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madanthony

PostPosted: Tue Jul 18, 2006 10:51 pm


My Haphazard Luck Bandit Guide.

Table of Contents
Post 2- Basics
Post 3- Getting Started
Post 4- 1st Job
Post 5- 2nd Job
Post 6- 3rd Job
Post 7- Training
Post 8- Equipment
Post 9- Bandit Debates
Post 10- Changes to the Bandit Lifestyle after Patch .26
Post 11- Useful things to know

Disclaimer

This guide is not law, religion, or cheese. Feel free to argue with me, alter my ideas, and make your bandit suite your tastes. That is all. There's some slogan about Maple Story being your story, or something sappy like that. Its the truth though.
PostPosted: Tue Jul 18, 2006 10:53 pm


Basics

In their purest form, bandits are fast melee characters with flashy skills. If you want a ranged character, stop reading now.

Pros
-High accuracy and avoidability
-One of the most powerful classes from lvl50-70
-Very high damage per second
-Stable damage
-Inexpensive during low levels
(Compared to assassins at least, no need for stars)
-2nd Highest weapon defense out of the 4 jobs

Cons
-Slow leveling, especially at high levels depending on your equipment. Patience is a must for any prospective bandit.
-Low HP for a melee character.
-One of the weaker classes from 1-46 and later into 3rd job. (We can still throw down with high DPS all the time though)
-Terrible damage on high defense monsters (Blame Savage Blow)
-Expensive during higher levels. (High pot costs)

There are 2 types of bandits, Luck Bandits and Strength Bandits. The difference being that the latter adds AP to strength, and Luck Bandits do not. This guide will be for luck bandits, but I'll go over the differences in the Debate post.

madanthony


madanthony

PostPosted: Tue Jul 18, 2006 10:54 pm


Getting Started

The primary stat points for all thieves are luck and dexterity. Dexterity is needed only to wear your equipment, making luck the main influence on your damage.

Starting stats on the dice roll.
Luck- Any
Dex- Any
Int- 4-6
Str- 4-6

Most guides will say 4 and 4, 4 and 5, or 5 and 5. Meaning have no more than 10 points out of dex and luck. So if you're gonna take a 6, make sure the other one is a 4. If you're going to settle for a 5 or 6, take it in strength. Makes Maple Island that much easier. Getting a 4 and 5 shouldn't take that long though. At lvl74, 1 point of luck adds 3 to 4 damage, so you won't be missing on tons if you don't have the patience to get 4 and 4.

If you would like to be a Strength Bandit, (See Debates post) just get a 4 in Int and the other 3 stats don't matter.

Since 25 Dex is required to become a thief, add those points first since they'll help with damage then pump the rest of your points into Luck. I'll go over getting through Maple Island in the Training post.

Personal rant- Have an original name. No one of any class wants to see more Naruto names, more xxNamexx or oxNamexo, or any of that.
PostPosted: Tue Jul 18, 2006 10:56 pm


1st Job

All of these builds were the ones I followed (As close as I can remember) They are near to the cookie-cutter bandit, but I've taken a few liberties. I guess you could say partial credit goes to bandit communities across several forums.

Once you reach level 10, leave the shelter of Maple Island and take the trip to Kerning City. DO NOT TAKE THE VIP CAB! The ride you want is from the man in the shack next to Jane. In Kerning, head for the lounge/bar on the right side and crawl down the toilet. talk to Dark Lord and become a thief.

The main formula for adding AP is that your base dex will equal twice your level. So at lvl15, you should have 30 dex. This is the minimum for your equipment until level 40. Then you add 1 dex per level, or: dex=your level+40. If you can't remember that, just check the minimum dex for your next set of equipment. All other points go into luck. So until lvl40, you generally add 2 dex and 3 luck per level (Or 5 dex for 2 levels, then 5 luck for the next 3 levels, etc. Whatever floats your boat.) After lvl40, 1 dex and 4 luck per level. I hope that makes sense.

Ex: (You should already have 25 dex at level 10
level 11- 5 luck (25 dex, x luck)
level 12- 5 luck (25 dex, x luck)
level 13- 1 dex, 4 luck (26 dex, x luck)
level 14- 2 dex, 3 luck (28 dex, x luck)
level 15- 2 dex, 3 luck (30 dex, x luck)
And so on, and blah blah blah.

I recommend Hidden-Street.net for point to point skill descriptions.

