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Transcendence
04-16-2010, 04:59 PM
Hey guys, I know it's been a while since you've seen me produce one of my guides. However, once my freshman year of college is over (finals next week, fingers crossed :hot:), I will have time (I promise :whoops:) to renovate my guides (I picked up some Adobe Illustrator skills) and have every one of my old guides (+puppetry) out ideally by the end of May/early June.

Keep in mind that each of these guides need to be started from scratch, so go easy on me :chin:.

Transcendence
04-23-2010, 12:36 AM
Updated and reformatted into PDF form :lol:

Hurtfully
04-23-2010, 12:42 AM
Super informative! I used to be a bad giant, but having read your guide I am now a pro giant! It's magical! I made the local orphans read it and it was so good they got new families and puppies. :DD

Everyone should read dis guide. >:l

Shironi
04-23-2010, 04:38 AM
I'm somewhat reluctant to download random files from the internet. What's wrong with copy pasta?

gambleflash
04-24-2010, 10:35 PM
Nice formatting for your guide. Just one problem...

WHAT ABOUT GIRLS?!

Girl giants can't wear Spaika.

Hiccup
04-24-2010, 10:40 PM
I'm somewhat reluctant to download random files from the internet. What's wrong with copy pasta?

It's fine oWo

Transcendence
04-24-2010, 11:15 PM
Ohright, girl giants just wear the Rose Plate xD.

gambleflash
04-25-2010, 12:35 AM
B-but Rose Plate is so expensive. 600k...;;

Arsik
04-25-2010, 10:13 AM
B-but Rose Plate is so expensive. 600k...;;

And Giant Valencias are cheaper to repair, so if you do get a heavy armor for your Giantess, in the long run the Valencia will be better than the Rose Plate, especially if you manage to get one with better stats than a default one.

Ekaterin
05-21-2010, 07:13 AM
Your guide is not bad. I rate somewhere between pro and god level on my gear (Metal Needle pre on all, BK suff on DSK helm and boots, Imp on armor, and Healer (soon to be Peaceful) on gaunts. That section I think you cover pretty well. Though I am making a defensive set for tanking purposes which is appropriate for some situations, like GB or difficult shadow missions where you can't reliably OHKO the mobs.

What I disagree with is your complete lack of Defense in the build. Throwing Attack is far less important than Defense. Currently you only get 4 strength from Throwing Attack, which makes very little difference, while 15 points of defense makes a huge difference in your survivability. Further, you don't even mention Charge, which is Crucial for good Giant Melee tactics.

Fishing is another good life skill to work on, especially if you can AFK with your computer on. Overall 15 stam and will, and 5 str and dex for 75AP. But you don't really need that much dex for Iron Maces, only when you want to move to Warhammers. Regular Maces (Stiff FIerce from Ciar Int) are plenty for a sub-1k Giant, and Spike Iron Maces for a 1k-2k. Only when you have the time to get your dex into the 200s thru life skilsl should you bother with Warhammers.

Fumy
05-21-2010, 08:55 AM
Pretty nice guide but I think somethings wrong in the Enchant Section

Habit Tragic + 2x Accessory + the Hungry title is 48 dmg but you actually lose 30-40 Str because you have to use the Hungry title while Bear Slayer in Single Blow is 12 dmg and Stomp Master title is 16 dmg so Ancient Darkness + Accessory + Title = 51/55 dmg and 3.5% crit :o

oh and in the guide it says Ancient Darkness 26 dmg but its 27 dmg at max stats (Ancient +12/Darkness+15)

Transcendence
06-14-2010, 01:28 AM
Updated!~

Taliya
06-18-2010, 10:07 AM
Not sure what to think. It was informative, but why no mention of valencia or Colin Plate? I know they're harder to obtain but you mention dustin helms so why not those. x3

I have a tanking build, most things in Hard difficulty shadow missions hit me for 1~10 (exceptions being magnums, alchemists, and ghosts.)

I compensate the HP spam by using Life Drain instead. :x

Freyr
06-19-2010, 08:57 AM
I feel like you've overlooked anything specifically to do with critical.

Transcendence
07-23-2010, 10:51 PM
Updated! Still need help with Tanker section :D

Transcendence
01-09-2011, 12:19 AM
http://www.mediafire.com/?mbhp8frcw39nh5s

A couple notes:

It is in PDF form, so you do have to DOWNLOAD it.


