Post by Amy Jane on Aug 15, 2009 10:32:49 GMT -5
Build for a Page White Knight.
Build for a Page White Knight.
Descriptions and Training
Lev 30-120
=====================
Skil Points: Best Suggested
=====================
30-36 Weapon mastery {19 pts}
37 -38 Booster {6pts}
39 -48 Final Attack {MAX}
49 3pts Into Threaten
50-59 Power Guard {MAX}
60-65 Threaten {MAX}
65-70 Booster {MAX}
Weapon master is not maxed to give an extra point for 1st job hp or ensure. You chose if you want to use that there or in weapon mastery.
70- 73 Ice Charge {10}
74- 83 Fire Charge {MAX}
84- 93 Charge Blow {MAX}
94-103 Lightning Charge {MAX}
104-110 Ice Charge {MAX}
111-117 Imp. MP recov {MAX}
118-120 Magic Crush
============
Training Grounds
============
30-34: Ant Tunnel I/II (Zombie Mushroom), Tree Dungeon: Forest Up North II (Green and Horned Mushroom), The Pig Beach (Pig and Ribbon Pig)
35-39: The Land of Wild Boars (Wild Boar)
40-49: Garden of Green I (Jr. Grupin), Dangerous Valley I (Copper Drake), The Entrance of Golem's Temple (Stone Golem).
Note: The early 40s should be spent at Jr. Grupins. Once you are confident enough, move to Copper Drakes and Stone Golems. At Copper Drakes, party with 2 other people and 1 cleric. The cleric should wait in the middle and people should come up/down for healing. At Golems, party with a Fighter (near your level) and Cleric (6-8 levels lower than you). Tell the cleric to handle the blue mushrooms on the bottom to increase Golem spawn rate.
50-59: Cloud Park VI (Luster Pixie), Watch Out for Icy Path I (Jr. Yeti), Drake’s Meal Table/DMT (Cold Eye, Wild Cargo, Drake)
Note: At Jr. Yeti, party with a Fighter (near your level) and an Assassin (anyone near your level with max Haste). The Fighter/You should take the top left or bottom right. The assassin should take the bottom left and the warriors come for haste. Mob the Jr. Yeti into groups and Slash Blast them. Go to Luster Pixies only when you can kill one before the Pixie attacks you. The Luster Pixie exchange quest can yield valuable rewards. At DMT, party with a fighter and split up the map. A cleric here is optional.
60-69: Cold Field I (Hector, White Pang), Forest of Dead Trees I-IV (Coolie Zombie), Icy Cold Field (Jr. Yeti, Yeti).
Note: You can solo zombies for a few levels until it slows down massively. Then the fastest leveling is done by partying with a Fighter (near your level), Assassin (near your level, max haste), Priest (anyone with Holy Symbol). Find two empty channels in the same map, 2 people should share each map and as soon as Holy Symbol runs out, someone should call “regroup”, meet in the Priest’s channel for Holy Symbol again, and then return to your channel, and repeat. This is commonly known as the Zombie HS party. If you get bored, head to Icy Cold Field and share the map with someone. The Hector map should be circulated to maximize spawn.
70-74: Ice Valley II (Yeti and Pepe, Yeti, Jr. Yeti, White Pang), Icy Cold Field (Jr. Yeti, Yeti), Cursed Sanctuary II (Cold Eye, Tauromacis), Dangerous Cliff (Dark Yeti and Pepe, Dark Yeti, Dark Jr. Yeti), The Garden of Darkness
I/II (Lucida)
If you did Ice first: At Dangerous Cliff, kill all the Dark Yeti and Pepe and then switch channels, and circulate all 20 channels. You can solo or join a Holy Symbol priest at Buffoons. At Lucida, group them and freeze/Slash Blast them. You can go solo Tauromacis if you get bored.
If you did Fire first: Party at Icy Cold Field or Ice Valley II with a Priest who has Holy Symbol. You can also go solo Tauromacis if you get bored, killing
the Cold Eyes will be a breeze.
75-79: Warped Path of Time III (Ghost Pirate), Forgotten Path of Time III (Death Teddy), Ice Valley II (Yeti and Pepe, Yeti, Jr. Yeti, White Pang)
Ice: Go to Death Teddy and party with one Priest (L75-85) with Holy Symbol. Circulate the map clockwise, always freezing, and group the monsters to the bottom left. The Priest will find spots to heal without being damaged.
