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Thief --> Jester --> Harlequin Guide

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TigrenoK
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По скилам вора.

ntro
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This is my suggested skill build for going from a thief to a jester to a
harlequin. I've created this build based on the information from the
skills page on the main website and by looking at Barunson Interactive's
skill list. Feel free to suggest different things. A guide like this can
always improve.

Why Jester?
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Jesters and the main damage dealing AOE based class. They dish out
heavy damage to many mobs at a time, taking down their opponents
as fast as possible. Therefore if you play mainly PVE the Jester is
your ideal class. Mages are probably rated second for AOEs, but
they take too much time to cast spells. A jester could finish a mob
long before a mage.

Why Those Skills?
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I choose the skills I did for three main reasons. The first being
I wanted the skills that would hit the most enemies for the most
damage. Second some skills required others as pre-requisites. Third
I choose them in a specific order so that you would have enough
skill points and be able to get them at your current level. Note most
of the possible chains I listed are short, because the mob will be
dead by the time you're finished with the first couple attacks. This
is an PVE guide not a PVP guide where you would need larger chains.
Lastly it is better to focus on a few good skills than on many
average skills.

Thief Skills
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Air Combo Launch - Your starter skill as a thief, as it launches your
enemy for a very exceptable amount of MP and has a small cool
down.

Aerial Frenzy - Allows you to attack your enemy multiple times in the
air. Good skill, but not as good as cutdown.

Cutdown - Re-launches your enemy and deals damage. Very handy
skill.

Rocket Punch - Major problem with this is that it is a line skill, meaning
you have to line up enemies to hit them. It's simply easier to use air
combo launch on multiple enemies then lining up a rocket.

Nozzle Tuning - A passive skill to boost the rocket punch. Not useful
if you don't use rocket punch.

Somersault Kick - Does the same thing as air combo launch, but takes
longer to get, costs more mp, and has a longer cooldown.

Re-launch - Re-launches your enemies, but cutdown does this too,
but with more damage.

Venom
- Sprays a poison cloud. Pretty much useless, because it takes
too much time to kill the enemy.

Vitality - Health buff for a party. Gives too little health maxed out and
detracts too many skill points.

Dexterity - Another party buff, but for agility. Like vitality it gives too
little and takes too much.

Double Attack - A very nice passive skill that lets you make more hits.
Passively!

Thief Build
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Skills To Learn:
5/5 Air Combo Launch
5/5 Cutdown
5/5 Double Attack
3/5 Aerial Frenzy

Possible Chains:

Air Combo Launch + Cutdown
Air Combo Launch + Aerial Frenzy + Cutdown

Build:
Level 1--- 1/5 --Air Combo Launch
Level 2--- 0/0 --Save 15 SP for Cutdown
Level 3--- 1/5 --Cutdown
Level 4--- 2/5 --Air Combo Launch
Level 5--- 2/5 --Cutdown
Level 6--- 1/5 --Double Attack
Level 7--- 3/5 --Air Combo Launch
Level 8--- 3/5 --Cutdown
Level 9--- 2/5 --Double Attack
Level 10-- 4/5 --Air Combo Launch
Level 11-- 0/0 --Save 15 SP for Cutdown
Level 12-- 4/5 --Cutdown
Level 13-- 5/5 --Air Combo Launch
Level 14-- 5/5 --Cutdown
Level 15-- 3/5 --Double Attack
Level 16-- 4/5 --Double Attack
Level 17-- 5/5 --Double Attack
Level 18-- 1/5 --Aerial Frenzy
Level 19-- 2/5 --Aerial Frenzy
Level 20-- 3/5 --Aerial Frenzy

Restat and keep the following skills:
5/5 Double Attack

You'll now have 225 points left over

Jester Skills
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Exit - Turns you into a box for a short time. Also a pre-requisite for
burrow. Necessary and fun.

Rolling Stinger - Attacks enemies with electricity and a pre-req for
final decision.

Claw Mastery - Boosts your attack passively. Great attack great skill.

Final Decision - Attacks enemies with a spin, standing or fallen. One
step above rolling stinger.

Burrow - Makes you essentially invincible for as long as you have mp.
Allows you to hide effectively and has very short cooldown.

ESP - A buff that increases your dodge rate. Very short buff time
and doesn't give enough benefits.

Motion Capture - Passive skill that improves ESP, adding some
defense.

Hyper Strength - Party buff that gives too little strength.

Intelligence - Party buff that gives too little intelligence.

