvl 42; deepblue north west of icespire haven
-lvl 42 trained on werewolf warrior to lvl 47; deepblue north west of icespire haven

-lvl 47 trained on pumpkin knight to lvl 49; abandoned mine
-lvl 49 trained on treants to lvl 53; chaldea
-lvl 53 trained on elite werewolf warriors to lvl 58; at zephyr island, not the one at ascaron.

-lvl 58 trained on lizard warrior to lvl 60; the spawn rate is enough for just one person so if theres another person there, crusader in particular go to guardian angel instead. south of icespire haven pass the werewolf archers.

-lvl 60 currently at this lvl @ forest hunter+ elite undead warrior or blood hunter

sorry dont really remember their exp...



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