Monday, December 19, 2011

Ask Fatal - Dragon's Tomb Edition (Trickster)


Alright!  Welcome to the final installment of my Dragon's Tomb series of postings.  So far we've covered Fighters, both Tank-style as well as Damage Dealing / Sub-Tank style, Mages, Archers, and now Tricksters.  Sorry to you Cleric lovers out there, but I highly doubt I'll be doing a Cleric version as I really have no desire to level up another Cleric to 80 just for the sake of making a guide!  Let the questions begin!

What is the Trickster's primary role in the party?
This is the question that everyone asks and depending on your playstyle and gear, therein lies your answer.  The Trickster can be extremely versatile if you get a better grasp of some techniques.

Versatile?  Tricksters are squishy by nature right?  What do you expect the Trickster to do?
While it is true that a Trickster's defense and HP doesn't measure up to a Fighter's, the Trickster has the Evasion advantage.  While not the ideal "Tank" in Dragon's Tomb, the Trickster is surprisingly serviceable in this capacity.

Tanking?!  Are you nuts?
Maybe.  But to me, that's the most fun a Trickster can have in Dragon's Tomb.

Yeah, you're a bit loco... wanna explain?
Tanking for a Trickster is a bit err "tricky" in that it involves a lot of cooperation from your party.  This is where the Tanking-Trickster really needs to assert themselves.

Okay, so where to start?
As a Tanking-Trickster, you need to set a few groundrules to the party to make sure that it is successful.  The first off being that YOU set the pace.  So no Archers running up front, no Mages going off to pull, etc.  The reason for this is because you need to establish aggro quickly.

Alright, that sounds reasonable.  What else?
For some reason, Mages are more apt to cast Inferno first rather than Frost Nova.  As a Mage, I never do this, so I don't really understand why they do it, but the Mages I've partied with as a Trickster typically drop Inferno first.  This, for the Tanking-Trickster led party, is a mistake.  This technique for a Trickster takes some timing and a bit of practice.

What's so hard? I just grab a soul and cast Soul Trap right?
Hmm... not so fast.  You first need a better understanding of how Soul Trap works.  If you've ever played as Fighter, you know that the skill Devastate is directional.  Typically you only stun those mobs that are in front of you.  Any mobs behind you will be unaffected by Devastate's damage or Stun effect.  Soul Trap works much the same way.

Okay, so what does that mean for me?
This means that you need to position yourself to set up Soul Trap so that you can freeze as many mobs as possible.  This also means you damage as many mobs as possible.  More damage means more aggro generated towards you.

Establish proper positioning prior to Soul Trap.
Ahh.. that makes sense.  So what's the sequence of events that leads to a successful pull?
For the smaller, regular mobs, typically you need to pull all of the close-ranged melee-type mobs into the ranged mobs so that you can freeze/damage them all together.  If you attack only the melee-types without pulling them towards the ranged, the ranged will continue attacking you, then as the Cleric heals you, they will refocus their attacks onto the Clerics since you are no longer generating aggro.  Again, remember to position yourself in front of all the mobs, you don't want any behind you if possible.

Wow, so I need to understand some basic tanking principles?
Yes.  In order to do this successfully, you need to have a working knowledge of how to tank.  Tanking on a Trickster is much more difficult compared to tanking on a Fighter.

Yeah, I imagine so, but why?
Tanking-Fighters have many advantages over a Trickster trying to fill that role.  As stated before, higher DEF and higher HP for one, but also an abundance of aggro-grabbing skills like: Kick, Mock, Demoralizing Hit, and Slice and Dice.  The Trickster's only source of aggro are generated through damage and positioning.  Again, this is why you need a cooperative party.

So what happens when the party isn't cooperative?  What can go wrong?
Again, a Trickster is not ideal for Tanking in DT, but it can be done effectively.  A couple of the problems aside from just uncooperative party members would be Stuns and Fears.  Nothing's worse than getting stunned or feared before establishing aggro.  This is when chaos typically occurs and party members start panicking.  So again, you need to keep a level head and work on re-establishing aggro.  This doesn't mean killing!  You re-establish aggro via damage, once you established aggro on that mob, target the next one, then the next.  You may have to sacrifice your Soul Trap skill just for the sake of an Aggro grab.

Okay, so what about the party members?
If you allow the Archer or Mage to get out ahead of you, you're going to have problems establishing aggro and keeping things in order.  I always warn both Archers and Mages to be patient, wait for me to get in there first before they start AOE'ing.  This is especially problematic with Archers.  With a normal Tank, an Archer is free to move out ahead and start AOE'ing to pull mobs back to the party where the Fighter can just Mock them all to him.  This pace setting technique for Archers is detailed in my Archer-DT guide.  However, this does not work well with a non-traditional Tank.  When that Archer starts pulling, they will typically just continue kiting along avoiding damage.  This is extremely problematic for the Trickster trying to establish aggro when his targets continue running down the hall.  So again, rein in your party members and be assertive.  Not rude.  Assertive.

