MapleStory Guides


Saturday, October 24, 2009

The Path of a Bishop [Extra: Horntail for Bishops] Credit to Pearlite




A continuation from Part I and II (Cleric & Priest Paths). I didn’t reserve enough posts >_<



Contents
Advancing to 4th Job
The Skills of a Bishop
Skill Builds
Training Spots
Quest Information
Extra: Horntail for Bishops

ADVANCING TO 4TH JOB

Pre-requisites: level 120, 3rd job *NOTHING ELSE*

1. Talk to Robeira (3rd job instructor) at El Nath to begin the quest. She will then ask you to find Gritto (4th job instructor) at Leafre: Forest of The Priest.
2. Keep talking to Gritto until you receive a quest to obtain 1 heroic star and 1 heroic pentagon.
* If you like to hunt, kill Manon and Griffey to get the star and pentagon. After obtaining the items, skip to step 6.
* Otherwise, if you are willing to spend 10m mesos, continue with step 3.
3. Go to Leafre and talk to Chief Tatamo. He will ask you for a special scroll namely Secret Letter of Spell.
4. Head over to Eos Tower 44th floor to buy the scroll from Vega for 10m mesos.
5. Give the scroll to Chief Tatamo and he will give you the star and pentagon.
6. Finally, give the 2 items to Gritto and he will advance you to 4th job. He will also reward you with Maple Warrior skill book (double click to put it into your skill window), 3 SP, and 5 AP.


Quote:
IMPORTANT NOTE

Tatamo's Suggestion quest (i.e. the quest from Chief Tatamo to exchange the Secret Letter of Spell with the heroic star and pentagon) will NOT appear if you are in possession of the heroic star and/or pentagon.


Congratulations! Now you are a bishop!

THE SKILLS OF A BISHOP
Maple Warrior

Level 1: MP -10, duration 30 sec, all stats +1%
Level 9: MP -20, duration 270 sec, all stats +5%
Level 10: MP -20, duration 300 sec, all stats +5%
Level 19: MP -40, duration 570 sec, all stats +10%
Level 20: MP -40, duration 600 sec, all stats +10%
Level 29: MP -??, duration ??? sec, all stats +15%
Level 30: MP -??, duration ??? sec, all stats +15%

Skill/mastery books:
Level 10: Available immediately upon advancing to 4th job
Level 20: Horntail
Level 30: Horntail (low drop rate)

Increases all BASE stats (STR, DEX, INT, and LUK). Also affects party members in its area range. Since it’s BASE stats, extra stats from equips are NOT affected and pure INT bishops obviously receive more extra INT from this skill. Maple warrior is also given to all other jobs, so you have a choice not to add it early but to request for it from your party members (but troublesome). It’s a good skill to boost your MA as it adds about 30 MA (which is equivalent to 6 levels of INT) at early 4th job with lvl 9/10 skill.

Although a bit troublesome, we can use maple warrior to temporarily equip armors/weapons requiring LUK higher than our total LUK without maple warrior. Interesting, isn’t it? It also means that normal LUK bishops can 'abuse' this advantage and have lower base LUK.

WARNING:
If you get dispelled when holding high pre-requisite stat weapon (i.e. your total LUK without MW isn't enough to wear the weapon), you might get DC-ed. So, if you are in mobs with dispel capability, you had better make sure that your total LUK without MW is enough to wear your weapon (not sure about other equips). When dispelled, my hero friend will get DC-ed if he wears his ribgol by 'abusing' extra DEX from MW. So, please be careful.



Big Bang

Level 1: MP -25, max attack power 160, mastery 35%
Level 15: MP -40, max attack power 300, mastery 55%
Level 30: MP -50, max attack power 450, mastery 80%

Skill/mastery books:
Level 10: Available immediately upon advancing to 4th job
Level 20: Dark Wyvern, Pianus
Level 30: Pianus

A new offensive spell, which although seems powerful, requires some charging to release reasonably high damage to the mobs. Damage without charging is pathetic. The amount of damage dealt depends on the charging duration and the longest charging time allowed is 1 second. Although big bang has gone through improvement twice, that we are now allowed to move around during the charging time, the charging won't be interrupted if we get hit by mobs, and the max charging time has been reduced from 3 to 1 sec, it's still not a good skill for training purpose. Big bang affects only up to 6 mobs and its area attack range is quite pathetic. I would say, it seems to have SR range.



Mana Reflection

Level 1: MP -26, duration 10 sec, 31% success rate, 55% of magic damage reflected back
Level 15: MP -40, duration 150 sec, 45% success rate, 125% of magic damage reflected back
Level 30: MP -45, duration 250 sec, 60% success rate, 200% of magic damage reflected back

Skill/mastery books:
Level 10: Available immediately upon advancing to 4th job
Level 20: Zakum, All Cornians, Pianus
Level 30: Pianus

Mana reflection returns back magic damage received from mobs at a certain success rate. Unlike power guard, it doesn’t reduce the damage received from mobs. We still receive the full damage even when it works. The reflected damage cannot exceed 20% of the mob’s max HP at one time.

Mana reflection is more useful for boss battles because you have no choice but to get hit by their magic damage often throughout the battle, e.g. zakum, horntail, papulatus, etc. The damage reflected should add up over a period of time to speed up the battle duration. However, for training, we would want to just avoid the magic attack from mobs as much as we can, wouldn’t we? Afterall, the damage that we suffer is still the same as if we don’t have mana reflection. Why would we stupidly increase the pot cost by hoping that the mobs will get hit by our successful mana reflection? Anyway, even during boss battles, the damage reflected is insignificant compared to what our attackers can dish out. Also remember that some of the magic attacks are reduced by our element resistance or invincible, so the damage reflected would also become small. Well, I would consider mana reflection as a junk skill =]



Infinity

Time required between skills: 10 mins

Level 10: duration 20 sec
Level 20: duration 30 sec
Level 30: duration 40 sec

Skill/mastery books:
Level 10: El Nath PQ
Level 20: Papulatus
Level 30: Zakum

A skill which allows us NOT to consume MP for the duration. Although it can only be used every 10 mins, it’s a good skill to be used along with genesis as it gives you few FREE genesis during the infinity period. When you get hit by mobs with magic guard ON, your MP will not reduce at all. So, it’s a pot-saver skill over a period of time. Take note that infinity only ‘protects’ your MP, but NOT your HP, so you will still have to watch for your HP. You won’t be immune to death, you know?

Besides training, infinity is also useful at boss battles since bosses hit us a lot throughout the battle duration and we have to activate magic guard most of the time. When we get hit by 1HP/1MP curse (e.g. zakum, papulatus), our MP won’t reduce to 1 during the infinity period but ONLY our HP. What a pot-saver skill, isn’t it? We just have to heal ourselves immediately (since we have more than enough MP to do so) or consume a HP pot (e.g. during stun period) when we get hit by that curse.

Anyway, some people think this skill is a junk since it only lasts for 40sec but the cool down is so long, so they don't really feel like adding this skill. The pots saved are insignificant for them. Well, it's up to our own preference, really.

Awakening

Level 1: MP -30, time required between skills 10 mins (removes seduce)
Level 3: MP -30, time required between skills 8 mins
Level 5: MP -30, time required between skills 6 mins
[Master level: 10, but level 6-10 are locked at the moment]

Skill book location: Available from Quest

A SOLO skill. ALL jobs are given this skill.

Awakening is used to remove seduce (even with lvl 1 skill) and also said to be able to remove zombify status (to be verified). It is typically used in horntail (seduce) and probably pink been (seduce, zombify). Dispel and holy shield can NOT remove/prevent those status. Higher skill lvl cures more abnormal status (to be verified).

Seduce:
- total disability (lose control of our character)
- random jumping
- walking left or right
- unable to pot
- can only cast awakening and chat

Bishops actually do not really need awakening in a normal horntail battle. For horntail, the max number of people who can get seduced is 11 alive people who enter the horntail cave FIRST [Credit: ku54n4gi for confirming it's 11]. Bishops ALWAYS get in last. So, I think you can guess what it means when a bishop gets seduced in horntail battle? Almost all attackers die and thus it'll be almost impossible to continue the battle.

Zombify:
- heal deals damage instead of recovering HP
- potion effectivess is halved, e.g. power elixir only recovers 50% HP/MP.
- attack is halved

There is another abnormal status called crazy skull which cannot be removed/prevented by dispel/holy shield, but unfortunately awakening lvl 5 can NOT remove that curse (tested).
Confusion (crazy skull): direction keys become opposite, e.g. left becomes right, up becomes down, and so on.



Holy Shield

Time required between skills: 2 mins

Level 10: MP -30, duration 20 sec
Level 20: MP -40, duration 30 sec
Level 30: MP -40, duration 40 sec

Skill/mastery books:
Level 10: Available immediately upon advancing to 4th job
Level 20: Skelegon, skelosaurus
Level 30: Manon

Holy shield is a convenient version of dispel because it prevents your party from being cursed, skill locked, slowed, blinded, and weakened for the skill’s duration. However, dispel is cast whenever the abnormal status appears, whereas we just have to leave holy shield to do the job for the skill’s duration. Although it allows us to ‘slack’ from the usual task in removing those abnormal status, it can only be casted every 2mins. We will have to use the old dispel skill again during the 80sec cool down period. It's not a bad skill. It can save our finger from getting cramp due to frequent dispelling, you see?

On a serious note, I personally find holy shield useful. Some uses of holy shield:

(1). Horntail
* For range party bishops
The BM and NLs have low HP (die on 2nd hit), so smooth healing (without the need to dispel every now and then) would be greatly appreciated.

* For seduce party bishops
A bishop who is assigned to chase a warrior main bait might 'murder' the warrior if he gets skill locked in the midst of the chasing, especially when leg and tail are not down yet. 1/1 attack is also a killer. Of course you can always use all cure pots for faster removal of skill lock, but holy shield would come in handy in this situation. You can quickly cast the skill when you realize your bait is running towards tail.

* Jump healing during leg stage
When you suffer weakness curse, you won't be able to jump. You will get stunned by the leg's stomp if you don't dispel fast enough. This would cause delayed healing (your attackers won't like it. lol). Also, sometimes range attackers are required to help hit the leg. They need to jump to avoid leg's stomp because most normally-HP-washed range attackers do not have enough HP to survive 1hit from the stomp (1hitKOed). So, the only way to avoid this death sentence is to jump at the right time when leg's stomp is coming. If they get weakness curse and you don't dispel fast enough? Good luck to them =]

* During mass seduce
If we are unlucky, we might get skill locked during mass seduce, which might be fatal if you don't dispel fast enough and continue healing. You might be late to heal low HP attackers (range attackers usually die on 2nd hit). Your seduced attackers might also get 1/1 attack when you are skill locked. Dispel has some lag time. If you are late to heal them, they will die too.


(2). Grandpa boss
This boss does 1/1 and skill lock often. If you have ever been there, you will know how irritating it is to keep dispelling every now and then.


(3). Zakum
It will be useful during arm stage. You just need to heal and leave holy shield to do the job for you.