Level 10- 1 Nimble Body (1)
Level 11- 3 Nimble Body (4)
Level 12- 3 Nimble Body (7)
Level 13- 3 Nimble Body (10)
Level 14- 3 Nimble Body (13)
Level 15- 3 Nimble Body (16)
Level 16- 3 Nimble Body (19)
Level 17- 1 Nimble Body (Max) 2 Double Stab (2)
Level 18- 3 Double Stab (5)
Level 19- 3 Double Stab (8 )
Level 20- 3 Double Stab (11)
Level 21- 3 Double Stab (14)
Level 22- 3 Double Stab (17)
Level 23- 3 Double Stab (Max)
Level 24- 3 Disorder (Needed for Dark Sight)
Level 25- 3 Dark Sight (3)
Level 26- 3 Dark Sight (6)
Level 27- 3 Dark Sight (9)
Level 28- 3 Dark Sight (12)
Level 29- 3 Dark Sight (15)
Level 30- 3 Dark Sight (18 )

Variations

If you're funding your bandit, feel free to master Double Stab first. I chose Nimble Body for the avoidability, which would help reduce HP pot costs. If you're trying to save money I don't recommend using Double Stab until you PQ/train on Horned Mushrooms. The exception being mobs of Pigs and Green Shrooms. (More on that later) Potion costs dictate that MP costs 2 mesos to heal per point, to 1 per point for HP.

The common debate of Dark Sight vs. Disorder will also be discussed later.

Don't add points to Keen Eyes or Lucky 7, unless you'd like to try the Bandit-sin. I have no experience with that build, and info for it won't be in here.

madanthony


madanthony

PostPosted: Tue Jul 18, 2006 10:57 pm


2nd Job

At level 30, head back to Dark Lord, have coffee and donuts with him, then head to The Construction Site North of Kerning City, talk to the instructor, do what he says, head back to Dark Lord, tell him you'd like to be a Bandit, and begin 13 levels of pain in the a** training.

Level 30- 1 Mastery (1)
Level 31- 3 Mastery (4)
Level 32- 3 Mastery (7)
Level 33- 3 Mastery (10)
Level 34- 3 Mastery (13)
Level 35- 3 Mastery (16)
Level 36- 3 Mastery (19)
Level 37- 3 Savage Blow (3)
Level 38- 3 Savage Blow (6)
Level 39- 3 Savage Blow (9)
Level 40- 3 Savage Blow (12)
Remember to start adding just 1 dex
Level 41- 3 Savage Blow (15)
Level 42- 3 Savage Blow (18 )
Level 43- 3 Savage Blow (21)
Level 44- 3 Savage Blow (24)
Level 45- 3 Savage Blow (27)
Level 46- 3 Savage Blow (30)
Congrats! You aren't half bad anymore!
Level 47- 3 Booster (3)
Level 48- 3 Booster (6)
Level 49- 3 Haste (3)
Level 50- 3 Haste (6)
Level 51- 3 Haste (9)
Level 52- 3 Haste (12)
Level 53- 3 Haste (15)
Level 54- 3 Haste (18 )
Level 55- 2 Haste (Max) 1 Endure (1)
Level 56- 2 Dark Sight (Max) 1 Booster (7)
Level 57- 3 Booster (10)
Level 58- 3 Booster (13)
Level 59- 3 Booster (16)
Level 60- 3 Booster (19)
Level 61- 1 Booster (Max) 2 Endure (3)
Level 62- 3 Endure (6)
Level 63- 3 Endure (9)
Level 64- 3 Endure (12)
Level 65- 3 Endure (15)
Level 66- 3 Endure (18 )
Level 67- 2 Endure (Max) 1 Steal (1)
Level 68- 3 Steal (4)
Level 69- 3 Steal (7)
Level 70- 3 Steal (10)

Variations

Mastery after Savage Blow- Due to the high MP cost of Savage Blow, I'd only recommend doing this if you have money. Even if you have money, I'd still recommend Mastery first (More in the Debate section) unless you're incredibly desperate to have higher, yet incredibly inconsistent damage.

Max Steal instead of Endure- Feel free. I chose Endure for the money saving (23mp every 10 seconds, pretty nifty) but Steal has its uses. I can't say I've ever seen someone use it in regular training though, but it is a fun skill.

On a side note, you may want to put a point of Steal in after the first 6 points of Booster due to its use in the Ludibrium PQ.

Many guides you see might recommend finishing Dark Sight as the last thing you do, but I think you should do it once haste is maxed so there is no speed loss with the skill. It makes getting to Coolies and other far off training places a breeze.
PostPosted: Tue Jul 18, 2006 10:58 pm


Prospective 3rd Job
Currently level 78, build is likely to change.

