HOT MMO

Aion Online| Allods Online| Darkfall| Dragonica | Eve Online| Mortal Online| Perfect World| Rappelz| RF Online| SWG| | |

HOT BBG

1100AD| AdventureQuest| Deaths Dugeon| Envoy| Free Farm Game| Khan Wars| NeverLand| Strife| Travian| The West| WWII Warfare

2Moons Bagi Warrior Guide

Posted on 2007-11-20 by adminNo comments


1 Star2 Stars3 Stars4 Stars5 Stars (No Ratings Yet)
Loading ... Loading ...

Credits to Jacobtheharbin

Leveling is a process in almost every MMORPG, but it’s also really boring. How to level up efficiently? Here are some advices for Bagi warrior.

I.)Introduction
The first thing most people think of when they hear ‘Bagi Warrior’ is, a tank. That is mostly true. Bagis are known for their health and defense, although not all choose to follow that path. Others choose to go for power and strength, and although there’s nothing wrong with this, Bagis do not give out as much damage output as other classes. However, what Bagis lack in power, they make up for in survivability. One important aspect that Bagis specialize in is their knockback and stun abilities. Bagis are known to be an annoyance because they can interrupt you in the midst of your skill, canceling it and knocking you back at the same time. Quote on quote, Bagis are known to be the ‘King of PvP’ at end game, so if love PvP, Bagis are an excellent choice to go.

II.) Leveling Guide
*One of the reasons that people have trouble training Bagis is because of the limited skills at lower level. However, it’s quite easy to level a Bagi if you know how to do so.

-From level 1-11, train on the outskirts of Loa or Braiken castle. Training here should be a breeze.

-Once you’ve achieved level 11, enter the Maze of Newbies. This is a excellent solo dungeon that gives you both potions and experience at the same time.

-Once you’ve achieved level 19, you have two choices to train at: at denebe or inside norak/castor cave, 1st floor. Both are equally adequate, but keep in mind denebe is a non-pvp map, and norak/castor has pvp enabled, meaning anyone can player-kill you while your inside the cave.

-At level 25 (or sooner, however you prefer), head to Heiharp and see how you fare there. The best experience you can get is with a party, mainly because it takes less time and less work to kill a group of monsters with a party. It’s up to you to train here until you’ve reached level 34, or you can try Requies, a jungle like map just north of denebe.

-Once you reach 34, head into the Requies dungeon. This is a solo dungeon that requires you to do several tasks to complete the entire dungeon. Upon completion, you earn an additional 50,000 experience points. You may not be able to complete this dungeon the couple first tries or even until your late 30’s, but this dungeon is by far, the best experience you can get at this stage. Once you’ve reached the low 40’s, this dungeon should be much easier. There’s also an optional boss you can attempt to kill by getting the 3 relics hidden inside the Chamber of Space. Killing this boss rewards you with a very nice ring. I suggest you do this dungeon until 55, since it’s still the best experience you can get.

-Once you’ve reached 55 (or 50), you can do one of three things: train inside of norak/castor cave by yourself or with a party, train inside Parca Shrine, or head out to crespo to train there. Parca Shrine isn’t the best area for experience points, mainly just for commission points. At level 55, crespo may be a bit difficult, unless you find a party to do the commission quest and train as well.

-During your training from 55-60, you should save up on money. Upon reaching 60, you can now enter the Dungeon of Crespo, a party dungeon that has three section (Dungeon C, Dungeon B, Dungeon A) and costs 300k to enter. However, if you go with a party of 6, each party member only needs to pay 50k. This is a quite decent dungeon that gives you experience and different gems that you may find useful, such as medials, rhombuses, elemental damage gems, or elemental resistance gems. You can also continue training in crespo doing the commission quest (s) with a party or just soloing, however you enjoy it.

-Once you’ve reached 65, you can have three options to choose from: continue training in Dungeon C, head out to Draco Desert, or do Dungeon B, which is harder than Dungeon C, because of the higher level mobs. However, it does give more experience and better gem rewards. Draco desert is a different view from crespo, mainly because it’s a desert, unlike the snow you constantly see in crespo. I wouldn’t advise doing the 65 commission quest, because it’s just a waste of money. I suggest doing dungeon B from 65+.

-Once you’ve reached 70 (Hurray!), continue training in Dungeon B or head out to Draco desert where it’s a bit easier to solo train here while also doing the level 70 commission for money and adventure points.

-Upon reach the big 75 (halfway there), you can attempt doing Dungeon A, which is the hardest of the three sections, but also gives better experience and gems. However, if you find it a bit hard, continue doing dungeon B.

To be continued until I’ve past this .

III.) Stat Guide
*There are a lot of different ways a Bagi Warrior can go, and here are the pro’s and con’s of going ‘pure’ builds:

-A strength Bagi:
A strength Bagi has good damage and is very good for PvE (Player versus Environment), but lacks in PvP mainly because of the low health and shield.

-A dexterity Bagi:
A full dexterity Bagi has good attack rate, block rate, and guard rate. It’s decent but PvE, but this build isn’t very successful in getting far.