In the case of the Mage using Inferno, you'll see that you'll have a hard time re-establishing aggro without the help of Soul Trap's freeze effect.  It can still be done based on the strength, or in this case weakness, of the Mage, but it's more difficult.  Kindly remind your Mage to Nova first once you've pulled the mobs.

What about those panicked party members that continue just running mobs away?
Well that's really on them.  If they want to pull the mobs all the way back down the hall, then it's on them to finish them off.  If the rest of the party is safe from immediate harm, then by all means, give chase and help, but if there's danger around the main party, focus there.

Okay, I think I understand that a bit.  So what do you use to Tank?
Again, not everyone plays the same way or has the same resources.  I understand that.  This is what I use on my Trickster (Level 89 as of this write-up):
+50% HP/SP Extender
+10 BK Dual Swords (45end 33dex 6int 34spe)
+9 86 Helm (36str 35spr)
+9 85 Wonder W Armor (32end 11dex 43spr)
+9 85 Wonder W Pants (40end 41dex 30spr)
+9 85 Vanity Dance Boots (27end 41spr)
+0 40 Bloody Gem Necklace (3str 5dex 4end)
+0 85 Guardian's Wish Earring (3end 1dex +325HP +4%Evasion)
+6 40 Ring of Chaos (Totals 9str 18end 25dex 13int +42MDef)
+9 40 Ring of Chaos (Totals 7str 21end 20dex 22int 6spr +70MDef)
I always use a full compliment of T4 Scrolls (Vit, Def, MDef, Eva) as well as T1 Speed.

Geez, I can't afford that.  So what do I do with limited resources?
Much of what you can and can't do will be affected by your resources.  I've stated that in pretty much every write up.  How to play DT as a Trix fully +0?  I really wouldn't know.  That's not something I plan to, or would want to do, but I don't begrudge anyone for doing it that way.  Just understand your limitations and work from there.

If I'm fully +0, what can I do?
A fully +0 Trickster at 85 sacrifices about 700 DEF from what I use.  That's significant.  The Trickster in this case is primarily just support.  This isn't enough DEF to really be considered a Sub-Tank either.  If this scenario happens to be you, I would just focus on having Soul Trap ready when you're Tank is pulling as well as focusing your damage primarily on ranged mobs to help out your Cleric.  In the end fight vs. Cornelius, you'd get 1-hit by his AOE.  You're better off not approaching him, honestly.  You could try and help kill the spawned Shellas and Nerpas, but if you do charge in there, you run the risk of getting flattened by the Dragon.

Anything else?
Pre-85, I primarily just filled the "Sub-Tank" role.  I had an incomplete +9 75 Set (+9 pants, +7 armor, +0 boots, +0 hat, +10 Emberflame Dual Swords), but that worked fine for everything except Cornelius.  Again, if you've experienced DT on mutliple classes, you're much well equipped to figure things out and understand how every other party member will react in certain situations.

If you're an aspiring Tanking-Trickster, take it slow.  Keep going into DT with a Fighter as the primary Tank, but take a few opportunities here and there to try and increase your comfort level with Tanking.  Get out ahead a little bit and start the pull.  Work on positioning.  Understand mob positioning in relation to their status effects also (like pulling Krugers away from other idle mobs so in the event you get feared, you don't end up pulling everything).  Basically stretch your limits and improve every run.  I would also highly recommend that you keep HP pots on you at all times.  I carry T3/T4/T5 HP as well as T3 Cure potions into Dragon's Tomb.  T3 Cures are especially convenient during the fight with Cornelius as this will cure his nasty debuff.  Do keep in mind though that a Cure potion shares it's cooldown with a regular potion, timing is critical to this.

The Tanking-Trickster is NOT ideal, but it works.  If there is a Tank-Fighter available, go with that route. it's safer for the party.  But if there are none available, hopefully this helps you fill in that gap.

Below are two walk-through videos, I will be adding annotations to them a bit later.  The first video (which still needs to be uploaded) is a basic DT run with the Trickster serving as the Sub-Tank.  The second video is an example of how to run DT without the traditional tank, with the Trickster filling in.