The few, the proud, the Chief Bandits. I hope you brought your patience.
Hitch a ride to El Nath, go to the big building up top and smack Arec (Team America anyone?) for making a test that involves so much travel. After you chat with him, head for Monkey Swamp 2 and enter that shiny portal in the top right corner. Killing Dark Lord's clone isn't difficult, but he packs a punch, so bring elixers, unagi, pure water, or whatever healing items float your boat. Once you kill him and whatever Tauromacis he might summon, grab his drpo and head back to Arec in El Nath. Get a refined Dark Crystal. Head to Sharp Cliff 2 and enter the door in the top right corner. The answers to the test can be found in the 4th post here. Go back to Arec again, and you're finally done. There is no HP/MP bonus with the 3rd advance, but you're awarded the usual 1 SP, and 5 extra AP which probably make sense to pump into luck.

The build (Likely to change)

level 70- 1 Assaulter (1)
level 71- 2 Assaulter (3), 1 Meso Explosion (1)
level 72- 3 Assaulter (6)
level 73- 3 Assaulter (9)
level 74- 1 Assaulter (10), 2 Band Of Thieves (2)
level 75- 3 Band Of Thieves (5)
level 76- 1 Band Of Thieves (6), 2 Save
level 77- 3 Save
level 78- 6 Band Of Thieves (12), 2 Save
level 79- 3 Save
level 80- 6 Band of Thieves (18 ), 2 Chakra (2)
level 81- 1 Chakra (3), 2 Meso Guard (2)
level 82- 3 Meso Guard (5)
level 83- 3 Assaulter (13)
level 84- 3 Assaulter (16)
level 85- 3 Assaulter (19)
level 86- 3 Assaulter (22)
level 87- 3 Assaulter (25)
level 88- 3 Assaulter (28 )
level 89- 2 Assaulter (Max), 1 Meso Explosion (2)
level 90- 3 Save
level 91- 6 Band of Thieves (24)
level 92- 2 Meso Explosion (4) 1 Pickpocket (1)
level 93- 3 Save
level 94- 6 Band of Thieves (Max)
level 95- 3 Meso Explosion (7)
level 96- 3 Meso Explosion (10)
level 97- 3 Meso Explosion (13)
level 98- 3 Meso Explosion (16),
level 99- 3 Meso Explosion (19)
level 100- 3 Meso Explosion (22)
level 101- 3 Meso Explosion (25)
level 102- 1 Meso Explosion (26), 2 Pickpocket (3)
level 103- 3 Pickpocket (6)
level 104- 3 Pickpocket (9)
level 105- 2 Pickpocket (11), 1 Meso Explosion (27)
level 106- 3 Meso Explosion (Max)
level 107- 3 Pickpocket (14)
level 108- 3 Pickpocket (17)
level 109- 3 Pickpocket (20)
level 110- 3 Meso Guard (8 )
level 111- 3 Meso Guard (11)
level 112- 3 Meso Guard (14)
level 113- 3 Meso Guard (17)
level 114- 3 Meso Guard (Max)
level 115- 3 Chakra (6)
level 116- 3 Chakra (9)
level 117- 3 Chakra (12)
level 118- 3 Chakra (15)
level 119- 3 Chakra (18 )
level 120- 3 Chakra (21)

You've made it to 4th job! You're way better than me. Now you get to grind with the same old skills for the months and years until Global actually gets 4th job. lol Doesn't that sound like fun?

Variations

There are so many variations and ways to go about the 3rd job it makes my head spin. So I'm gonna be lazy and post the simple ones. For in depth discussion, debate, and ideas, www.sleepywood.net never shuts up.

Not adding 1 point of Meso Explosion early- Its fun, you'll like ME. If you have to get your other skills done sooner, fine, be that way.

Now that we have Forest of Gollem
Go with 18 BoT, then max assaulter. I'd recommend this right now, and I'll edit it in later. Just updated the later portion of the build.

If you really, really want to know why skills like Thieves, PP, and ME get chopped up or save points, I will post it. But, I won't post it unless you can't figure out the stopping points by looking at the point to point descriptions of the skills.

Finishing points 25-30 of BoT before getting 1 PP- Perfectly logical, and probably smart. I just like to see the coins fly when I'm fighting piddly things.

I would like to give credit here, to elsakoo2 for what to add to Meso Explosion and Pickpocket. I have no personal experience at those levels, but I didn't want to leave you hanging. Edited to my liking to allow me to get into Broan Zakum runs. We lack CBs, so the level limit is currently ~100 w/ near max ME, max DS, and some MG. Bera and Scania will probably want to stick with a more normal ME/PP build

Note that I intend to follow this build at least until lvl82, then things are liable to change depending on how the training is and whatever other changes I see fit.

madanthony


madanthony

PostPosted: Tue Jul 18, 2006 10:59 pm


Training

I'm on Broa server, so my notes on the relative popularity of a map will change from server to server, potentially effecting training speed. When I say valueable drops, I'm not listing scrolls since so many monsters have scrolls and all of them are worth something. Check www.basilmarket.com for approximate values. I will list things that might be worth your time to sell to a player, which generally means you get well above NPC price.