I do take advice on how to improve it!


Credits to the Mabinogi Enchant Database for making it quick and simple to research enchants!

Arsik
01-09-2011, 10:38 AM
First bit of advice: Instead of making a new thread for a guide you were working on, you should have just updated your first thread with your complete guide. Less clutter that way, and that's how everyone is supposed to do it.

Second piece of advice: Maybe find someplace that will let them host your guide so that people won't have to download it. While I'm not saying that you're not trustworthy and would put a virus in the download, but there are people out there who aren't allowed to download every little thing, so if they want to see your guide, then they can't because they can't download it, or don't feel like downloading something that they'll probably just delete when they're done with it anyways. However, if you find a place that can host your guide in PDF format and all, then post a link to it, then it will be more convenient to everyone that way. The place that you let host your guide will get more traffic, more people can see your guide, meaning more criticism and praise, as well as less likelihood that someone else will make a guide themselves and be more of the authority on it than you, because they're guide is more readily accessible than yours is.

Transcendence
01-10-2011, 06:15 PM
Updated with a "no download" link :D.

Cryosite
01-11-2011, 01:15 PM
I'm not sure what you mean by "updated with a no-download link" in all your "guides" but clicking them still prompts a download of the pdf file. I'm one of those people who is never going to see your guide if I have to download something to see it. I expect to see something I can view in my browser, like all the other guides around.

Sunureu13
01-11-2011, 03:46 PM
IMO, Life of Physis should be ranked (to r1) before Daemon (but Daemon ranked at least a few times, so you don't have to worry about wasting skill xp when you hit 100% training).

Daemon only gives 18 more max at r1, while Life gives an extra 40 (on top of the 40 from rF). Life also gives an extra 10 crit.

Jando
01-12-2011, 03:40 AM
Oblivion EQ x2 + Oblivion/relax White horse clothes is the new power house combo, along with oblivion Viscount shoes and Twisted Peaceful gloves.

Twisted is pretty much identical to Wooden needle and is better then Steel needle till Steel Needle becomes more common and it only coming from peaca int and being a personalize enchant makes that not happening in the near future...

Lovin your series of guides. The design of it its just done so well.

Animefreak97
01-12-2011, 03:58 AM
VI. Steel Needle Peaceful +16 Damage/+ 9 Critical
I believe if you get max roll on Steel Needle this a +22 Max Damage. Steel Needle gives +16 on best roll and peaceful gives +15 Str which is +6 Max so 16+6 is 22.
Hope I'm right.
Overall Good Guide for Giants.

Transcendence
01-12-2011, 07:59 PM
Is the link working out for you guys? It's becoming more and more of a hassle to change numbers and stuff on Nation >3>.

Sekwaf
03-05-2011, 01:56 PM
The link isn't working for me now which is odd considering I viewed it about 2 weeks ago... anyway, it was nice from what I saw...

Malogg
03-05-2011, 06:18 PM
It's not working for me, either.

arklian
03-05-2011, 06:40 PM
The site that hosts it only hosts it free for 30 days.

Transcendence
03-09-2011, 02:00 AM
Oh surry, I'll update the links tomorrow xD.

casshem
03-13-2011, 04:33 PM
:T_T: Can you re-upload it-... anybody?!

:doom:

Cho
03-13-2011, 04:44 PM
I would like to see this as well, can someone upload a new link somewhere?

Transcendence
03-13-2011, 07:58 PM
Surry, I was gunna upload it yesterday. but I'm still working on re-editing the enchants/skill sequence updated for G13 xD.

Done right now though--will upload when I get home!

casshem
03-14-2011, 06:56 PM
No one cared to save the PDF?
:pissedoff:

Transcendence
03-14-2011, 09:43 PM
Updated!

Hanna
03-14-2011, 09:48 PM
Giants have incredible melee
however, personally, I like to mix it up a bit.
Mageing is possible, but not probable.
So I'll stick with my elf and human, and just use my giant for lifeskills

gundamweed
03-22-2011, 02:09 AM
This is real good, though I just have one question. You mention a 312% multiplier in wm damage in your final notes, where does that come from?