Fire: You can try solo/party at Yeti and Pepe and Ghost Pirates. Go to Death Teddy (once you can hit them almost always) and party with one priest (L85+ and some ER) with maxed Holy Symbol. Use same tactic as above but the Priest, since he/she has Elemental Resistance will not need to Freeze.
80-84: Warped Path of Time III (Ghost Pirate), Unbalanced Time (Dual Pirate), Forgotten Path of Time III (Death Teddy)
Note: You can continue to solo/party at Ghost Pirates or party at Death Teddies. At Dual Pirates, you should have enough Fire Charge now so party a Priest (L80+) with Holy Symbol and move through the map. The Priest should find the spots where he/she cannot be touched and heal as you attack.
85-89: Unbalanced Time (Dual Pirate), Forbidden Time (Grim Phantom Watch),Warped Path of Time IV (Spirit Viking)
Note: You can continue to party at Dual Pirates. Soloing Dual Pirates is fast EXP but very expensive without Charged Blow. If you have high accuracy, trypartying a Priest or a DK and freeze the Vikings. The EXP here is equivalent toDual Pirates, but the drops are much better. If your EXP is fantastic, go toGrim Phantom Watches, the single best EXP source in the game. Party with aPriest (L85+) and destroy them with fire.
90-99: Unbalanced Time (Dual Pirate), Forbidden Time (Grim Phantom Watch),Warped Path of Time IV (Spirit Viking), Twisted Time (Gigantic Spirit Viking)
Note: You can continue to solo or party at Dual Pirates. If you have maxedCharge Blow, you can kill Vikings with your nearly-maxed lightning charge. If you have lightning charge, you can solo there but it's still costly without maxed Charged Blow. Grim Phantom Watches are always great EXP. Try soloing them if you have maxed Charged Blow.
100+: Forbidden Time (Grim Phantom Watch), Warped Path of Time IV (Spirit Viking), Twisted Time (Gigantic Spirit Viking)
Note: You should be able to solo Vikings. Grims is still great EXP, if you solo or party with Priest.
==========
PAGE SKILLS
==========
Sword/BW Mastery (Max Level 20): Passive skill. Increasing mastery will increase your minimum damage. This is will cause your damage to be very stable. As a bonus, adding points into this skill adds much-needed accuracy.
Final Attack Sword/BW (Max Level 30): Passive skill. Placing points into this skill will allow you to do another attack, at twice the speed, after doing a Power Strike or Slash Blast. Higher levels in this skill will increase the chance that this “final attack” will occur, which is capped at 60%.
Note. A “final attack” followed by a Power Strike will invoke another Power strike. A “final attack” followed by a Slash Blast will invoke an attack similar to a Slash Blast, except the closest enemy will take the majority of the damage and the farthest enemy will take little damage. This helps in killing monsters that are closest to you first.
Sword/BW Booster (Max Level 20): Active skill. This skill costs both HP and MP to increase the attack speed of the weapon by one level. For example, Slow weapons will be Normal speed, Normal weapons will be Fast, etc. Higher levels of this skill will decrease the HP/MP cost and increase the duration of the effect.
Threaten (Max Level 20): Active skill. This skills costs MP to reduce the enemy physical defense by a certain number of points and decreasing the enemy’s physical attack by a certain percentage, of all enemies nearby. Higher levels of this skill will decrease the MP cost and increase the duration of the effect on monsters. At maximum level, enemy defense will decrease by 20 points but enemy attack will decrease by 20% or 20 points. Note: The debate on whether this skill is truly percent based or not still exists and hopefully will conclude soon. I will put up the results here.
Power Guard (Max Level 30): Active skill, requires Level 3 Threaten. This skill costs MP to reduce the touch damage taken by monsters a certain percentage. In addition, this damage value is reflected back onto the monster. Higher levels of this skills will reduce the MP cost, increase the duration of the effect, and increase the percentage of the damage reduced/reflected up to 40%. In addition, Power Guard decreases the knock back effect upon touching a monster by a large amount, making Jump Quests much easier.
For example, if a monster touches you with non-magical attack and does 100 damage to you, with Power Guard maxed, you will only take 60 damage. The monster will take 40 damage for touching you.
=================
WHITE KNIGHT SKILLS
=================
Improved MP Recovery (Max Level 20): Passive skill. This skill increases the amount of MP regenerated every 10 seconds to up to 30 MP more than normal. Higher levels of this skill will increase the amount of MP regenerated. The amount of meso saved due to this skill is calculated below.
Shield Mastery (Max Level 20): Passive skill. This skill increases the defense of the shield when equipped, to a maximum of double the defense of the shield. Higher levels of this skill will increase the defense by a higher percentage.
