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Baam's Guide To Buffing

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kieki4567
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uuurrrggghhh
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Baam's Guide To Buffing Empty Baam's Guide To Buffing

Post by uuurrrggghhh Mon Mar 15, 2010 12:01 pm

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 Very Happy
- 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 Smile


Last edited by uuurrrggghhh on Tue Mar 16, 2010 8:25 am; edited 2 times in total

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Post by NumberTwo Tue Mar 16, 2010 12:06 am

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.

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Post by uuurrrggghhh Tue Mar 16, 2010 8:23 am

That is a good point, didn't think of that, i will add that in now Smile
thank you.

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Post by xNahuy Tue Mar 16, 2010 10:53 pm

I would add Heal and Teleport as Magician's optional but oh well that your guild.
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Post by CrimsonDeadly Wed Mar 17, 2010 2:20 am

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.
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Post by CrimsonDeadly Fri Apr 02, 2010 12:53 pm

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.
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Post by Siren Fri Apr 02, 2010 1:56 pm

Mod note: Reece didn't double post; one was deleted in between
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Post by Deagan Sat Apr 03, 2010 1:30 am

This guide will be helpfull to many players Wink
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Post by NoFayulHere Sat Apr 03, 2010 8:51 am

Oh, i like this.
-adds to library- c:
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Post by kieki4567 Sun Jun 13, 2010 8:34 am

SUPER helpful OMGOMGOMOGM Iluff you

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Post by Carrot Sat Jun 26, 2010 8:04 am

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
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Post by Johnathan Sun Jun 27, 2010 10:54 pm

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

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Post by Carrot Mon Jun 28, 2010 2:01 am

i think u get that as a paladin Neutral
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Post by Johnathan Mon Jun 28, 2010 2:05 am

Lol. I'll get it eventually.

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Post by CrossMyHeart Mon Jul 19, 2010 9:19 pm

Aerial strike should be added to pirates,which does 1200% damage and has less time required between skills(5 seconds).

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Post by chachadog Tue Jul 20, 2010 1:11 am

also, resurrection isnt needed for light siders. just sayin
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