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Windmill + Critical Hit Build Guide
MabiKorean
(tehbeasted)
Member Since: 2008-02-08
Location:
Posted: 2008-03-02 7:05 AM PST
in this thread i'll explain how to make a crit + windmill build with a secondary build follow up.

this build takes advantage of the fact that only 2 skills' strongness will be considered when calculating overall strongness


  • Melee


assuming you're gonna get melee combat mastery + smash
Rank up the following skills up to these ranks and leave them there unitl the next step
Rank up windmill first before any other skill in each step
order of the skill rasing in each step for other skills doesnt matter

Skills:

@Step 1@

Melee Combat Mastery: D = 30 R
Critical Hit : D = 30 R
Smash : D = 30 R
Defense : F = 30 R
Counter : D = 30 R
Windmill : B = 30 R

Total AP: 54
Total R : 45


@Step 2@

Melee Combat Mastery: D = 30 R
Critical Hit : B = 50 R
Smash : C = 50 R
Defense : F = 30 R
Counter : C = 35 R
Windmill : A = 50 R

Total AP: 77
Total R : 75


@Step 3@
From this point on there is no reason to add counter or defense


Melee Combat Mastery: C = 60 R
Critical Hit : 9 = 70 R
Smash : B = 70 R
Windmill : 9 = 70 R

Total AP: 105
Total R : 105


@Step 4@

Melee Combat Mastery: C = 60 R
Critical Hit : 7 = 90 R
Smash : A = 90 R
Windmill : 8 = 90 R

Total AP: 134
Total R : 135


@Step 5@

Melee Combat Mastery: B = 120 R
Critical Hit : 4 = 120 R
Smash : 9 = 110 R
Windmill : 7 = 120 R

Total AP: 194
Total R : 180


@Step 6@

Melee Combat Mastery: B = 120 R
Critical Hit : 1 = 150 R
Smash : 7 = 150 R
Windmill : 6 = 150 R

Total AP: 278
Total R : 225


Now that critical hit has been mastered this as far as this guide will go.
If you want me to post the rest of it then ask in the help desk.



  • Archery


Assuming your gonna get ranged combat master + magnum
Rank up the following skills up to these ranks and leave them there unitl the next step
Rank up windmill first before any other skill in each step
order of the skill rasing in each step for other skills doesnt matter

Skills:

@Step 1@

Melee Combat Mastery: F = 0 R
Ranged Combat Mastery: D = 20 R
Magnum : D = 30 R
Critical Hit : D = 30 R
Smash : F = 5 R
Defense : F = 30 R
Counter : D = 30 R
Windmill : B = 30 R

Total AP: 56
Total R : 45


@Step 2@
From this point there is no need to raise Defense, Smash, or Melee Combat Mastery

Ranged Combat Mastery: C = 40 R
Magnum : C = 50 R
Critical Hit : B = 50 R
Counter : C = 35 R
Windmill : A = 50 R

Total AP: 87
Total R : 75


@Step 3@
From this point on there is no reason to add Counter

Ranged Combat Mastery: C = 40 R
Magnum : B = 70 R
Critical Hit : 9 = 70 R
Windmill : 9 = 70 R

Total AP: 114
Total R : 105


@Step 4@

Ranged Combat Mastery: B = 80 R
Magnum : A = 90 R
Critical Hit : 7 = 90 R
Windmill : 8 = 90 R

Total AP: 154
Total R : 135


@Step 5@

Ranged Combat Mastery: A = 120 R
Magnum : 9 = 110 R
Critical Hit : 4 = 120 R
Windmill : 7 = 120 R

Total AP: 220
Total R : 180


@Step 6@

Ranged Combat Mastery: A = 120 R
Magnum : 7 = 150 R
Critical Hit : 1 = 150 R
Windmill : 6 = 150 R

Total AP: 310
Total R : 225


Now that critical hit has been mastered this as far as this guide will go.
If you want me to post the rest of it then ask in the help desk.

I won't be explaining Mage builds because they have no definite "base" build.

_______________
 
MabiKorean
(tehbeasted)
Member Since: 2008-02-08
Location:
RE: Windmill + Critical Hit Build Guide
Posted: 2008-03-02 9:14 AM PST
This build is for people know want to become the fabled Ultimate Weapon.
You'll have both the power of smash and revolver at your disposal
But in this build i'll build up for revovler.

@Step 1@

Melee Combat Mastery: D = 30 R
Critical Hit : D = 30 R
Smash : D = 30 R
Defense : F = 30 R
Counter : D = 30 R
Windmill : B = 30 R
Ranged Combat Mastery : D = 20 R
Magnum : D = 30 R

Total AP: 68
Total R : 45


@Step 2@
From this point there is no reason to raise Defense

Melee Combat Mastery: D = 30 R
Critical Hit : B = 50 R
Smash : C = 50 R
Counter : C = 35 R
Windmill : A = 50 R
Ranged Combat Mastery : C = 40 R
Magnum : C = 50 R

Total AP: 103
Total R : 75


@Step 3@
From this point there is no reason to raise Counter

Melee Combat Mastery: C = 60 R
Critical Hit : 9 = 70 R
Smash : B = 70 R
Windmill : 9 = 70 R
Ranged Combat Mastery : C = 40 R
Magnum : B = 70 R

Total AP: 140
Total R : 105


@Step 4@

Melee Combat Mastery: C = 60 R
Critical Hit : 7 = 90 R
Smash : A = 90 R
Windmill : 8 = 90 R
Ranged Combat Mastery : B = 80 R
Magnum : A = 90 R

Total AP: 186
Total R : 135


@Step 5@

Melee Combat Mastery: B = 120 R
Critical Hit : 4 = 120 R
Smash : 9 = 110 R
Windmill : 7 = 120 R
Ranged Combat Mastery : A = 120 R
Magnum : 9 = 110 R

Total AP: 266
Total R : 180


@Step 6@

Melee Combat Mastery: B = 120 R
Critical Hit : 1 = 150 R
Smash : 7 = 150 R
Windmill : 6 = 150 R
Ranged Combat Mastery : A = 120 R
Magnum : 7 = 150 R

Total AP: 374
Total R : 225


@Step 7@

From this point on it's best to only raise Windmill due to your strongness.

Windmill : 1 = 350 R

Total AP: 488
Total R : 425



What this guide is about is preparing for the revolver skill. Most people are not likely to start over with a fresh character to make the most of their time. So i made this guide for the public that thinks that way and me.

But if your willing to sacrifice your effort and blood of your first character then it's best not to use this guide.

_______________
 
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