Also know that I was almost level 57 when Ludibrium came out, so I can only speculate on Ludi training before then. If people could leave feedback on how training with Ludi monsters of a lower level than Platoon Chronos are, I'd appreciate it.

Level: 10-17
Monster: Slimes
Notes: The Southern Forest 1 has a high spawn, but that's usually due to the large amount of people there. Other spots include The slime floor of Henesys Hunting Grounds 1, the Tree that Rose 1 and 2, or Henesys Hunting Grounds 2 if you want to mix in orange shrooms and snails. You still won't need many HP pots since slimes do very little damage once you get some armor. If you train near Henesys you can hop back to town to sit on a bench.

Level: 17-22
Monster: Pig, Ribbon Pig
Notes: The ever so popular Pig Beach is the location of choice. The top right platform is best for saving pots since mobs take longer to build up, but if you've got some mesos to spare, the bottom of the Beach can rack up the experience very quickly. You may encounter an occasion Iron Hog, so be careful and keep your HP above 70 at all times. (They're sneaky little bastards) You will encounter lots of KSers, so if you've got a short fuse, try the Rainforest East of Henesys. Lower spawn rate, but fewer people to mess with.

Level: 22-25/27
Monster: Green Shrooms, a few slimes
Notes: I've always loved The Forest Up North 6, almost always deserted, and loaded with platforms
to jump and attack from. The spawn may not be as good as say, Henesys Hunting Grounds 1, but you get the whole map to yourself and its difficult to get overwhelmed.

Level: 25/27-31
Monster: Party Quest, consists of Ligators, Jr. Neckis (lowered avoidability)
Curse Eyes, and big old King Slime.
Notes: The Party Quest! If you've never done it before, try and tag along with a friend or some nice, helpful folks to get the hang of it. If that's not an option, Hidden Street has how-to info as well. Since PQs are constantly busy, its often best to wait until after 1am EST to get the maximum benefit from this leveling since it can involve lots of sitting and waiting. Bandits are not the most spectacular party members for this, and its almost always a money drain, so don't start until lvl27 unless you have an extra 200k or 300k mesos. Most classes flat out suck before lvl25. On a note for your own safety, BE WARY OF SCAMMERS AND VENDORS! They often roam from channel buying scrolls, with either well below average offers, or they'll say "you offer" hoping to get an unknowledgable person. Do your homework, check Basil and/or the FM once in a while to keep an idea of scroll prices.

Level: 25/27-30 Alternative/When PQing is really busy (In other words, most of the time for Scania and Bera)
Monster: Horned Shrooms, with or without Green Shrooms.
Notes: The opening part of Ant Tunnel 1 and the assortment of trees north and south of Ellinia are best, but all will be relatively busy. By now you may want to start using Double Stab more often to speed up training and keep mobs to a minimum. If you'd like to train around Ellinia, check hidden-street.net to make sure you aren't about to walk into a tree full of Cold Eyes or Curse Eyes.

From here on out, the training options expand significantly. Just keep one thing in mind: One-hit kills. Savage Blow uses a hefty amount of MP, and one-hit kills provide the greatest return on mesos, since you're less likely to get hit if the monster dies on contact, and weaker monsters are just that less painful. The exception to this is about 38-43, since SB still sucks but things you can one-hit with Double Stab suck as well. When you can one-hit monsters will change depending on your equipment, so you may be able to move up monsters sooner or later than me.

Many more monsters are available to fight, but since many were not released when I was at that level, I can only speculate. If you don't like a certain monster, find one with similar HP, find a good map with high spawn, and presto! I'll give notes on where I trained, but other monsters are up to you to figure out.

Level: 31-40
Monster: Boars, Dark Axe Stumps
Notes: One of my personal favorites, don't ask why. West Rocky Mountain 4 and Land of Wild Boar 2 are good maps for the lower 30s, definitely head for Land of Wild Boar 1 if you can stand a few more people. Once Mastery is pretty good, you'll have pretty consistent one-hit KOs. Boars do start getting slow in your upper 30s, but there are alternatives.
Alternatives: Past Ant Tunnel 1 where there are more Zombie Shrooms than Horned Shrooms. Later in your 30s, Evil Eyes are a good choice. I had issues enjoying them though and stuck with the slower boars from 38ish-40. If Aqua Road comes out soon there will be several other Boar/Evil Eye equivalents.