-A heal Bagi:
A full heal Bagi has excellent defense and a lot of health for survivibility. This build is perfect for PvP, but lacks in damage.

-A spirit Bagi:
A full spirit Bagi has a lot of mana to utilize, but this build isn’t very good, PvE and PvP wise.

Now that we’ve gotten past all the ‘pure’ builds, let’s discuss the popular builds:

-A str/heal Bagi:
This build is both good for PvP and PvE due to the decent damage that’s put into strength, and the decent heal to ensure survivability and defense. Suggested points per level: 3 strength/2 heal. When you’ve reached the level to wear your next weapon, put the entire 5 points into dexterity in order to wield it.

-A heal/str Bagi:
This build is similar to the str/heal build, except this build is more focused towards survivability and defense. Suggested points per level: 3 heal/2 strength. When you’ve reached the level to wear your next weapon, put the entire 5 points into dexterity to wield it.

-A pure strength Bagi:
This build is the perfect build for PvE, mainly due to it’s high damage output and quickness in killing monsters. Suggested points per level: 5 strength. When you’ve reached the level to wear your next weapon, put the entire 5 points into dexterity to wield it.

A pure heal Bagi:
This build is the perfect build for PvP, mainly due to the high shield, defense, and health a Bagi has, making it difficult for an opponent to defeat. Suggested points per level: 5 health. Make sure that you do have enough strength and dexterity in order to wear your next weapon.

IV.) Skill Guide
Besides having strength to do damage, increasing the level of your skills helps improve your damage rate as well. You can decide what you wish to improve in, but here are some important factors you may wish to train in:

-At low level, the passive skills, Martial Arts Mastery and Horn Mastery, may not seem useful to you, but at higher level (say, 60+), it comes in handy. I suggest you adding some skill points into these to help you.

-Wild Bash and Double Smash may seem helpful at lower levels, but don’t invest too many points into them, because at higher level, they become quite useless as you have other skills that are more useful.

-Your buffs, instinct speed, instinct power, defensive, magical resistance, physical resistance, and resistance, are very useful. Max them out as soon as you can.

The other skills you have are optional, and it’s up to you to decide whether or not you wish to improve upon them.

If you want be a good Bagis, either a tank or something else, you must get good equipments and arm yourself strongly, so use all to your dil to buy the most powerful items, your will be the focus in your team and nightmare for your opponents.

2 Moons Guides | 31 views read more ...

2Moons Guide: Hunter – AoE Leveling Location Guide 2Moons Guide: Hunter – AoE Leveling Location Guide Part 1

Posted on 2007-11-18 by adminNo comments


1 Star2 Stars3 Stars4 Stars5 Stars (No Ratings Yet)
Loading ... Loading ...

Credits to Caycarem

 

Basically to solo AoE, you would aggro 2-4 mobs, run to a non-aggro, stop and AoE there so you can hit as many as possible. Either run in circle or zig-zag so you won’t lose em. avoid range attackers cuz they won’t follow you, or run other mobs to them and AoE there.

 

For AoE builds, most of our damage come from skills and not dagger damage or stat. That means Heal as the most important stat for a dagger hunter, because it gives you more pvp shield, def, and HP. I also believe dex is second-most important because effects bow/xbow damage, your hit chance (attack rating or AR), and guard. Str and Spirit are the least important stats, but if you feel like you always run out of MP then put in Spirit a few points, or use +MP gems. My latest build is a Hybrid Dagger/Xbow build, where I put just enough Str, Dex for the latest Dagger and Xbow, 5 in spirit, and the rest in Heal. Not the strongest in Duel or Solo grinding, but I like its versatility. At Lv 66 I have something like 32 Str, 153 Dex, 150 Heal, and I’m liking it. I’ve heard builds that are all heal and they only use a Lv 12 dagger up to Lv 90…point is, there’re many other viable builds out there, so try them out and pick one that matches your play style.

 

Please contribute if you know a good spot. for starter:

 

1-14: No AoE for ya. use your weak arse bow 

 

15-16: Denebe. grab a few knights and run to another mob nearby.

 

16-20: Den of Norak 1, those lvl 17 bugs at near entrance from denebe. They are non-aggro but there’re many. run around stab em all and then AoE. FAST exp.

 

20-24: lv 20 Mantis NW in denebe, near 2 small pools. there’re lots of them. FAST exp. grab matis quest at farmer also.

 

24-30: no AoE spots that i know of. you’re better off grouping in heihaf. set return point in parka shrine.

 

30-34:Heihaf penril knights. start from shrine, go south east a little. many knights there. then continue down south followin path between 2 lakes. great spot at the very end. at 33 you can go up along the East edge of map, lots of mobs there. I ran up and down between 2 spots constantly AoEing. I duo with an AoE knight and it worked well here. Another option is grouping.