Upper Screwdriver - Your main skill as a jester. Does great damage
whilst launching enemies into the air.

Jester Build
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Skills To Learn:
5/5 Claw Mastery
5/5 Final Decision
5/5 Upper Screwdriver
5/5 Burrow
5/5 Rolling Stinger
1/1 Exit

Possible Chains:
Upper Screwdriver + Final Decision
Rolling Stinger + Upper Screwdriver + Final Decision

Build:
Level 20-- 1/1 --Exit
Level 20-- 1/5 --Rolling Stinger
Level 20-- 1/5 --Claw Mastery
Level 21-- 1/5 --Burrow
Level 22-- 1/5 --Final Decision
Level 23-- 0/0 --Save SP
Level 24-- 1/5 --Upper Screwdriver
Level 24-- 2/5 --Burrow
Level 24-- 2/5 --Claw Mastery
Level 25-- 2/5 --Final Decision
Level 26-- 0/0 --Save SP
Level 27-- 2/5 --Upper Screwdriver
Level 27-- 3/5 --Burrow
Level 28-- 3/5 --Claw Mastery
Level 28-- 3/5 --Final Decision
Level 29-- 0/0 --Save SP
Level 30-- 3/5 --Upper Screwdriver
Level 30-- 4/5 --Burrow
Level 31-- 4/5 --Final Decision
Level 32-- 4/5 --Claw Mastery
Level 33-- 4/5 --Upper Screwdriver
Level 33-- 5/5 --Burrow
Level 34-- 5/5 --Final Decision
Level 35-- 0/0 --Save SP
Level 36-- 5/5 --Claw Mastery
Level 37-- 2/5 --Rolling Stinger
Level 38-- 3/5 --Rolling Stinger
Level 39-- 4/5 --Rolling Stinger
Level 40-- 5/5 --Rolling Stinger

Restat and keep the following skills:
5/5 Double Attack
5/5 Claw Mastery
5/5 Burrow
1/1 Exit

You'll now have 355 Points left over

Harlequin Skills
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Moonwalk - Moves you back with enhanced defense. Pre-req for many
other skills.

Mega Drill Drive - A line attack that rushes you forward into enemies.

Chain Hurricane Kick - A good skill that hits multiple enemies. However
it has too many pre-reqs and has to hit standing enemies.

Heavy Smash
- Passive skill to improve chain hurricane kick

Windmill - Attacks multiple enemies while the character moves around.
Starts a chain with the skill seven.

Seven - While using windmill seven will launch the enemies.

Aerial Kick - Launches enemies, but unnecessary, because seven is
much better.

Stance
- Locks you in place while increasing attack and defense. It
stops your movement so it's better to focus on other skills.

Sonic Boom - Another line attack, but this one throws a boomerang.

Judge Dread - Attacks enemies in the air and good finisher after
seven.

Cossack Dance - Another line attack that can hit all enemies in its
way compared to a certain number. That makes it pretty decent.

Provoke - A chance of stunning the enemy. Not worth the skill points.

Obvious Taunting - A chain skill with provoke that decreases enemies
defense.

Harlequin Build (Tentative, as I only know level reqs and not SP)
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Skills To Learn:
5/5 Windmill
5/5 Seven
5/5 Judge Dread
5/5 Cossack Dance
1/1 Moonwalk

Possible Chains:
Windmill + Judge Dread
Windmill + Seven + Judge Dread
Windmill + Seven + Judge Dread + Cossack Dance

Build:
Level 40-- 1/5 --Moonwalk
Level 41-- 1/5 --Windmill
Level 42-- 1/5 --Judge Dread
Level 43-- 1/5 --Seven
Level 44-- 2/5 --Windmill
Level 45-- 2/5 --Judge Dread
Level 46-- 2/5 --Seven
Level 47-- 3/5 --Windmill
Level 48-- 3/5 --Judge Dread
Level 49-- 3/5 --Seven
Level 50-- 4/5 --Windmill
Level 51-- 4/5 --Judge Dread
Level 52-- 4/5 --Seven
Level 53-- 5/5 --Windmill
Level 54-- 5/5 --Judge Dread
Level 55-- 5/5 --Seven
Level 56-- 1/5 --Cossack Dance
Level 57-- 2/5 --Cossack Dance
Level 58-- 3/5 --Cossack Dance
Level 59-- 4/5 --Cossack Dance
Level 60-- 5/5 --Cossack Dance

Restat and keep the following skills:
5/5 Double Attack
5/5 Claw Mastery
5/5 Burrow
1/1 Exit