Video I:


Video II:  Tanking - Trickster

Tuesday, December 13, 2011

Fiesta Christmas Carol - Archer Got Run Over By a Fighter


This year, OutSpark is hosting a series of Holiday themed events and of course, I'll enter and support them any way I can.  Here's my entry... Fiesta related:


Archer Got Run Over By a Fighter
(To the tune of: Grandma Got Run Over By a Reindeer)


Archer got run over by a Fighter,
Walking out from Roumen's F B Z.
Onson will say this game's pretty balanced,
But as the Archers will tell you, don't believe.

This Archer had been charming while grinding,

Still we begged him not to go
But he thought he just might have a chance
So he walked in F B Z and readied his bow.

When they found him dead in the corner

At the scene of the attack
There were bruises all over his body
And incriminatin' axe marks on his back.

Archer got run over by a Fighter,

Walking out from Roumen's F B Z.
Onson will say this game's pretty balanced,
But as the Archers will tell you, don't believe.

Now we're still proud to be Archers

Some say our class is worse than jail
Sure we complain and post on forums
But we keep playing and hoping not to fail.

It's not Fiesta without the Archers

We pray for the missing skills that we lack
And we just can't help but wonder
How many retired Archers would come back

Archer got run over by a Fighter,

Walking out from Roumen's F B Z.
Onson will say this game's pretty balanced,
But as the Archers will tell you, don't believe.

Monday, December 12, 2011

Secrets of the Mystery Vault


In all honesty, this is a re-hash of a forum posting put together by boo_me.  I get tired of looking for some of this info, and I figure you do too, so why not re-post it here?  Anyway, here are the vault contents from start to finish:


Damaged Mystery Vault
_________________________________________________
Level Requirement: 7
Item(s) Obtained: Angel Wings (7 Day) - 5% Critical,
Lv10 Green Weapon for your class.
_________________________________________________

Chipped Mystery Vault
_________________________________________________
Level Requirement: 12
Item(s) Obtained: Bunny Ears (1 Day) - 5% Critical.
Tear of Legel (10 Units)
Lv15 Green Weapon for your class
_________________________________________________

Inferior Mystery Vault
_________________________________________________
Level Requirement: 17
Item(s) Obtained: Mini Phino (1 day) - All Stats +2
Lv20 Green Weapon for your class
_________________________________________________

Ordinary Mystery Vault
_________________________________________________
Level Requirement: 21
Item(s) Obtained: Cat Ears (1 Day) - 3% Critical
Sakura Costume (1 Day) - 5% Critical
Butterfly Wings (7 Day) - 5% Critical
_________________________________________________

Polished Mystery Vault
_________________________________________________
Level Requirement: 25
Item(s) Obtained: Raccoon Mount (7 Days)
Level 30 Stated Weapon
_________________________________________________

Flawless Mystery Vault
_________________________________________________
Level Requirement: 31
Item(s) Obtained: Red Elderine Uniform Suit (1 Days) - 7% Critical.
Corrupt Angel Wings (1 Days) - 5% Critical.
_________________________________________________

Perfect Mystery Vault
_________________________________________________
Level Requirement: 38
Item(s) Obtained: Yellow Dragon Wings (7 Days) - 5% Critical
Lv40 Weapon for your class
_________________________________________________

Pure Mystery Vault
_________________________________________________
Level Requirement: 46
Item(s) Obtained: Shark House (7 Days)
Lv50 Weapon For Your Class
_________________________________________________

Absolute Mystery Vault
_________________________________________________
Level Requirement: 56
Item(s) Obtained: 50% Health Points Extender (7 Days)
50% Mana Points Extender (7 Days)
Lv60 Weapon For Your Class
_________________________________________________

Blessed Mystery Vault
_________________________________________________
Level Requirement: 66
Item(s) Obtained: Blessing of Teva (7 Days)
100% Exp Boost (7 Days)
_________________________________________________

Enchanted Mystery Vault
_________________________________________________
Level Requirement: 76
Item(s) Obtained: 20% Charms of Strength (10 Units)
20% Charms of Defense (10 Units)
_________________________________________________

Brilliant Mystery Vault
_________________________________________________
Level Requirement: 86
Item(s) Obtained: 20% Charm of Might (10 Units)
50% War Rant (7 Days)
100% King's Touch (7 Days)
_________________________________________________

Colossal Mystery Vault
_________________________________________________
Level Requirement: 96
Item(s) Obtained: Blessing of Teva (1day)
100% Exp Boost (1 day)
Puppy Ears (7 days) - 3% Critical.
_________________________________________________

Ultimate Mystery Vault
_________________________________________________
Level Requirement: 106
Item(s) Obtained: Tears of Legel (10 Units)
20% Charm of Strength (10 Units)
20% Charm of Defense (10 Units)
20% Charm of Might (10 Units)
_________________________________________________

Thursday, December 1, 2011

Character Profiles - Coming Soon!