 

34-50: 34 dungeon in requies beach. your goal at lvl 34 is not to die and run out of money  once you get level 36 it’s much easier. At lvl 37 I got to the end statue with 15 mins left. You can MAKE money actually, if you want, by solving the maze in training space and grabbing all the chests. I went from $100k at lvl 34, down to 35k due to noobness and dying, then now I’m back to 100k+, gained 3 levels. TIPS: fight mobs at the wood doors, and chests. your AoE will knock em out as well.

 

More to be coming…..

2 Moons Guides | 47 views read more ...

2Moons Incar Solo Leveling Spots Guide

Posted on 2007-11-16 by adminNo comments


1 Star2 Stars3 Stars4 Stars5 Stars (No Ratings Yet)
Loading ... Loading ...

I’ve figured that I’d put together a compilation of spots for Incars to level solo on. This isn’t a guide for people to give away their favorite little spots by coordinates or anything like that. I’m just going to list what mobs I killed at what level, and I hope that people reading this will contribute their experiences as well. This is also not a contest to figure out who has the best leveling spot, I encourage anyone reading this to try the leveling spots listed and use which ones work best for them. As always, remember there are many many good spots for leveling, and if someone is in “your spot” then finding a new one is usually better than competing.

 

tl;dr – Don’t troll!


Please put a * near spots you are unsure of!

 

 

 

Level – Area – Mobs/Explaination


1-8 – Noob Zones – Kill quest mobs and do a bit of grinding (the quests are important for access to the noob maze later on.)

7-15 – North Morte/Ares – Do the noob mazes in both areas (requires the blaverus/mofa and larva/spider quests in loa/braiken)

14-16 – Denebe – Lizardmen & Lizardmen Knights, if you move away from the entrance to denebe there are spots with less players.

16-20 – Denebe – Mantises. I leveled on these for a while, they aggro and there are some fast spawning spots if you look.

18-24 – Castor Cave – Zombie Hosts

18-20 – Castor Cave – Skeleton Archers & Fighters

18-24 – Norak Cave – Yeterians/Yetarian Bows

26-30 – Heiharp – Penril Knights & Fighters(AoE) You can AoE these in groups of 3-4, killing hunters when necessary.

27-30 – Requies – Helioms (Get the quest from the farmer in denebe for the extra exp, it’s a lot.)

30-32 – Requies – Sylvans (the big lobsters on the becah) Get the quest from the farmer’s wife, it’s worth a lot of exp.

32-34 – Requies – Nihilis(AoE) they are much easier in a group, and there is quest in Requies (at Lukas) to kill 100.

34-36 – Requies – Echidnas(AoE, myrmaid looking things), again get a quest at Lukas after finishing nihilis.

36-38 – Requies – Asrons(AoE) Once more, get quest at Lukas after echidnas.

40-50 – Frozen Valley of Vengence – The further north you go, the harder the mobs are. Do the quests that you recieve here to get armor & helm with four sockets each.

34-50 – Requies Instant Dungeon – Do the dungeon as many times until you get bored. It can cost a lot of money though, I wasn’t able to complete it until 41.

2 Moons Guides | 52 views read more ...

Nunvince Dungeon Guide for Segnales in 2Moons

Posted on 2007-11-06 by adminNo comments


1 Star2 Stars3 Stars4 Stars5 Stars (No Ratings Yet)
Loading ... Loading ...

Credits to smtrooper32

 

I see a lot of Segnales asking for help for this instance, and I figured I could help out some since I’ve been running it for around 15 levels now. If you have any of you have more tips it would be nice to post them here so we can get them all in one place.

 

First, some basic information. I’m a level 50+ healing segnale, with my main stat as ‘heal’ (no, not spr). I have fairly high spr though, since I like to keep it near/above dex (which is at min) and I spam skills for damage. This being said, a pure heal segnale will probably be able to complete the instance at a much lower level than the seg’s who go dex or spr mainly.

 

Why do I mention this? Because if you are a high enough segnale to do this instance, I hope you have realized that one of the main weaknesses of segnales is knockback. The more def you have, the better you do against multiple mobs. The PvE bread and butter skill of most segnales tends to be ‘blood hit’ (or barrage), which is easily interruptable in the beginning. Not to mention, our heals which CAN be interrupted. This, combined with our lack of AoE below 59 (no, I don’t consider evil spear to be AoE- that thing is near worthless as an AoE) makes any mob number greater than 1 a problem if they can interrupt us.

 

Anything that aggravates this weakness is a huge liability to our survival. Hence, fighting two red mobs is NOT twice as hard as fighting 1 mob, but more like 3 times as hard. And fighting 3 mobs at once is 5 times as hard as fighting two mobs at once.

 

Because of the way the dungeon is structured, segnales have a naturally hard time. Consider the non-boss enemies- sasquatches are almost impossible to lose. You cannot run away from them, they will follow you to the ends of the dungeon. Skeleton knights are ranged and like to use skills that interrupt. They also tend to come with a set of sasquatches. Spider larvae have an irritating web attack that roots you. Spiders, thankfully, don’t have anything to hinder you, although they do spam a poison attack that leeches your life.

