Baam's Guide To Buffing
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kieki4567
NoFayulHere
Deagan
Siren
CrimsonDeadly
xNahuy
NumberTwo
uuurrrggghhh
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DrakoMs v.75 forums :: General :: Guides
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Baam's Guide To Buffing
This will be a guide on what buffs you should keep or leave, as well as moves to keep and leave.
From the Warrior Class...
Keep:
- Combo - it's a very good damage booster, definitely keep this one.
- Maple Warrior - Very good buff, get it with any job so I'll just say it here
- Brandish - Before acquiring Genesis this is very good for rebirthing
- Holy Charge - This is a better damage booster then Rage especially when attacking holy weak monsters
- Heaven's Hammer - This move does massive damage, 900%, ability to use with any weapon
Optional:
- Boosters - ONLY keep this if Warrior will be your main class
- Rush - ONLY keep if warrior is main class
From the Thief Class...
Keep:
- Haste - The extra speed and jump can be helpful for training or moving around
- Flash Jump - Speeds up moving from place to place a lot!
- Shadow Partner - This helps so much with Bowman, Corsair and Assassin jobs
Optional:
- Meso Up - If collecting mesos it can be helpful
- Claw/Dagger Booster - ONLY keep if you will be a Bandit or Assassin most of the time
- All Moves Requiring Dagger - Again only keep if you will be a Bandit as no common Daggers
- All Moves Requiring Claw - Only keep if you will mainly be an Assassin again there is no common Claw
From the Archer Class...
Keep:
- Sharp Eyes - very nice critical hit damage boost, definitely keep this one
- Phoenix - The bird is very useful when bossing at places such as Horn Tail
Optional:
- Moves requiring bow or crossbow - only keep if you will mainly be an Archer job
- Boosters - Only keep if mainly staying as an Archer job
- Puppet - Can come in handy when at some bosses
From the Magician Class...
Keep:
- Holy Symbol - Bonus exp is always good when training
- Genesis - Definitely keep this, comes in handy when rebirthing
- Resurrection - When the occasional person dies it's nice to bring them back.
Optional:
- Magic Guard - Can come in handy sometimes, can save your life a few times
- Bahamut - Unless you have the Phoenix bird, keep Bahamut
From the Pirate Class...
Keep:
- Unless your going to be of some sort of pirate class then i don't suggest keeping any buffs or moves of theirs
SUMMARY
So to sum things up here is the list of Buffs i think you should keep:
- Combo
- Rage
- Maple Warrior
- Haste
- Shadow Partner
- Sharp Eyes
- Phoenix bird
- Holy Symbol
- Resurrection
- Then the rest of the buffs you need to keep are the boosters for the main class you will be if you choose one
It may seem like a decent amount of buffs, but with the macro's we have available to fit 3 buffs in one key there should only be about 5 or 6 keys to push.
Moves to Keep:
- Brandish
- Genesis
- Flash Jump
- As well as all skills that you will need for your main job
Hope this guide helped you out in some way, please if there is anyway i can improve this for anyone post a reply, i will add it into this.
Thank you for reading my guide
From the Warrior Class...
Keep:
- Combo - it's a very good damage booster, definitely keep this one.
- Maple Warrior - Very good buff, get it with any job so I'll just say it here
- Brandish - Before acquiring Genesis this is very good for rebirthing
- Holy Charge - This is a better damage booster then Rage especially when attacking holy weak monsters
- Heaven's Hammer - This move does massive damage, 900%, ability to use with any weapon
Optional:
- Boosters - ONLY keep this if Warrior will be your main class
- Rush - ONLY keep if warrior is main class
From the Thief Class...
Keep:
- Haste - The extra speed and jump can be helpful for training or moving around
- Flash Jump - Speeds up moving from place to place a lot!
- Shadow Partner - This helps so much with Bowman, Corsair and Assassin jobs
Optional:
- Meso Up - If collecting mesos it can be helpful
- Claw/Dagger Booster - ONLY keep if you will be a Bandit or Assassin most of the time
- All Moves Requiring Dagger - Again only keep if you will be a Bandit as no common Daggers
- All Moves Requiring Claw - Only keep if you will mainly be an Assassin again there is no common Claw
From the Archer Class...
Keep:
- Sharp Eyes - very nice critical hit damage boost, definitely keep this one
- Phoenix - The bird is very useful when bossing at places such as Horn Tail
Optional:
- Moves requiring bow or crossbow - only keep if you will mainly be an Archer job
- Boosters - Only keep if mainly staying as an Archer job
- Puppet - Can come in handy when at some bosses
From the Magician Class...
Keep:
- Holy Symbol - Bonus exp is always good when training
- Genesis - Definitely keep this, comes in handy when rebirthing
- Resurrection - When the occasional person dies it's nice to bring them back.
Optional:
- Magic Guard - Can come in handy sometimes, can save your life a few times
- Bahamut - Unless you have the Phoenix bird, keep Bahamut
From the Pirate Class...
