Monday, March 26, 2012

 Ultimate Billposter-Guide    
 A BillPoster is one of the second class you can choose when you get to level 60 as an Assist. They are fighters and have a nice versability. They can be both AoE and 1v1 and they can do both effectively. Their main ability in FlyFF is to be able to buff themselves.

___//Builds

BP builds divide in two parts: AoE builds and 1v1 builds.


AoE Builds

Suicide build
50 STA (maximum, can go for less)
xxx INT

This is the best build if you can afford the gears for it and know how to play your character.
You will be living on damage, speed and skills, since you'll have low HPs.
Pumping DEF instead of STA is your main goal.

Attack-plus Int-AoE
STA 100
INT xxx

This build is great. You can deal a high damage and still tank a lot, but you'll need nice upgraded equips to get it to work as you want to.

Attack Int-AoE
STA 120
INT xxx

This build is nice. You can deal a good damage and tank quite a lot, but you'll need nice upgraded equips to get it to work as you want to.

Safety Int-AoE
INT 120
STA xxx

This build is an Int-AoE for those who can't afford good equips. It stills deal some damage, but you'll notice the difference if you have had an Attack Int-AoE BP before.

Pure STA
STA xxx

This build is completely useless in my opinion. Your damage will be really poor and even if you can't afford good equips the Safety Int-AoE build is still affordable.

Attack-plus STR-AoE
STA 100
STR xxx

I personally don't recommend any STR-AoE based build. Damage of Burst crack will get too much low to compare with other AoErs and Piercing serpent is just not worth it.

Attack STR-AoE
STA 120
STR xxx

Read the Attack-plus STR-AoE's comment.

Safety STR-AoE
STR 120 STA xxx

Read the Attack-plus STR-AoE's comment.

1on1 Builds

Pure STR build
STR xxx

This build is THE build if you can afford godly equips and have a RM all the times with you. Your damage will be really high and Accuracy will not suffer thanks to your upgrading bonuses.

STR build
STR xxx
DEX 43

This is a more balanced build. You'll be able to get 81% attackspeed buffed without equips and if you pair that with an Attack speed awakened shield you are pretty fast. Also the damage you deal is nice.

DEX build
STR xxx
DEX 80

This is also called the "budget build". You will not really need money for this. Getting an Attack speed awakened shield is pretty easy and with that DEX you will not need a high upgraded set. Your damage will suffer alot though.


___//Weapons
This section concerns about Green weapons only. If you can't get one you should just awake a knuckle until you get a nice one or use a Yakadain/Ivilliness.

Guardian knuckle:
258~260
Attack Speed +15%
Add HP +15%

A nice knuckle for AoEing due to the HP bonus, this can be nice for 1v1ing also. The 15% Attack speed it adds is really a nice bonus.

Historic Knuckle:
297~299
DEX +5
Critical Rate +13%

This is THE 1v1 Knuckle if you can get a RM or a nice awakened Attack speed shield. +13% critical will increase your damage output by alot. Completely useless for AoEing.

Angel Gloves:
306~308
Add HP +15%
Hit Rate +20%

The best AoE knuckle excluding BKnuckle. It could be useful if you want to try a 1v1 build with a few DEX and not a nice upgraded set, but I wouldn't consider doing that.

Legendary Golden Gloves:
322~324
Attack Speed +10%
Additional Damage of Critical Hits +38%

This is completely useless for AoErs, but it's a good Knuckle for 1v1ers. The attack speed it gives could compensate if you don't have a RM that time but you still want to level. The Critical damage is nice, but since your critical rate will be low, you will not unleash lots of criticals. Second best Knuckle for 1v1ers after Historic.

Bloody Knuckle:
338~340
Damage +250
Defence +100
Add HP +20%

This is THE Knuckle for AoErs, if you didn't notice. You'll deal great damage, you'll have more defence and even more HPs.



___//Pets

Unicorn
This is a nice pet for AoErs. It gives you HP, which adds survivability and tanking abilities. It's also nice to have it as a 1v1 when CWing or Gianting.

Dragon
A nice pet for both types of BP, Dragon would be more useful to 1v1 builds.

