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    باللغ الانجليزيه (English)

    الرامي2010
    الرامي2010


    عدد المساهمات : 136
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    تاريخ التسجيل : 04/11/2010

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    مُساهمة  الرامي2010 الأربعاء ديسمبر 08, 2010 12:27 pm




    INTRODUCTION

    Depending on what kind of assassin or rogue a thief wants to become different builds are needed. This guide is concentrating on thieves who want to become assassins. Assassins have (even with adding little agi) nice flee bonuses which makes them able to dodge most monsters. They can be fast in killing, but they will take a lot of damage when they are hit because they do not use shields. In mobs they are extra vulnerable because their flee decreases.

    Dual Dagger Assassin


    Assassins can choose to use two kinds of of different weapon builds, dual daggers or katar. Dual dagger needs many different kinds of daggers and cards to be good everywhere, but when played right the damage is very high. As dual dagger you will want high str and/or agi and some dex. As assassins get very high flee bonuses they arguably do not need much agi, but some monsters only high agi assassins can dodge properly. Agi is also good for attack speed which also adds damage. At higher levels even with medium agi you can reach 200+ flee which is enough to dodge many monsters, and str will add a lot more killing speed.

    Katar Assassin


    Katar assassins specialize in katars. Katars are not as powerful as dual dagger assassins can be when they finally have found all the cards and weapons they need, but the katars are easier to find and easier to use. If you are new to the game, it is probably better to choose to be a katar assassin. Just like dual dagger assassins katar assassins want high str and/or agi. What makes katar assassins different stat-wise is that they probably want to add luk as well, since the crit rate is doubled when using katars. Adding only luk and no dex is not wise, however, since in most cases elemental katars do higher damage on monsters weak to that element than the much sought after soldier skeleton cards (adding 9 crit rate per card, or the double for katars).


    THIEF SKILLS


    Novices can become thieves at job level 10 after completing the thief jobquest found below morroc pyramids. Thieves are one of the few classes that can get away with not getting all 50 job levels without being sorry later. These are the must haves because of usefulness and assassin skill prerequisites:

    Base level 1 (automatic)
    Double Attack level 10
    Improve Dodge level 10
    Steal level 5
    Hiding level 2
    Envenom level 1

    Which totals 29 skill levels, meaning 11 more to go until you are job level 40 and can become assassin. There is nothing stopping you from getting the maximum of 50 job levels, but just putting those 11 job levels in good use will also do the trick.

    Thief Skill Descriptions

    Double Attack does exactly what it says: when it activates it doubles your damage when using daggers. The chance of that happening depends on the skill level, but at the maximum level it gives a total of 50% more damage output on average. If you are not using a dagger it will only use level 1 Double Attack. As katar sin it might not seem very useful because the the skill only works with daggers, but add a sidewinder card to your jamadhar [1] or together with a good card in your katar [2] and you have a weapon that often outdamages a triple critical jur. This is another reason to not ignore dex - double attack often outdamages crit, but critical attacks go before double attacks.

    Improve Dodge adds 30 flee on the highest level, and it goes even up to 40 when being an assassin. It's a thiefs best friend.

    Steal level 5 is required for hiding, which in turn is required for cloak, so even if you don't feel like stealing take it. Stealing is also usefull when hunting for a common monster drop or even for rarer items. The higher the level, the higher the chance of stealing something. The success chance also depends on your level and on the dex you have. The funny thing is that you can have too much levels in steal or too high dex. When it gets high enough at some monsters you are so good at stealing that you successfully steal one drop every time and miss out on a chance on the other drops.

    Hiding level 2 is required for Cloaking, so take at least this much. As an assassin cloaking might seem much more useful because you can run around when using it and when hiding you cannot, but Hide is useful for other reasons as well. When you hide, area spells cannot hit you, and if you want to use the assassin skill Grimtooth you also have to hide when using it.

    Envenom level 1 is required for some poison skills the assassins have. Most of them are not useful, but Enchant Poison is, so you will want at least 1 skill point in Envenom. Envenom level 3 is also required for the thief skill Detoxify which cures poison on yourself and your party members, so if you want that, remember to take level 3. Personally I never use Envenom because I just can't be bothered for the small damage it does. It does give a chance of poisoning your enemies, which lowers their defense and makes them lose a few hitpoints slowly, but while you were busy poisoning you could probably have killed it instead.