Hey everyone, wow it's been AGES since I've written anything of any significance!  Well honestly, I wrote a few things, but didn't like them so I just never posted them.  They're all saved as drafts, maybe one day if the mood strikes I'll finish them up, if they're still relevant of course.

I'm going to start doing a Character Profile of each of my characters.  I'll reveal inspirations behind their name, their builds, empowerments, my playstyle with this character, and maybe some other little bits of info about them.  Look for it soon, hopefully the first installment will be up some time today or tomorrow.

Thanks everyone for sticking by me even with the lack of updates!

Friday, November 25, 2011

Black(out) Friday?

*sigh*

Friday, November 11, 2011

Fifth Prestige Done! -- Wizard


Exhausted... it's 2:43am here.  But yeah.  Done!

Tuesday, November 8, 2011

Just an Update....

Well I promised an update of what I've been up to, so here it is!

After finally leveling WinterLace to 100 and finishing up her Gladiator promotion, I had to choose another character to focus on.  Since my 91 Mage, Dharalyn, was the next closest to prestige, I figured I'd just take that on next.

The Leviathan's Nest "grind" is fairly easy once you're able to make it down to the bottom.  I do not know whether the technique used to grind there is truly an exploit or just clever use of a game mechanic, but it's there and quite literally, hundreds of players are using this strategy to level up fairly quickly through the normally rough 9x levels, myself included.

I've always wanted a Wizard, particularly after my old guild, Ryekarayn and I, put together all of the completed Leviathan's Nest armor sets.  I particularly liked the Wizard set especially compared to the weird Warlock set.  The floppy witch hat is particularly appealing to me.  The Skeleton summon, along with Blink are okay I suppose, but oddly to some, not my general want out of my Wizard.  I do have a sneaking suspicion that once the Thunderbolt AOE is finally released, that it will be a Wizard-only skill.  I've been waiting three years for this skill and when it finally becomes available, I'd love to be able to use it.

I don't know how far I'll take the Wizard character.  In a matter of about 9 days, I've managed to get from 91 up to 98, using some 1-day and LH EXP Boost cards along the way.  Since the Leveling Bundles were on sale this past weekend, I used that opportunity to snatch up an Elite Bundle and activated it on her.  She's only 2 levels away from prestige, but she still has probably 27 days or so remaining on that bundle.  I guess I can continue to stick it out in LN through the expiration of that bundle or passing the 105 LN cap, whichever comes first. 

I also made an offer on a +10 Manitcore Staff, stats aren't great, but it's priced @7 Gems and the fact that it's already enhanced is uber appealing to me.  I really hate enhancing.  Whether the buyer will eventually sell it to me is another story.  The offer I've made is over a week old now and she hasn't been fielding better offers despite roaring about it daily.  If I do end up owning that Staff, that's definitely a bit of extra motivation to at least hit 105.

Some of the more observant of you (yes, you HolyD) have also noticed some activity on my HolyKnight, AutumnsVeil.  This is also attributable to Leviathan's Nest.  Thankfully my future-Wiz and my HK are on separate accounts, I'm able to play both simultaneously or use one or the other depending on the party's needs.

Being that Clerics in our guild are in somewhat short supply, I've been asked to fill in in that role at times.  While I had dreaded it at first, it's actually not so bad.  I have my progression of skills pretty much locked down, maximizing party damage, EXP gain, and survivability of the Mages/Archers in particular.  I'm actually having fun playing the HK role.  So much so that I even bought her a 50% EXP boost card! 

So how far will I take Autumn?  Again, I don't know.  I was fortunate enough to win a "Mace" Shield from the Lucky House in week one of its release.  Unfortunately, I think, I haven't gotten the offers I had hoped I'd get for it.  So pretty much, I've decided to just keep it.  I continue to vend it from time to time, but most of the offers I get are in the 2-3 Gem range, not at all what I would consider selling it for since the LH Orange rate is awfully low.  (Just FYI, I play about 8.5g worth of LH red capsules daily and that Shield is still the only Orange I managed to acquire through capsules).

Some other projects on the horizon, getting my 87 Archer up to Ranger (she's not listed on my character screen as I use her to really just get away from everyone) and possibly leveling up my Trickster again.  A cap raise was mentioned in the latest OSKI, so these future project may get put further on the back burner.

If a cap raise were to come, I'd want to switch my focus back to my SharpShooter... unfortunately, she's currently still 108 with only about 30% EXP gain.  Still a long way off from hitting the current level cap.
Related Posts with Thumbnails