Old Fox
THE AoErs pet. It adds INT, which gives damage and I personally feel like it's better to have a high damage and kill faster. Useless for 1v1ers.

Tiger
THE 1v1ers Pet. It adds STR, which gives some more Attack than the Dragon if at the same level.

Rabbit
It adds DEX. Completely useless for both types of BP

Lion
Same as Rabbit, but it adds STA.

Griffin
This pet adds Defence. In my opinion it's completely useless as if you really want some DEF more go for a Lion, which will give you some HPs too.

___//Gears

Armor sets and piercing

Sardine/Curus
2/4: Def+15 DEX+3
3/4: Def+33 DEX+3 Add FP+10% Add MP+10%
4/4: Def+33 DEX+3 Add FP+10% Add MP+10% Attack Speed+10%

This could be a nice 1v1 set if you can't afford an awakened shield (which is quite difficult if you can afford the set).

Talin/Sayram
2/4: Def+19, INT+5
3/4: Def+47, INT+5, FP Consumption-15%, MP Consumption-15%
4/4: Def+47, INT+5, FP Consumption-15%, MP Consumption-15%, Crit Rate+10%

The best 1v1 set until 105.

Wedge/Flury
2/4: Def+19, INT+7
3/4: Def+38, INT+7, FP Consumption-20%, MP Consumption-20%
4/4: Def+38, INT+7, FP Consumption-20%, MP Consumption-20%, Decreasing of Magic Motion Time+30%

This could be a nice AoE set until 80, as bonuses are perfect (faster casting and less MP use). After that lack of defence will start to be a bit too much.

Shurand/Shuran
2/4: Def+19
3/4: Def+45, INT+8
4/4: Def+45, INT+8, Add HP+15%

The HP bonus makes it a nice AoE set, but this can be avoided.

Alext/Ales
2/4: Def+21
3/4: Def+43, DEX+7
4/4: Def+43, DEX+7, Add HP+15%

The AoE set until 105.

Akent/Aken
2/4: Def+21
3/4: Def+47, MP Consumption -15%
4/4: Def+47, MP Comsumption -15%, DEX+5

Completely useless set. Don't even get it.

Rody/Rodey
2/4: Def+20
3/4: Def+47, Hit Rate 12%
4/4: Def+47, Hit Rate 12%, Critical Damage +40%

THE 1v1 set. The added Critical Damage and Hit Rate makes it perfect paired with a HKnuckle and a pure STR build.

Billst/Billporon
2/4: Def+10%
3/4: Def+10%, Ranged Block+10%, Melee Block+10%
4/4: HP+15%,Def+15%, Ranged Block+15%, Melee Block+15%

This is the best AoE set. Block rate makes it better even than the 120 set.

Grim(M)/Grim(F)
4/4: STR+10, DEX +10, Add Def+25%, Add HP+15%

This set can be obtained for 10,000 Red Chips, which can be obtained from Guild Sieges. It's a purely PvP set and it will not affect your leveling.

+16% Piercings:

You should pierce your suit to +16% only if it's Attack. Both 1v1 and AoE could need Attack, depending on your playing style. I prefer Attack on an AoE char because I'm more of an offensive AoEr.

+28% Piercings:

Attack and Defence are the wanted ones. Of course Attack is for both types, while Defence is only for AoErs.

___//Jewels

Vigor Ring
This is the best ring a 1v1 can get. Completely useless for AoErs

Arek Ring
Useless.

Stam Ring
It can be nice for AoErs.

Intelli Ring
It can be nice for AoErs.

Speedo
It adds Block rate. Completely useless for 1v1, could be nice for AoErs.

Demol Earring
It adds Attack. 1v1 best earring and a chance for AoErs.

Plug Earring
Useless for 1v1, it can be used for AoErs if you need some extra defence.

Gore Necklace
Adds HP. The only decent necklace in the game.

Mental necklace
Completely useless.

Peison Necklace
Completely useless.

___//Shields

AoE
As an AoE you want a high-level shield or a shield awakened with STA, HP, Decrease of Magic Motion, INT, Defence.