    Detoxify can be useful if you don't want to carry green herbs or potions, since it cures poison. It also cures party members of poison, so it could be fun to use on them.


    ASSASSIN SKILLS FOR KATAR ASSASSINS


    The must haves for katar assassins are:

    Base level 1 (automatic)
    Katar Mastery level 10
    Sonic Blow level 10
    Grimtooth level 5
    Cloaking level 3
    Enchant Poison level 1

    Again it leaves you with only 30 skill points. The rest of the skills are not very useful, so I highly recommend taking higher levels in Cloaking and Enchant Poison.


    ASSASSIN SKILLS FOR DUAL DAGGER ASSASSINS


    The must haves for dual dagger are:

    Base 1 (automatic)
    Right Hand Mastery level 5
    Left Hand Mastery level 5
    Cloaking level 3
    Enchant Poison level 1

    With only 20 skill points used, there is plenty of room to play around with the rest of the skill points. I do recommend taking higher levels in Cloaking and Enchant Poison though.


    ASSASSIN SKILL DESCRIPTIONS

    Cloaking at level 3 lets you run around freely while beeing unseen, something that true assassins should love. With lower levels you have to stand next to a wall, which is less fun and useful. From Cloaking you can also go Hiding without beeing seen, which is useful if you want to use Grimtooth.

    Right Hand Mastery increases the damage made the dagger in your right hand when dual wielding. When using two weapons the attack power on both hands is reduced, but with this skill it is compensated. When wanting to be dual dagger build this skill is a must, but this skill is not required to be able to equip two daggers.

    Left Hand Mastery does the same as Right Hand Mastery, but for the other hand. Even with this skill maxed out the left hand will still be weaker than the right. When wanting to be dual dagger build this skill is a must, but this skill is not required to be able to equip two daggers.

    Katar Mastery increases the damage when equipping katars, so it's very useful for katar assassins. It's also required for the katar skills Sonic Blow and Grimtooth.

    Sonic Blow is a katar skill that deals 800% damage to the target, so it is very powerful. It takes a while to use it though and there is a cast delay. There is a chance of stun which is nice too, of course. If you want Grimtooth you need level 5 of this skill.

    Grimtooth is a katar skill used when hiding, which can be very useful against an enemy that is too strong to face head on. The most useful way of using grimtooth, however, is on mobs. Grimtooth will attack all enemies around your target in a 3x3 radius with 200% damage. This is the only mob skill assassins have.

    Enchant Poison makes your weapon poison property which makes more damage against enemies with low level elements of earth, fire and wind. This is especially useful when you use it on a weapon with cards, which lacks an element. The duration of the skill increases with higher levels. Level 3 is required for Poison React and Venom Splasher, and level 5 is required for Venom dust.

    Poison React counters a poison property attack. It only lasts for 60 seconds at level 10, so it's not very useful because poison attacks are very rare. It does have a 50% chance to retaliate with level 5 Envenom when you get hit by a normal attack. You need level 5 for Venom Splasher if you want that.

    Venom Dust puts down a small poison field on the ground and costs 1 red gemstone to use. Every enemy on the field gets poisoned except for bosses. While this skill could be fun to play around with sometime, it could get expensive (and bothersome, you would want to have potions instead of gemstones) to use frequently and assassins are not meant to stand in mobs either way. You need level 5 for Venom Splasher.

    Venom Splasher uses a red gemstone when trying to make a poison bomb out of your enemy. When it explodes it also damages your other enemies in a 5x5 area around it. Sounds like great fun but it is a hard skill to use, since you have to try to figure out when a target has lost 1/4 of his hitpoints. With more hitpoints the skill will fail. Trying to do this with a mob which you want to kill around your target monster does not make it easier, although this skill can do high damage.