(4). Pink been
Almost every magic attack from the statues is accompanied by either darkness or skill lock, so imagine yourself having to dispel every now and then without some help from holy shield



Holy shield does NOT prevent stun and dispel from mobs. Also note that holy shield actually has certain success rate although the skill description never mentions this. Lvl 10 and lvl 20 holy shield do not have 100% success rate yet, so sometimes we still have to dispel. Lvl 30 holy shield has 100% success rate. I'm not sure how the success rate progresses as the skill level gets higher.

Holy shield is not a priority to have since dispel would usually suffice.



Resurrection

Level 1: MP -85, time required between skills 57 mins
Level 10: MP -40, time required between skills 30 mins

Story book: Black Book (grim phantom watch, phantom watch, coolie zombie, thanatos)
Skill book: Available from Quest, which is activated from Story book

A skill to revive dead party members.

Things you need to know about resurrection (ALL tested. Don't worry ):
1. Restores dead party mate’s HP to full
2. MP remains the same as the amount before death
3. Buffs (e.g. magic guard, etc) are still ON when we die and they are still ON when revived. They will only be gone if we click ‘OK’ to be revived in town.
4. EXP lost upon death will NOT be recovered even after being resurrected.
5. Able to revive more than 1 dead party member at a time
6. Resurrection is considered used if you cast it when you are not in a party (so please be careful not to accidentally press it!), but you can spam revive as many times as you want as long as you are in a party (even if you are the only person) and there is no dead member in your revive range.
7. You can revive people while hanging on a rope/ladder. Use this to your advantage, e.g. to revive people dying on 2 different platforms!

Although mystic door actually can do similar thing with resurrection (it also can bring dead member back to the map), mystic door cannot be used at certain places. This makes resurrection very useful at places where door is disabled, especially at bosses like zakum, horntail. Of course the presence of long cool down time prevents this skill to be used as we like.

Bahamut

Pre-requisite: Summon dragon LV 15

Level 10: MP -40, duration 60 sec, basic attack 140, hits 3 mobs, 200% range
Level 20: MP -70, duration 110 sec, basic attack 180, hit 3 mobs, 200% range
Level 30: MP -100, duration 160 sec, basic attack 230, hit 3 mobs, 200% range

Skill/mastery books: Available from Quest

A much stronger version than our 3rd job summon dragon.

Unlike summon dragon, bahamut:
1. Attacks 3 mobs at a time (summon dragon only attacks 1)
2. Does HOLY attack (summon dragon does neutral damage)
3. Does NOT require summoning rocks (summon dragon needs 1 rock per cast)
4. Has smaller horizontal range
Surprisingly, summon dragon has larger horizontal range than bahamut.

Bahamut definitely does much more damage than summon dragon. Even lvl 30 summon dragon can't beat lvl 10 bahamut. The damage range of lvl 10 bahamut (140 base attack) on a NON HOLY weak only slightly loses to lvl 30 summon dragon (150 base attack). But then, since bahamut attacks 3 mobs at a time and you normally train at holy weak, it definitely wins summon dragon hands down.

There are some interesting things that bahamut can do. Bahamut still attacks the mobs even when we are sitting. When we climb a ladder/rope, bahamut can attack the mobs near the ladder/rope once before it ‘follows’ us up the rope/ladder. Similarly, it will attack the mobs above us when we jump down from the rope/ladder. If you are ‘stingy’ on pots, you can do this ‘trick’ if you want Of course bahamut won’t be able to attack mobs if we are just hanging on the rope/ladder.

Some possible usages of bahamut:
- for bishops with weak MA, bahamut can help at mong during early 4th job when the MA of the bishop is still too weak to spam. Bahamut helps in clearing mongs faster without using genesis. Mong can be the training place for the bishop while waiting to reach the proper lvl (and thus MA) to spam at other places.
- If the mob where the bishop is training dies with 1 genesis + 1 bahamut, he can summon bahamut during training. Bahamut makes sure the mobs surrounding the bishop die before they manage to shoot magic attack. It will save pots.
- help bishops solo bosses at higher lvl together with angel ray.



Angel Ray

Level 10: MP -16, basic attack 150, mastery 30%
Level 20: MP -24, basic attack 190, mastery 45%
Level 30: MP -25, basic attack 240, mastery 60%

Skill/mastery books:
Level 10: Zakum
Level 20: Skelegon, skelosaurus
Level 30: Papulatus

A much stronger version than holy arrow, which makes holy arrow completely replaced. If you notice, maxed angel ray has 10 more base attack compared to maxed bahamut, so you should expect good damage from angel ray.

Finally a single target skill which allows us to solo ‘small’ bosses much more effectively along with bahamut, e.g. papulatus (requires min. 10k damage to knock back). Angel ray is not that useful for daily training, so it isn’t a priority to have. Besides, the skill book can only be obtained from zakum, which might be difficult because there’s no guarantee that zakum will drop that book 100%. You can choose to buy SOK-ed angel ray though =]



Genesis

Level 1: MP -2100, basic attack 430, mastery 60%, 400% range, attacks up to 15 mobs
Level 10: MP -3000, basic attack 520, mastery 60%, 400% range, attacks up to 15 mobs
Level 15: MP -3500, basic attack 570, mastery 60%, 400% range, attacks up to 15 mobs
Level 20: MP -4000, basic attack 620, mastery 60%, 400% range, attacks up to 15 mobs
Level 30: MP -3500, basic attack 670, mastery 60%, 400% range, attacks up to 15 mobs

Skill/mastery books:
Level 10: Available from Quest
Level 20: Zakum
Level 30: Horntail

The main attack spell in 4th job. Its attack range covers almost our whole screen (including the section behind our stat bar) and it is capable of hitting up to 15 mobs at a time. When we are casting this skill, the only thing we can do is to consume pot (and manual loot. lol). We cannot cast any skills till genesis animation ends. So, please be careful! We MUST bring HP pots because we cannot heal at all till the animation ends.


Genesis planning
Spamming this skill would definitely speed up our training A LOT, BUT it will burn a big hole in our pocket if we anyhow add the SP and don’t plan beforehand. Remember that even level 1 genesis consumes a big chunk of 2100 MP, unlike our other offensive spells. Also, remember the crazy price hike of %pots like miso ramens, elixirs, and power elixirs? This price hike prevents us from spamming genesis without going broke easily.

So, it isn’t wise to aim for as high damage as possible from genesis by adding more SP into it blindly. Why? Look at this table:


* Genesis calculator: http://forums.asiasoftsea.net/showthread.php?t=134256 [Credit: nasuke]
* Concept taken from: http://forums.asiasoftsea.net/showthread.php?t=92715 [Credit: StarryNights]
* The required MA to 2hitKO gallopera almost every time are based on 23.3k minimum damage [assuming it heals up to 3 times, each 1.2k HP]



Firstly, you have to take note of your MA. Let's say you have 982MA.

Now look at the table. If you want to train at skele:
* Lvl 1 and 5 genesis are not enough to 2 hit KO 100% (require 1100 and 1040 MA, respectively).
* Lvl 10 genesis is already good enough to 2 hit KO 100% (require min 980 MA)
* It’s pointless to add genesis more than lvl 10 because your genesis totally cannot 1 hit KO skele (require 1295MA for lvl 30).

In this case, what’s the point of having more damage per hit by having higher genesis level if your genesis STILL 2 hit KO? Higher genesis level would only make you spam more MP pots. The min MA required to 1 hit KO is just too far away from your current MA anyway. You need to be of very high levels to be able to 1 hit KO skele most of the time.


Complementary skills for genesis
Infinity and maple warrior would be your good companions. I won’t re-explain what these skills are for [Refer to "The Skills of a Bishop" section].
SKILL BUILDS


Adding bishop skills is much more flexible compared to those for clerics and priests.

Why?
* How many SP to add into genesis and WHEN to add more SP very much depends on how good your MA is. Pure INT bishops obviously have great advantage over normal LUK bishops.
* Some skill book and mastery book are difficult to obtain
E.g. angel ray skill book (zakum), lvl 30 genesis (horntail).
* No guarantee to pass your mastery book within 1 or 2 attempts
What if you fail it? You can’t proceed to add more SP into that skill and you have to get the book again to retry.


Despite the flexibility, the first few skills to get would remain the same. Here’s how I categorize bishop skills:

Primary Skills
* Genesis
* Resurrection
* Maple warrior

Secondary Skills
* Bahamut
* Angel ray
* Infinity
* Holy shield
* Awakening

Rubbish Skill
* Big bang
* Mana reflection


NOTE
'RUBBISH SKILL' is obviously to be added last or you can choose not to add it at all. Skills which are categorized as ‘SECONDARY SKILS’ and put among the last are not recommended to be added early because they are not that useful. It’s better to have the ‘PRIMARY SKILLS’ first because they are the core skills for a bishop.


It’s recommended to PLAN on WHEN to add your primary skills, which very much depends on how good your MA is. The order of adding your SP might differ from other bishops.

HOW to plan? Below are some examples of skill planning for both pure INT and normal LUK bishops with different MA. You can use this ‘method’ to plan how you are going to add your skills.

Quote:
Q: Why don't I just provide a fixed skill order but give examples instead?

A: Well. If a bishop doesn't want to get bankrupt when he trains by spamming genesis, he does need to plan his own skill build, thus the need to predict his damage, thus all those damage tables in this thread. No choice. How many SP to add into genesis and when to start to spam genesis really depends on MA factor. You also have to consider the MP amount at that lvl. So, there's no fixed skill order for bishops (as you know, the best skill orders for clerics and priests are kinda fixed)
Let's asssume the following equip stats and TMA for pure INT and normal LUK bishops at lvl 120:



The terms low/medium/high MA are just my way of expressing different bishops with weaker and stronger MA. I know that each of us has different standard of 'high' and 'low' from others. So, don't come to me saying that the 'low' is too imba, the 'high' is too crappy, and so on. The table is just to help explaining the builds.

Build 1: Pure INT - Low MA


Genesis calculator: http://forums.asiasoftsea.net/showthread.php?t=134256 [Credit: nasuke]
Note: Please ignore the decimal points in TMA


120: 1 genesis, 1 resurrection, 1 MW..............[1 resurrection, 1 genesis]
121-122: 6 MW
123: 2 MW, 1 infinity.....................................[9 MW]
124: 2 infinity, save 1 SP for genesis..............[3 infinity]
125: save 3 SP for genesis
126: 7 SP to genesis.....................................[8 genesis]
127-131: 15 infinity
132: 2 infinity, 1 AR......................................[20 infinity]
133: 2 genesis, 1 AR.....................................[10 genesis]
134-142: 27 AR
143: 1 AR, 2 resurrection..............................[MAX AR]
144-145: 6 resurrection
146: 1 resurrection, 2 bahamut.....................[MAX resurrection]
147-155: 27 bahamut
156: 1 bahamut, 2 infinity.............................[MAX bahamut]
157-158: 6 infinity
159: 2 infinity, 1 SP......................................[MAX infinity]


Comments:
* For those of you who are impatient and wish to start spamming at skeles earlier, you can choose to add 3 more SP into genesis and start spamming at lvl 141. However, I can't guarantee that you will be able to break-even. From past experience, lvl 1-10 genesis should be earning/break-even with HB and twin coupon. Lvl 8 and below is a sure earn. So, you might want to just settle with genesis 10 and delay your spamming or try upgrading your equips to reach 980MA earlier. It's your choice.