1v1
As a 1v1 it depends. If you have a RM you should get a Critical/Critical Damage one, else an Attack Speed one would be best. Of course if you get a combined one it would be amazing. 

CREDIT goes to Shinigami
PSYKEEPER'S  GUIDE by SNO
Sno says : A Psykeeper is really fun. Apart from the stereotypical view that Psykeepers are feminine, they float and have gay suits, they're actually really enjoyable to play. You can ignore these comments and just get a cash shop set to cover the armour or maybe you can actually prefer or like the Psykeeper sets. Honestly, I think Psykeeper sets have a nice style and I don't mind them at all. To me, the Psykeeper is a great and versatile: We can be defensive. We can be extremely powerful . We can incorporate defensive and offensive into one build. We may not have fancy self buffs or have 100% attack speed, dishing out damage at the speed of light, criting every hit, but Psykeepers can do enormous amounts damage. Psykeepers are great for PvP and as a whole, a very enjoyable class.


As well as this, Psykeepers get to float! Which is pretty special in my opinion. But some may say otherwsie. If you like a simple class that deals with magic and can do a lot of damage, Psykeeper is the way!

____// Psykeeper Builds

These are the main Psykeeper builds you may have: Satanology Psykeepers, Hybrid Psykeepers, Crucio Psykeepers and AoE Psykeepers.

Satanology Psykeepers

Str: 15
Sta: 15-40
Dex: 15
Int: The rest of your stats go here.

Satanology psykeepers are powerful, though they dramatically lack defence and a typical critical will kill one...especially if you're 15 sta. But with this, you also get extremely powerful damage due to your immense amount of intelligience. And you can counteract the low sta with Satanology (See Skills in the next chapter of this post). While you have rooted your enemy to the ground with Satanology, from a distance you can cast spells and destroy it in a few hits.

Sno says: Probably the most funnest build I've played is the Satanology Psykeeper. They can do a lot of damage. They can also mow down Giants ^__^. It's really fun to have an intelligence psy. Though the low sta means you can't PvP well, unless you hit first of course xD. Then it's probably a 1 hit-KO to some classes/builds. Otherwise, you kill really fast with Satan + Skills in MvP. This build levels at a relatively slow pace though. Compared to a crucio psy, you can call this build extremely slow. Probably the slowest (proper) build of a Psykeeper BUT this build isn't FS/RM reliant and is really fun to play with. Seeing those massive numbers come up when you hit a monster is really enjoyable 

Gear recommendations: Satanology Psykeepers deal really high damage, the only downside is their cast speed. Flyff's mage cast times are slow compared to the attack speeds of say BPs and Blades, this is why as a Satanology Psykeeper, you work to achieve the fastest cast rate while dealing 100% damage (if you're full int). As well as this, note that Psykeepers rarely get hit as well; this is why defence is really not a problem.

There are five known mage items with Skill casting decreasing option (seven if you include the unreleased bloody weapons):
Misty/Teba Set (Level 45)
Gynas/Geniun Set (Level 90)
Stick Of Vel Parpone (Level 45)
Guardian Wand (Level 60)
Legendary Golden Wand (Level 105)

Hybrid Psykeepers

Str: 15
Dex: 15
Int and Sta on a ratio of about 1 : 1 or the "20 points over the other" build.

A Hybrid Psykeeper can do almost a little bit of everything. AoE, Satan, or even Crucio I guess. But they're not as effective as a proper AoE, Satan and Crucio Psykeepers. And due to my little knowledge of Hybrid Pskeeper, Viper has lent me a hand; doing both the stats and the commenting of the build ^__^ Thank you Rissa!

Viper says:About all I can say about Hybrid Psykeepers are they're the most versatile of all the Psy builds. They can be effective Satanologists, Crucio'ers, and AoE'ers. The problem however is that they excel in none of these areas. The only benefit I can see of having a training build like this is that if you can't afford a Restate if you want to switch training styles you can still do any of the above things. Apart from that, this is probably one of the more difficult builds to train with.

But what Hybrid Psys are the best at, in my opinion is PvP. They take the strong points of both Satanologists and Crucio'er/AoE'ers and put them together into one build. You've got the attack power of the INT builds, and the large HP and defence of the meatier builds. If you're an avid PvPer this would be the build I'd recommend.