Keep:
- Unless your going to be of some sort of pirate class then i don't suggest keeping any buffs or moves of theirs
SUMMARY
So to sum things up here is the list of Buffs i think you should keep:
- Combo
- Rage
- Maple Warrior
- Haste
- Shadow Partner
- Sharp Eyes
- Phoenix bird
- Holy Symbol
- Resurrection
- Then the rest of the buffs you need to keep are the boosters for the main class you will be if you choose one
It may seem like a decent amount of buffs, but with the macro's we have available to fit 3 buffs in one key there should only be about 5 or 6 keys to push.
Moves to Keep:
- Brandish
- Genesis
- Flash Jump
- As well as all skills that you will need for your main job
Hope this guide helped you out in some way, please if there is anyway i can improve this for anyone post a reply, i will add it into this.
Thank you for reading my guide
Last edited by uuurrrggghhh on Tue Mar 16, 2010 8:25 am; edited 2 times in total
uuurrrggghhh- Posts : 3
Join date : 2010-03-14
Re: Baam's Guide To Buffing
Sounds good except for a few things. -rage +holy charge. Rage only adds 10 attack and either cancels or is canceled by other buffs. Holy charge adds 40% to your damage and more than doubles it if attacking a monster weak to holy. Also, I would save heaven's hammer as well since it can be used with any weapon and hits 900% of your damage.
Next, I would say that phoenix is optional as freezer is better. I wouldn't go out of my way to get freezer, but if you become a sniper, I would definitely keep it.
Next, I would say that phoenix is optional as freezer is better. I wouldn't go out of my way to get freezer, but if you become a sniper, I would definitely keep it.
NumberTwo- Posts : 202
Join date : 2010-03-14
Age : 31
Location : A-town
Re: Baam's Guide To Buffing
That is a good point, didn't think of that, i will add that in now
thank you.
thank you.
uuurrrggghhh- Posts : 3
Join date : 2010-03-14
Re: Baam's Guide To Buffing
I would add Heal and Teleport as Magician's optional but oh well that your guild.
xNahuy- Posts : 116
Join date : 2010-03-14
Age : 30
Location : Canada
Re: Baam's Guide To Buffing
I think Teleport shouldn't be optional but should be added, along with Heal.
It helps with mobility and saving money with pots. Although you'll have to buy Mana Potions. But that's worth it.
It helps with mobility and saving money with pots. Although you'll have to buy Mana Potions. But that's worth it.
CrimsonDeadly- Posts : 926
Join date : 2010-03-15
Age : 29
Location : Cayman Islands
Re: Baam's Guide To Buffing
xMrReece wrote:I think Teleport shouldn't be optional but should be added, along with Heal.
It helps with mobility and saving money with pots. Although you'll have to buy Mana Potions. But that's worth it.
Then again, if Unlimited Flash Jump is added to the client then it would give more mobility than Teleport would. But I would stick with Heal as an optional skill just in preparation for those unexpected "OMG I'M OUT OF POTS!" moments.
CrimsonDeadly- Posts : 926
Join date : 2010-03-15
Age : 29
Location : Cayman Islands
Re: Baam's Guide To Buffing
Mod note: Reece didn't double post; one was deleted in between
Siren- Posts : 481
Join date : 2010-03-14
Location : New York
Re: Baam's Guide To Buffing
Oh, i like this.
-adds to library- c:
-adds to library- c:
NoFayulHere- Posts : 712
Join date : 2010-04-03
Re: Baam's Guide To Buffing
SUPER helpful OMGOMGOMOGM Iluff you
kieki4567- Posts : 77
Join date : 2010-06-13
Age : 33
Location : Sixty Nine Land xD
Re: Baam's Guide To Buffing
i just wanted to point something out that probably isnt that useful but w/e, there is actually a common dagger, the Razor, its lvl 5 and can be used by all classes, i dont really see why anyone would use it though... o-o
Carrot- Posts : 8
Join date : 2010-06-15
Age : 27
Location : Nowhere
Re: Baam's Guide To Buffing
This is good. But you should experiment and see which buffs cancel each other out.
Btw, which job do you get Heaven's Hammer from? O_O
Btw, which job do you get Heaven's Hammer from? O_O
Johnathan- Posts : 500
Join date : 2010-05-09
Age : 31
Location : Seattle
Re: Baam's Guide To Buffing
i think u get that as a paladin
Carrot- Posts : 8
Join date : 2010-06-15
Age : 27
Location : Nowhere
Re: Baam's Guide To Buffing
Lol. I'll get it eventually.
Johnathan- Posts : 500
Join date : 2010-05-09
Age : 31
Location : Seattle
Re: Baam's Guide To Buffing
Aerial strike should be added to pirates,which does 1200% damage and has less time required between skills(5 seconds).
Re: Baam's Guide To Buffing
also, resurrection isnt needed for light siders. just sayin
chachadog- Posts : 314
Join date : 2010-03-29
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