    EQUIPMENT AS A THIEF


    The best weapon for a thief to use is a dagger. If you want to become a katar assassin you might not want to spend too much zeny on a proper dagger to use when leveling up your thief. A stiletto [2] bought from the weapon store could easily be fine, especially if you don't go to job level 50. Feel free to put any cheap weapon card that adds stats or damage. If you can manage to upgrade it a bit it'll be even better. The strongest dagger you can buy from the weapon dealer npc in southeast Morroc is the Damascus [1].

    When going for dagger assassin you could also start with a storebought stiletto[2], but what you really want are elemental damascuses and gladius[3] with size damage cards (3x desert wolf for small, 3x skelworker for medium and 3x minorous for large). Elemental damascuses can be forged by blacksmiths and you need 4 Oridecon, 60 Steel and 1 Zircon and 1 elemental stone (1 Flame Heart for fire, 1 Mystic Frozen for ice, 1 Rough Wind for wind, 1 Great Nature for earth) for an attempt. You can get a gladius[3] by killing the axe Kobold (0.02% drop chance), Skeleton General (0.35%) or you can try to buy one from other players. These daggers can later be used in your right hand when using dual dagger.

    As for other equipment the most useful will be the ones adding agi/flee, defense, hitpoints, damage reduction and str.


    EQUIPMENT FOR KATAR ASSASSINS


    Elemental katars cannot be forged, but they are dropped by monsters. They are also often sold for cheap by other players. As a starting katar assassin you would probably have problems killing Eddga (fire katar) and Garm (ice katar), so buy them. The wind katar is a very rare drop from jokers and the earth katar is also a rare drop by sandmen, so either kill a lot of them or buy it as well. As for weapon cards, the most hyped ones are soldier skeleton cards, which you would want to put in a jur[3]. Either fill it up with soldier skeletons or add one size card or a hydra card against other players. Jur[3] are uncommon and are dropped by martins, but youcan probably buy a jur[3] from someone.
    If you get sad from reading about soldier skeleton cards and jurs, don't! Elemental katars often do more damage than triple critical jurs, and if you put a sidewinder card in a jamadhar[1] or katar[2] with a size card you also have a nice weapon for neutral monsters. On many monsters this weapon is even better than the triple critical jur. Jamadhar[1] is dropped by Injustice and Osiris and there shouldn't be much problems buying one, since they are often even sold to NPC. Katar[2] are dropped by desert wolves, which you might want to hunt for their card either way. There are a few more katars dropped by monsters, the Sharpened Legbone of Ghoul (undead element) and the Infiltrator which is quite good against demihuman monsters and players.

    Other equipment a katar sin would want are of course things that add agi/flee, defense, hitpoints, damage reduction and str. But for accessories you should probably use critical rings or slotted accessories with kobold cards, since they increase critical rate.


    EQUIPMENT FOR DUAL DAGGER ASSASSINS


    For your main (or right hand) you want to use a strong elemental weapon since the element of your attack depends on what you equip in that hand. See the thief equipments for more specifications. To get the most out of holding two weapons it is smart to add as many race and elemental cards as possible on the weaker hand. For this purpose Main Gauche[4] are the best choice since they are the strongest dagger with most slots. They are dropped by Hornets. For the best possible damage add two race cards and two elemental cards. These weapons are then very monster specific. To get a more general weapon you really have to check out the area where you want to go and check what race or element is the most common there. The best weapon on your left hand when fighting high defense enemies is the ice pick however, the damage becomes higher with high defense with that one. The ice pick can be obtained in the Seal of Mjolnir quest (not implemented yet, but it will be in a few updates) but it is very hard to get, so don't count on getting it. When you want to switch the weak hand weapon you can just put the weapons on your hotkey bar, but if you want to switch the main hand weapon you will first manually have to unequip it.

    Useful weapon cards:


    Hydra +20% damage against demi-human monsters and players
    Goblin +20% damage against brute monsters
    Pecopeco egg +20% damage against formless monsters
    Strouf +20% damage against demon monsters
    Caramel +20% damage against insect monsters
    Orc Skeleton +20% damage against holy monsters
    Vadon +20% damage against fire monsters
    Drainliar +20% damage against water monsters
    Mandragora +20% damage against wind monsters
    Kaho +20% damage against earth monsters
    Anacondaq +20% damage against poison monsters
    Santa Poring +20% damage against dark monsters

    As for other equipment the most useful will be the ones adding agi/flee, defense, hitpoints, damage reduction and str.