* Please refer to post #9 for more detail explanation on the SP allocation.





Build 2: Pure INT - Medium MA


Genesis calculator: http://forums.asiasoftsea.net/showthread.php?t=134256 [Credit: nasuke]
Note: Please ignore the decimal points in TMA


120: 1 genesis, 1 resurrection, 1 MW................[1 resurrection, 1 genesis]
121-122: 6 MW
123: 2 MW, save 1 SP for genesis....................[9 MW]
124: save 3 SP for genesis
125: 5 SP to genesis, save 2 SP for genesis......[6 genesis]
126: 4 SP to genesis, 1 infinity.........................[10 genesis]
127-132: 18 infinity
133: 1 infinity, 2 AR........................................[20 infinity]
134-142: 27 AR
143: 1 AR, 2 resurrection................................[MAX AR]
144-145: 6 resurrection
146: 1 resurrection, 2 bahamut........................[MAX resurrection]
147-155: 27 bahamut
156: 1 bahamut, 2 SP.....................................[MAX bahamut]
157-158: 6 infinity
159: 2 infinity, 1 SP........................................[MAX infinity]

Build 3: Pure INT - High MA


Genesis calculator: http://forums.asiasoftsea.net/showthread.php?t=134256 [Credit: nasuke]
Note: Please ignore the decimal points in TMA


120: 1 genesis, 1 resurrection, 1 MW..............[1 resurrection, 1 genesis]
121-122: 6 MW
123: 2 MW, 1 infinity.....................................[9 MW]
124: 3 infinity
125: 2 infinity, save 1 SP for genesis..............[6 infinity]
126: 4 SP to genesis.....................................[5 genesis]
127-130: 12 infinity
131: 2 infinity, 1 AR......................................[20 infinity]
132-140: 27 AR
141: 2 AR, 1 resurrection..............................[MAX AR]
142-143: 6 resurrection
144: 2 resurrection, 1 bahamut......................[MAX resurrection]
145-153: 27 bahamut
154: 2 bahamut, 1 infinity..............................[MAX bahamut]
155-157: 9 infinity.........................................[MAX infinity]


Comments:
* Congratulations! You can keep low genesis lvl for the time being. Here are the advantages of such cheap genesis lvl at skele from my personal experience:
- You can spam without HB and still use miso ramen without much overhealing. No hassle of finding elixirs, unlike people with too high genesis lvl!
- Death risk is low even if you spam without HB
- You can break-even with only HB or only twin coupon
- It's a sure earn if you spam with HB and twin coupon

* Please refer to post #9 for more detail explanation on the SP allocation.





Build 4: Normal LUK - Low MA

Option 1: I'm not willing to endure imperfect 2hitKO at Ulu Estate II for too many levels

Genesis calculator: http://forums.asiasoftsea.net/showthread.php?t=134256 [Credit: nasuke]
Note: Please ignore the decimal points in TMA


120: 1 genesis, 1 resurrection, 1 bahamut.........[1 resurrection, 1 genesis]
121-129: 27 bahamut
130: 2 bahamut, 1 MW.....................................[MAX bahamut]
131-132: 6 MW
133: 2 MW, save 1 SP for genesis.....................[9 MW]
134: 4 SP to genesis........................................[5 genesis]
135-136: 6 infinity
137: 1 infinity, save 2 SP for genesis.................[7 infinity]
138: 5 SP to genesis........................................[10 genesis]
139-142: 12 infinity
143: 1 infinity, 2 resurrection............................[20 infinity]
144-145: 6 resurrection
146: 1 resurrection, 2 AR.................................[MAX resurrection]
147-155: 27 AR
156: 1 AR, 2 infinity.........................................[MAX AR]
157-158: 6 infinity
159: 2 infinity, 1 SP.........................................[MAX infinity]



Option 2: I'm willing to endure imperfect 2hitKO at Ulu Estate II for 12 levels

Genesis calculator: http://forums.asiasoftsea.net/showthread.php?t=134256 [Credit: nasuke]
Note: Please ignore the decimal points in TMA


120: 1 genesis, 1 resurrection, 1 MW...............[1 resurrection, 1 genesis]
121-122: 6 MW
123: 2 MW, 1 infinity.......................................[9 MW]
124: 1 infinity, save 2 SP for genesis................[2 infinity]
125: save 3 SP for genesis
126: 8 SP to genesis.......................................[9 genesis]
127-132: 18 infinity.........................................[20 infinity]
133-137: 15 AR
138: 1 genesis, 2 AR.......................................[10 genesis]
139-142: 12 AR
143: 1 AR, 2 resurrection.................................[MAX AR]
144-145: 6 resurrection
146: 1 resurrection, 2 bahamut........................[MAX resurrection]
147-155: 27 bahamut
156: 1 bahamut, 2 infinity................................[MAX bahamut]
157-158: 6 infinity
159: 2 infinity, 1 SP.........................................[MAX infinity]


Comments:
* For option 1, why max bahamut early?
After considering your MA, your genesis damage is too weak to spam at Ulu Estate II even at early 13x. If you notice, you can 100% 2hitKO at Ulu Estate II only at lvl 138 and you have to use genesis 10. Imagine what genesis lvl you would have to use if you want to 100% 2hitKO at Ulu Estate II much earlier?

So, for bishops with weak MA, bahamut can help at mong during early 4th job when the MA of the bishop is still too weak to spam. Mong can be the training place while waiting to reach the proper lvl (and thus MA) to spam at other places. Bahamut + SR/heal + occasional genesis is a good skill combo here if you don't wish to spam at mong. Bahamut helps in clearing mongs faster even without using genesis. If you wish to spam, your MA isn't enough to 100% 2hitKO mong, so bahamut would help killing those which haven't died yet. Anyway, you can still spam at Sky Nest 2 with lvl 1 genesis. So, it's pointless to add more into genesis that early.


* For option 1, what if I have MW9 and lvl 10 genesis at lvl 126 instead of adding bahamut?
If you see the table at option 2, at lvl 126, with 835MA and lvl 9 genesis, your genesis would only deal 21-27k to neutral mobs. You can only 100% 2hitKO veetrons, but not slygies yet. You would have to endure 12 levels of spamming imperfect 2hitKO at Ulu Estate II from lvl 126-138. Well, if you don't mind that, then go ahead with option 2.


* For option 1, why lvl 9 MW is not added BEFORE bahamut?
Although MW effect is quite obvious for skills with HIGH base attack like genesis, it doesn’t change the fact that you still can’t 2hitKO mongs at all at lvl 123 with genesis 1 (refer to table at option 2). So, adding bahamut as your extra damager would be a better choice to help killing those mongs which haven't died yet after 2 casts of genesis. For more MP gain upon lvl up, you can ask someone to MW you before you level up


* I wish to start spamming at Ulu Estate II earlier. Lvl 138 is too late. What should I do?
Try upgrading your equips so that you reach the MA required earlier. Adding more SP into genesis is not recommended. It will be very painful on your pot cost.


* For those of you who are impatient and wish to start spamming at skeles earlier, you can add genesis to 15 and start spamming at lvl 143. However, I can't guarantee that you will be able to break-even. From past experience, lvl 1-10 genesis should be earning/break-even with HB and twin coupon. Lvl 8 and below is a sure earn. So, you might want to just settle with genesis 10 and delay your spamming or try upgrading your equips to reach 980MA earlier. It's your choice.

Build 5: Normal LUK - Medium MA


Genesis calculator: http://forums.asiasoftsea.net/showthread.php?t=134256 [Credit: nasuke]
Note: Please ignore the decimal points in TMA


120: 1 genesis, 1 resurrection, 1 MW...............[1 resurrection, 1 genesis]
121-122: 6 MW
123: 2 MW, 1 infinity......................................[9 MW]
124: 3 infinity.......................................... ......[4 infinity]
125: save 3 SP for genesis
126: 6 SP to genesis......................................[7 genesis]
127-131: 15 infinity
132: 3 genesis........................................... ....[10 genesis]
133: 1 infinity, 2 AR.......................................[20 infinity]
134-142: 27 AR
143: 1 AR, 2 resurrection................................[MAX AR]
144-145: 6 resurrection
146: 1 resurrection, 2 bahamut.......................[MAX resurrection]
147-155: 27 bahamut
156: 1 bahamut, 2 infinity...............................[MAX bahamut]
157-158: 6 infinity
159: 2 infinity, 1 SP........................................[MAX infinity]


Comments:
* For those of you who are impatient and wish to start spamming at skeles earlier, you can add genesis to 13 and start spamming at lvl 141 like those pure INTs. However, I can't guarantee that you will be able to break-even. From past experience, lvl 1-10 genesis should be earning/break-even with HB and twin coupon. Lvl 8 and below is a sure earn. So, you might want to just settle with genesis 10 and delay your spamming or try upgrading your equips to reach 980MA earlier. It's your choice.

* Please refer to post #9 for more detail explanation on the SP allocation.




Build 6: Normal LUK - High MA


Genesis calculator: http://forums.asiasoftsea.net/showthread.php?t=134256 [Credit: nasuke]
Note: Please ignore the decimal points in TMA


120: 1 genesis, 1 resurrection, 1 MW...................[1 resurrection, 1 genesis]
121-122: 6 MW
123: 2 MW, 1 infinity..........................................[9 MW]
124: 3 infinity.......................................... ..........[4 infinity]
125: save 3 SP for genesis
126: 6 SP to genesis..........................................[7 genesis]
127-131: 15 infinity
132: 3 genesis........................................... .......[10 genesis]
133: 1 infinity, 2 AR...........................................[20 infinity]
134-142: 27 AR
143: 1 AR, 2 resurrection...................................[MAX AR]
144-145: 6 resurrection
146: 1 resurrection, 2 bahamut...........................[MAX resurrection]
147-155: 27 bahamut
156: 1 bahamut, 2 infinity..................................[MAX bahamut]
157-158: 6 infinity
159: 2 infinity, 1 SP...........................................[MAX infinity]


Comments:
* For those of you who are stingy and wish to keep genesis at lvl 5 like your pure INT counterpart in build 3, you can delay the starting levels by 6 for both Ulu Estate II and skele's (126 to 132 and 141 to 147). It's your choice, but I would say that you don't have to be that stingy. Lvl 8 is actually okay

* Please refer to post #9 for more detail explanation on the SP allocation.

Explanation for Skill Builds



1. Why is resurrection added at early 4th job? Why only 1 SP?
Resurrection is very useful especially in boss battles, e.g. zakum. A bishop in boss battles isn't perfect without resurrection. The reason why it’s only 1 SP is that even max resurrection still has a pathetic cool down time of 30 mins. Lvl 1 resurrection has 57 min cool down time. It’s 1 SP and you can already revive people, so there’s no need to max it so early especially because you haven’t got your main skills yet!