Gear recommendations: Hybrid Psykeeper. Very versatile; do whatever you want basically. If you want faster cast rate for 1 vs 1, PvP or Gianting, use Satanology Psykeeper equips. If you want to try AoE or even Crucio, use those equips as well. Versatility is this build's key word. Piercings and jewelery can be of damage, defence or Hp.

Crucio Psykeepers

Str: 15
Sta: All. Absolutely all of it.
Dex: 15
Int: 15

A Crucio Psykeeper is the fastest leveling Psykeeper build from 65 - 75/80. They use crucio (See Skills in next chapter) to basically, kill. Casting it before they attack a monster which is dramatically higher leveled than the character and let the monster hit you as the FS/RM spam heals on you. Food won't work. (Unless you plan to spend billions on pills or cash shop healing items which isn't worth it in my opinion). Basically, with your high health, your objective is to stay alove before the monster dies, by your reflected damage. Most Psykeepers go this way from 65-75/80. And a restat is needed. The monsters you fight depends if you can stay alive while getting hit: Basically, if you can survive a critical from the monster.

Sno says: I went Crucio Psykeeper too at 65. And damn do you level fast. How's the feeling from getting 0.1 from each crane you kill, to about 2% per Luia at level 65? My friend went from 65 - 80 in about a week. The experience is crazy. BUT, this is another FS/RM reliant build. Without the FS/RM spamming heal on you, a Crucio Psykeeper is useless. This is why it may get annoying; searching for an Ringmaster may take ages. But, in the end, this is the way many people take, so having a partnered FS/RM will be useful with this build. And even taking in how long it takes to find a FS/RM, this is still the fastest way to level till 80. Then you switch to AoE build, without a restat too may I add ^_~ (I'd advise reading the AoE part in the section too for future reference if you plan to go AoE after crucio)

Crucio Psykeepers can PvP relatively well because Psykeepers even with 15 int, do moderate damage, but since you have such high sta, you have great HP and defence, you can tank quite a bit and still be able to deal damage fast enough to kill.

Oh but also, many people hate Crucio Psykeepers. People think they're either for lazy idiots, or all Crucio psys are noobs etc. Just a fore-warning. But even though this is true, there are many Crucio Psykeepers, and if you avoid the assholes, it'd be fine ^^

Gear recommendations: A Crucio Psykeeper needs two things: Defence and HP. Anything else such as block rate and dodge rate is useless. This is why highly upgraded sets are almost useless for Crucio Psykeepers. Except for the little extra defence from the upgrading. The block rate and dodge rates may save your life at times (but your def should be enough), usually it just makes levelling slower because you want the monster to hit you, not waste your time by missing; +3 set is enough.

With this said, pierces should be HP or Def. I believe most people would go for HP so they can tank more; but some may want def pierces so they can go for higher monsters earlier.

For jewelery, I'd suggest to beef up your defence with Plugs/Penzeru earings, sta rings and more HP with a Gore necklace. However, if you feel you have more than enough sta (which is highly doubtful ><), int rings and Mighteers can be used.

A good tip for younger Crucio Psykeepers (level 60-70), you could try using 2pieces Misty/Teba parts to get the +10% bonus HP, then use two other your level blue equips. Other green armour is not really recommended as Psykeeper greens do not usually have hp or def bonuses. Blue equips with better defence is even better. Green weapons are also deemed useless as you probably would not be trying to do any damage, unless you're gianting of course.