    USEFUL GENERAL EQUIPMENT


    Here are some suggestions for general assassin equipment:

    Upper Headgear:

    Cap [1] with a Nightmare Card for +1 agi, Deviruchi Card for +1 str or Willow Card for +80 SP
    (Compume Hat [1] is even better than a Cap [1] since it adds +1 to all stats, but it may be hard to get)
    Sakkat or Sombrero for +1 agi
    Angel Wings or Angel Helm for +1 agi, +1 luk and +3 mdef
    Evil Wings for +1 str and +3 mdef
    Pirate Bandana for +1 str
    Hotblooded Headband for +2 str
    Ghost Bandana for +2 agi
    Poo Poo Hat for 10% damage reduction from Demi-Human monsters and players
    Or anything that you think looks nice

    Middle Headgear:

    Opera Mask for +2 def
    Evil Wing Ears or Angel Wing Ears for +1 def and +1 str

    Lower Headgear:

    While there are some items that give -3% damage from certain monster types (Romantic Flower, Leaf, Pipe), that is rather insignificant. A gangster mask increases your resistance to the Silence status by 15%, but the main use for that is in pvp. Since it doesn't really matter what you wear, just pick something you think looks nice, or wear nothing.

    Armor:

    Chainmail [1] 8 def or Thief Clothes [1] 6 def +1 agi with
    Pupa Card for +700 hp, Roda Frog Card for +400 hp & +50 sp, Peco Peco Card for +10% hp or Marc Card for resistance against frozen status (mainly useful in pvp)
    Or a Ninja Suit [0] which gives +1 agi and +3 mdef

    Shield:

    Assassins don't wear shields! Perhaps the only time you want to wear a shield is when you would die too fast otherwise, in that case you could equip a Buckler [1] with the appropriate -30% race reduction card. Thara Frog Card gives damage reduction from players.

    Garment:

    Use a Manteau [1] with one of the following cards:
    Raydric Card for 20% reduction from neutral attacks, this means all normal monster attacks and non-elemental attacks from players.
    Whisper Card for +20 flee
    Condor Card for +10 flee
    In pvp a Marse Card for -30% damage from water element attacks is useful, or a Jakk Card for -30% damage from fire attacks.

    Footgear:

    Boots [1] 4 def with:
    Verit Card for +8% hp & +8% sp
    Matyr Card for +1 agi & +10% hp
    Chonchon Card for +1 agi and +2 flee
    Male Thiefbug Card for +2 agi
    Or Crystal Pumps for +5 luk

    Accessories:

    Matyr Leash +1 def & +1 agi
    Ring +2 str
    Necklace +2 vit
    Brooch +2 agi
    Glove +2 dex
    Pearl Brooch +2 luk & +5 mdef
    Critical Ring +5 crit, very useful for katar assassins.
    Then there's also the slotted accessories: Clip [1] and Brooch [1], Ring [1], Glove [1], Necklace [1], Rosary [1], but all except the Clip have a level requirement of 90.
    Belt [1] is also slotted and can be bought for cheap from an Armor Dealer NPC, but it's quite heavy.

    Cards you could put in the slotted accessories are:
    Kobold +1 str +4 crit
    Mantis +3 str
    Tarou +2 str
    Kukre +2 agi
    Yoyo +1 agi and +5 perfect dodge
    Vitata gives the skill level 1 heal
    الرامي2010
    الرامي2010


    عدد المساهمات : 136
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    تاريخ التسجيل : 04/11/2010

    باللغ الانجليزيه (English)  Empty رد: باللغ الانجليزيه (English)

    مُساهمة  الرامي2010 الأربعاء ديسمبر 08, 2010 12:33 pm



    THIEF LEVELING PLACES


    From novice until job change to thief just kill porings, fabres, pickies, drops, chonchons, lunatics and pupas in the first few levels, and if you can handle them roda frogs, willows and condors are also good. Just stay in the training grounds, or if you don't like them you can go to the fields outside of any town, and you will find some of those monsters there to kill.