 

Most of this guide then, is on how to minimize the amount of mobs you need to fight in each of the dungeon areas. I’ll assume knowledge of basic techniques, such as kiting, knowing your whip range, ‘pressing E’ to heal other yourself, etc… Also, the directions on where to go are pretty self explanatory in the quest log, so I won’t go into that.

 

The sections are be broken up into what I consider the ‘problem areas’ for segnales i.e. :

 

THE TREASURE ROOM (2 Spider Souls)
THE SEAL OF VESSAGO (1 Knight + Sasquatches)
THE LABORATORY ENTRANCE (2 Knights + Sasquatches)
THE LABORATORY (Lord Kunda + 5 Knights + Sasquatches)
THE SACRIFICIAL CHAMBER (2 Spiders + 2 Larvae + Spider Boss)
THE CHAMBER OF SPACE (general tips)
THE GODDESS STATUES (3 Frizkhans + 3 in the Center)
THE THRONE OF THE GODDESS (Boss Spider)


General Tips:

If you spam skills like I do, bring many, many, many MP pots. Nunvice dungeon gives gems, beads, agates, but NO equipment (except for a ring). Therefore, you don’t need that much space, fill up so you won’t have to go back to town. As healers, our mana is our life and damage, do not forget this.

If you are doing this dungeon at level 34 or a few levels above that, you do NOT have to complete the dungeon. (in fact, it is probably impossible). Nunvice dungeon creatures give very high amounts of experience for their hitpoints, but they hit hard for their level. Don’t waste 10k by trying to ‘run it’ to get to the end and dying 5 minutes into the dungeon.

 

You will want to kill everything you come across if they are white or red to you, and you will want to do it safely. Tape something to cover up the countdown timer on your monitor. This is not a race, this is an expensive, but worthwhile grind. Later on, you will have much more money when you exit the dungeon that you will when you enter it. Slow and steady will make sure you exit out the dungeon gracefully into requies beach after 30 minutes with a LOT of experience and most of your money back. Racing the clock will get you dumped back in a body bag with nothing to show for it.

Learn the aggro range of the creatures, and get used to map.
PART I: THE TREASURE ROOM

 

Most of the time this should be easy. Simply use a large range skill like backdraft to grab one spider and kill it. Rinse and repeat and grab the chest.

 

I only mention this part because its the first room where you might end up fighting two boss creatures if you aren’t able to kite well. If this does happen you get to practice techniques for dealing with the 3 frizkhan spawn at the end of the dungeon. They don’t hit too hard, but you can get a general feel for the timing of dealing with two very nasty mobs. The first thing is to LEARN YOUR HEAL INTERRUPTS. Most of us should have learned to watch our life bar by now, and to know when we need a heal in the middle of a fight. For those of you who have haven’t got this down yet because you haven’t fought aggressive creature mobs, its time to start learning.

 

Self heal is an extraordinarily fast cast, if you have it, use it. Most of the time its extremely hard to interrupt if you time it after an attack. After a while, you should be able to use it instinctively between skill spams in a fight. Heal other loses your target, which could be a problem if they are stacked together and you need to find the half dead one. Use it if you don’t have a choice. Hyper heal should be saved as an emergency heal to be spammed TOGETHER with a heal pot. A longer cast time + heavy mana cost and its ability to heal 2k+ at level 1 makes it a something to hit in an emergency if you can get it off.

 

Keep in mind, auto attack can sometimes mess up your heal timing. If you use it, make sure you give yourself a bit more room for interruption.

 

Regardless, this room should be easy even at level 34.
THE SEAL OF VESSAGO (1 Knight + Sasquatches)

 

You need to break into this room to get inside the laboratory. There are certain rules you need to follow if you are having trouble with this place. These will seem (hopefully) obvious to most of you.

 

#1 Prepare Yourself. Kill EVERYTHING you might back into if you need to kite the sasquatches and the knight away from the room. HEAL and BUFF yourself.

 

#2 When breaking this door, DO NOT USE YOUR WHIP. Use a range attack like backdraft and keep the hell away from the door. DO NOT USE ANY SKILLS THAT MOVE YOU FORWARD.

 

#3 DO NOT ENTER THE ROOM. (you can disregard this if you just need to kill the stragglers) Hopefully, you haven’t drawn every monster in the room to you if you’ve broken the door from range.

 

Move away from the front of the door and move slowly forward. You should know their aggro range by now. Don’t worry, they can see you perfectly fine through the wall. You should also be able to see the monster names through the wall. If any of them begin to move, RUN BACK and hide behind the corner.

 

If you have drawn the skeleton knight, hiding around a corner will force the knight to close the distance to hit you, and you can ambush him with a blood hit before him and his posse can react. Kill him with spam skills first, then work over his bodyguards. If you’ve drawn too many, try to kite the mobs while you wait for your cooldown timers on skills or heal. Under no circumstance should you run into the room if you are trailing mobs.
THE LABORATORY ENTRANCE (2 Knights + Sasquatches)

 

Ouch. This is a nasty little room that is a prelude to an even nastier one waiting for you.