AoE Psykeepers

Str: 15
Sta: At early levels when you're building to your Psykeeper, you should cap your int at about 50, and add Sta. After you become a Psykeeper, continue to keep this capped int and add sta. At level 91, you should have 160 stamina. However, on the way, you may add bits of int if you feel your damage is too low (but small amounts of int wouldn't do too much difference to your damage, I recommend waiting later when you have enough sta to safely tank mobs so get 160 sta as soon as you can). You can start adding Int again when you feel you've got a good base amount of Sta (160 is quite a good amount, especially at 91), but even during the period of adding int, I wouldn't recommend stopping adding Sta till later and you reach your final cap at 1xx or 11x which could be 170-180 or something around that. (Different case for Cucio > AoE; read below). Dex: 15
Int: At early levels when you're building to your Psykeeper, you should cap your int at about 50, and add Sta. After you become a Psykeeper, continue to keep this capped int and add sta. At level 91, you should have 160 stamina. However, on the way, you may add bits of int if you feel your damage is too low (but small amounts of int wouldn't do too much difference to your damage, I recommend waiting later when you have enough sta to safely tank mobs so get 160 sta as soon as you can). You can start adding Int again when you feel you've got a good base amount of Sta (160 is quite a good amount, especially at 91), but even during the period of adding int, I wouldn't recommend stopping adding Sta till later and till you reach your final cap at 1xx or 11x which could be 170-180 or something around that. (Different case for Cucio > AoE; read below).

An AoE Psykeeper is a Psykeeper that does damage with an Area of Effect spell (meaning it hits more than one mob). They gather mobs and kill the mobs with their AoE spells while tanking them. This is probably the more popular classes for Psykeepers among Flyff because it is arguable the most efficient at leveling later on; especially when you start leveling at the mobs past Glaphan where the mobs are dense. You can become an AoE Psykeeper via Crucio Psykeeper as well. You just have to start adding Int. However, being a Full Sta Psykeeper, you could have too much Stamina for that level when you change to AoE. That means that you can either a) Start to add intelligence early, but then lack in defence for Crucio or b) Start off AoE slower. I would recommend b) since Maximum Crisis with 15 int isn't that weak really and more defence is usually more safer. For example, if you have a level 76 Psykeeper and you're finding that Crucio is getting boring and experience isn't all that great (this is your decision, 75 is just a level I chose randomly). At this level, you'd have a base stamina (no equipment/buffs) of 165. This is a good amount of Sta to build your Int on, so you'd start adding int. With defence pierced suits and average gear, this would probably be enough to last you even to 120. Some may want more defence, some may want less depending on your equipment and your confidence.

However, for those who are not going Crucio > AoE, it's a different case. AoE Psykeepers built since a mage should have a good amount of int capped upon reaching Psykeeper. After then I'd advise in continue to add stamina. 50 int may not seem much, but adding little bits of int won't change it that much, increasing stamina to AoE mobs higher later is more efficient. This is why you only add int when you reach your desired amount of Sta that will be enough to last the rest of your Psykeeper career, or near it at least. If you choose to start adding Int near your final Stamina cap, remember not to stop adding Sta either; so add them both up slowly. At level 75, you receive the most strongest AoE in the game; Psychic Square. But it has a cooldown, and probably the reason why some times people use Maximum Crisis instead.

Sno says: This Psykeeper build can be an extension of the Crucio build or it could be built up since a mage. This build will benefit when you enter the mines. But, from personal opinion, the Mines are very cramped and annoying. This is why it is hard and frustrating at times, to find spawns in the Mines. However, this is a problem for every class; but just more so for an AoE-er, it can be annoying to find enough mobs to AoE. But of course no one said it's vital to AoE in the mines. Most of the times the 1 vs 1 classes will leave you little or no spawn so many AoE-ers tend to avoid the mines and AoE Wata/Trees instead. The experience may not match the mines but it is definitely better than getting ksed or left with one or two mobs to AoE every respawn.

AoE Psykeepers can AoE, tank and they work alright in PvP. This is probably the smartest way to go after crucio basing the perspective on the speed of leveling. Also, another good factor about AoE is the fact that you don't need a restat from Crucio Psykeeper. It's an instant AoE Psykeeper; a Crucio Psykeeper, just add Int. 

Of course you don't have to go Crucio first, going AoE first will also be efficient! Some may want to avoid the going Crucio and just go straight into AoE. This is effective as well!

Gear recommendations: AoE Psykeepers want a bit of both defence and damage. This is why most Psykeepers go for greens. However, I would not advise using the Anoos/Ahes level 60 green set because the Psykeeper blue sets have much more defence, the options aren't too great and it's probably cheaper and in higher abundance at markets (the first set is even at darkon NPCs). Green wands and equipment are highly recommended at level 75 (Roshel/Ropang set with Historic Wand), 90 (Gynas/Geniun set with Angels Wand) and 105 (V7 Psyuniper/Psykon set with Legendary Golden Wand).


