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Agility Iop guide, For beginner players whop want a solid guide
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October 30, 2011, 04:40:44 |
#1
Agility Iop guide
Okay guys searching the Iop forum I find quite a bit of information regarding agility iops but I am always stuck thinking is this the best way or not. I started playing this game 3 days ago so I am by no means a pro player I have an agility Iop level 25. But I was a beginner just like you and i was stuck wondering whether i should listen to the guy below the wall of text explaining what skills are the best.
WHAT SHOULD I SPEND MY STATUS POINTS ON ????? Never fear there are 2 options here. Option 1: Survivability first! This involves spending your first 150 status points on health, yes health! But i want to PVP too I will be too weak!!! Wrong Health points are perfect for both PVP and PVE. After your first 150 status points are spent on health, your next 150 status points are spent on critical hits! Why you ask? Because later on you will see a need for every 1 in 5 attacks to critical, in both PVP and PVE. Rinse and repeat with this option, after you have finished putting 150 in critical hits then 150 in health and 150 in crits until critical hits is MAXED! (after that you should be in no need of my guide!) If you feel you need to be a little tankier then take this option, I personally opted for the next option. Option 2: The all-rounder. This involves spending your first 100 status points on health, why? Read above I dont give a tl;dr version. After that spend your next 150 status points on critical hits. Rinse and repeat. WHAT EQUIPTMENT SHOULD I GET ????? To begin with farm yourself a wodent set! Then combine peices with your nations set. As a beginner i suggest you choose Anakma as your nation it is the best!!! Buy a Adventure set until you hit level 15 Levels 15-30 use a tofu set the +1mp is nice when fighting groups and surrounded Gutting x2 is always good!. *edit Thanks to resonate* You can practically go naked XD it's up to you items to me make the game funner so these items are a recommendation. WHAT SUPPORT SPELLS SHOULD I GET ????? *edit thanks to Resonate, Authority should be maxed first, on reconsidering these support spells my first ideas were wrong, Authority should be taken first as it provides a very nice stacking power ability enabling you to maximize your damage output in both PVP and PVE. Compulsion should be taken next for a very nice 40% permanent damage buff, stacking with power giving a total of 140% damage increase if rolled properly. After this it is decision you must make yourself, whether to get expert locker allowing a certain edge in specific battles or to choose something else entirely. WHERE SHOULD I TRAIN ????? (Anakma only) *My recommended spots if you have to solo* Stay incarnam until level 8 or 10 If level 8 then fight bow meows once you reach anakma until level 10 from level 10-16 fight the gobbals goblettes and gobblys 16-25 fight in the wild priare killing single gobbals if solo or group gobbals if you have a group 25-40 fight YOUNG DRHELLERS in the drhellery, this requires a group, if you cant find a group then continue at the wild priare. NOT MUCH ELSE TO SAY GUYS SO THIS IS GOODBYE, I'M OPEN TO SUGGESTIONS AND THIS IS FOR BEGINNERS WHO WANT A NICE SOLID RELIABLE BUILD. This post has been edited by Brookski- - October 30, 2011, 07:57:51. Reason for edit : Resonate is a boss :)
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October 30, 2011, 05:08:48 |
#2
I think I don't need to say that it is very poor, but the main mistake is that you simply ignore the existence of Authority.
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October 30, 2011, 05:28:43 |
#3
Authority has been nerfed, I read all the guides regarding agility iops and it is simply not worth it for a beginner, what is the point of turning an enemy towards you, sure i get the idea of the buff afterwards but there is no gain when using daggers and such that give bonus damage when striking an enemy from behind. Also this is for beginners who want direction and solid gameplay.
This post has been edited by Brookski- - October 30, 2011, 05:31:42. |
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October 30, 2011, 06:30:38 |
#4
Short story: you need damage early game, not lock. Preparation, it's extremely unreliable and only one attack. Backstab damage items don't worth the effort to get them anymore.