Transcendence
03-23-2011, 12:23 AM
This is real good, though I just have one question. You mention a 312% multiplier in wm damage in your final notes, where does that come from?

312% from G14's 6th R-Type Upgrade (for 2handers) :P.

gundamweed
03-24-2011, 09:57 PM
well alrighty. It'd be nice to see one of these done for elves.

Transcendence
03-25-2011, 01:36 AM
This is real good, though I just have one question. You mention a 312% multiplier in wm damage in your final notes, where does that come from?

Oh sorry, I read your question wrong, 312% is critical damage multiplier for any type of attack. WM multiplier is still 250%, but critical multiplier multiplies that 250% by 312%.

casshem
03-25-2011, 09:49 AM
I'd like to see an upgrades list for the weapons you used in your calculations.

Transcendence
03-25-2011, 07:50 PM
All weapon upgrades are listed on the wiki: max damage oriented (except for the maces: 1-77 route with 12% critical).

Hanna
03-26-2011, 02:20 AM
this makes me want to work on my giant now.
thank you

casshem
03-26-2011, 11:25 AM
All weapon upgrades are listed on the wiki: max damage oriented (except for the maces: 1-77 route with 12% critical).

What's wrong with 238 maces? You can just slap on Stiff to fix the 0% crit.

Transcendence
03-26-2011, 12:20 PM
Well of course there's nothing wrong with different preferences in upgrade paths, but I focused the enchant/equipment section to be on Max Damage. 1-78 yields 10% critical (with Stiff), however 1-77 yields 12% critical AND possible +12 max damage from dual-wield Wolf Hunter enchants (over Stiff). Thus, the 1-77 route yields 11 more max damage and 2% more critical (albeit at the cost of lower balance which is not that significant at sub-1k total level).

casshem
03-26-2011, 03:22 PM
Last nub question: Why is lower balance not that significant sub-1k?

Transcendence
03-29-2011, 01:06 AM
Well, maces come with pretty good balance (even with 1-77 route) and with base dex just from leveling, you should be fine

Transcendence
04-25-2011, 10:23 PM
Updated!

gundamweed
04-26-2011, 04:37 PM
Windmill damage is going to be nerfed on a golem. Maybe it'd be a nice idea to include that in your guide, no?

Transcendence
04-28-2011, 10:43 PM
Windmill damage will be nerfed? owo. I believe this is still a rumor? The extent of which I know about golems is that their WM range will be nerfed, but it terms of damage potentials, I don't think golems will receive a nerf (at least to my knowledge).

arklian
04-28-2011, 10:54 PM
Wm rank gets nerfed to r5 means the multiplier gets changed.

arklian
05-08-2011, 02:05 PM
Eh Bumpish
But like why does purple weapons have less damage then blue ones?

Transcendence
05-08-2011, 08:00 PM
Purple set of equipment are "next generation" in which most enchants are dropped from Peaca Inter (Steel Needle) or unreleased (Duke).

arklian
05-08-2011, 09:18 PM
Still, shouldn't damage go up from midgame to end game?

Transcendence
05-09-2011, 01:26 AM
Ohh, I thought you said Purple>Blue in damage count.


Green and Purple are R type upgrades. Red and Blue are S type upgrades.

Transcendence
05-24-2011, 08:24 PM
Fully updated!

Transcendence
06-09-2011, 08:30 PM
Updated!

Loopster
06-09-2011, 10:00 PM
Handicraft before refining? I think that's not a very good choice in my opinion.

Transcendence
06-10-2011, 05:59 PM
Ah, I just figured Handicraft to r9 for Peaceful would be sufficient/easy before ranking Refine.

I'll change dat right away!

Transcendence
08-13-2011, 01:38 AM
Updated!

Ekaterin
08-25-2011, 08:31 PM
OK, it's been a while since I read this, so time for a new round. For the record, total 4k+ giant here.

Skills -
I don't see why you emphasize r9 Stomp as an early priority skill. Stomp is useful for the STR, and the title, but the skill itself has VERY limited applications. Aside form Snow Zombies, Wendigo, and Spiders, it has little to no real use, due to the minute damage output.

Also, Charge is far more important than Taunt. It may not be as much strength, but it's a mainstay tactic for giants. Smash->Charge->Smash will kill most things in the game at one's current level of play.