However, I consider this room to be the worst of the Laboratory section, since its entrance dumps you in FRONT of skeleton knights + bodyguards. In the worst case scenario (and it happens ~70% of the time) you have 2 knights and 4 sasquatches waiting for you. Their locations are all pretty random, so you’ll have to orient yourself pretty quickly, and its going to be hectic until both the knights are dead.

 

There are a few things you can do to prevent the situation from being a complete sh*tfest. The most obvious one is to BUFF and HEAL. Make sure you have a full mp bar when you enter. The second one is to go for the knights first. Spam your skills on them and use pots to heal. They are lethal because they are easily able to interrupt you and they are ranged. Once both knights are dead, you can kite the mob around the room and heal yourself while using barrage hit + backdraft spam to kill them one by one.

 

Once you have level 40 armors (or are mainly heal stat specced), sasquatches should not interrupt you anymore, and this room should become much easier to do.
THE LABORATORY (Lord Kunda + 5 Knights + Sasquatches)

 

This room is actually quite easy for range characters provided you follow the 3 cardinal rules given in the Vessago Room.

 

#1 Prepare Yourself. Kill EVERYTHING you might back into if you need to kite the sasquatches and the knight away from the room. HEAL and BUFF yourself.

#2 When breaking this door, DO NOT USE YOUR WHIP. Use a range attack like backdraft and keep the hell away from the door. DO NOT USE ANY SKILLS THAT MOVE YOU FORWARD (i.e. bloodhit the door, attack it with a whip, etc…) .

#3 DO NOT ENTER THE ROOM. (you can disregard this if you just need to kill the stragglers) Don’t break the door if you see them bunched up on it, just wait it out until you are sure you can draw Kunda out, or one of the knights. Run back to the entrance room of the lab- make sure the knights dont have line of sight so they are forced to run to you. Ambush them, don’t let them live for too long.

 

Proper sniping can usually net you a kunda and a knight, or just the kunda. You should have a far easier time of it than melee characters.
THE SACRIFICIAL CHAMBER (2 Spiders + 2 Larvae + Spider Boss)

There’s not too much to say at this point. Just read the LABORATORY ENTRANCE, which is a far nastier room. What makes this nasty is the entrance condition- which is in the middle of the mob, but you only have one truly vicious opponent.

Don’t forget though, even at level 50, you can take quite a bit of damage from spiders and spider larva if they start spamming skills. 150+ damage that isn’t really able to be mitigated can add up, so don’t die to a stupid reason like underestimating spiders.
THE CHAMBER OF SPACE (general tips)

 

No segnale should have any trouble killing any of the monsters in here. They are alone 90% of the time, and if they aren’t, they can be easily kited away. I put this section in here to add some tips in getting through this place:

 

#1. Orient yourself when you enter. Always go top to bottom or vice versa (north to south). Even though the room is randomized, every room follows a specific pattern. The ‘bridge’ stone is never more than 2 squares away from the training stone. Destroy it, backtrack, then get the chest and then the training stone. You go top to bottom because a north to south side opens up the middle bridge connecting the other ones, and any isolated ‘floating’ chest islands in the middle.

 

#2. Use the map. 95% of all the layouts you receive require you to traverse EVERY square in order to get every chest/training stone. The remaining 5%, you should still cross every square because its usually the best route anyway. Don’t be shy, periodically check your map to make sure you dont see any empty squares.

 

#3. If you think a bridge should be down but it isn’t, try to cross anyway. The graphics can get a little bugged in there. Bridges don’t drop when they should, but the path is still there.
THE GODDESS STATUES (3 Frizkhans + 3 in the Center)

One word. Pain.

 

This IS the biggest obstacle to any segnale finishing the dungeon, bar none. If you are doing this, I hope you have some level 40 armors, or a decent health score because otherwise the damage alone might kill you outright.

 

Three Frizkans spawn directly on top of the statue, and each frizkhan does 200-400 damage (depending on your def) and periodically cast a curse which poisons you and makes your movement speed slow to a crawl. You must go toe to toe with them. You wouldn’t want to kite them anyway, since 3 frizkhans are spawned in the center, making moving a dangerous proposition.

 

This is a nightmare scenario. So first thing is first. Clear everything away. Assume you won’t live through the battle, because unless you’ve already fought and won (then why are you reading this?) you probably won’t live through it. Get as much exp as you can before you decide to break the seal. Buff. make sure you have the guard buff on. At level 1 it gives you a fairly large chance to partially or completely block one of their attacks. It will still hurt, but when you’re dealing with an average of 300 X 3 (900 damage) a hit from all 3 of the frizkhans, it can be a lifesaver.

 

When you are fully pumped, carefully bring your statue of choice down to a sliver of life. You’re going to hit it from a corner (if you haven’t figured this out already) to give yourself the maximum amount of distance away from them. Why? Because there’s a trick you can do to make this fight a lot easier.

 

I’m going to assume you have a decent level blood hit (3-5), and that its you’re most damaging attack thus far. If you don’t… I don’t know what to say. What the hell do you use to fight red creatures? Anyway, you normally aren’t able to use this attack when mobbed by them, but it has a special property. Bloodhit becomes UNINTERRUPTABLE AFTER A CERTAIN NUMBER OF HITS. In my case, at level 6, it can’t be interrupted after the 3rd hit.