2. Why is MW only added till lvl 9 at early 4th job?
Lvl 9 lasts for 270 sec, while lvl 10 lasts for 300 sec. Both adds the same 5% extra stats. I don’t see a good reason to add it to lvl 10 for just 30 sec longer duration. Afterall, it takes more time to gain level at high levels, so the 1 SP is better to put somewhere else.

Lvl 20 mastery book can only be obtained from horntail. Every HT squad member has to queue for it and it also has the chance to FAIL. If you are joining a HT squad as a fixed member, imagine how long it will be before it's your turn to get and you pass the scrolling? I myself failed it once. For those of you who don't wish to commit yourself as a fixed HT squad member to queue for free MW20 and can afford buying it, you can go ahead getting MW to 19 (only slightly shorter duration compared to lvl 20) ASAP after you manage to pass it.

Getting MW19 at early 4th job should reduce the genesis lvl required to spam at Ulu Estate II/skele, thus lower pot cost. If you don't mind keeping the same genesis lvl as before getting MW19, you should be able to spam at Ulu Estate II/skele at earlier levels. If you already settle the genesis lvl for skele before passing the book, although it won't change the fact that you still 2hitKO skele, MW19 still benefits you in terms of MP gain upon lvl up and higher damage for your other attack skills.

As for MW30, it is confirmed that it is from horntail, but the drop rate is very low.


3. Why is infinity added early? Why lvl 20?
Infinity is a good skill to be used along with genesis spamming, so it will save your pots in the long run. Lvl 20 infinity lasts long enough (30sec), so it isn't necessary to max it so early. For those of you who feel that infinity is not that useful because of the 10 min cool down, you can ignore it and only add it much later. It's your choice


4. Why is AR maxed earlier than bahamut?
If you wish to solo some small bosses early, AR will help you more than bahamut because you can control how often you cast it. Bahamut's attack frequency is fixed. Its attack distance is also quite short, so you would have to adjust your distance every time you get knock-backed. For soloing papulatus, you would need both AR and bahamut. Otherwise, it would take a long time and it won't be friendly on your pot cost. Bahamut would also help you keep papulatus knock-backed, thus prevents it to run over you when you get stunned. Lvl 15x would be a decent lvl to solo it since your bahamut and AR damage should exceed 10k damage. You need min 10k damage to knock back papulatus.

Having maxed AR that early would also be good if you wish to join horntail at lvl 14x. You can use AR to solo hunt the manon cry needed for HT quest. You don't really need to rely on others to kill manon for you. Isn't it good?


5. Why is resurrection maxed at 14x?
Max resurrection is very useful for horntail battle. HT battle takes longer time compared to zakum (Normally 1.5-2 hours. Could be longer) and thus resurrection with shorter cool down time is more desirable. Bishops from lvl 14x onwards are normally accepted by HT organizers, so maxing resurrection would be a good way to prepare themselves. For those who don't wish to join HT as fixed member, they can opt to max it later.

SP Allocation at Higher Levels


Remaining skills mentioned in order of usefulness:
1. Max MW, max genesis [Equally important skills to get]
2. Holy shield
3. Awakening
4. Mana reflection, big bang


* From lvl 157/159 onwards, save 30 SP to get MW to lvl 19 and genesis to lvl 30. At early 17x, if you have good MA, you should be able to 1 hit KO skeles most of the time with MW19 and gene30. Some bishops can even 100% 1hitKO! Remember to take into account the 22MA boost from HT necklace and 1 nine spirit egg. However, you will definitely still need to do upgrades for all of your equips to aim this even if you are in category 'Build 3'. If you are in category 'Build 4', I'm sorry to say that you really need a massive upgrades Do check your MA and genesis damage with this calculator: http://forums.asiasoftsea.net/showthread.php?t=134256 [Credit: nasuke]

If let's say you are stuck with genesis 15 because you fail gene30 book, you should be able to survive with genesis 15 at skeles by summoning bahamut because 1 cast of gene15 + 1 cast from bahamut = skele KO-ed. This method should save your pots. By the way, as mentioned earlier, if you manage to pass MW20 book earlier, you should max it ASAP. As for MW30, well, the drop rate is very low even though it's also from horntail.


* Holy shield helps lessen our ‘burden’ of having to dispel again and again during boss runs (e.g. zakum, horntail). It is useful to allow smoother healing, especially for horntail. Anyway, dispel would usually suffice, which is why holy shield isn't added early.


* Awakening actually has not much use for now. It only has its use at horntail battle, but we bishops are always the last to get in the main cave, so we usually won't get seduced, which renders awakening kinda useless. You can add 1 SP into awakening if you want just in case your horntail battle almost fails but horntail can still be killed. Bishops would usually get seduced in this case. Anyway, there's no harm adding 1 SP into it since lvl 1 already can cure seduce. I myself have used it a few times in 'special' HT runs so far (read: bugged HT runs with many DCs -_-). As for awakening lvl 2-5, it might have its use at pink been battle. You might also want to save another 5 SP for lvl 6-10 awakening. Who knows you might need higher awakening lvl when new bosses are released in the future?


* Mana reflection should somehow help in adding extra damage passively over a period of time at boss runs. However, its effect is insignificant, so it's fine if you want to dump this skill. I myself have 0 SP in it until now.


* Big bang is also not really a good skill although it has gone through improvement twice. Its irritating charging time and pathetic area range make it less appealing. It's also fine if you don't add this skill. I added only 1 SP for fun =x

TRAINING SPOTS


A. POSSIBLE TRAINING LOCATIONS

All physical damages mentioned here are based on the damages on normal LUK bishops, such as me. My WDEF was 225 after bless when the testing was done unless otherwise stated. Pure INT bishops receive more physical damage due to their lower WDEF.



1. Sky Nest II - Leafre


Mobs: haf (LV 80, 27k HP, 850 EXP) and blood haf (LV 83, 30k HP, 1.1k EXP)
Touch and magic damages (max invincible, taken at 500+ WDEF):
- Haf: 400+, with ability to cast darkness curse
- Blood haf: 500+, with ability to cast weakness curse

This place gives decent EXP for early 12x [30%/hr with 2x at lvl 122 - Credit: Lilnet]. You just need lvl 1 genesis to 100% 2hitKO both mobs even if you are a bishop in category 'Build 4'. Stand at the platform marked by the yellow dot (see picture above) and you should be able to kill most of the mobs. There are some moles popping out at some platforms, so please be careful. HP pots would come in handy during emergency when you get stunned by them.



2. The Area of Black Kentaurus - Leafre


Mobs: dark kentaurus (LV 88, 37k HP, 1.6k EXP)
Touch damage: 800-900 (max invincible)
Magic damage: 1.1-1.2k (non elemental - non physical magic damage)
Attribute: holy weak

The mobs are more suitable for early 12x bishops with lvl 1 genesis as their genesis should be able to 100% 2 hit KO dark kentaurus. Like Sky Nest II, there are some moles popping out at some platforms, so please be careful. It's recommended to bring some HP pots with you for emergency purpose. Anyway, this map won't be good if you care to loot the drops.



3. Entrance to the Spooky World - Malaysia

Mobs: gallopera (LV 94, 43k HP, 2.5k EXP)
Touch damage: 750-800 (max invincible, taken at 578 WDEF)
Magic damage: 200+ (max invincible, taken at 578 WDEF)
Special effect: heals itself for 1-1.3kHP if you can't 1hitKO, which affects many other galloperas around the area (multiple healing)
Attribute: holy weak

This map is a suitable genesis spamming spot as soon as you turn into bishop since the MA required is low even with lvl 1 genesis. By the time you can 2hitKO skele, you can 1hitKO gallopera. Frankly, with this map, there's no need to bother about Ulu II anymore because these mobs would give you better EXP. However, I would suggest that you still be flexible with your skill build to cater for training at Ulu II too (Just FYI, Ulu II needs higher genesis lvl because the mobs are neutral). This gallopera map is more popular than Ulu II. Besides the better EXP, they also drop a lot of power elixirs, allowing you to fund your spamming. You can train and farm at the same time!

Do note about their mass healing capability. It heals 1-1.29k HP each time, so you need slightly higher minimum damage to 100% 2hitKO than normal scenario with no healing.

Ignore the white texts below. These observations are based on its old healing amount, which was 3-3.9k HP each time. I'm keeping this just in case they change back the healing again (thus giving me more work to redo the whole thing -_-')
Here are some feedbacks from some 2hitKO bishops (Well. I can't test it by myself x_x):

[quote=JeaSern;9603869]I realised that bahamut helps at gallop area for those who nids more than 2 hits xD

With my current 821 ma and lvl 10 gene,i can 2 hit almost every time adi lol[quote]

[quote=MilkOilStick;9605000]erm.. im dealing with 32-39k dmg at that period, then if u have bahamut basic (lvl 10) which deals abt 10k 3 mob, u can clear away 3 sets of healing basically giving more % of 2hits.

Method if no bahamut
ignore my gen->tele->gen (its my weird habits), but juz to share wad i meant was i gen maybe 7-8 mob, and let them heal up (almost instantly), then move them to a more crowded which is 1 tele space (1/4 screen) away to 10-12 of them then genosis again, the first 7-8 mob which already got dmg and healed will die, leaving the remaining + the new respawn mob.

finally report

895ma gen 1
850ma gen 5 - safely 2hit with approx 0-2 survived *tested*
805ma gen 10
so on and so forth[quote]



4. Ulu Estate II - Singapore


Mobs: veetron (LV 90, 42k HP, 1.9k EXP) and slygie (LV 95, 49k HP, 2.5k EXP)
Touch damage (max invincible): 900+ (veetron), 1k+ (slygie)
Magic damage:
- Veetron: 1.2k (non physical, non elemental)
- Slygie: 1k+ (max invincible)

The map consists of 2 long lanes. Just stand on the bottom platform to genesis. You can easily hit many mobs at the same time. As for party combination, I believe partying with another ulti spammer would be good, with each person taking half of the map. However, soloing the whole map is also fine and very commonly seen.



5. Red Wyvern Nest - Leafre


Mobs: Red wyvern (LV 97, 53k HP, 2.5k EXP)
Touch damage: 1.1k (max invincible, taken at 225 WDEF)
2 types of magic attacks:
- Flamethrower: 800-850 damage (max ER, taken at 980+ MDEF)
- Gust attack: 1.6-1.7k damage (non elemental, non physical, taken at 980+ MDEF).

Red Wyvern Nest is not a bad map for genesis training. Since the 2 effective genesis spots are not on safe spots, you will get hit often if you can’t kill them in 1 hit. Not advisable to train here if your genesis 3 hit KO (or more). It's recommended to party an attacker to clear the bottom-most lane (while you genesis the top 3 lanes) instead of soloing the whole map by yourself.