Level: 40-45/46
Monster: Fire Boar, Dark Axe Stump
Notes: Any one of the Burning Zone maps work well, depending on your Lupin tolerance. When/if you can 2 hit Fire Boars with Double Stab before lvl40, feel free to come here if you don't mind a bit of pain. Once Savage Blows hits 6 times at level 43, you should have a relatively consistent one-hit kill.
Alternatives: If money is something you need, nothing better than Drum Bunnies. They have phenomenal drops for their level. I spent a few levels fighting them with my F/P Wizard and found that Floor 57 of Eos tower had a nice spawn. The Propellies may hurt a bit but there are rarely more than a few on the map at a time. Another popular option seem to be the assorted Teddies and Ratz in Ludi. Pretty much anything with 900-1000 HP works well.

Level: 45/46-50
Monster: Jr. Lioner, Jr. Grupin, Curse Eyes
Notes: The only difference between the Jr. Lioners and Jr. Grupins are the drops. Pick whichever you prefer really. High spawn, good money drops, and the exchange Quest. You'll love the Exchange Quest. 500exp per 100 solid horns plus an assortment of pots, nearest town scrolls, and processed wood. Once you have booster you should be able to keep up with the mobs well enough that the Exchange will provide all your HP pots. If Jr. Kitties begin to bore you, give Curse Eyes a shot. The Forest Up North 9 map was were I hunted them. The meso amounts are indeed crap, but I got more equipment drops with Curse Eyes than Jr. Kitties.
Alternatives: Jr. Wraiths, I can't remember why I didn't like them, but you might want to give them a shot. An Eos Tower floor with all Dirty Ratz looks like a good alternative to Curse Eyes. Better meso amounts, but the drops aren't phenomenal. But then again, Curse Eyes don't have very good drops either. With the release of the Maple Wagner, monsters with more HP might be options. Jr. Pepes, Panda Teddies and what-not.

Level: 43(?)-51
Monster: Ludibrium PQ
Notes: I've never done a Ludi PQ on any character, let alone a bandit. I can only assume 6 hit SB would be really, really useful.

Level: 50-55
Monster: Zombie Lupins (Zupins)
Notes: You will probably need to start using Warrior Pills to keep a more consistent one-hit. If you don't have a Wagner you probably won't have 100% one-hit kills until lvl52 or 53, but the training is still good before that.
The Tree Dungeon in Monkey Forest 2 tends to have fewer clerics, but you may still need to go to the Monkey Swamp to get a map to yourself.
Alternatives: For money, Chronos have some awesome drops. Barnards and Tick-Tocks might be alright if you can one-hit them. If you can one-hit
Cold Eyes, Drake's Meal Table is an option. I only stayed there for a maybe 20% and left due to pot guzzling, but a friend of mine (Malchia) spent 6 levels there and told me the drops cover costs.

Level: 56-60
Monster: Jr. Yetis, Platoon Chronos
Notes: I got to admit, this was my greatest of training hells. Percent per hour can dip below 10 even when you shut up and grind. It continues like this unless you head to Coolies at 60, so you'll have to adjust to it. Platoons didn't work out for me, since I wasn't getting a very consistent one-hit kill (easily remedied by a decent Wagner) and every Magician on Broa was looking for an Esther Shield. Sharing a map with flaky spawn and lots of moving between platforms is a pain in the a**. It's still a hot spot for shield hunters, so it may take some hunting for an open map. I ended up 2 hitting Jr Yetis, which worked out well. Watch Out for Icy Path 1 is best, but its getting busier and busier I've noticed, but sharing a map here isn't nearly as annoying. The Jr. Yetis do transform once in a while, but I found the big Yetis a welcome challenge and a good change of pace.
Alternatives: I did a decent bit of wandering around during this time. One spot that amused me was 3-hitting Dark Stone Gollems. The weaker Curse Eyes and Lupins helped cover costs, but the space between platforms and the mediocre amount of DSGs on the map made it pretty slow. A good change of pace, but I found Jr. Yetis to be faster. Drake's Meal Table is still an option, and the weaker monsters in Omega as well. I'm not sure if you could go beyong Barnards and Mateons, but with good equips Plateons and Zeta Grays might be doable.

Levels 60-70 may not allow for much 1-hit kill training if you don't have good equipment, as was my case. However, the monsters begin dropping enough mesos that the cost of SB is easily covered, and profit can be made as long as you don't get hit every time.