    As a thief you should continue killing those monsters for some levels, while putting points into double attack to increase your damage. The novice main gauche you get from the training ground (or a normal main gauche if you didn't get it) will be good enough until you can buy a stiletto.

    Once you notice that your damage is becoming better, you could start fighting savage babes and baby desert wolves (2 fields down and 1 left of prontera) hornets (2 left and 1 up of prontera), thiefbugs (in the prontera culvert dungeon), rockers (one left and one down from prontera) and familiars (in the morroc pyramids).

    If these are too weak for you could try fighting plankton and kukres and maybe even hydras in izlude dungeon or zombies and skeletons in payon dungeon or spores in the fields around payon and alberta.

    Once you become too strong for those there is a large batch of monsters that you can fight, such as poporing, martin, coco, smokie, elder willow, horn, steel chonchon, creamy, various ants in ant hell, peco peco, poison spore. Also quite good exp are muka and yoyo.

    You should be able to reach job level 40 by killing those. Other monsters you can kill when you're strong enough include orc warrior (1 map down and 2 maps left from Prontera), savages (one map down and 1 map left from the orcs) and goblins (1 map left from the savages). If you want to go to job 50 then Toy Factory 2 is probably a good place to do the last few job levels.

    When you reach your desired job level, it's time to change job to assassin! For this, travel from Morroc Town 2 fields down and 2 fields to the right. In the middle of this map you'll find the entrance to the assassin guild where you can change your job.


    ASSASSIN LEVELING PLACES


    Once you've become assassin, head back to the place you were training as a thief to get a couple of job levels. When you have a number of assassin skills, and you feel stronger, then it's time to head out and find another place to train.

    Generally speaking, it's good to level in a place where the monsters are weak to your weapon, for example kill earth or undead monsters with a fire katar, kill wind monsters if you have a weapon with mandragora cards and kill brute monsters if you have a weapon with goblin cards. Also, don't go to places where you don't have 90-95% flee rate on the monsters, or you'll be using a lot of potions. Keeping this in mind, I'll list some monsters that may be good to train on:


