2008-07-08, 01:16 AM
From my experience and knowledge of playing as a bishop (as well as priest, cleric and magician) I think that you have a pretty nice guide, except for your bishop section.
One problem I see is your evaluation of bahamut and angel ray. Bahamut and angel ray can be considered equivalent in terms of usefulness, but their usefulness are in totally different areas of use. Bahamut can be good for boosting damage, but its attacks also aggravate monsters into attacking you. This doesn't really matter if you are at a place such as dreamy ghosts or newties, but at skelegons, making monsters attack you earlier can significantly increase the costs of training. IF only one skelegon is next to you and your bahamut attacks it, then you end up facing a single monster attacking you, (and killing one monster with genesis is far less efficient than killing mobs in another hit.) Angel ray is actually prefered over bahamut as a finisher at skelegons in the case that one survives. Angel ray's use is pretty much limited to the rare 1v1 occasions such as the lone skelegon left over after you use genesis or bosses when you don't need to be supporting.
By providing an exact order in which to put points into your bishop skills, I think you fail to show the true nature of genesis. Since genesis is such a powerful and expensive skill, the most efficient build will be to keep it as low of a level as possible while still killing efficiently. Ideally, you should aim for being able to kill skelegons and skelesaurs in 2 hits while balancing between being able to kill them early on and killing them with extremely high costs.
Some of the most overfunded lukless bishops can put 10 points into genesis by level 123 and start their 2 hit training at skelegons, which for them will be the most cost effective as well as fastest training. For bishops (such as me) whose equipment aren't as spectacular, they might be better off training with level 1 genesis while saving points until about level 145 where they'd put it all in.
Extra points into genesis will only increase the costs of genesis if it doesn't reduce the number of hits it takes to kill the monster that the bishop is training on. Because of this, points should be saved and used when the bishop is on the verge of reducing the number of hits to kill the monster they wish to train on.
Because of the huge variance between each bishop's attacking power, what works for one bishop is likely to be inefficient for others. By giving a straight procedure on how to put points into genesis, you show how it works for yourself. However, it is likely to lead those bishops who don't understand their skills in the wrong direction.
One problem I see is your evaluation of bahamut and angel ray. Bahamut and angel ray can be considered equivalent in terms of usefulness, but their usefulness are in totally different areas of use. Bahamut can be good for boosting damage, but its attacks also aggravate monsters into attacking you. This doesn't really matter if you are at a place such as dreamy ghosts or newties, but at skelegons, making monsters attack you earlier can significantly increase the costs of training. IF only one skelegon is next to you and your bahamut attacks it, then you end up facing a single monster attacking you, (and killing one monster with genesis is far less efficient than killing mobs in another hit.) Angel ray is actually prefered over bahamut as a finisher at skelegons in the case that one survives. Angel ray's use is pretty much limited to the rare 1v1 occasions such as the lone skelegon left over after you use genesis or bosses when you don't need to be supporting.
By providing an exact order in which to put points into your bishop skills, I think you fail to show the true nature of genesis. Since genesis is such a powerful and expensive skill, the most efficient build will be to keep it as low of a level as possible while still killing efficiently. Ideally, you should aim for being able to kill skelegons and skelesaurs in 2 hits while balancing between being able to kill them early on and killing them with extremely high costs.
Some of the most overfunded lukless bishops can put 10 points into genesis by level 123 and start their 2 hit training at skelegons, which for them will be the most cost effective as well as fastest training. For bishops (such as me) whose equipment aren't as spectacular, they might be better off training with level 1 genesis while saving points until about level 145 where they'd put it all in.
Extra points into genesis will only increase the costs of genesis if it doesn't reduce the number of hits it takes to kill the monster that the bishop is training on. Because of this, points should be saved and used when the bishop is on the verge of reducing the number of hits to kill the monster they wish to train on.
Because of the huge variance between each bishop's attacking power, what works for one bishop is likely to be inefficient for others. By giving a straight procedure on how to put points into genesis, you show how it works for yourself. However, it is likely to lead those bishops who don't understand their skills in the wrong direction.

