Jump to navigation
Jump to search
The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then publish the changes below to finish undoing the edit.
Latest revision | Your text | ||
Line 374: | Line 374: | ||
*You first get a weapon, and THEN the armor. While the armor is cheaper, it is less important. Note that there are exceptions. Defensive warriors (tanks) should not follow this rule, especially if they are mainly intended for party play. Lowlevel mystics might also prefer to first get their devotion set as it helps so much with spellcasting. | *You first get a weapon, and THEN the armor. While the armor is cheaper, it is less important. Note that there are exceptions. Defensive warriors (tanks) should not follow this rule, especially if they are mainly intended for party play. Lowlevel mystics might also prefer to first get their devotion set as it helps so much with spellcasting. | ||
*Clerical party character can operate quite well even in rags, as M.Atk doesn't help with healing or buffing (only with Root, Sleep, the various clerical curses, and the Undead attack spells). Therefore mainly want spellcasting speed (Weapon with Acumen, many Robe sets), MP (all Robes, some light armor sets) and MP Regen (Blue Wolf Light, Majestic Robe etc). Even buffers often prefer robes for the additional mp - buffing a whole party can require a lot of mp - even if they usually prefer warrior weapons for dealing more damage. Outside a party, clerical characters will prefer a light or even a heavy armor (if they have that skill), and warrior weapons, unless they fight undead with their spells, for which wizard equipment would be best. | *Clerical party character can operate quite well even in rags, as M.Atk doesn't help with healing or buffing (only with Root, Sleep, the various clerical curses, and the Undead attack spells). Therefore mainly want spellcasting speed (Weapon with Acumen, many Robe sets), MP (all Robes, some light armor sets) and MP Regen (Blue Wolf Light, Majestic Robe etc). Even buffers often prefer robes for the additional mp - buffing a whole party can require a lot of mp - even if they usually prefer warrior weapons for dealing more damage. Outside a party, clerical characters will prefer a light or even a heavy armor (if they have that skill), and warrior weapons, unless they fight undead with their spells, for which wizard equipment would be best. | ||
*Clerical classes get only general weapon skills and are completely free in choosing what to use. Many clerics prefer dual swords, but bows or wizard weapons are popular too. | *Clerical classes (except the Orcs) get only general weapon skills and are completely free in choosing what to use. Many clerics prefer dual swords, but bows or wizard weapons are popular too. | ||
*Party healers don't care about M.atk, as it hardly improves healing spells. To heal more, one simply needs more casting speed (and more mana on the long run, of course), so wizard weapons with Acumen, Mana Up or UpDown/Conversion are preferred. | *Party healers don't care about M.atk, as it hardly improves healing spells. To heal more, one simply needs more casting speed (and more mana on the long run, of course), so wizard weapons with Acumen, Mana Up or UpDown/Conversion are preferred. | ||
*Your M.Def might save your life. You can avoid having good jewelry up to level 50 or so by avoiding all mobs that use magic, but this means you have to avoid a lot of specific drops and otherwise good mobs, too, therefore consider getting good jewelry from level 20 on. This rule is especially important for mystics, because clerics don't have much choice in what mobs they face alone (undeads in EG, DV, DC and elsewhere), and wizards usually face red mobs while having only little HP themselves. | *Your M.Def might save your life. You can avoid having good jewelry up to level 50 or so by avoiding all mobs that use magic, but this means you have to avoid a lot of specific drops and otherwise good mobs, too, therefore consider getting good jewelry from level 20 on. This rule is especially important for mystics, because clerics don't have much choice in what mobs they face alone (undeads in EG, DV, DC and elsewhere), and wizards usually face red mobs while having only little HP themselves. |