    Monster Name - Element - Race - Base Exp - Flee needed for 95% flee - (comments) - Useful Drops
    Desert Wolf - Fire 1 - Brute - 427 Exp - 158 flee (Stiletto [3], Katar [2], Mink Coat [1], Card)
    Karakasa - Normal 3 - Formless - 489 Exp - 154 flee (Trunk)
    Savage - Earth 2 - Brute - 521 Exp - 138 flee (Rough Elunium, Angled Glasses)
    Hode - Earth 2 - Brute - 550 Exp - 150 flee (Rough Elu)
    Munak - Undead 1 - Undead - 601 Exp - 151 flee (Shoes [1], Ninja Suit)
    Morningstar Kobold - Fire 2 - Demihuman - 644 Exp - 194 flee (Buckler [1], Card)
    Hammer Kobold - Poison 2 - Demihuman - 806 Exp - 152 flee (Buckler [1], Card)
    Axe Kobold - Wind 2 - Demihuman - 988 Exp - 163 flee (146 hit needed!) (Gladius [3] Buckler [1], Card)
    Orc Lady - Earth 2 - Demihuman - 644 Exp - 175 flee (Earring)
    Mummy - Undead 2 - Undead - 800 Exp - 175 flee (Glove, Card)
    Requiem - Dark 1 - Demihuman - 800 Exp - 167 flee (Old Blue Box, Mantle [1], Emperium)
    Sandman - Earth 3 - Formless - 810 Exp - 169 flee (Rough Elunium, Earth Katar)
    Zenorc - Dark 1 - Demihuman - 967 Exp - 182 flee
    Marc - Water 2 - Fish - 988 Exp - 167 flee (Card)
    Cruiser - Normal 3 - Formless - 1100 Exp - 200 flee (Monk Hat)
    Myst Case - Normal 3 - Formless - 1113 Exp - 161 flee (Old Blue Box, Pearl and regular loot that you can sell for a good amount of zeny to npc)
    Wild Rose - Wind 1 - Brute - 1113 Exp - 178 flee (143 hit needed!) (Big Ribbon)
    Sword Fish - Water 2 - Fish - 1251 Exp - 167 flee (Card)
    Firelock Soldier - Undead 2 - Undead - 1293 Exp - 242 flee (Apple o Archer)
    Alligator - Water 1 - Brute - 1379 Exp - 186 flee (Yggdrasil Seed)
    Myst - Poison 1 - Formless - 1391 Exp - 166 flee (Rough Elunium)
    Jakk - Fire 2 - Formless - 1408 Exp - 188 flee (Elunium, Tights [1], Card)
    Punk - Wind 1 - Plant - 1699 Exp - 183 flee (168 hit)
    Argiope - Poison 1 - Insect - 1797 Exp - 172 flee (Rough Elunium, Boots [1], Card)
    Nightmare - Ghost 3 (need elemental weapon) - Demon - 1912 Exp - 188 flee (143 hit) (Old Blue Box, Oridecon, Infiltrator, Card)
    Injustice - Dark 2 - Undead - 2118 Exp - 197 flee (Jamadhar [1], Steel, Padded Armor [1])
    Wraith - Undead 4 - Undead - 2199 Exp - 223 flee (168 hit) (Manteau [1])
    Kapha - Water 1 - Fish - 2278 Exp - 195 flee
    Cramp - Poison 2 - Brute - 2300 Exp - 196 flee (Oridecon)
    Grand Peco - Fire 2 - Brute - 2387 Exp - 204 flee (145 hit) (Gold)
    Explosion - Fire 3 - Brute - 2404 Exp - 187 flee
    Wind Ghost - Wind 3 - Demon - 2424 Exp - 211 flee (160 hit) (Arc Wand [2], Evil Bone Wand)
    Skel Prisoner - Undead 3 - Undead - 2466 Exp - 203 flee (Formal Suit [1])
    Bathory - Dark 1 - Demihuman - 2503 Exp - 184 flee (140 hit) (Arc Wand [2], Wizard Hat, Card)
    Enchanted Peach Tree - Earth 2 - Plant - 2591 Exp - 208 flee (Old Blue Box, Card)
    Zombie Prisoner - Undead 3 - Undead - 2635 Exp - 200 flee (Elunium, Iron Cain)
    Deviruchi - Dark 1 - Demon - 2662 Exp - 191 flee (Card)
    Bapho Jr - Dark 1 - Demon - 2706 Exp - 218 flee (Evil Horn, Hallberd [2], Card)
    Geographer - Earth 3 - Plant - 2715 Exp - 199 flee