As for Trans skills, you definitely want to rank Demon of Physis first. I was a late-comer to GFS, but now it's far and away my favorite skill. :D I'd also rank Shield/Life/GFS all to r7 or so before taking any to r1. You can get all 3 to r7 and get 2/3 the effectiveness of each for the cost of ranking any one to r1.

Life Skills... Prod Mastery should be number one in terms of effectiveness. The only problem is that it would make ranking refine that much harder, but if you get to refine early you should still be OK. Giants are Stam-eating machines, and the 150 stam from r1 Mastery is a must-have. And why would you suggest ranking Enthrall before First Aid (or at all really)? It's 1 less dex for 4.5x the APs, and FA gives 40 HP too. Other skills would be far more useful.

I find your magic section seriously lacking. Don't get me wrong, Mana Shield is an awesome skill, but without a mana pool and added INT for efficiency, it's very weak. At the very least max out Magic Mastery and Meditation for the MP. Ranking Thunder to r6 or so is also very useful for both the MP and the ability to raft solo, and fairly AP-efficient (AP cost skyrockets in the last 5 ranks). You also need to learn at least rank F heal.

As for Alchemy, Cold is an obsolete ES so I would remove Frozen Blast entirely. Shock Master title was also nerfed, so I'd remove it. Shock is a huge AP sink for its new, small boost. Also, you need to add Life Drain to the mix -- giants eventually have huge HP pools, and will get pot poisoned easily if you use HP pots. LD is a great way to avoid that.

When you come to the Enchants section, I find your guide very confusing. First off is your use of the Tragic Enchant. Potion poison status is not something you want to be in for melee. HP poison lowers your STR and WIL, MP lowers INT as well. Avenger also has a pot poison boost, which you seem to factor in. Frankly, this is where your guide drifts too far into theory and not practice. Theoretically, you can maintain the fine line between maintaining pot poison status and not having it drop stats, but in practice, things do not work out that way. When you need stam or MP for mana shield or HP (since you have no LD skill in your build) you gotta pot, and it's gonna affect you. I would totally remove Tragic and any Pot-poisoned effects from your guide. Burst Knight is a good replacement for Tragic as low-end ES go.

Also, with enchants like Conceptual, you should use the ES-related titles, in that case the Maiz title. That title gives 12 max and 3 crit on top of the 5 max from the enchant, which is better than the Stomp title (16 max). Also, I think using titles in the enchant section at all is a mistake, unless the enchant requires them.

I also think you have too much of an emphasis on max and not on crit. You overuse the Oblivion ES, which kills Luck. For someone age 17 with a non-Artisan weapon that may work out ok, but for someone age 10, using dual artisan-upgraded warhammers, or using luck ES like Ancient and White Horse, it works counter to their build. Boots for example -- I would take Fleet (9 max +2 crit) over Oblivion (10 max -15 Luck). +1 max is not worth losing 5% crit. Losing crit is especially bad since your calculations further operate on the theory of having an R5 or R6 weapon.

Here's my current (endgame, but not theoretical best) gear:

Vine Dexterity Cowboy Hat (+13 crit, +10 max). Blunt Dex would work for Helms.
Ancient Glass Fragment Flamerider (+4 crit, +16(17) max, +5% bal)
Fleet Viscount Val Boots (+2 crit, +17 max)
Expansive Peaceful Val Gloves (+5 crit, +16 max)
I have 2 EQ accs, but no Stouts yet. working on it. (+28 max)

If I were to change it, I'd be looking at something like this (theoretical max)
Vine Marauder Hat (+15 crit +10 max)
Relax White Horse clothes (+4 crit +17 max 5% stam reduce)
Restored White Horse clothes (+21 crit, +5 min, +12 max)
Steel Needle Peaceful gloves (+9 crit, +22 max)

Crit ES you can replace with max ES once you reach ~130% crit. Very few mobs have >50% protection, and the ones that do are so much over it's pointless to try to include them. So anything over 130% is pretty much overkill. But if you don't have that kind of crit, you're better off sacrificing a point or two of max here and there for a few points of crit.