 

This means it can be used as a deadly opener to bring a frizkhan down to half-life or more. The MOMENT you backdraft the statue, target a frizkhan and use bloodhit. After the initial 2-3 hits, the other frizkhans won’t be able to interrupt it, and you should have done a fair chunk of damage to at least one of them. Concentrate everything on killing the wounded frizkhan with your spam skills.

 

Don’t bother watching the screen most of the time, LOOK AT YOUR HEALTH BAR. If it dips below a thousand, hit a heal. If your heal is interrupted, chug a potion, and try again. The most important part after damaging the frizkhan is to KEEP ALIVE and let auto-attack and backdraft/dreadnail/evilspear/ whatever uninterruptable skill you have do its job. Look up only after you’ve activated a damage spell to see if the frizkhan died.

 

Bloodhit. Spam Uninterruptables. Heal. Auto attack. STAY ALIVE. This is how you win. It isn’t pretty, but staying alive is what we do best.

 

After the first frizkhan dies, I guarantee that the fight is now HUGELY more winnable. Like I said in the beginning, every creature attacking us segnales adds an exponential amount of difficulty to the fight. Dealing with two frizkhans is difficult, but if you’ve killed the third, I have faith that you can defeat the other two no problem.

 

The ones in the center are easily isolated, so I hope you won’t have trouble with them.
THE THRONE OF THE GODDESS (Boss Spider)

 

Out of all the classes, I believe we might have the easiest time of this particular fight. Unlike other classes, we don’t have to pack as many health potions for this fight. 1 small mana potion is the equivalent of 30 comparable health potions in our hands, and not nearly as flexible. However, bring along several dozen large mana potions at least. It’s a LONG fight regardless.

 

When you activate the throne, you are automatically given ten minutes in order to beat the creature. (So if you have 15 minutes left on the clock, you’ll only get ten to beat it) The fight will take a long time, so make sure you are prepared.

 

You only have to do this fight once. In fact, you probably ONLY want to do it once. The boss spider gives a ring (+95 hp, +mp, +35 poison damage) along with ~20,000 dil and maybe an argate. No experience. It’s a brutal ten minute fight. You can’t drop or give away any extra rings you have (trust me, I tried) or put them in a shop, so don’t bother doing this quest again.

 

You can’t do enough damage to interrupt the spider (it has at least 100k hitpoints, probably more), and it will always do enough damage to interrupt you unless you come here at level 60 or something. To be honest, as a segnale you can go toe to toe with it and auto attack it with the occasional skill spam. It doesn’t attack that fast, and you can easily heal out of any damage it does to you. You won’t die, but I’m not entirely sure you can do enough damage in a ten minutes time span to kill
it.

 

The easiest way for me is to spam skills until the bloodhit cooldown is over, then run away from the spider. Once it starts chasing you, hit bloodhit and after the 3rd hit, it can’t stop it from finishing. 5k damage every 5 seconds from bloodhit + the damage from every other skill I have brings the spider down pretty quickly.  

When its dead, you should have around 3 minutes left over to take a breather and try out your new ring.

2 Moons Guides | 38 views read more ...

All Element Mage Guide about Level 1-92

Posted on 2007-10-30 by adminNo comments


1 Star2 Stars3 Stars4 Stars5 Stars (No Ratings Yet)
Loading ... Loading ...

May you are playing a role of 3 element mage in 2Moons, May you are not playing that. We don’t care that proble. This is a guide for people who want to make an all element mage. 

Lvl 1-20

These are the newbie levels, you should be able level very fast no matter what build you have. Always having the 3 top spells will make the process go even faster. You will only need one point in each of the lvl 7 and lvl 16 spells, and you should start upping 2 of the 3 elemental masteries. I recommend fire and lightning for their early level AOE spells. For passive skills, just put left over points into energy mastery, and some points in mana force is mandatory. Seize Nimbis is a nice and cool looking buff spell, but energy mastery will net you more defense bonus in the long run. The elemental resistance is rarely needed unless you are pvping against other mages. Besides having to recast the buff over and over again is rather annoying, you will probably forget half of the time anyway.


Lvl 21-33

These will be relatively tedious levels. Try to level with parties, it’s still very doable. At level 27 you will get 3 new shiny spells, level27 ice is crap, it takes forever to cast and only freezes a target for 2 second and doesn’t even work half the time. Level27 lightning is a descent AOE spell with nice damage. And don’t look down on level27 fire just because it’s a close range. It is perhaps IMO the best lvl27 spell, it can be casted almost instantly and has very high damage output for early levels. It makes a great finishing move or the skill to use in a pinch. You should learn to use it, love it, but only put one point in it.

 

Also lvl 16,27 fire and light spells make an excellent AOE combo at early levels. You will be able to kill mobs very fast if you can master them. 

If you really can’t get through these levels without using more points in spells(Unlikely IMO), you can always do a reskill at lvl36. 

