Got the feeling this combination is better(got it from basil :))
--------------------------------------------------Set 1------------------------------------------------------------
Marksman Bowman Adventurer 3% critical rate
Mercedes Bowman Hero 4% skill cooldown decrease
BM/WH/WA Bowman Adventurer/Resistance/CoK 6% accuracy/1.5 Chance of instantly killing an enemy/6% accuracy (BM/WH/WA, but I'll be getting a WA since it's my main)
--------------------------------------------------Set 2------------------------------------------------------------
Mechanic Pirate Resistance 15% buff duration increase
AB Pirate Nova 40 +dex
Xenon Pirate/Thief Resistance 20 All Stat
--------------------------------------------------Set 3------------------------------------------------------------
Kanna Magician Sengoku 3% boss damage
Hayato Warrior Sengoku 6% min crit damage
DA Warrior Resistance 3% boss damage.
-----------------------------------------------S Rank Bonus----------------------------------------------------
S rank Warrior's Feat(S) +700 HP, +700 MP, +3 ATK, +3 M.ATK, +3% damage to bosses
S rank Warrior's Feat(S) +700 HP, +700 MP, +3 ATK, +3 M.ATK, +3% damage to bosses
S rank Warrior's Feat(S) +700 HP, +700 MP, +3 ATK, +3 M.ATK, +3% damage to bosses
-----------------------------------------------3 Card Bonus-----------------------------------------------------
Pirate Pirate's Spirit 6% ignore monster defense
Bowman Precise Aiming 3% final attack damage
---------------------------------------------------------------------------------------------------------------------
Anyone agree ._.?
You don't need the 3 bowman set, so maybe change the last archer.
What character cards should I be using for FP mage? I currently only have FP Mage above 200, a Lumi at 16x, and everything else on my account ranges from 4x - 9x. I pretty much have one of every character, so what would be the best sets to go with including Xenon and Demon Avenger which will be coming out soon?
Here's what I would suggest:
1. Kanna, Luminous, any other mage (doesn't really matter which, just to complete the Magician set; I just use my F/P)
2. Demon Slayer, Mechanic, Battle Mage (Resistance set, plus the Demon Slayer and Mechanic cards are great for us)
3. Hayato, any other cards you want (I use a Hayato, Marksman, and some other random card just to fulfill another S rank set bonus... I guess you could go for the Warrior set but I prefer the 3% Critical Rate from Marksman)
It depends on how they do it, I guess. I mean, Triffling Whim isn't technically a Final Attack (it's not tagged as a finalAttack skill), same with the Wind Archer Hyper, nor do any of the Wind Archer skills actually trigger it as a final attack (other skills that trigger Final Attack have a finalAttack variable linked to their job's final attack skill and the respective weapon, which Wind Archer skills do not, though the old skills are set to activate with their old Final Attack), or any final attack, really.
If the card set only affects things that are explicitly final attack skills, then no, it shouldn't work, but if it just works on all skills that are like a final attack, like they have a list of skills they consider "Final Attack" instead of just checking for the finalAttack tag, then you're golden.
If you're interested, these are the skills that are explicitly tagged "finalAttack" (as of kMST 1.2.481):
Final Attacks
And here are all the skills that trigger a final attack:
Job: Skill (Final Attack Skill - Weapon)
My personal favorites are Demon Slayer (II): Chaos Lock (Physical Training - One-Handed Axe) and Demon Slayer (II): Chaos Lock (Physical Training - One-Handed Mace). I guess, at one point they intended to give Demon Slayer a final attack, but then that skill became Physical Training instead. Anyway, as you can see, none of the new Wind Archer skills show up on the list. But then again, none of the F/P or I/L skills show up either, and Meteor and Blizzard are now Final Attack skills, at least, when they're on cooldown.
Last edited by Grey; 2013-07-01 at 06:39 PM.
Hmm, need to figure out my card sets again.
Dark Knight, Paladin, Hero: S Adventurer Warrior
Cannon Master, Jett: S Adventurer Pirate
Aran: S Hero Warrior
Luminous: S Hero Mage
Demon Slayer: S Resistance Warrior
Xenon: S Resistance Pirate/Thief
Demon Avenger: to-be Resistance Warrior
Kaiser: S Nova Warrior
Kanna: S Sengoku Mage
I guess if I want both Resistance and Adventurer 3somes, that leaves Aran, Kaiser, Kanna in the other set, and I either get the warrior set bonus or the Cannon Master/Jett bonus. Come to think of it that's not actually so bad, since the 4% exp on death is off of 10% in the less useful way, making it 9.6%. And Jett, it turns out, with 8% summon duration, is pointless since I never summon.
Really the tough question would be what do I remove with
DS, DA, Xenon
DrK, Hero, Paladin
Aran, Kanna, Kaiser
If I want to pop in an Evan for MP regen?
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