EDIT:

Sorry, with all the negative criticism, I just wanted to say that even if it has its shortcomings (IMHO), it is still a very helpful set of information for a player looking to be one of the Awesome Race. :D

Zlatka
08-25-2011, 11:15 PM
@ekaterin

your endgame stuff, tbh i'd replace vine for oblivion. +10 max opposed to +14 (?) crit just seems a bit better. though i still don't fully understand critical and how it works (higher crit percent=higher crit damage?) if you're going with an end-game melee build, oblivion would be better. since you're going for the raw damage, and shouldn't rely too much on crits.

Zyrus
08-26-2011, 12:04 AM
@ekaterin

your endgame stuff, tbh i'd replace vine for oblivion. +10 max opposed to +14 (?) crit just seems a bit better. though i still don't fully understand critical and how it works (higher crit percent=higher crit damage?) if you're going with an end-game melee build, oblivion would be better. since you're going for the raw damage, and shouldn't rely too much on crits.

Endgame relys on criticals for alot of things. For a giant getting that crit smash is very very nice. Since elite mobs have like 4-7k HP. The things crit doesnt effect is windmill and GFS right? If you play with those two skills as your main damage and don't care about others then focusing on max damage seems smart.

I don't main a giant so I can't speak to it for all things (they do smash alot from what I've seen) but I would focus on getting a max ego iron mace with r6 Warhammer (perfectly enchanted) and R6 Broad Axe for full swing and focus all of my enchants on max damage. But everyone plays different.

Transcendence
08-26-2011, 12:07 AM
OK, it's been a while since I read this, so time for a new round. For the record, total 4k+ giant here.

Skills -
I don't see why you emphasize r9 Stomp as an early priority skill. Stomp is useful for the STR, and the title, but the skill itself has VERY limited applications. Aside form Snow Zombies, Wendigo, and Spiders, it has little to no real use, due to the minute damage output.

I put in r9 Stomp in the beginning to activate the Bold enchant, which although it only boasts 1 strength over Giant, the strength gain from the skill/enchant itself is valuable.

Also, Charge is far more important than Taunt. It may not be as much strength, but it's a mainstay tactic for giants. Smash->Charge->Smash will kill most things in the game at one's current level of play.

Actually, for the transition between sub-1000 and over-1000, I had trouble deciding which skills to rank first (those skills being Taunt, Charge, Assault Slash, and Throwing Attack). So I'll rework the numbers and try to fit in some Charge/AS because they're extremely good offensive attacks.

As for Trans skills, you definitely want to rank Demon of Physis first. I was a late-comer to GFS, but now it's far and away my favorite skill. :D I'd also rank Shield/Life/GFS all to r7 or so before taking any to r1. You can get all 3 to r7 and get 2/3 the effectiveness of each for the cost of ranking any one to r1.

I've actually never thought of it this way. Personally, in terms of achieving the best damage as early as possible, I'd go Beast->GFS or the other way around first.

Life Skills... Prod Mastery should be number one in terms of effectiveness. The only problem is that it would make ranking refine that much harder, but if you get to refine early you should still be OK. Giants are Stam-eating machines, and the 150 stam from r1 Mastery is a must-have. And why would you suggest ranking Enthrall before First Aid (or at all really)? It's 1 less dex for 4.5x the APs, and FA gives 40 HP too. Other skills would be far more useful.

Humm, I didn't put much attention into the recommended order of life skills. Not really sure to which rank you can rank Refine to before you can safely rank PM (since a recent patch has nerfed Refine). First Aid is most likely a better choice to go first than Enthralling; I'll change that.

I find your magic section seriously lacking. Don't get me wrong, Mana Shield is an awesome skill, but without a mana pool and added INT for efficiency, it's very weak. At the very least max out Magic Mastery and Meditation for the MP. Ranking Thunder to r6 or so is also very useful for both the MP and the ability to raft solo, and fairly AP-efficient (AP cost skyrockets in the last 5 ranks). You also need to learn at least rank F heal.

I designed this guide to focus primarily on max damage melee, and any other skills pertaining to survivial based on secondary stats or damaging purposes other than melee, especially in the magic section, I left out just because many people have different orders of which to rank such skills in.