6. Encounter with Buddha - Zipangu


Mobs: monglong ghosts (LV 100, 68k HP, 3.2k EXP)
Touch and magic damages: 1.2-1.3k (max invincible)
Attribute: holy weak

Genesis is effective here due to mong’s excellent spawn. You can get a lurer (effective lurer: priest) to lure the mongs for you or you self lure then genesis them to death. If you aren't willing to spam here, your old SR-heal method is good enough if you have bahamut to aid you. Summon bahamut all the time as it really speeds up non-spamming training.

Be careful of black crow though. He spawns every 20+ hours and deals 5.6k+ touch/magic damage with max invincible.



7. The Burning Forest - Leafre


Mobs: green cornians (LV 100, 56k HP, 3k EXP) and dark cornians (LV 105, 67k HP, 3.7k EXP)
Normal touch and magic damages: 1.3-1.4k (max invincible)
Touch and magic damage when WA up: 1.7-1.9k (max invincible)
Poison: -150 HP/sec (max ER)

You can genesis the top 3 platforms at a time by standing on the middle platform. Recommended to party a fast attacker to clear the cornians at the bottom-most lane so you won’t have to keep on jumping down to clear them by yourself when the spawn on top drops. A high lvl night lord would be good (tested =D). Besides meso up, you enjoy travelling at maxed speed too



8. Destroyed Dragon Nest, Mini dungeon: Newtie Protection Area - Leafre


Mobs: Jr newtie (LV 105, 68k HP, 3.8k EXP)
Normal touch damage (max invincible): 1.3-1.4k (jr newtie), 1.7-1.8k (nest golem)
Magic damage (max invincible): 1.3-1.4k (jr newtie), 1.9-2k (nest golem)

You can choose to solo the top few platforms continuously without bothering about the bottom platform because the spawn rate on top is not affected by that at the bottom. Not recommended to solo here if your genesis cannot 1-2 hit KO as the EXP gain won't be good and you will burn a lot of pots (jr newties automatically launch their magic at you even if you don't provoke them ).

Note: I haven't tried spamming at the hidden map, so I'm not sure whether the spawn rate there is better than Destroyed Dragon Nest.

9. Centre of Ulu City - Singapore


Mobs: petrifighter (LV 110, 80k HP, 4.55k EXP)
Touch and magic damages: 1.8k (max invincible, observed at 33x WDEF)

The map consists of multiple platforms which are close to each other, making it very suitable for genesis spamming. Petrifighters have wide posture, so you will always get hit when you try to tele past them. Their fast spawn, coupled with the aforementioned wide posture, makes it hard to loot without burning pots. If you have a pet, try to OFF magic guard while looting to reduce pot cost. If you don't have a pet, ON your magic guard and try to loot as fast as you can (Hint: haste would be good for you). Looting without pet and without magic guard is not only very slow, but also risky. It's not advisable to train here if your genesis can't 2-3 hit KO since their magic attack is almost immediate the moment you provoke them. The fast spawn also makes you bump into them often.

From my experience, if your genesis 3 hit KO, you definitely need both HB and twin coupon to cover your pot cost. Without item drops, you won't be able to break-even although you have both HB and twin coupon.



10. Along the Ulu City - Singapore


Mobs: montrecer (LV 105, 62k HP, 3.85k EXP) and petrifighter (LV 110, 80k HP, 4.55k EXP)
Touch and magic damages (max invincible): 1.3k (montrecer), 1.8k (petrifighter)
Special effect (montrecer): possibility of stunning

It's not only an excellent map for genesis spamming due to abundant spawn, but also a very-easy-to-loot map if you are equipped with pet because you can just switch between upper and lower lanes to genesis away while letting your pet walk around looting those drops. Best party combination would be 2 spammers each taking half of the bottom part of the map and 1 fast attacker taking top part. Not recommended to train here if your genesis 3 hit KO or more because it would be very painful. Furthermore, montrecers most likely will stun if you don't kill them fast enough.



11. Peak of the Big Nest - Leafre


Mobs: nest golem (LV 110, 80k HP, 4.45k EXP), skelegon (LV 110, 80k HP, 4.5k EXP), skelosaurus (LV 113, 85k HP, 4.75k EXP)
Touch damages (max invincible):
- Skeles: 1.5-1.6k+ (normal mode) and 1.9-2.1k+ (angry/provoked mode)
- Nest golem: 1.7-1.8k
Magic damages:
- Skeles (non elemental, non physical): 2.9-3.2k+, ER and invincible do NOT work
- Nest golem (max invincible): 1.9-2k, physical

From what I observe, this map is only good for solo spamming. If you train with another spammer, you won't have enough spawn.



12. The Dragon Nest Left Behind, Mini dungeon: Revived Memory - Leafre


Mobs: skelegons (LV 110, 80k HP, 4.5k EXP) and skelosaurus (LV 113, 85k HP, 4.75k EXP)
Touch damages: 1.5-1.6k+ in normal mode and 1.9-2.1k+ in angry mode (max invincible)
Magic damage: 3.1-3.2k+ (non elemental, non physical, taken at 980+ MDEF)
Attribute: holy weak

They are excellent places for genesis spamming. The hidden map's layout is almost similar to The Dragon Nest Left Behind, but the spawn is much better. In fact, Revived Memory is the best spamming map ever released so far. 2 genesis-spamming bishops is an excellent party combination with one bishop taking top 2 platforms and the other taking bottom 2 platforms. You can also party 1 non spammer taking the bottom platform.

This map becomes a place with high death rate when you spam without HB due to their 3k+ magic damage, so please start to watch your MP amount when it drops to less than half bar. Bishops with high lvl genesis would have to be more careful on WHEN to pot. Example: don’t be too ‘happy’ with 5k MP left if your genesis is lvl 20. Without HB, casting another genesis without potting first and 1k MP left would just send you to town if skele’s laser hits you.

It’s not advisable to spam genesis at these mobs if your genesis cannot take them down within 2 hits because you will get shot more with their 3k beam and thus you will definitely lose LOTS of meso. 2 genesis casts normally don’t allow enough time for them to shoot you with their deadly 3k laser beam.



13. The Destroyed Park I, The Destroyed Park II, Mini dungeon: Long Kiss Duku Good Night - Singapore


Mobs: duku (LV 115, 90k HP, 5k EXP) and some slygie (LV 95, 49k HP, 2.5k EXP)
Touch and magic damages (max invincible, observed at 33x WDEF): 1k+ (slygie), 1.5-1.6k (duku)
Special effect (duku): possibility of stunning

The 3-lane sections on the left and right sides are perfect for ulti spammers. The middle lane of the 3-lane sections are perfect not only because they are the places where you stand while you are genesis-ing, but also because slygies spawn there. Slygies deal less damage than dukus and they can't stun, so they are more friendly on your pot cost. Top-most lane can be assigned to a fast non ulti spammer.



Mobs: duku (LV 115, 90k HP, 5k EXP)
Touch and magic damage: 1.5-1.6k (max invincible, observed at 33x WDEF)
Special effect: possibility of stunning

There can be a few attackers training here with you taking one of the sections.

It is not recommended to spam genesis at dukus if your genesis cannot 2-3 hit KO. Their stun wastes a lot of time and makes you spam pots.

B. NOTES


1. How to reduce/cope with meso loss in genesis spamming
* Infinity
Use infinity every 10 mins along with genesis to save pots in the long run. Maxed infinity (40 sec) allows you to spam at least 10 casts of FREE genesis, which is equivalent to 30k MP saved for lvl 10 genesis! Why not?

* HB is your friend
You can either use your own HB mule (use 2 PCs) or party a solo DK. 60% extra MP allows a few more genesis to be cast. It’s always good to have high MP because afterall, high MP cost is what prevents people from spamming genesis like no tomorrow.

* Twin coupon
Well. More meso and drops to cover genesis cost. Obvious.

* Alternate between genesis training and meso farming.
Well. At least you will have the meso to burn for your next genesis spamming if you do so.

* Selling spamming service
Let someone leech from your spamming with a certain fee, which can be in the form of pots or meso. He AFK while gaining very fast exp and your pot cost is partly/all covered. Win-win situation Normally your EXP gain will not be affected much since the lvl of the leecher is way lower than your lvl.


2. Importance of HP pots
As I mentioned earlier, we cannot cast any skills when we cast genesis till genesis animation ends. Thus, we obviously cannot heal ourselves or teleport away to avoid damage during the period. We can ONLY pot (and loot, but not important here =.=). If you get hit when you cast genesis and your HP drops to half bar or less, immediately eat a HP pot. Don’t be stingy! I normally use unagis (1k HP) when I train at skelegons (skele drop unagis anyway).


3. Where to spam genesis for my level
This very much depends on your genesis damage per cast, which strongly depends on your MA. Generally, it’s not advisable to spam genesis at high damage mobs (i.e. require magic guard) like skelegons if you can’t 2 hit KO them most of the time because it will be VERY painful on your pot cost. As a rough guideline, train at places where you can 1-2hitKO the mobs most of the time

Again, you can refer to this table as a rough guide:



4. Genesis calculator
You can download the damage calculator in this thread to predict your genesis damage:
http://forums.asiasoftsea.net/showthread.php?t=134256
[Magician Calculator – Credit: nasuke]

You just need to put in your stats and genesis level into the worksheet and tadaa…you get what you need Don't keep asking me next time, ok?

QUEST INFORMATION


Infinity

Skill book: drop from mobs in El Nath PQ

El Nath PQ is actually a quest for 4th job warriors to complete Stance Quest. Party a 4th job warrior who has not completed the quest and let him bring you inside El Nath PQ arena. The 'entrance' to El Nath PQ is from the 3rd job instructor house on top of El Nath. You don't have to do any pre-requisite quests to be able to go inside the arena.

Things to take note:
1. The party leader MUST be a 4th job warrior who has not completed Stance Quest.
2. All people in the party MUST be 4th job.
3. You don’t need to have a party of 6 to enter the arena.
4. Recommended to have at least one person who are capable of doing ulti spells (genesis, meteor, or blizzard), but it’s better to have two at least because ultis have lag time and you might not succeed in protecting Tylus for the time limit with only one person spamming ulti.

Your task is to protect Tylus from a huge bunch of incoming crimson balrogs, jr balrogs, and lycans. His HP bar will be shown and you cannot heal his HP. You are required to protect him for 5 mins from those mobs. The timer starts at 8 mins but the spawn will end at 3 mins. Infinity skill book may drop from one of the mobs besides some other skill books (Thief’s Showdown and Archer’s Dragon Pulse ). If Tylus ‘dies’ (0 HP), you fail the quest and you will be ‘kicked’ back to El Nath town. You can enter the arena again and again till all members in your party get their skill books. Only the warrior would benefit from successful completion of the quest.

This image has been resized. Click this bar to view the full image. The original image is sized 640x480.

[SS credit: theMegamovie]



Resurrection

Please refer to this thread for the details:
http://forums.asiasoftsea.net/showthread.php?t=203875
[Credit: waiwaisan]

Additional comment:
Besides coolie zombie, grims, and thanatos, black book is also dropped by phantom watch. The 2 black books that I ever got were from grims and phantom watch.