Level: 60-70
Monster: Coolie Zombies, Grupins
Notes: I'm not a Coolie fan. I hate them. Don't listen to the folks who say everyone should go to Coolies. I spent from around 60 to 63 or 64 at Coolies, and hated it. The scenery made me want to burn things then take a nap, and it was incredibly difficult to break even. Mobs often made it so jumping over the Coolie you'd attacked not very wise, leaving the option of taking 200+ damage from a magic attack, or landing in and eventually pissing off more than one Coolie. Backjumping won't save you much either. If you're utterly loaded and have no money problems and have nothing to save for, enjoy the Coolies and embrace them. However, your wallet will be stuck in a rut and since most people like to get the best gear possible, you'll need money. I ended up at Grupins instead. Slower training obviously, and similar problems with mob dangers and magic attacks, but the drops here are actually worth something. The surroundings didn't reek of boredom like Coolies did for me, so I stuck it out with Grupins to 70. I had much help from the doubles of May though. ninja
Alternatives: If you have a nice Fin, and maybe even an attack glove with it, you can go to town on highly lucrative 1-hit kill monsters. Master Chronos, Mecateons in Boswell Field 6, Regular and Dark Block Golems with Rombot, and more possibilities on the way with Aqua Road. I'd say Ultra Grays, but its hard to set up a good route around the map, and Mecateons have better overall drops and better spawn. Master Chronos also have funky map layouts, and are often busy with clerics. Then there's Torties and Clangs in Hot Sands. I can rave on and on about Hot Sands, which I will, in the next set of levels. With Aqua Road, Sparkers and Freezers would be feasible.

Level: 70-80 Since level 70, I've been hopping between a few places. When to move up monsters depends heavily on your equipment and attack range, so you'll definitely have to do some of your own damn decision making. lol
Monster: Torties, Clangs, Grupins/Big Cats, Lunar/Luster Pixies, Coolie Zombies, Jr. Yetis, DMT, channel surfing Wild Cargo's Area
Notes: Most of my time has been at Hot Sands since that's 100% 1-hit kills.
I love it there, but it got horrifyingly slow around level 74 or so. The trick is to work around Hot Sands in a counter-clockwise circle, using assaulter and the teleports to completey skip over the ropes when going up. You could go clock-wise, but the platforms on the left are too tall to Assaulter on to, and I like picking off Torties. My wallet has had a joygasmic explosion of happiness after a few levels here. If you have a pet, you should have little problem getting the usual training speed from this, probably 10-12%. (That's my speed without looting) But I have no pet, and if I loot everything as it drops, it can dip as low as 6% an hour. Fear not. The trick is in how you loot. If I'm not talking, I can do 2 circles without looting, then loot everything as I make a third circle with maybe only one or two things disappearing at the end. This brings the experience up to a reasonable 7.5-8%/hour for me. Obviously you should pick up pots and equips as they drop, but yeah. Hot Sands for the win in my book.
Alternatives: An amusing option for me is to channel surf at Wild Cargo's Area. I'm not sure how well this would work on Scania or Bera, but most of Broa's channel are usually empty. I can only assume the same for Windia and Khaini. Cargos spawn slow, so you clear out a channel then move to the next. Backjumping will save you some pretty heavy bump damage, so be on your toes. My friend Malchia has been enjoying Luster Pixies way down in the last Cloud Park. I didn't time the experience, but it felt pretty slow and I was maybe only 1-hitting 50% of the time. The drops are kinda meh, but the DC and gold are nice, and the chance at 60% Cape INT scrolls in the exchange is hard to beat. I'll probably head back once I can one-hit more often and have better BoT. I'm looking to move up to Jr. Yetis in a level or so. I currently 1-hit maybe 80-90% of the time, and even now the experience is pretty good. Just move up the chain as you can one-hit monsters. If can 1-hit Big Cats consistently before 80, I'll go there. Same with Coolies.
Now at lvl77, and I'm doing decent amounts of one-hits on big cats, and BoT more than covers ones that don't die in one. Stairway to the Sky 1 has the best spawn and a good layout. I've been finding a good number of hackers there though. If you need money still, going with straight up Grupins is best.
Coolies are an increasingly good option. If I don't pay much mind to how often I get hit covering the map is fast and entertaining. I don't one-hit too much, so lots of variety gets thrown in with BoT and Assaulter.
Level 78, and back to drop hunting at Dark Yetis and Dark Pepes now at Sharp Cliff 2. Normal training got boring again. Chief prizes here the Asianic Bow from Dark Yetis/Transformed Dark Jetis and Omega Spear supposedly from Dark Pepes. If for some reason you still suck at back-jumping, this place will probably eat your HP pots.

Level: 80-85
Monster: Coolies. Boring, but good money. You should have no problem pounding out one hit kills. Same problem as Hot Sands if you lack a pet though. Lots to be looted.
Monster: Mixed Golems over at the Forest of Golems. These guys are good from whenever you start 2 hitting them in your 60s, but really take off with 18 BoT. Better than coolies in my opinion.
Alternatives: Whatever amused you in the late 70s. Staying to the red platforms and sniping vikings too. See the guide below.