    Minorous - Fire 2 - Brute - 2750 Exp - 179 flee - (Hammer of Blacksmith, Two-Handed Axe [2], Card)
    Nine Tail - Fire 3 - Brute - 2812 Exp - 200 flee (Old Blue Box)
    Penomena - Poison 1 - Fish - 2870 Exp - 268 flee (Fire Katar, Card)
    Evil Druid - Undead 4 - Undead - 2890 Exp - 201 flee (Bible [2], Evil Bone Wand, Biretta [1], Ragamuffin Manteau, Card)
    Raydric Archer - Dark 2 - Demon - 3025 Exp - 272 flee (Elunium, Chainmail [1], Arbalest [2])
    Strouf - Water 3 - Fish - 3080 Exp - 166 flee (be careful of his frost diver-lightning bolt combo) (Trident [3], Card)
    Blazer - Fire 2 - Demon - 3173 Exp - 187 flee
    Galapago - Earth 1 - Brute - 3204 Exp - 202 flee
    Driller - Earth 1 - Brute - 3215 Exp - 187 flee
    Grizzly - Fire 3 - Brute - 3341 Exp - 213 flee
    Goat - Fire 3 - Brute - 3357 Exp - 211 flee
    Clock - Earth 2 - Formless - 3410 Exp - 225 flee (150 hit) (Elunium, Card)
    Raydric - Dark 2 - Demihuman - 3410 Exp - 196 flee (Elunium, Chainmail [1], Two-Handed Sword [2], Card)
    Alice - Normal 3 - Demihuman - 3583 Exp - 237 flee (146 hit) (Crystal Pumps, Small Ribbons, Card)
    Dragon Tail - Wind 2 - Insect - 3587 Exp - 203 flee (Card)
    Sleeper - Earth 2 - Formless - 3603 Exp - 217 flee (Damascus [2])
    High Orc - Fire 2 - Demihuman - 3618 Exp - 209 flee
    Dark Frame - Dark 3 - Demon - 3652 Exp - 219 flee (Card)
    Diabolic - Dark 2 - Demon - 3662 Exp - 213 flee (Brooch)
    Isis - Dark 1 - Demon - 3709 Exp - 188 flee (Circlet [1], Necklace)
    Fur Seal - Water 1 - Brute - 3765 Exp - 207 flee (Coat [1], Card)
    Spring Rabbit - Earth 2 - Brute - 3982 Exp - 210 flee
    Alarm - Normal 3 - Formless - 3987 Exp - 218 flee (Clip [1])
    Kaho - Fire 4 - Demon - 3990 Exp - 215 flee (Rough Elunium, Coal, Card)
    Pasana - Fire 2 - Demihuman - 4078 Exp - 195 flee (Stiletto [3], Card)
    Sting - Earth 3 - Formless - 4081 Exp - 256 flee (Glove [1])
    Tengu - Earth 2 - Demon - 4207 Exp - 218 flee
    Khalitzburg - Undead 1 - Undead - 4378 Exp - 211 flee (Elunium, Saber [3], Mirror Shield [1], Bone Helm, Card)
    Merman - Water 3 - Demihuman - 4500 Exp - 188 flee (Card)
    Shinobi - Dark 3 - Demihuman - 4970 Exp - 244 flee (Thief Clothes [1], Ninja Suit)
    Wanderer - Wind 1 - Demon - 5786 Exp - 276 flee (286 hit needed!) (Old Card Album, Oridecon, Muramasa, Romantic Leaf)
    Stalactic Golem - Normal 4 - Formless - 5808 Exp - 225 flee (Rough Elunium, Elunium)
    Anolian - Water 2 - Fish - 5900 Exp - 216 flee (Oridecon, Brooch [1])
    Rybio - Normal 2 - Demon - 6317 Exp - 223 flee (188 hit needed) (Oridecon)
    Lava Golem - Fire 4 - Formless - 6470 Exp - 228 flee (very high def, needs icepick or crits) (Full Plate [1])
    Nightmare Terror - Dark 3 - Demon - 6683 Exp - 230 flee (174 hit needed!) (Rosary [1], Infiltrator)
    Phendark - Normal 2 - Demihuman - 6862 Exp - 225 flee (very high def, needs icepick or crits) (Oridecon)
    Medusa - Normal 2 - Demon - 6876 Exp - 231 flee
    Owl Duke - Normal 3 - Demon - 7212 Exp - 229 flee (Magician Hat)
    Ancient Mummy - Undead 2 - Undead - 8040 Exp - 222 flee (Rough Elunium, Glove [1])
    Majoruros - Fire 2 - Brute - 8525 Exp - 226 flee (Two-Handed Axe [2])