Fire/Flame Charge (Max Level 30): Active skill. This skill uses MP to imbue the Fire element into the weapon. When used, damage is boosted automatically by a certain percentage. If the enemy is weak to fire, the damage is boosted again. The charge applies to all normal attacks, Power Strikes, Slash Blasts, Charge Blow, and Final Attacks. Higher levels of this skill increases the duration of the effect, increases the MP cost, and increases the damage dealt to monsters weak to fire.
Ice/Blizzard Charge (Max Level 30): Active skill. This skill uses MP to imbue the Ice element into the weapon. When used, damage is boosted automatically by a certain percentage. If the enemy is weak to ice, the damage is boosted again. The charge applies to all normal attacks, Power Strikes, Slash Blasts, Charge Blow, and Final Attacks. In addition, most monsters can be frozen using these attacks. Higher levels of this skill increases the duration of the effect, increases the MP cost, and increases the damage dealt to monsters weak to ice. At Level 16+, this skill freezes monsters for 2 seconds instead of the normal 1 second.
Lightning/Thunder Charge (Max Level 30): Active skill. This skill uses MP to imbue the Lightning element into the weapon. When used, damage is boosted automatically by a certain percentage. If the enemy is weak to lightning, the damage is boosted again. The charge applies to all normal attacks, Power Strikes, Slash Blasts, Charge Blow, and Final Attacks. Higher levels of this skill increases the duration of the effect, increases the MP cost, and increases the damage dealt to lightning weak monsters.
Charge Blow (Max Level 30): Active skill. This skill can be only used during a charge. It uses HP and MP to attack up to 6 monsters (similar to Slash Blast, but much stronger) with a maximum of 250% damage. This skill also applies the element of the current charge. Using this skill however will end the current charge. As a bonus, this skill has a certain chance to stun the hit monsters up to a maximum chance of 90%. Higher levels of this skill will increase the damage dealt, the HP/MP cost, the stun success rate, and the stun duration (maximum of 4 seconds).
Magic Crush (Max Level 20): Active skill, requires Level 3 Charge Blow. This skill uses MP to cancel out any Magical Defense Spells that monsters use. Higher levels of this skill will increase the success rate of the cancellation up to 100% chance.
Build for a Page White Knight.
Descriptions and Training
Lev 30-120
=====================
Skil Points: Best Suggested
=====================
30-36 Weapon mastery {19 pts}
37 -38 Booster {6pts}
39 -48 Final Attack {MAX}
49 3pts Into Threaten
50-59 Power Guard {MAX}
60-65 Threaten {MAX}
65-70 Booster {MAX}
Weapon master is not maxed to give an extra point for 1st job hp or ensure. You chose if you want to use that there or in weapon mastery.
70- 73 Ice Charge {10}
74- 83 Fire Charge {MAX}
84- 93 Charge Blow {MAX}
94-103 Lightning Charge {MAX}
104-110 Ice Charge {MAX}
111-117 Imp. MP recov {MAX}
118-120 Magic Crush
============
Training Grounds
============
30-34: Ant Tunnel I/II (Zombie Mushroom), Tree Dungeon: Forest Up North II (Green and Horned Mushroom), The Pig Beach (Pig and Ribbon Pig)
35-39: The Land of Wild Boars (Wild Boar)
40-49: Garden of Green I (Jr. Grupin), Dangerous Valley I (Copper Drake), The Entrance of Golem's Temple (Stone Golem).
Note: The early 40s should be spent at Jr. Grupins. Once you are confident enough, move to Copper Drakes and Stone Golems. At Copper Drakes, party with 2 other people and 1 cleric. The cleric should wait in the middle and people should come up/down for healing. At Golems, party with a Fighter (near your level) and Cleric (6-8 levels lower than you). Tell the cleric to handle the blue mushrooms on the bottom to increase Golem spawn rate.
50-59: Cloud Park VI (Luster Pixie), Watch Out for Icy Path I (Jr. Yeti), Drake’s Meal Table/DMT (Cold Eye, Wild Cargo, Drake)
Note: At Jr. Yeti, party with a Fighter (near your level) and an Assassin (anyone near your level with max Haste). The Fighter/You should take the top left or bottom right. The assassin should take the bottom left and the warriors come for haste. Mob the Jr. Yeti into groups and Slash Blast them. Go to Luster Pixies only when you can kill one before the Pixie attacks you. The Luster Pixie exchange quest can yield valuable rewards. At DMT, party with a fighter and split up the map. A cleric here is optional.