Bahamut

Talk to Raul the Knight at Wyvern Canyon at Leafre to initiate the quest. Collect dragon hearts from red, blue, or dark wyverns to increase the level cap of bahamut.

Lv10: 20 Dragon hearts
Lv15: 25 Dragon hearts
Lv20: 30 Dragon hearts
Lv25: 35 Dragon hearts
Lv30: 40 Dragon hearts
* Total : 150 Dragon hearts

Since the drop rate of dragon hearts is low and wyverns are not undeads, it will be difficult for us to collect the hearts fast without spamming lots of pots. It’s possible to OFF magic guard and use SR-heal method to kill them but this will take forever. You can do the quest at Red Wyvern Nest. It will be hard to kill them even with genesis (still weak and it takes more than 2 hits to KO), so you might want to get help from your friends.

Do remember to keep 10 tough dragon skins for genesis quest if you haven’t done it.

Genesis

Quote:
WARNING
Make sure you complete all steps 1, 2, and 3 before attempting horntail quest. You will NOT be able to see life's root if you have not been asked to find it by Shammos. Sorry, no shortcut
1. Complete Shammos’ Past quest
* Talk to Robeira at 3rd job instructor house at El Nath
* Go to Librarian Wiz at Korean Folk Town library as instructed by Robeira. The librarian will give you a book and ask you to pass it to Grendel.
* Talk to the NPCs in the following sequence:
Grendel (Elinia) --> Shammos (El Nath 3rd job instructor house) --> Grendel --> Shammos --> Robeira --> Shammos
At this point of time, Shammos finally gives you genesis quest. He will ask you to find Life’s Root, which can only be obtained from one of the mobs at Horntail Quest.


2. Do Finding Moira quest
* Talk to Chief Tatamo at Leafre
* Find Moira at Cave of Life – Entrance and you will be able to activate Secret Medicine of Transformation quest


3. Secret Medicine of Transformation quest
Collect:
* 1 cornian’s marrow (green cornians)
* 1 skull shoulder pad (dark cornians)
* 1 manon's cry (manon)
* 10 tough dragon skins (any wyvern)
* 1 busted dagger (dark cornians)
Find Mos (the weapon upgrader) at Leafre town to make a new dagger called cornian's dagger by fusing busted dagger with 1 mithril plate and 1 steel plate.



Form a party of 6 (MUST be 6) and gather at Cave of Life – Entrance next to Moira. All members must have activated the secret medicine quest and collected all items required to make the medicine.


Complete the Secret Medicine of Transformation quest (= submit all items to Moira) ONLY when all 6 members are ready to do the Horntail quest.
WARNING:
You will immediately transform into a green cornian once you complete the quest, so don’t complete the medicine quest if you are not ready. Any skills are disabled when you are in the form of a cornian. You also can’t wait there for very long time in the form of cornian because the medicine has a timer. The effect will disappear once you go out of the map and you will have to redo the quest (recollect all those items).


When all 6 members transform into green cornians, jump down. The guard will recognize you as cornians and let you inside Cave of Life – Cave Entrance. Don’t ever go out of this map if you haven’t got your Life’s Root unless you want to redo the secret medicine quest.
NOTE:
If you jump down without transforming into cornians (still in human form), the cornian guard will kick you to the previous map: Peak of Big Nest. You will also receive damage of 500 HP [Credit: killersoul].



Horntail Quest

Credits:
* theMegamovie for the steps [http://forums.asiasoftsea.net/showpo...1&postcount=3]
* orgate/UchihaXuan and blurboy/babymilo92 for SS-es

EDITS in red


HornTail Party Quest : Stage 1 (Room Of Maze)
1. Upon entering the map, kill the Cornians to obtain 5 Keys.
2. Appoint 1 Member to wait outside. He or she must not have possession of a Key.
3. Other Members with the Keys will proceed into the Portal at the top Left corner.





HornTail Party Quest : Stage 2, 3 and 4 (2nd Room of Maze, 3rd Room of Maze, 4th Room of Maze)
1. 1 Member will complete the Jump Quest to get to the other end.
2. Other Members will jump down to kill the monsters (red/blue/dark wyverns) and obtain a Key, then complete the Jump Quest.
3. The Key must be dropped at the Shining Spot next to the Portal, it will then be sent to the first map (Room of Maze).
4. The Member who was left at Stage 1 Step 2 must now retrieve the Key from the tree in the middle and talk to the NPC found directly below.

*Repeat this for Stages 2, 3 and 4.


[SS credit: blurboy. Added texts]


[SS credit: blurboy. Added texts]



HornTail Party Quest : Stage 5 (5th Room of Maze)
1. 1 Member will complete the Jump Quest to get to the other end.
2. Other Members will jump down to kill the monsters (skelegons, skelosaurus) and obtain a Key, then complete the Jump Quest.
3. The Key must be passed to the Party Leader, and he/she will proceed through the Portal.



HornTail Party Quest : Stage 6
1. The 5 members will be teleported back to the first map, Room of Maze.
2. By talking to the "HornTail's Schedule" NPC, all Members will be teleported to the "Cave of Choice" Map.
3. The Party Leader must hit the globe from either the left or the right direction, then proceed into the Portal.
4. Depending on which side you strike, you will be sent to either "The Cave of Light" or "The Cave of Darkness".





HornTail Party Quest : Stage 7
1. In either "The Cave of Light" or "The Cave of Darkness", kill the Monsters (skelegons and skelosaurus at Cave of Light, nest golems and jr. newties at Cave of Darkness) to obtain 6 Keys.
2. All 6 Keys must be passed to the Party Leader.
3. The Party Leader will then climb over the high wall and talk to the NPC.
4. All Members will then kill the remaining Monsters.
5. When all the Monsters are killed, the Party Leader will talk to the NPC.
6. You will then be teleported to the Entrance to HornTail Map.
7. Wait there till other Parties have completed the Quest.


At every stage, the monsters you kill have a chance to drop Life's Root. Look out for them. Once every Bishop in your party gets Life's Root, you can proceed out. The next stage after this is the Horntail fight (head) itself, which you would not want to do.


Quote:
NOTES

* Any job can be the person waiting at Room of Maze to open the next rooms of maze for his party. You guys just have to take turn going in. You can repeat the quest from stage 1 again and again till you all get what you need. So, cooperation is needed to help each other. Normally you won't get what you need within one attempt. My party and I needed to go in a few times.

* Remember not to go out to Moira's map if you haven't got your root, so you won't have to redo the medicine quest. Even if you DC or log out inside, you will only be kicked to the first map (the map before Room of Maze, which is still inside the cave). The timer on top will reset the moment your party decides to 'give up' the quest.


5. After you have obtained Life's Root, go back to Shammos to get your genesis skill.



Here's a Horntail Quest video that I manage to find. Hope it can give you an overview. Take note that the tough dragon skins are obtained from wyverns of any color (and drakes [Credit: niaoniao89]).






Awakening

Credit: Fiel's 4th Job Skill Table (with changes)


1. Talk to Chief Tatamo in Leafre town to begin the quest. He will ask you to talk to Carta the Sea Witch.

2. Head to Deep Sea Gorge I (Aqua Road Dungeon), enter Carta's Cave, and talk to Carta the Sea Witch

3. Talk to Carta again to receive the quest 'Piece of Will'. She will ask you to collect 40 pieces of courage in a special map. There should be another option in the Carta's dialog box when you talk to her again. Select this new option (it should be the bottom one) to enter Distorted Dimension. You can enter either with party or alone (i.e. create party with only you alone inside). You will lose a Miniature Pianus every time you enter the map.

4. Inside the map you will find 3 types of monsters: bone fish, shark (It's the one which can dispel. Beware!), and goby. Every monster you kill inside the map has a chance to drop the piece of courage. You only have 5 mins to collect as many pieces as you can.
Tips: Do the quest during 2x drop rate event. From my experience, you should need about 3 miniature pianus to collect all 40 pieces if you solo the map during 2x drop rate event. Just a comparison, I only got 4 and 5 pieces during normal drop rate period but I got 12 and 18 pieces during 2x drop rate event (Note: No twin coupon). Big difference, isn't it?

5. After you exit the map, talk to Carta again.

6. Keep talking to her until you receive another quest 'Carta's Old Bracelet'.

7. Now head to Eurek The Alchemist (Tips: El Nath is nearby). He'll ask you to collect:
- Ragged Wristband (hunt from Griffey)
- 10 Mithril plates

8. Give the ragged wristband and the 10 Mithril plates to Eurek and he will give you a Mithril Wristband.

9. Head back to Deep Sea Gorge I and talk to Carta to finish the quest. She will give you the potion 'Firm Hand 1'. Drink the potion to acquire the skill.

EXTRA: HORNTAIL FOR BISHOPS



Basic requirements


- Min 4k HP after HB for non tankers (melee and range parties). Min 4.8k HP and >20k MP after HB for tankers (seduce party).
With 4k or above, when you are too slow to press your magic guard after mass dispel during mid head, you should survive the magic attack with full HB-ed HP (i.e. your DK reacts faster to rebuff compared to you). It's also safer for you to go with >4k HP if you have to tank the leg to chase a new bait (usually for melee bishop). For tanker bishops with HP and MP very close to the min requirements, please make sure that HP and MP are always at full bars when tanking the tail.

- Max ressurection.
Please max this. You may have to use this more than once. I ever used it for 3 times in one battle.

- Max invincible, max element resistance, and max dispel. Having holy shield would be good, but optional.

- Awakening is optional.
You won't ever use this skill at all unless your HT run is failing and your squad is left with very few people that the bishops get mass-seduced along with attackers. However, it's more advisable to add 1 SP, just in case.

- AutoMP pot is optional
Having autoMP pot would help. You would hardly have to manually press your pot button unless you are tanking leg/tail. If you find it hard to cope with your tasks or stay alive, it is recommended to get autoMP. Anyway, I don't use it.

For autoMP setting, setting the MP alert around 20% would be good enough: safe + cost efficient Just make sure that the autopot would work when you are left with around 4-6k MP.

When using a bishop char with autoMP, I use the same setting all the way from the start till HT is killed. This setting makes sure that you won't over-pot unnecessarily. Some people recommend tanker bishops to set the MP alert to at least 60% till tail is down, though. It should be safe, but it is really wasteful at the same time. For tanker role, I set MP alert at 15-20% (Note: the bishop I used had 5k HP and 26k MP with HB) from the start and I just manually pot when I was chasing the bait across the leg/tail. You can set it higher if you are afraid, though (and reduce it back after leg and tail are gone).




Damages to expect


- Leg's touch damage = 7-9k+ with max invincible

- Magic during leg = 5.6k with max invincible from leg's stomp if I didn't see wrongly (let's just assume 6k)

- Tail's touch damage = 22-23k with max invincible (let's assume 23k)
.....Original damage before invincible = 10/7 * 23k = 32857 (See! That's why invincible is very important!)

.....HP required to tank tail = 70% (invincible) * 20% (damage to HP) * 32857 >4599
......: That's why HT organizers put minimum HP for tanker bs to be at least 4.7k.