However, some may prefer blues at later levels even though it's harder to find the sets; but it's personal preference as an AoE Psykeeper. (I prefer greens because the defence difference of armours later on is not dramatically higher and green options benefit you more in my opinion).


Piercings can be of defence or attack, but since Psykeeper defence/block/dodge is not as good as other AoE-ers such as Knight or Rangers, defence is recommended. Psykeeper AoEs are quite strong already. Same goes for jewelery, depending on what you want, defence or damage, use the jewelry that increases the respective stats.


CREDITS goes to SNO








Sunday, March 25, 2012

The Story of Madrigal and the Three Clown Gods


Chapter 1: Birth

There were once 5 beings of limitless power that, struck by a strange mood, decided to create a world full of magic and inexhaustible energy. They met and laid the foundations that would define the world they were to build.
- They created Water, for life to flourish.
- They created Earth, for life to grow.
- They created Wind, for life to breathe.
- They created Fire, to temper the souls of the world's inhabitants.
- They created Lightning, to remind those that watched the skies that they were not alone. They then created this land, and called it Roika.

Chapter 2: Rhisis

Life in the world known as Roika was very good for a long time. The Human Race was made and spread across the world—they began to grow and proliferate. The Creators smiled at the life they had created and continued to bless Roika's inhabitants.
Over time, however, the humans grew lonely and begged the Creators to give them companions. They wished for friends they could turn to in times of difficulty. Benevolent as always, the Creators then brought life to the Dwarpets—short but stout and skilled humanoids that possessed many useful secrets. Happy, the Dwarpets and Humans developed the rest of their world and lived in harmony for many generations.
All things seemingly perfect, the Creators soon grew tired of watching over the life they had created. They prepared to leave Roika forever with the intent of returning home. The Dwarpets and Humans begged the Creators to stay. "Sadly," the Creators said, "we cannot. But we will leave someone to watch over you." The Creators then created the powerful Rhisis—a being in the likeness of the ones who made her. She was then bestowed with the duty to protect all life on Roika. Rhisis watched the land for thousands of years, but each year she began to grow more and more lonely. The pain of being left behind with no equal, no companion of her own began to occupy her mind...

Chapter 3: War of the Gods

One day, Rhisis drew energies from three aspects of herself and created the Three Clown Gods.

She created Bubble, who represented Rhisis' joy and purity.
She created Shade, who represented her fear and rage.
She created Iblis, who represented nothing more than her apathy and neutrality.
Shade, feeding on the very aspect she was created from—Rhisis' anger, set about to destroy Roika and the mortals who lived there. She furiously severed a section of Roika and sent it afloat. She had hoped that the people living on this chunk of continent would soon perish. However, this chunk of land became known as Madrigal, and with their own ingenuity and the help of the Dwarpets, the Humans survived, rebuilt their cities, and began to strive once more.
Shade, enraged that she had failed, created a race of creatures known as Masquerpets. She sent them to destroy the people of Madrigal.
Hearing the sounds of battle and disapproving of Shade's actions, Bubble knew he had to intervene. He struck out at the Masquerpets with such might that he split Madrigal into 3 main continents and scattered the Masquerpets throughout them.
Iblis, uncaring, simply watched and did nothing.
Not much is remembered from this time, but Ancient stories speak of eight brave Heroes that stood up to Shade and her Masquerpet army. It is said that they sacrificed their own lives to defend the inhabitants of Madrigal, succeeded, and that the mortals of Madrigal had won.

Chapter 4: Rebirth

Ages passed and the people of Madrigal began to grow strong and to once again thrive. Unfortunately, peace was never quite realized and Shade's evil Masquerpets still roam the lands. Inspired, however, by the legends of the old Heroes and knowing full well that Madrigal is far from safe, they now train themselves to inevitably face Shade's Masquerpets and to prepare for the day when Shade herself will return to destroy them all...