60-69: Cold Field I (Hector, White Pang), Forest of Dead Trees I-IV (Coolie Zombie), Icy Cold Field (Jr. Yeti, Yeti).
Note: You can solo zombies for a few levels until it slows down massively. Then the fastest leveling is done by partying with a Fighter (near your level), Assassin (near your level, max haste), Priest (anyone with Holy Symbol). Find two empty channels in the same map, 2 people should share each map and as soon as Holy Symbol runs out, someone should call “regroup”, meet in the Priest’s channel for Holy Symbol again, and then return to your channel, and repeat. This is commonly known as the Zombie HS party. If you get bored, head to Icy Cold Field and share the map with someone. The Hector map should be circulated to maximize spawn.
70-74: Ice Valley II (Yeti and Pepe, Yeti, Jr. Yeti, White Pang), Icy Cold Field (Jr. Yeti, Yeti), Cursed Sanctuary II (Cold Eye, Tauromacis), Dangerous Cliff (Dark Yeti and Pepe, Dark Yeti, Dark Jr. Yeti), The Garden of Darkness
I/II (Lucida)
If you did Ice first: At Dangerous Cliff, kill all the Dark Yeti and Pepe and then switch channels, and circulate all 20 channels. You can solo or join a Holy Symbol priest at Buffoons. At Lucida, group them and freeze/Slash Blast them. You can go solo Tauromacis if you get bored.
If you did Fire first: Party at Icy Cold Field or Ice Valley II with a Priest who has Holy Symbol. You can also go solo Tauromacis if you get bored, killing
the Cold Eyes will be a breeze.
75-79: Warped Path of Time III (Ghost Pirate), Forgotten Path of Time III (Death Teddy), Ice Valley II (Yeti and Pepe, Yeti, Jr. Yeti, White Pang)
Ice: Go to Death Teddy and party with one Priest (L75-85) with Holy Symbol. Circulate the map clockwise, always freezing, and group the monsters to the bottom left. The Priest will find spots to heal without being damaged.
Fire: You can try solo/party at Yeti and Pepe and Ghost Pirates. Go to Death Teddy (once you can hit them almost always) and party with one priest (L85+ and some ER) with maxed Holy Symbol. Use same tactic as above but the Priest, since he/she has Elemental Resistance will not need to Freeze.
80-84: Warped Path of Time III (Ghost Pirate), Unbalanced Time (Dual Pirate), Forgotten Path of Time III (Death Teddy)
Note: You can continue to solo/party at Ghost Pirates or party at Death Teddies. At Dual Pirates, you should have enough Fire Charge now so party a Priest (L80+) with Holy Symbol and move through the map. The Priest should find the spots where he/she cannot be touched and heal as you attack.
85-89: Unbalanced Time (Dual Pirate), Forbidden Time (Grim Phantom Watch),Warped Path of Time IV (Spirit Viking)
Note: You can continue to party at Dual Pirates. Soloing Dual Pirates is fast EXP but very expensive without Charged Blow. If you have high accuracy, trypartying a Priest or a DK and freeze the Vikings. The EXP here is equivalent toDual Pirates, but the drops are much better. If your EXP is fantastic, go toGrim Phantom Watches, the single best EXP source in the game. Party with aPriest (L85+) and destroy them with fire.
90-99: Unbalanced Time (Dual Pirate), Forbidden Time (Grim Phantom Watch),Warped Path of Time IV (Spirit Viking), Twisted Time (Gigantic Spirit Viking)
Note: You can continue to solo or party at Dual Pirates. If you have maxedCharge Blow, you can kill Vikings with your nearly-maxed lightning charge. If you have lightning charge, you can solo there but it's still costly without maxed Charged Blow. Grim Phantom Watches are always great EXP. Try soloing them if you have maxed Charged Blow.
100+: Forbidden Time (Grim Phantom Watch), Warped Path of Time IV (Spirit Viking), Twisted Time (Gigantic Spirit Viking)
Note: You should be able to solo Vikings. Grims is still great EXP, if you solo or party with Priest.
==========
PAGE SKILLS
==========
Sword/BW Mastery (Max Level 20): Passive skill. Increasing mastery will increase your minimum damage. This is will cause your damage to be very stable. As a bonus, adding points into this skill adds much-needed accuracy.