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October 30, 2011, 07:19:08 |
#5
You talk about unreliability however what is not reliable about 40% damage buff, permanently. This is instantly better then getting off 1 authority blow, I offer 2 options in my guide and 1 is for early damage mainly PVP orientated whereas the lock option is designed for PVE working in a group situation. Implying you do manage to stack your authority blows and have the increased damage the combination of preparation and the passive added damage gives you nearly the same damage output, lacking only 10%. Starting a match with 40% bonus damage PERMANENTLY to me seems a better option than a 45% chance to gain 20% maximum damage and stack it all the way up to 100 max state level. Versing a mid to long range opponent they are going to try to get away. Simple, they will try to run, no one wants someone pounding their face in with 6 attacks (assuming your using jabs, gutting and uppercut) that has high damage output. In this scenario you will get preparation nearly every turn and you also get to keep them in place allowing for maximized damage while using gutting. One lost hit from running to your opponent could be the difference between a match you win and one you lose. You also do not offer any other options, if you have a better lineup of support skills i would love to hear them and discuss the differences.
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October 30, 2011, 07:23:24 |
#6
I agree with Trololocke, you haven't had enough experience in this.
Authority was nerfed in the first update of v3.09 but after hotfix 1 of v3.09, it has been changed back to have change of granting +20 level Power (+20% damage all element). This, in fact, is a buff to authority because in v3.08, authority with 50% of +40 level Power wasn't working properly. Now it works as intended and your damage can go from 150% to 250% in usually 2 turns. What was nerfed from Iop, as well as other classes, was the nerf of all equipments. Basically everyone lost about 60% damage output from equipment. I don't say not getting Export Locker at all because something that increases damage on lock is very convenient, however best to get it after maxing out compulsion and Authority. About wearing clothes, you can practically go naked until level 25 or 27 to wear a mix of Blibli and some other stuffs. Before that, Tofu can give about 10-15% or something damage bonus, which is 1-2 damage per hit so it isn't significant either. Training places, best to go with friends and fight some higher level monsters. The exp you gain isn't much higher but at least the exp your spells gain will be significantly greater. Edit: to add to your last post, there are many situations where locking expert won't work. - PvP: Sadida, Cra have a way to blast themself away from you at close range. Xelor can teleport out too. Eni, Pandawa, earth Enutrof, Sacrier, Ecaflip and Feca have no problem standing there trading blows with you. - PvE: many melee mobs have no need to run away from you. Tofus are too low level to mention. Chief gobball and Blibli family can push you away from them. Plant and puddly family can decrease your MP before you can reach them, toad, crow family have no problem fighting close combat either. Only 2 types of bandit, boos, mosquitos and kralove might try to run away after hitting. Bosses in dungeon have hundreds of dodge so 200 lock isn't a problem with them. This post has been edited by Resonate - October 30, 2011, 07:33:47. |
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October 30, 2011, 07:59:39 |
#7
Thank you very much Resonate, you have shown me why my guide was wrong XD, my only regret is not seeing a thread like this before i began picking my spells lol, I will add the ideas you have suggested into my guide to make sure no one else makes the same mistakes. If you have anymore criticism please add them
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October 30, 2011, 08:36:12 |
#8
No problem.
Other than authority, personally, I prefer to increase health than critical hit because successful critical hit is like... + one-third of what you usually dish out though if you manage to crit when authority bonus is at 100 power is pretty nice. 300 points into critical attack = 300 HP, which effectively can be 3 more turns of attack. I don't know how much that adds up to you but if your fight lasts around 9+ rounds and you're lucky enough to get critical hit all the time then maybe critical hit is better. Just be cautious because you will need a lot of hp bonus equipment later, don't let yourself go to level 60 place with measily 400 HP. One wrong positioning at the beginning and you might die before being able to use any spell. |
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October 30, 2011, 08:45:03 |
#9
as usual i'm always testing lock ang expert locker, got about 600 total lock on my iop. it can lock 3 mobs in one turn which is great.
you will have advantage on some enemies, but in some you might be in disadvantage or lock might be useless. This post has been edited by iKoAsAy - October 30, 2011, 08:45:32. |
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