Level: 85 and beyond
Monsters: This is where deep Ludi and Aqua Dungeon really open up. once you've got ~20 assaulter, 18 BoT, 1 ME, and a comfortable level of MG, you're set for most locations.
Vikings: This about sums it up Definitely my favorite training. A bit cheaper than most of the other options, although still a loss of money. I enjoy it there, I feel like an acrobat, since there's actually an element of skill to dodging around. Plus the chance of ilbis is pretty tasty, but don't get your hopes up. I got some at lvl86, and 11 on/off levels since, and none to follow up.
Dual Pirates: Fun mobbing, but I'd say MDTs are a better solo option. The good thing here though is Dual parties. Most of the world-specific forums on SW.net have a thread to sign up and you can see the format there. I'd recommend this for late 80s and up, since the mobs can grow on you very quickly, and that causes you to lose track of MG, which has killed me before in DPs.
MDTs: These are a bit more difficult since Nexon switched the part of the projectile that hits you to elimante the old left block glitch. You can't time the jump over the projectile the same as with vikings, so you're usually better off getting messy with assaulter. The crane-like figure with the ladder hanging from it on the 3 bottom platforms allow you to SB the MDTs without getting hit, or you can slide down a little and get most of your BoT uses to hit. (If you use a Dragon's Tail, they should all hit if you're down enough, I seem to not connect some of the slices with the Varkit now). For the bottom, lure and ME them like with Vikings, or have fun with mobbing once you have lvl24 or max BoT. 4 targets doesn't really cut it.
Gobies: The mother of all training. also, the biggest hole in your wallet of all training. You can really come here from any time you have 1MG and 1ME in your 70s, but then you'd have no choice but to explode 15-18k mesos per house. The experience is beyond crazy at 7x, but I strongly recommend against it, since it'll blow a phenomenal hole in your wallet. I prefer dropping enough mesos to bomb the gobies, which is anywhere from 2.5k to ~6k depending on your level of ME, and how many bags you like to drop. If I wanted to be really cheap, I could drop 250ish mesos x 12, but I like to save a little time on set-up and drop 5 or 6 1k bags. Once the mesos are down, start assaultering. Stun usually keeps the house shut out for most of the time, but most houses will super defense up once. When that happens, just move to another house, lay your mesos, and repeat, then move back to the original house when the new one powers up or dies. Hopping around between buffed houses saves a good chunk of time. for the actual blowing up part on the gobies, after the house explodes, there's about a half-second pause before all the gobies appear. wait a moment, and as soon as you can see them, blast 'em. Another advantage to not coming here until you have good assaulter, is that you can actually clean up the bone fish.
Risell Squids: Another relatively painful option, but it is a good HP:Exp ratio. I end up duo-ing here with an I/L or F/P friend of mine, and while it doesn't beat a full DP or similar party, it's faster than whatever soloing I can get. Full squid parties are another option, although I've never been in one.

Once you get the tricks down on sniping spots, and safe places to attack from, you can work pretty much any map in Ludi. I've had some fun going around Gigantic Vikings and Phantom Watches, although it's incredilby costly, and about the same speed as my normal spots. It's fun though, and I imagine you'll end up wanting a change of pace for an hour or two every once in a while.

At lvl97, I currently lose 5-7mil per level at my assorted training. (I hop between spots, but mainly stick with vikings). How to cover the difference? A good drop or two will usually do the trick, but if that never happens for you, spend a day or two in each level riding the Orbis boat back and forth killing Crimson Rogs. Scrolls drop more regularly than other bosses, and are a pretty good sourse of income for relatively little spent on pots. I usually use 15-30 unagi and 5-10 ice cream pops per encounter, depending on lag and my spazziness
PostPosted: Tue Jul 18, 2006 11:00 pm


Equipment
I'll describe what I had and give recommendations of how that worked out for me.

Level 1-30:Get what you can afford, focus on your weapon first and whatever armor gives the greatest improvement over its predecessor. Make sure you do the Fruit Knife/Razor quest on Maple Island at or after level 8, since the Fruit Knife lasts you until lvl15/17 depending on when you want to upgrade. When it comes to armor, shoot for whatever has a luck bonus. I used the Reef Claw and skipped the level 32 dagger. Depending on your money situation, you can skip the Reef and get the level 32, or get both. Get a Brown Bamboo hat, that'll last you to level 35 or 40 depending on your preferences. Nella's first set of quests nets a lvl20 glove which can last to level 35 when upgraded.

Level 35:Get yourself some nice armor, if you can find a player to buy from, that can be cheaper. Back in my day, you tried to get a nice 62+ attack Forean Fan or Gephart to last until level 60. Luckily for bandits, those days are over. At the current time though, this means plenty of high quality Gepharts and Fans are in circulation and aren't very valueable anymore. If you've got spare cash, pick out something nice for yourself, otherwise a +7 with 100% scrolls is more than enough for a good kick. I hope you like Jump Quests, since John's 2nd one gives you the upgraded level 35 glove.