As for Alchemy, Cold is an obsolete ES so I would remove Frozen Blast entirely. Shock Master title was also nerfed, so I'd remove it. Shock is a huge AP sink for its new, small boost. Also, you need to add Life Drain to the mix -- giants eventually have huge HP pools, and will get pot poisoned easily if you use HP pots. LD is a great way to avoid that.

Right, I've been meaning to remove Cold just because it's a hassle to rank Frozen Blast, but just for prettiness sake, I put in Cold because I didn't want to put Metal Needle twice xD. Yeah, I'll remove Cold xD. Shock, since it's in purple color, I intended it to be ranked late in the endgame (because of the very small marginal increase in max damage). I consider Life Drain to be a survival skill xD.

When you come to the Enchants section, I find your guide very confusing. First off is your use of the Tragic Enchant. Potion poison status is not something you want to be in for melee. HP poison lowers your STR and WIL, MP lowers INT as well. Avenger also has a pot poison boost, which you seem to factor in. Frankly, this is where your guide drifts too far into theory and not practice. Theoretically, you can maintain the fine line between maintaining pot poison status and not having it drop stats, but in practice, things do not work out that way. When you need stam or MP for mana shield or HP (since you have no LD skill in your build) you gotta pot, and it's gonna affect you. I would totally remove Tragic and any Pot-poisoned effects from your guide. Burst Knight is a good replacement for Tragic as low-end ES go.

HP Potion Poison lowers WILL and INT, so only critical and magic damage will suffer (and at sub-1000, critical isn't that big of a factor in damage). Burst Knight, because of it's wide range for Strength boost (1~10) and its unavailability on the market, I didn't put into the guide.

Also, with enchants like Conceptual, you should use the ES-related titles, in that case the Maiz title. That title gives 12 max and 3 crit on top of the 5 max from the enchant, which is better than the Stomp title (16 max). Also, I think using titles in the enchant section at all is a mistake, unless the enchant requires them.

I took the Maiz title into consideration and because it's a title that requires the user to consistently discover the Ruins before someone else does (thus the title isn't readily available to everyone), I didn't mention in the guide. When I first made this guide, I actually put in "the Hungry" as a viable title to go along with Habit, but ever since the release of the Stomp Master title and Extraordinary as a replacement, I'm not sure I need to mention titles? I mean, I might as well factor in titles somewhere, and I'm too lazy to move the titles elsewhere.

I also think you have too much of an emphasis on max and not on crit. You overuse the Oblivion ES, which kills Luck. For someone age 17 with a non-Artisan weapon that may work out ok, but for someone age 10, using dual artisan-upgraded warhammers, or using luck ES like Ancient and White Horse, it works counter to their build. Boots for example -- I would take Fleet (9 max +2 crit) over Oblivion (10 max -15 Luck). +1 max is not worth losing 5% crit. Losing crit is especially bad since your calculations further operate on the theory of having an R5 or R6 weapon.

True indeed that Oblivion lowers luck, but this is a guide, although probably good on paper but not in practice, that focuses on max damage. I figured I might as well leave Critical out of the equation. I mean, the luck bonus from every endgame weapon/equipment still overrides the -Luck from Oblivion enchants. Although the amount of critical might be lower, it's still your choice. if I were to factor in Critical, for one, it wouldn't be a guide on max damage, and for two, it would require alot more logistics (adding in skills that contribute to Will, adding in critical enchants to boost to 130%).

Here's my current (endgame, but not theoretical best) gear:

Vine Dexterity Cowboy Hat (+13 crit, +10 max). Blunt Dex would work for Helms.
Ancient Glass Fragment Flamerider (+4 crit, +16(17) max, +5% bal)
Fleet Viscount Val Boots (+2 crit, +17 max)
Expansive Peaceful Val Gloves (+5 crit, +16 max)
I have 2 EQ accs, but no Stouts yet. working on it. (+28 max)

If I were to change it, I'd be looking at something like this (theoretical max)
Vine Marauder Hat (+15 crit +10 max)
Relax White Horse clothes (+4 crit +17 max 5% stam reduce)
Restored White Horse clothes (+21 crit, +5 min, +12 max)
Steel Needle Peaceful gloves (+9 crit, +22 max)

Crit ES you can replace with max ES once you reach ~130% crit. Very few mobs have >50% protection, and the ones that do are so much over it's pointless to try to include them. So anything over 130% is pretty much overkill. But if you don't have that kind of crit, you're better off sacrificing a point or two of max here and there for a few points of crit.