.....MP required to tank tail = 70% (invincible)* 80% (damage to MP) * 32857 >18399
......: Make it minimum 20k to be safer.

- Magic during tail = not sure, but we are usually get hit by falling rock damage (2k) because we are supposed to stand behind the rope while healing and hug the wall.

- Magic during other stages = 2.5k-4k, but it should be less than 4k.

- Falling rock at the sides of the map = 2k

- Touch damage for HT heads = should be >20k raw damage without invincible
Anyway, it's not important to know. Bumping into HT heads shouldn't happen because you shouldn't stand too close to the head. If you happen to bang the head, most likely you will die anyway because when that happens, it's usually because you don't pay attention. We don't keep high HP/MP all the time at HT, you see? I only pot when my MP is left 4-6k (except when tanking leg/tail).




Potion usage


Recommended pots to be used: mushroom miso ramens (MMR) or ginger ales, elixirs, power elixirs (PE). Tanker bishops are to bring some all cure pots and PEs.

Amount to bring: 500 MMR/ales should be more than sufficient for 2 hour battle duration. For first timers, you might want to bring more because first timers tend to press pots earlier and also more often because of fear of dying.

I normally use either only MMR or ginger ales from the start till the end. I use elixirs only for emergency purpose, e.g. when I suddenly have to chase a new bait in my melee party and tank the leg because the main bait dies. Using MMR/ales will be a waste because I can't leave too little MP to maximize the MP recovery from MMR/ales. Some people use elixirs all the way but I'm too lazy to find cheap elixirs. PEs are usually used only when tanking tail.

For my case, amount of pots to be consumed is always less than 200 MMR/ales for 2hr battle (1-2hrs is a normal duration for HT). I usually bring 800 MMR/ales for 2 runs. There are always a lot of leftovers, but it's better bring more just in case it takes longer due to some unexpected problems, e.g. many main attackers DC-ed, which ever happened before. The HT became 3 hr long x_x

During leg/tail stage (except while tanking leg/tail), I usually pot when my MP is left about 5-6k. At other stages, I pot when my MP is left 4k or sometimes less. This 'stingy' potting hasn't killed me before, so it should be okay for you too. lol. For first timers, it's better to pot at higher MP because you are not familiar with HT yet. First timers tend to pot at half MP especially during leg and tail stages, so you might want to use elixirs during these stages.




Things to take note


- Revive
Do not anyhow revive dead people. Wait for instruction. The person in-charge might have to combine a few dead people in the same party and let you revive them at the same time (if possible). Dead people have about 8-10min before they are sent back to town. You might also have to cooperate with your DK or shadower when reviving because the dead person might need HB/smoke shell and will die if he gets hit by magic attack after being revived without HB (usually range attacker or mage char with no MP left when they die). Always revive right after a magic attack if you are reviving non warrior classes. Don't anyhow revive any time you wish. They might die again after being revived if you revive them at the wrong time.

- Bless
Please remove your bless key to prevent accidental casting. Your attackers might be using avoid ticket or accuracy ticket. Bless will overwrite the extra stats given by the tickets.

- HS
During tail, hug the wall before you cast HS to avoid touching the tail during the HS delay. For other stages, if your party has range attacker (NL, BM), try to HS on rope is possible. If it's not possible to HS on rope, HS right after a magic attack + heal. That would considerably reduce the 'no heal' duration caused by HS delay. Remember, your range attackers die on 2nd hit. It would be nice if their pot consumption is at least reduced this way.

- AR and bahamut
Do not AR unless necessary. Your main task is to support your attackers. Your AR will only tickle HT If you insist, go ahead if you can make sure that your attackers get your heal on time

As for bahamut, kindly don't summon the big dragon during main body except to help during left head and left arm. It's very annoying to have the big dragon blocking people's views especially during leg. You need to jump-heal during leg's stage. When there was ifrit summoned during leg stage, it disrupted the usual smooth healing because it blocked my view and caused more frequent stuns and super knockback from the leg's stomp.

- Don't talk during battle unless necessary!
Especially if you are put in range party. Your NLs and BM usually die on 2nd hit from magic attack, so please be considerate.

- Quick slot
Please put skills with cool down (Especially resurrection. Important!) on the quick slot so that you know whether your skill is still on cool down or not and you can estimate how much time left before you can recast the skill.

[Example]

The battle [mentioned in sequence]



** During pre-heads and main body after tail/leg stage
Be alert of black wyverns at all times. Be ready to rebuff your skills especially your magic guard!



A. Melee and Range Party Bishops


1. Cave of Trial 1 and 2

Things to expect: magic attack + super knockback (KB), 1/1, dispel from black wyverns.

Once you go into cave 1/2, do NOT move. Any movement will summon the head. Head should only be summoned when all members are ready.

At head 1, it's easy to avoid 1/1 attacks. There will be some marks (see SS below) on the platform when HT is going to cast 1/1, so try not to stand on or too near to those marks while healing your party to avoid the 1/1. If allowed, you can summon bahamut to help a little. Magic attack will knock you away from the HT head, so you don't need to worry about banging the head.

* Take note that there will be some lag if you stand too close to the head, which makes you unable to heal your party smoothly. Anyway, you shouldn't position yourself so close to the head because heal range is quite large. You wouldn't want to accidentally knock into the head [Thanks to Piaggio for reminder]

At head 2, you won't be able to know the 'safe spots' to avoid 1/1 because there are no blue marks on the platform. Magic attack will knock you towards HT head, so please don't stand too near to the head. I don't usually summon bahamut at this stage because it's dangerous to stand at bahamut attack range distance.

When black wyverns spawn, be alert. If they are nearby and they are not killed fast, most likely they will dispel, so please be ready with your magic guard button.

Every now and then, there will be magic attack followed by a super knockback all the way to the wall. You will be momentarily unable to heal (sort of 'stunned' for a short while). Just heal immediately on the spot (Please do it fast if you are in range party or your melee party has a BM. Their HP is low!) and teleport back to your position to continue healing as per normal.

By the way, if your party DK wish to attack in berserk mode during the pre-heads, stand at the back slightly in front of the falling rock to avoid healing the DK.

Some tips which might be useful:
* At Cave of Trial 1, if you don't wish to get knocked all the way to the wall and receive the falling rock damage, you can wear snowshoes so that you end up slightly in front of the falling rock [Credit: Piaggio]

* At Cave of Trial 1/2, when the head expression shows that it's going to do a super knockback (Learn to observe the animation yourself. I won't SS for you), you can quickly teleport under the falling rock such that you will get hit by the rock. This way you can immediately heal your party members since you will be under 'invincibility period' while the rest get super knock-backed and 'stunned'. It needs proper timing though.

* At Cave of Trial 2, a second before 1/1 hits you, you should see a big lightning animation falling at some locations across the platform (There are 2 lightning animations at Cave 2. Smaller one is just a normal magic attack). Frankly, it's hard to gauge where you should move next even if the locations are 'informed' beforehand because the whole thing happens fast. One trick to avoid 1/1 completely is to let yourself get hit by the falling rock right after seeing the big lightning. You can then teleport back to the middle of the platform and heal your party.








2. Leg/tail

Things to expect: magic attack, stun or super knockback from leg stomp, 1/1, MP burn (-3k MP each burn). There are no black wyverns here. 1/1 can be avoided because you can see the blue marks on the floor.

If you are in melee party, you are dealing with the leg. Position yourself at slightly in front of the rope so that it's safe enough for yourself (not too near to the leg) and you can still heal those attackers who accidentally touch the leg. Leg's stomp can stun or knock you back all the way to the wall (super KB). When you get KB-ed all the way to the wall, you will be momentarily stunned (sometimes this makes you confused of where you are, so try to jump at a proper timing). Please move back to your position ASAP and continue healing when that happens.
* Tips: It's recommended to jump heal all the way from the start till the leg is killed to avoid the stun and super knock back. Jump healing doesn't prevent stun/KB completely because you might jump at the wrong time, but it helps reduce the chance of stun and KB considerably and thus reduce pot consumption for your attackers. Eating ticket 0 (jump +20) or wearing +jump shoe will also help.

If you are in range party, you are dealing with the tail. Tail is located very near to your position. Always stand behind the rope when healing because magic attack and falling rock will knock you forward towards the tail. You won't want to kiss the tail. Just spam heal and keep moving away from the tail every time you get knocked forward.
* Tips: Tail can cause stun when it slams the floor. This can be avoided by jumping just before it does that. Try to avoid getting stunned too often if possible because your range attackers normally die on 2nd hit.

This tips is also useful for melee parties who help range to kill the tail after leg is done. The super KB distance from tail slam is quite far, which can hinder your support for your attackers. Therefore, try to observe the tail while you are healing from the left side (yes, you can see what it is doing!). Jump just before it slams the floor!

Towards the end of leg stage (usually tail is already down and range parties are attacking wing), there will be curses, so please dispel. When you suddenly cannot heal, you are skill locked. When you suddenly see a lot of 'miss' damage on HT, you are cursed with darkness. Just dispel ASAP after feeling the symptoms. No need to wait for the icons to appear on the character heads.

If your squad has only 1 shadower as the main seducer, be alert. If he dies/DC, the next bait could be your melee attacker (Take note who is the 2nd person who enters the main cave. Is it your attacker?). If your melee attacker becomes the main seducer, quickly chase him. Such situation already happened a few times to me where I had to chase a hero/DK when the shadower was dead. The most difficult job in this case is to chase the warrior seducer before tail is down because warriors do not have darksight and get hit by any touch/magic attacks almost all the time (very low avoid). You cannot afford to miss the healing. Anyway, if your HP doesn't meet tanker bishop requirement and your melee attacker gets seduced before tail is down, don't follow him because you will die in 1 hit by the tail and they will have to revive both your attacker and yourself (more casualties to deal with =.=). Your party may have 2 bishops and the other one might be able to tank tail. If you are the only bishop or both cannot tank, then we will leave this to the person in-charge to decide what to do. The person-in-charge would have to put the new bait in the same party with a bishop who can tank tail.





3. Wing and right arm

Things to expect: magic attack, 1/1, MP burn, curses, mass seduce.

Expect to dispel your party often. During these 2 stages, HT would cast various curses like skill lock, weakness, darkness. Do the same thing. No need to wait for the curse icons to appear. You'll know that you have to dispel instinctively by feeling/seeing the 'symptoms' =p If you have holy shield, cast it whenever it's not on cool down.
Just a hint: when HT's right arm area glows purple, it's a sign that HT is going to cast a curse, so be prepared with your dispel

During the right arm, at 50% of its HP (HT HP bar around ~6-6.5th skill icon from the top rightmost of your screen), there will be mass seduce of the first 11 people who first enter the main cave till the arm is down. Follow the seduce victims wherever they go because they can't pot when seduced (their lives depend on you!). There will be grey color cross icons on top of their heads whenever they are seduced (see SS below). Seduced victims will all walk to the left and right of the map at the same time and same direction.

