Page-WhiteKnight-Paladin Skill Build

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Page-WhiteKnight-Paladin Skill Build

Post  WingZeroX16 on Mon Dec 07, 2009 8:25 pm

im bored, so i figured i do a skill build for future pages/WK/pallys

Page:

lvl 30-36 weapon mastery (19)
lvl 37-38 weapon booster (6)
lvl 39-48 Final Attack (30)
lvl 49-49 Threaten (3)
lvl 50-59 Power Guard (30)
lvl 60-64 weapon booster (20) and threaten (4)
lvl 65-70 Threaten (20) weapon mastery (20) and one point left over

White Knight

lvl 70-70 ice charge (1)
lvl 71-80 fire charge (30)
lvl 81-90 charged blow (30) OR ice charge (30) with charged blow (1)
lvl 91-100 lightning charge (30) OR ice charge if you did charged blow
lvl 101-110 the last charge or charged blow (30)
so by lvl 110 you should have all 3 charges maxed out AND charged blow maxed out
lvl 111-117 mp recovery (20) and 1 shield mastery OR magic crash (1)
lvl 118-120 shield mastery OR magic crash (11)

Paladin

lvl 120-120 Advanced Charged Blow (if you dont have the mastery book, save points for it) (1) rush (1) Heavens Hammer (1)
lvl 121-123 Advanced Charged Blow (10)
lvl 124-130 Holy Charge (20)
lvl 131-140 Blast OR Heavens Hammer (30)
lvl 141-150 Blast OR Heavens Hammer (30) (which ever one you didnt get)
lvl 151+ debateable

Q & As:

Q: Why does the first 3rd job point go into ice charge?
A: Level 1 ice charge may only last for 9 seconds, but you face no damage penalty and you get the ability to freeze monsters, effectively lowering training cost for a few levels.

Q: So why fire charge after that? Why not just max ice charge right away? Or lightning for that matter?
A: While there is nothing wrong with maxing ice charge first, fire charge is HIGHLY recommended to prepare you to start training on dual ghost pirates. A level 80 WK with a maxed fire charge can do more damage against dual pirates than a level 90 crusader. Dual pirates are also very fast training if you haven't figured that out. As for lightning charge, it is highly recommended that you dont bother because there are no (currently) monsters that are weak to lightning charge that are between the levels of 50-90.

Q: Why ACB and not Blast?
A: At the time this guide was written, blast at level 1 did 170% damage while ACB would do 260% damage. At level 10, blast does 350% and ACB does 350% damage as well. Now, ACB hits 6 monsters, does the same damage, and has a 90% stun rate while the only advantage blast has is that it can be used without a charge, and has a lower delay than ACB. Still, 90% stun rate will drastically reduce the pot burn.

Q: Why does Spaz love men?
A: He was born that way.


Last edited by WingZeroX16 on Thu Jul 29, 2010 10:45 pm; edited 2 times in total

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Re: Page-WhiteKnight-Paladin Skill Build

Post  WingZeroX16 on Wed Feb 24, 2010 10:16 am

I suppose I should post a guide where to train/pq later... or now o.O

Alternatively, you could always do quests.

Level 1-10
No comment

Level 11-20
Training:
Slime Tree, Ellinia
HHG1, Henys

PQ:
HPQ, Henys

Level 21-30
Training:
Stumps, find stumps in perion somewhere
Zombie Mushroom dungeon is great

PQ:
KPQ, Kerning
Ariant PQ

Level 31-50
Training:
Drum bunnies in the dungeon are amazing
Master Chronos will be a nice pick after lvl 4x

PQ:
CPQ, Monster Carnival

Level 51-70
Training:
MP3 is a good area to train I hear, never been there personally
Voodoos are great for a while after lvl 6x

PQ:
LMPQ, Ludi Maze PQ
CPQ2

Level 71-90
Training:
Voodoos/Windraider/Wolf Spider for about 5 levels
Dual Ghost Pirates can last you until lvl 90 at the least

PQ:
MPQ, Magatia PQ (Lvl 71-85)

Level 91-100
Training:
If you can afford LOTS of pots, you can try Spirit Viking if you leveled lightning charge
Otherwise, stay at dual pirates until lvl 95, then go Red Wyverns
Himes is an alternative

Level 101-120
Training:
You can stay at Red Wyverns until lvl 120, but thats going to be extremely slow
Himes is still an alternative

Level 121-130
Training:
Same as the last 20 levels until you max ACB, then you can pretty much go anywhere
Skeles is a good choice if you maxed ACB and holy charge
Time Temple is another good choice since you already have lightning charge, plus you can start collecting Time Pieces there

Level 130-150
Training:
Time Temple

I'm done for now Razz

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Re: Page-WhiteKnight-Paladin Skill Build

Post  WingZeroX16 on Thu Jul 29, 2010 10:47 pm

Updated with question and answers inspired by spaz's guide. Razz

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Re: Page-WhiteKnight-Paladin Skill Build

Post  Spaztaztic on Fri Jul 30, 2010 1:49 pm

I see what you did there. You just can't handle my 1337N355

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Re: Page-WhiteKnight-Paladin Skill Build

Post  WhiteMageAbyss on Sun Aug 01, 2010 1:30 pm

Ice is also a really fast way to level up with red kents,although it's intense potburn, Also you should state that Shield mastery is recommended over crash, because crash is terrible and shield mastery is awesome.

Also Hammer Training > Holy Charge for early levels, So I wouldn't max Holy charge persay, Possibly 20/21 if you pass the book, The problem with 4th job builds is that your mileage may vary due to passing books.

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Re: Page-WhiteKnight-Paladin Skill Build

Post  The Mighty Mega on Sun Aug 01, 2010 2:38 pm

Stumps to 30 and Drumming Bunnies to 50? That's barely feasible there, Wiggy.

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Re: Page-WhiteKnight-Paladin Skill Build

Post  WingZeroX16 on Sun Aug 01, 2010 2:43 pm

read closely, drum bunnies from 30-40

and i totally meant axe/dark axe stumps, but im too lazy to fix all that

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Re: Page-WhiteKnight-Paladin Skill Build

Post  WhiteMageAbyss on Sun Aug 01, 2010 3:00 pm

Also Kerning City Subway and PyPQ are amazing and you know it.

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