I totally agree, but I don't think I can handle putting a whole new section that devotes contribution to both Max Damage and Critical.


EDIT:

Sorry, with all the negative criticism, I just wanted to say that even if it has its shortcomings (IMHO), it is still a very helpful set of information for a player looking to be one of the Awesome Race. :D

Responses in Bold! :scrub:

Transcendence
08-26-2011, 12:09 AM
Endgame relys on criticals for alot of things. For a giant getting that crit smash is very very nice. Since elite mobs have like 4-7k HP. The things crit doesnt effect is windmill and GFS right? If you play with those two skills as your main damage and don't care about others then focusing on max damage seems smart.

I don't main a giant so I can't speak to it for all things (they do smash alot from what I've seen) but I would focus on getting a max ego iron mace with r6 Warhammer (perfectly enchanted) and R6 Broad Axe for full swing and focus all of my enchants on max damage. But everyone plays different.

Right, I did some recalculations and I will enter in ego damage after I'm done.

Transcendence
10-07-2011, 05:54 AM
Completely updated. Added 130% Critical build.

Idris
10-28-2011, 04:28 PM
Excellent guide. Appreciate it.

teddyenvy
11-08-2011, 03:31 PM
Thanks you for this guide! Its been helping me a lot with what to rank

MrMs
11-15-2011, 11:21 PM
link dead?

Transcendence
11-20-2011, 10:09 PM
Surry, updated :D.

Intaine
11-26-2011, 11:30 PM
Where do you find the marauder enchant anyway..?

arklian
11-27-2011, 02:26 PM
Commerce, 400k ducats for the scroll, 100 ruthless badges to complete.
I think it was renamed to robber or somehting.

johnsonsbaby
01-04-2012, 04:45 AM
It would be great if you update link once again Transcendence

Transcendence
01-09-2012, 06:53 PM
Sorry for the wait--uploaded!

Jeywai
01-13-2012, 06:20 AM
Sorry if this is a silly question but.. when you put 2 different skills but with the same numbers, eg/ 2) Critical 2) Combat Mastery, are you implying that we should rank them up together simultaneously? Also, I don't see any combat skills labeled (#) x.x Maybe because it opened in word.. o: Wasn't it a pdf..?

Transcendence
01-15-2012, 12:00 AM
Sorry if this is a silly question but.. when you put 2 different skills but with the same numbers, eg/ 2) Critical 2) Combat Mastery, are you implying that we should rank them up together simultaneously? Also, I don't see any combat skills labeled (#) x.x Maybe because it opened in word.. o: Wasn't it a pdf..?

Lol, sorry if I wasn't clear, but the (#) is the same as 2 different skills with the same numbers. And yes, I intended for the build so that these certain skills can be ranked in whichever order you prefer.

Jeywai
01-15-2012, 03:51 PM
Oh thanks :> Just out of curiosity.. will you be integrating any aspects of martial arts into the guide when it comes out? What's your opinion on martial arts and giants? Do you think we'll excel in it?

Transcendence
01-15-2012, 06:56 PM
Oh thanks :> Just out of curiosity.. will you be integrating any aspects of martial arts into the guide when it comes out? What's your opinion on martial arts and giants? Do you think we'll excel in it?

My job is to list out all possible combinations of Giant melee (especially focusing on the one build with most DPS, whether it be 2h+sword, dual-wield, lance+shield, or knuckles for Martial Arts. I will surely be improving the guide when Martial Arts come out. I also wanted to add in Lance damages, but I have yet to derive a formula from which to calculate how much influence on damage lance piercing levels will do.

Jeywai
01-16-2012, 02:29 AM
My job is to list out all possible combinations of Giant melee (especially focusing on the one build with most DPS, whether it be 2h+sword, dual-wield, lance+shield, or knuckles for Martial Arts. I will surely be improving the guide when Martial Arts come out. I also wanted to add in Lance damages, but I have yet to derive a formula from which to calculate how much influence on damage lance piercing levels will do.