Final Attack Sword/BW (Max Level 30): Passive skill. Placing points into this skill will allow you to do another attack, at twice the speed, after doing a Power Strike or Slash Blast. Higher levels in this skill will increase the chance that this “final attack” will occur, which is capped at 60%.
Note. A “final attack” followed by a Power Strike will invoke another Power strike. A “final attack” followed by a Slash Blast will invoke an attack similar to a Slash Blast, except the closest enemy will take the majority of the damage and the farthest enemy will take little damage. This helps in killing monsters that are closest to you first.
Sword/BW Booster (Max Level 20): Active skill. This skill costs both HP and MP to increase the attack speed of the weapon by one level. For example, Slow weapons will be Normal speed, Normal weapons will be Fast, etc. Higher levels of this skill will decrease the HP/MP cost and increase the duration of the effect.
Threaten (Max Level 20): Active skill. This skills costs MP to reduce the enemy physical defense by a certain number of points and decreasing the enemy’s physical attack by a certain percentage, of all enemies nearby. Higher levels of this skill will decrease the MP cost and increase the duration of the effect on monsters. At maximum level, enemy defense will decrease by 20 points but enemy attack will decrease by 20% or 20 points. Note: The debate on whether this skill is truly percent based or not still exists and hopefully will conclude soon. I will put up the results here.
Power Guard (Max Level 30): Active skill, requires Level 3 Threaten. This skill costs MP to reduce the touch damage taken by monsters a certain percentage. In addition, this damage value is reflected back onto the monster. Higher levels of this skills will reduce the MP cost, increase the duration of the effect, and increase the percentage of the damage reduced/reflected up to 40%. In addition, Power Guard decreases the knock back effect upon touching a monster by a large amount, making Jump Quests much easier.
For example, if a monster touches you with non-magical attack and does 100 damage to you, with Power Guard maxed, you will only take 60 damage. The monster will take 40 damage for touching you.
=================
WHITE KNIGHT SKILLS
=================
Improved MP Recovery (Max Level 20): Passive skill. This skill increases the amount of MP regenerated every 10 seconds to up to 30 MP more than normal. Higher levels of this skill will increase the amount of MP regenerated. The amount of meso saved due to this skill is calculated below.
Shield Mastery (Max Level 20): Passive skill. This skill increases the defense of the shield when equipped, to a maximum of double the defense of the shield. Higher levels of this skill will increase the defense by a higher percentage.
Fire/Flame Charge (Max Level 30): Active skill. This skill uses MP to imbue the Fire element into the weapon. When used, damage is boosted automatically by a certain percentage. If the enemy is weak to fire, the damage is boosted again. The charge applies to all normal attacks, Power Strikes, Slash Blasts, Charge Blow, and Final Attacks. Higher levels of this skill increases the duration of the effect, increases the MP cost, and increases the damage dealt to monsters weak to fire.
Ice/Blizzard Charge (Max Level 30): Active skill. This skill uses MP to imbue the Ice element into the weapon. When used, damage is boosted automatically by a certain percentage. If the enemy is weak to ice, the damage is boosted again. The charge applies to all normal attacks, Power Strikes, Slash Blasts, Charge Blow, and Final Attacks. In addition, most monsters can be frozen using these attacks. Higher levels of this skill increases the duration of the effect, increases the MP cost, and increases the damage dealt to monsters weak to ice. At Level 16+, this skill freezes monsters for 2 seconds instead of the normal 1 second.
Lightning/Thunder Charge (Max Level 30): Active skill. This skill uses MP to imbue the Lightning element into the weapon. When used, damage is boosted automatically by a certain percentage. If the enemy is weak to lightning, the damage is boosted again. The charge applies to all normal attacks, Power Strikes, Slash Blasts, Charge Blow, and Final Attacks. Higher levels of this skill increases the duration of the effect, increases the MP cost, and increases the damage dealt to lightning weak monsters.
Charge Blow (Max Level 30): Active skill. This skill can be only used during a charge. It uses HP and MP to attack up to 6 monsters (similar to Slash Blast, but much stronger) with a maximum of 250% damage. This skill also applies the element of the current charge. Using this skill however will end the current charge. As a bonus, this skill has a certain chance to stun the hit monsters up to a maximum chance of 90%. Higher levels of this skill will increase the damage dealt, the HP/MP cost, the stun success rate, and the stun duration (maximum of 4 seconds).
Magic Crush (Max Level 20): Active skill, requires Level 3 Charge Blow. This skill uses MP to cancel out any Magical Defense Spells that monsters use. Higher levels of this skill will increase the success rate of the cancellation up to 100% chance.