    Looking at the above list, I can recommend some monsters/places to level in:
    From when you change to assassin to around level 75:
    Kobolds on the field 2 west from Geffen
    Orc Warriors, Ladies and Babies in Orc village
    Mummys, Verits, Matyrs and Drainliars in Pyramids 3 (avoid the mimics)
    Sandmen on the map the assassin guild is on, Morroc Field 16
    Zenorcs in Orc Dungeon 2 (avoid the orc archers)
    Mystcases and Cruisers in Toy Factory 2
    Argiopes on the field in the middle between Prontera and Aldebaran

    If you're around level 75-85 you could also try these:
    Marc & Swordfish in Izlude Dungeon 4
    Marionette, Nightmare, Ghoul, Whisper, Hunterfly & Deviruchi in Geffen Tower 3 (watch out for the MVP boss Doppelganger!)

    After you reach 200-220 flee you can go almost everywhere! After level 85 you could experiment with the exp/hour rate in these places by killing these monsters, and see what's best for you:
    Izlude Dungeon 5 (Strouf & Merman)
    Clocktower 2 (Clock & Punk, be careful of Rideword)
    Clocktower 3 (Alarm)
    Glast Heim Underprison (Zombie Prisoner, Injustice, Hunterfly, Rybio)
    Glast Heim Underprison 1 (Skel Prisoner, Cramp, Hunterfly, Injustice, Phendark)
    Glast Heim Step Dungeon (Wind Ghost & Raydric Archer)
    Glast Heim Castle 1 (Dark Frame, Carat, Sageworm)
    Glast Heim Inside (Dark Frame, Marionette, be careful of the ridewords)
    Glast Heim Chivalry 2 (Raydric, Raydric Archer, Khalitzburg, be careful of Bloody Knight)
    Orc Village West (High Orc, Orc Archer, Orc Lady, be careful of Orc Hero)
    Clock Tower Basement 2 (High Orc, Orc Archer, Brilight)
    Clock Tower Basement 4 (Bathory, you need a Key of Underground to get in)
    Hidden Temple 3 (Bapho Jr)
    Payon Field 11, from Payon 2 fields down and 1 left (Nine Tail & Dragon Tail, watch out for Eddga)
    Magma Dungeon 1 (Explosion, Blazer, Grizzly, Lava Golem)
    Pyramid Dungeon 4 (Isis, Mummy, Matyr, watch out for Osiris)
    Pyramid Basement 1 (Mummy, Verit & Minorous)
    Sphinx Dungeon 4 (Minorous & Pasana)
    Comodo Field 2 (Fur Seal & Galapago)

    And then there are a few places that can be good exp if you do it right, but they are really quite difficult to play solo in. If you can't manage to solo here, perhaps with a party it will be good exp:
    Clock Tower Basement 3 (Penomena & Cramp)
    Amatsu Dungeon 3 (Tengu, Shinobi & The Paper, be careful of Incantation Samurai)
    Glast Heim Sewers 4 or Comodo Field 3 (Anolian)
    Glast Heim Sewers 3 (Sting, Gargoyle)


    ASSASSINS IN PVP/WOE


    The assassin class has the highest base hitpoints after knights and crusaders, but they generally don't equip a shield, which makes them take more vulnerable. Due to player equipment, higher dex, and even flee penalties in WoE agi is not so useful as a defensive stat. Fortunately, the assassin is the only class that has Cloaking. This allows you to move around unseen and take your enemy by surprise. It's your strength, so use it. Keep in mind that if you are cloaking you can skill be hit by area spells like Storm Gust. If you are hiding you won't be hit by anything except Earth Spike and Heaven's Drive. Cloaking and sneaking up on your opponent to deliver a quick Sonic Blow and then retreating again is a good strategy, and the same goes for poisoning an enemy with Envenom or Venom Dust. Just cloak away again and watch them lose hp! This won't work if they're using green potions, though. Another tactic is to hide nearby the enemy and grimtooth them.

    In WoE however due to the lack of a shield the assassins role is not to be frontline fighters. Instead they sneakly cloak around the castles scouting for enemy positions. Due to their stealth they may be able to cloak through the entire castle and even reach the emperium unseen! And then if it's secure proceed to destroy it with with their critical hits. On defense it can be useful to hide and grimtooth incoming enemies with your strongest pvp katar or with a jur [3] with status effect cards such as Magnolia (5% chance for curse), Plankton (5% chance for sleep) or Savage Babe (5% chance for stun). Or put down venom dusts and hide again. If you have high attack speed you may be able to keep an enemy from moving away just by hitting him normally so that your guildmates can take care of him easily.

    But the most important thing of all is: enjoy your Thief/Assassin!
    Tarot
    Tarot


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    مُساهمة  Tarot الخميس ديسمبر 09, 2010 3:21 am

    Peace be upon you
    Mhkour topic
    Thank you
    Regards
    Samurai
    الرامي2010
    الرامي2010


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    مُساهمة  الرامي2010 الخميس ديسمبر 09, 2010 3:23 am

    welcome

      الوقت/التاريخ الآن هو الجمعة مايو 17, 2024 5:08 am