Lvl 34-35

The reason I put these 2 levels separately is because you will be able to go in Nunvice dungeon at 34, in there you will be able to get to lvl 36 super fast regardless of what build you have.

 

Lvl 36

The power of the mage is finally unleashed, you will now be able to get back at all those that looked down upon you before and stomped them to the ground. Go back to Heiharp and teach the noobs there why mages rock 

From now on you should focus on maxing out lvl36 fire and light, lvl36 ice will be your backup AOE spell. Note that the cooldown times allow the 3 spells to be casted one after another.
Lvl 51

Don’t get the the lvl 51 skills if you don’t pvp a lot, they are not good for your general pve. Even if you like to pvp or just adore the fancy visuals, 1 point in each will be enough.
Lvl 81

Lvl 81 ice, good. Lvl 81 light, good. Lvl 81 fire, hmm the fire tree is going downhill. 

Lvl 92

If you made it this far then grats, you are now an Uber mage. Use your ultimate spells to nuke everything you see unfit. This is also a good time to reskill since all the skills are out. If you reskilled already, then consider the cash shop, after all a game that made you waste hundreds of hours of your life is probably worth a couple bucks on, neh? 

 

Following the reskill below you will have 20 points left to pump up you favorite lvl 81, 51, 36 (lvl 7!?) spells.

 

Statswise

Anything in between the 1-4 and 2-3 heal/spirit ratio is good. Mage stats are simple, there is really no need to go too deep. Just up spr if you feel uncomfortable with another mage doing more damage than you and up heal if you find your self dying too fast.

 

Equipment

If you are going for a 3 element mage then the wand is your obvious choice of weapon. Since mage armors have low def compared to other classes, I highly recommend getting 4 socket armor and helmets to put +def medials in them. For accessories, wear only +def rings necklaces. The reason is because every point you put in heal only gives you ~1.5 def while every point spr gets you ~3 magic damage. So the +def accessory will give more bonus in this respect. Socket your wand with pyramids since they will help increase attack power for all of your spells.

 

Where to Grind

 

1-20 Loa/Braiken Castle -> North Morte/Are -> Denebe

Pretty straightforward, you can do some newbie dungeon runs too.

 

21-33 Heiharp

Heiharp will give you the most exp for the bang if you can find a good party. The first time you get to Heiharp, go all the way to Parka Shrine and set your return point there so you don’t have to walk all the way back if you die/restock.

 

34-50(54) Nunvice Dungeon in Requies

Nothing beats 500exp for an easy to kill spidey. If you make it all the way through you will also get a whopping 50k exp. Killing the last boss is optional, the reward you get is not good for mages. If you are still not sick of running the dungeon yet after lvl50 then feel free to hardcore your way through to lvl55.

 

51-54 Norak Cave 2

If you feel you’ve graduated from the dungeon then this is the place to be. Peccare and frailers in the middle of the cave will be the best target for mages.

 

55-65 Crespo

This place is a heaven for mages if you can learn to avoid those minibosses. High mob limit(4) and lack of ranged mobs will make grinding less of a pain. Feel free to do some lvl60 dungeon runs.

 

65+ Draco Desert

Prepare for a potfest, the exp will be worth it though.

2 Moons Guides | 29 views read more ...

2Moons Carbonites Incar’s High Level Guide

Posted on 2007-10-24 by adminNo comments


1 Star2 Stars3 Stars4 Stars5 Stars (No Ratings Yet)
Loading ... Loading ...

Ok guys, when I first started my Incar I had much more time to test. As it stands now, I dont have much time to get in game at all. I just wanted to post this as a sort of guide/what I know so far kind of things. I hope it helps some.

My Character.
Hat is in the 90s. The other stuff is in the 100’s. 
 

My Stats.
First thing I should note is that I have not tested a build that includes dex just yet.
This current build is weapon requirement in str and spr, all the remaining points go in heal. 
 

My Build.
I have only recently come to this build. It is a work in progress. 
 

My Hotbar.
With this current build everything fits on one hotbar. I guess thats a plus. 
 

Ok guys, now for the meat and potatoes.

I have not played an Incar the normal way for those that dont know. This is a lv 115 character given to me for my Moderation duties.
So if your looking for a guide on how to level your character you should check out some of the other great guides people have posted.

As it stands. When your at around level 100 you will be using all three tiers of skills. I see no reason not to. You have the points and spending them in the lower level spells is futile. Their damage does not seem to be anywhere near what you will need for your level.
That being said, your build will come down to the bottom 4 skills in each tree.
Now it is possible you may chose to go only 2 trees and get a combination of both of those on the higher level skills but I havent tested that as of yet.

My current build is built around Gracious Eddy. Let me tell you something about Gracious Eddy, EVERY MAGE SHOULD HAVE IT.
If you dont plan on getting gracious eddy, you are making a mistake. No build should not include it.
It is a very powerfull skill that will freeze on mob/char in place and Aoe all those in the surrounding area. It hits really HARD. Cant stress that enough.
Most of the time I am told it takes up to half of the sheild on the duels I have had with characters of my level.