If you are in melee party, your whole party will usually get seduced. You and your party might be asked to stay on the floor to ease the chasing whenever mass seduce happens while the range attackers continue to attack the arm.

If you are in range party, your party might or might not get seduced, depending on whether there are enough melee attackers who are present and alive at the point of time. There were some occasions where almost all or the whole range party got seduced because too many attackers who first entered the main cave DC-ed or it just so happened that the squad only had about 20 members turning up for the batch. In this case, although the range attackers are seduced victims, they still have to attack the arm as much as they can whenever they are not seduced until the arm is down (noone else would kill the arm if they stay on the floor to prepare for mass seduce, you see). Anyway, even though the organizer would normally ask bishops to stay on the floor to prepare for mass seduce, I usually don't. I prefer healing them on the platform as much as I can till it's time for mass seduce. Jump healing from the floor is possible but they won't receive good and constant healing (i.e. there will be delay and it's not good to have heal delay for range party. Low HP, remember?). In this case, if you wish to do so, your alertness is very crucial. You would need to stay on the platform to heal them when they are attacking and your fast reaction to come down from the platform to chase them whenever they get seduced is required. Just make sure you don't get stuck and be too late to chase them =]

Please note that your role is very important during mass seduce. Eat speed pill, teleport, jump-heal, or whatever. Do make use of the quick jump-down method (i.e. jump button + down arrow) to reach the floor as well. Just try your best to keep up with your seduced victims and make sure they don't die because you are too slow =x

Note that there have been cases where one or two bishops get seduced during arm stage because too many attackers DC. If you do get seduced, quickly cast awaken, pot if necessary, and heal your seduce victims. After that 1st mass seduce is over, alert your party that you are also in the list of mass seduce victims. Alert the organizer too if you are the sole bishop in the party because other parties might have extra bishop to take care of the seduce victims in your party. After this 1st seduce, you should know that you will get seduced again before your awakening is ready to use, so try to have nearly full HP/MP at all times until the arm is down (i.e. start to pot at higher MP than your usual MP 'limit'). Pray that you won't get 1/1 during this period though. That's why having high HP (>4k) would help. At least you can still be saved by another bishop when you get 1/1 during seduce because your HP would be enough to tank magic attack even with 1 MP left (magic attacks are less than 4k damage after leg and tail are down) =]






4. Right head

Things to expect: magic attack, 1/1, MP burn.

After wing and right arm are down, you don't need to press dispel button anymore =D You just have to maintain your position on the platform and try not to fall down to provide smooth healing. Magic attack will knock you towards the left, so please jump/tele back to the right side of the platform.




5. Left and mid heads

Things to expect: magic attack, MP burn, mass dispel (mid head), 1/1 (only if you are on the floor, but you can avoid them by moving away from the blue marks)

If the right head is down and you are not on the bottom floor (i.e. you are not in seduce party), you won't receive any 1/1 anymore. Magic attack will hit you towards the left, so please move back to the right side of the platform. Avoid falling down because it's a bit troublesome to climb up again (magic attack and MP burn will hit you down again).

From my experience, if the squad is killing HT in a conventional way (left head is down first before mid head and they don't overhit mid head), when HT's HP bar is nearing the 'm' alphabet in 'Time left', mass dispel is coming soon. Please be alert and press magic guard ASAP whenever you get dispelled. Mass dispel timing will come earlier though if your squad overhit mid head. Mass dispel will happen a few times till the mid head is down. After the first dispel, 2nd dispel will happen 5 mins later (you can predict when by seeing the timer). I'm not sure when 3rd dispel onwards will happen. They seem random. So, just be alert at all times after the 2nd dispel happens.

Just a note for range party bishops:
Once dispelled, press magic guard followed immediately by heal after HB is casted. This is to ensure that your NLs and BM don't die on the next magic attack just because their HP are not full. They might not self-pot fast enough after HB.

Contribution from Zoexy regarding dispel timing:
Quote:
Originally Posted by Zoexy View Post
The dispel timing actually differs depending on the size of minimap. Generally, we have 3 options; 1-Large (with map name and map), 2-Medium (only map) and 3-Small (only map name). The horntail HP bar length will change if you change the minimap size.

From my experience, dispel at time left is using the medium size mini map.

So,
time left = Large map
time left = medium

P.S thats only for normal horntail run. If its a fast run, it'll be different.





6. Left arm

Things to expect: MP burn (left side of the map), mass dispel, mass seduce.

This is the most relaxed stage. HT is considered won when you reach this stage. There is no magic attack at all. You can choose to slack or AR the arm if you are bored.

At 50% HP, there will be mass seduce again, so please follow your victims as usual. It will be very easy to notice because there are no magic attacks anymore.

Like right arm stage, if you become one of the mass seduce victims, cast awaken, then heal your party. Afterwards, alert them that you also suffer the same fate (so that the other bishop can take care of them or they can get another bishop from other parties who might have extra), then hang on the rope or sit at the right side of the map. Although it seems safe to walk around in seduce state during this last arm, you might die if you get dispelled and then get hit by the falling rock at the sides of the map. So, to avoid a mess, just hang on the rope or sit there. The left arm can only mass dispel and seduce there, so you are safe. Do not stand on the floor or come down from the rope.

B. Seduce Party Bishops


I don't really have that much experience in being a seduce/tanker bishop compared to melee or range, so pardon me if I missed out some important matters. I'll be taking some stuff from the post of an experienced tanker bishop [Link: http://forums.asiasoftsea.net/showpost.php?p=7184840&postcount=161 - Credit: NEO19666, my add on in blue]

For more details on what attacks to expect for each stage, please refer to part A.



1. Cave of Trials 1 and 2

At Cave 1, normally the main bait hangs on the rope at the top of the map because it is safe from attacks, so you won't need to chase him around. You just have to take care of the rest of the party members.

At Cave 2, the ropes hanging from the top of the map aren't safe from attacks, so the main bait will hang on the platform rope, which isn't safe. Follow him when he is seduced. Be careful of dispel from dark wyverns when you are protecting the main bait.



2. Main body

Quote:
Originally Posted by NEO19666 View Post
Main tanker bishop

2.1 Tail and leg

Position yourself ready on the left side somewhere near the rope, just below the main bait. Eyes should always look at bait besides watching out for leg's stomp. Always follow bait closely wherever he goes, especially look out for his seduce signal.

Like melee party bishops, please jump heal to avoid leg's stomp. It's more crucial for you to do this because if you get stunned while your bait gets seduced with low HP, good luck to him ._.

Make sure invincible is always reactivated (besides magic guard). Otherwise, you will only commit suicide by running towards tail without it, no matter how full your HP and MP are. In confusion due to DCs, deaths, and sudden transfer from melee to seduce party, I ever chased the bait without realizing that my invincible wasn't reactivated. Lucky for me that tail was just nice gone when I was going to teleport towards it. I saw myself receiving 14k touch damage from the right leg -_-

When bait is seduced to tail position, you have to do 3 actions at the same timing,
1) Teleport to catch up,
2) Heal,
3) Keep potting yourself even though you have auto pot
Well. It's best not to rely on autopot while tanking tail. As mentioned previously in the topic on autoMP pot setting, it is not necessary to set the MP alert so high to >60% from the start of main body and only change it back to the usual low limit (20% or so) after tail is gone. It is very wasteful this way. If there's autoMP, I still set the MP alert at the usual 20% (or less, depending on the MP amount of the char) and manually pot when tanking tail. For those without autopot, just pot as per normal. So, tanker bishops do not actually consume a lot of pots (not more than melee and range bishops). That I can assure you

If Range is fast in taking down the tail, tanker job is easy. You only have to tank once, or sometimes don’t even have to tank at all. If Range is slow, you probably have to tank 2-3 times.

While tanking tail damage, your eyes should always focus between Bait and your hp/mp bar. Your HP/MP bar must always be 100% full and not 70/80/90% full, especially if your HP is close to the minimum amount required. If you are unsure whether MMR is safe enough at a point of time while tanking tail, just use PE.

Recommended for tanker Bishop to bring some all cure pots along as there have been cases of getting skill locked (seal) while tanking the tail, therefore, unable to teleport. This is also because dispel has a time lag, thus all cure would be a better alternative to dispel off the skill lock quickly n heal the bait more efficiently. Once you are more experienced, you will be able to tell when Bait is going to seduce to tail direction, where you will know when to activate your Holy Shield. All cure potion is always good for emergency use



2.2 Wing and right arm

It's recommended to activate Holy Shield as many times as possible till right arm is down. You will get skill locks where you can’t heal during these stages. Besides holy shield, all cure pots should come in handy during holy shield's cool down. I ever 'killed' my warrior bait because I got skill locked (holy shield in cool down state) and coincidentally he got hit by 1/1 while in seduce state. Didn't manage to heal him on time ._.



2.3 Heads

For new tankers, let your DK clear the mobs summoned and you just focus on healing bait. Only those experienced tankers will help DK to clear mobs using Bahamut and tank Dark Wyvern without MG (due to dispel). If you are tanking Dark Wyvern, you must be able to renew MG very fast. Sometimes you will get 4-5 dispel in a row. When you get dispelled, the first thing you do is renew MG followed immediately by heal to make sure your bait is alive. Other buffs can wait till dark wyverns are cleared. Your HP and MP are more than enough to survive magic attacks with MG on.

Tips to minimize the dispel frequency: bump into the dark wyverns while your DK is clearing them.

Besides dispel from black wyverns, watch out for mass dispel from mid head too.



2.4 Left arm

The bait will hang on the rope on the right side of the map where there will be no attack at all except dispel. Basically your task is completed and you can rest




Special case: Solo tanker bishop (only 1 bishop in seduce party)

This is the most difficult Bishop job in HT. Most of the time Bait and Meelee will be seduced to different directions and you have to determine who to save first. From my past experience, there is a way out to make all party members survive. The bait and meelee must also be experienced HTers, where before mass seduced, all will stay on the left. This is so that you have a better view. In case if Bait and warriors got separated, you will heal the warrior once and then speed up to catch up with Bait and follow the bait. Once Bait is out of the falling rocks, you have to rush back to warriors, heal once again and rush back to Bait again.

Some useful tips [Credit: BruceHaner]
Quote:
Originally Posted by BruceHaner View Post
-Tail fight
Using the rope as a guideline, can tele >> to get to safe spot to avoid touching tail.


-If partymate died from touching tail..
Assuring that HB or MG is still on. After permission given, get DK to spam HB and the fellow to be ress-ed to spam >> direction key. When the tail goes up, preparing to launch tail attack, press ress. That fellow could be saved that way. One method to save smoke and time =] But need to coordinate very well between the bishop, dk and the fellow to be ressed.


- Dark Wvyerns attacks.. And you're supposed to heal the seducer. To make things worse, you're the sole bishop around.
Save yourself first, once again =) When it's time to be selfish, you have to. It might sounds a bit wrong. But spam mg to save yourself first might make a very big difference than healing the seducer when wvyerns still attacks. It's okay if the seducer dies. You can always ress him later. IF you're dead, the run might fail cos of insufficient ress and lack of bishop to address to the mass sed..