Level 40: You can pick up this armor a bit cheaper from other players and a few quests. With Patch .26, the level 40 Dragon Toenail is available. I have no clue about prices, but with limited amounts of Wagners out there, a well scrolled one of these (Bare minimum 65 attack, 70 attack would be good if you can afford it) will last you to level 60.

Level 42-43: If you can afford a good 70+ attack Wagner, get one. Also, hope for an Icarus 1 Cape from Icarus's quest. Avoidability is infinitely more useful than speed, jump, or defense. Why reduce what you can dodge? If you get a different one, sell it and get an Icarus 1.

Level 50: Now that the Red China set drops from Coolies, even a very good set will be dirt cheap soon. If the Sonata is just too ugly, pick up a 3 luck Pilfer or just keep your old one and throw a few scrolls on it. From this point out, I started scrolling my top, bottom, and hat with 100% defense scrolls for an ample boost. Then there's the matter of the Shinkita.
You'll be training with booster by level 50, and I for one couldn't bare to not have it. Shinkita isn't effected by booster, but if you really need that power over speed, I can't stop you.

Level 60: Great news! The once obscenely expensive Deadly Fin is now dropped by an assortment of popular monsters including Grupins. you could hunt for your own if you wanted. With prices dropping, you shouldn't have much trouble affording one. Personally, I failed miserably at scrolling and was stuck with a 75 attack Fin, but it shouldn't be hard to get an 80 attack. Grab whatever armor suites your fancy. Around this time, you might want to start shopping for attack gloves, luck/dex capes, dex snowshoes, etc. Its not really worth the time to get a glove or cape with less than 6 attack/luck/dex, so make that your minimum. If you're really cheap, but still want a boost, get 100% glove att and cape scrolls.

Level 70: I started with an 84 attack Kandine since it was dirt cheap, but recently upgraded to a nice 89 attack, 6 luck Kandine, which has made me get almost 100% one-hit kills on Jr. Yetis at lvl75. An 87+ attack will get you by. If you got a Dark ID at 60, or if the Nightfox is just plain ugly, feel free to keep whatever ID you may have. The stat bonuses are the same on the Nightfox as the Silver ID. Within a few levels of 70, you should definitely have an attack glove, and follow up with Dex Snowshoes and a nice Dex/Luck Cape. Be sure to cap your Dex at 120, counting bonuses from your Cape/Shoes/any armor that won't be removed at level 80. I have 114 base Dex and 6 dex snowshoes, but another 3 dex from the level 70 armor. The lower you cap your dex, the sooner you can stop adding dex, and switch to 5 luck per level. Focus on the shoe first, since that can only be scrolled for Dex, then fill in the rest with Cape bonuses. Go for a dex Cape if you have 6+ dex to cover after the shoes, otherwise up your base dex and go for a luck cape. Its not worth going over 120 dex since the level 90 dagger is not exactly common, and adding 10 dex is not worth doing for the incredibly shitty Osfa armor.

madanthony


madanthony

PostPosted: Tue Jul 18, 2006 11:01 pm


The Assorted Debates of the Bandit
Coming sometime. lol
PostPosted: Tue Jul 18, 2006 11:01 pm


Useful Things to Know

The Backjump: Basically, the most useful advantage to having unrooted attacks. I'd hope every nut is capable of attacking a monster as they jump over it, but I feel the need to point out that that is a very useful thing to do. The backjump is attacking a monster as you jump backwards. Makes sense, yes? You'll probably figure this out on your own at some point. without me saying anything. Anyway, this works best on taller monsters, generally Coolie height and above. It's as easy as jumping away from the monster, turning around back toward it, and attacking in one fluid, fast motion. You have to get off the attack before you're too far away, even though too far away is probably a bit farther than you'd think. Savage Blow is weird like that. You won't need to use this much until you start encountering enemies you can't jump over, or large mobs of medium/large sized monsters.
Yetis, Gollems, Wild Cargos, Coolie mobs, and Drakes are all good examples of places you'll make use of the backjump.

...I forgot what else I wanted to put in this section.

madanthony


madanthony

PostPosted: Tue Jul 18, 2006 11:05 pm


Reserved for tidyness and/or potential use.
PostPosted: Tue Jul 18, 2006 11:07 pm


Reserved for tidyness and/or potential use.

madanthony


madanthony

PostPosted: Tue Jul 18, 2006 11:08 pm


Reserved for tidyness and/or potential use.
PostPosted: Tue Jul 18, 2006 11:10 pm


Reserved for tidyness and/or potential use.

madanthony


madanthony

PostPosted: Tue Jul 18, 2006 11:12 pm


Feel free to PM me or post questions, comments, and arguments.

If you find a hefty grammatical/spelling error or a math error with skill points, notify me via PM.
Reply
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