So how do you work this then? Well, the very first thing you should cast the second the duel starts is Gracious Eddy. It never misses, so you will lock your dueling foe in place allowing you to cast your fast attacks. With my current build I have chosen to use Flame Burning, Ice Blanket, Cruelty Lightning and Thunder spear as my fast attacks. (I will be changing this some in the future.)
So youve casted Gracious Eddy and now your using your speed attacks. (Youll get 2 of these during the time your foe is frozen.)
Now if your fighting a melee character and they are trying to get close it is time to cast Intimid Flash. This skill will Aoe surrounding you and follow you where you go as it continually shoots out multiple times a nice attack on the enemies.
If you fighting a range class its time to use Infernal Pillar. Infernal pillar will shoot a couple fire blasts at the enemy and then your character will charge your enemy where most of the damage will be given. After you cast this spell youll then go to Intimid Flash again in order to aoe while your close.

At this time Gracious Eddy will be ready and you should definately go back to cast that again. In fact if at any time its ready while your still doing the others steps, stop and cast Gracious Eddy.

If you do this effectively it will give you your best chance at every class.

Against a Segnale at this level:
She is going to Paralyze you. Be ready for that first thing.
You will want to get Gracious Eddy out at the same time. Youll both be frozen but the Segnale’s paralyze does little damage compared to yours and hopefully you can get her before she casts curse feild, otherwise your damage will be equal at this point.
Now, if your lucky the Segnale will be close to you during this point, because you can cast Intimid Flash out of the paralyze as I have found. However, your Gracious Eddy will not allow your oppenent any room for skills as they will be getting knockbacked a lot during the time your spell is on them.
So if she is close to you, use Intimid Flash.
Now move on to your fast attacks until Gracious Eddy is ready again. If you get caught in a Curse Feild and the Segnale is outside of this, use Infernal Pillar to move yourself out pretty efficiently.
The main thing when fighting a Segnale is trying not to get paralyzed inside a Curse Feild. It will be tough, but if you can do it you will have a much better chance in this fight.

Against a Knight at this level:
Note: I will laugh at you if you ever lose to a knight at this level. ROFL. jk
Second verse same as the first.
Gracious eddy first thing. Get back while he is frozen and use your fast attacks.
No matter the Knights build he wants to be close to you, so dont let him.
When a knight gets close to you, you should then cast Intimid Flash. This has some serious knockback and you can keep him from attacking you nicely.
A smart knight will use Insensibility at this point. It allows them to not be affected by Knockback. However, Knights hate the skill as it has adverse affects on their stats. If your lucky youll mostly run accross knights that havent put much weight in this great skill they have.
So you can use the time Intimid Flash is cast to get away as the Knight at this point will likely want to get away from you. (again barring he isnt using Insensibility.)
Either way, its time to move and cast fast attacks all the time, until Gracious Eddy is ready.
Wash rinse repeat.
Done right, the Knight will hit you with maybe 2 skills the entire duel.

Against a Summoner at this level:
You have heard Summoners suck at this level. Let me tell you right now. DO NOT UNDERESTIMATE THEM.
Summoners have some pretty devistating skills for your sheild. I dont know what its called but when they use the skill that uses both blades in furry of attacks, your sheild is going to melt, and its going to melt fast.
Currently I cant say what you should do against their different pets, but I assure you youll will do something different depending on what they have summoned. One of the pets, (I will make note of what in the future.) Will force you to not be able to move. This is devastating to us as it allows the summoner and his pet the close proximity that he loves.
If you can get Gracious Eddy out first thing it will lock the summoner into place and aoe his summon.
From that its fast attacks again until Gracious Eddy is ready.
Always stay away from the summoner and his pet.

Against a Bagi at this level:
Havent had the chance to duel one yet.
Wont be a much different fight than the knight though. Bagis dont have much in their skills to attack with, but what they do have is POWERFULL, and when coupled with their buffs you really need to stay away.
Use the same tactics for now to freeze using Gracious Eddy and fast attacks until Gracious Eddy is ready again.
I will update after I am able to duel one at my level.

Against a Hunter at this level:
Barring any major changes to the game, the Hunter is one of the most DEVASTATING Duels any other class can go up against.
If they arent the best in PVP they are damn close.
The worst part about them for you is, they are long range damage and you are mid range damage. This makes for an interesting fight.
Both of you will be a distance from eachother at all times and the Hunter will be trying to keep just enough distance so that your Skills will force your character to have to run closer before using them.
So my strategy for you here is to get in close as if you were a knight. Dont let them have that distance ever. No matter where you are the Hunter skills hit hard so staying close is your only chance at doing the same dps as the Hunter does.
Use Gracious Eddy first thing. Get in close while she is frozen and use your fast skills.
Do what you can from there to stay close while using the fast skills until Gracious Eddy is ready again.

So, have I not convinced you on Gracious Eddy? I sure hope I have, its your pivitol skill. Your major

2 Moons Guides | 49 views read more ...