I'll be sure to stay tuned :) Thanks

Claudia
01-16-2012, 10:09 AM
Also, to answer the question about Giants and Martial Arts, I say yes, we will, simply because Giants have the highest potential WILL, which is what knuckle damage will be based off of from now on. I imagine that the differences between races as far as Martial Arts is concerned will be similar to the differences in Alchemy (answer: not very different), with Giants having a slight edge.

I eagerly await updates!

Transcendence
01-18-2012, 11:57 PM
Updated with Assault Slash damage and Secret Penetrating Lance.

truefire
01-23-2012, 03:17 PM
Just a minor correction I thought I'd point out.

r7 Rest only takes away 8 Will, and even if Rest were uncapped to r1, it'd be -14, not -15 (rank F does not deduct Will).

Transcendence
01-30-2012, 06:24 AM
Just a minor correction I thought I'd point out.

r7 Rest only takes away 8 Will, and even if Rest were uncapped to r1, it'd be -14, not -15 (rank F does not deduct Will).

Much thanks to you for pointing that out; fixed it. Also added in a new section for Knuckles (very short and at the end).

tehmwu
01-31-2012, 06:20 AM
D= I'm a bad giant I balance gear like a nub. :cry:

Transcendence
02-01-2012, 12:35 AM
D= I'm a bad giant I balance gear like a nub. :cry:

Equipment building is a process ;o. These colored sets of equipments are just standards; I myself have a mixture of Green and Black levels of equipment, but of course, I'm aiming for all Black.

Transcendence
02-21-2012, 08:56 PM
Updated!

tehmwu
03-02-2012, 12:14 PM
Current gacha makes getting these gears a lot easier :cheer:

Transcendence
03-03-2012, 09:12 PM
Current gacha makes getting these gears a lot easier :cheer:

Only slightly :P. I try not to account for changes in prices of enchants/equipment due to gacha (because eventually the prices will stabilize).

Angel
04-13-2012, 11:41 AM
The link is down D:

Transcendence
04-14-2012, 05:38 PM
Updated!

Angel
04-15-2012, 09:22 AM
It's up again, thanks man

Omarukun
04-17-2012, 12:20 AM
Transcendence. Would you be updating your guide when the fighter skill set comes out?

Transcendence
04-17-2012, 02:22 AM
Transcendence. Would you be updating your guide when the fighter skill set comes out?

Lol, of course! I'm actually torn between creating a new guide for Fighters and just adding to this one. Reasons: It's a completely different destiny and its damage formula is based on Will. However, it is a melee skillset and the unlocked potential for combos certainly bridges the gap between Warrior skills and Fighter skills.

Transcendence
04-19-2012, 12:00 AM
Updated!

Transcendence
04-21-2012, 04:12 PM
Fully updated with average damages!

Transcendence
05-13-2012, 09:59 PM
COMPLETELY up-to-date (calculated reforges).

Transcendence
05-23-2012, 08:36 PM
Updated guide with fixed reforges as well as Fighter skills.

Transcendence
06-24-2012, 11:48 PM
Updated the Ego Purple set to match up to 130% critical.

Locke
07-03-2012, 11:33 AM
You mentioned Titanic Crocodile Battle Hammer as the weapon for Full Swing; Titanic is only able to be enchanted on Two-Handed Axes.

Transcendence
07-31-2012, 01:03 AM
Updated for G16S2.

Locke
07-31-2012, 05:27 AM
Assuming max roll, Necromancer would be better than Titanic, but the rank and difficulty to get of Necromancer for 12 more str isn't really worth it for a full swing weapon. It's still something to put into the guide if you're going for absolute end-game set-up for the full swing weapon. In addition, using Necromancer would make the Battle Hammer to tie in max damage with the Broad axe, but the Broad Axe has greater critical from Axe Mastery.

Transcendence
07-31-2012, 03:57 PM
Assuming max roll, Necromancer would be better than Titanic, but the rank and difficulty to get of Necromancer for 12 more str isn't really worth it for a full swing weapon. It's still something to put into the guide if you're going for absolute end-game set-up for the full swing weapon. In addition, using Necromancer would make the Battle Hammer to tie in max damage with the Broad axe, but the Broad Axe has greater critical from Axe Mastery.


Hmmm according to the wiki, Necromancer only offers 6 more strength xD. But still, I'll replace Titanic and tack on a few more million on the Full Swing section.

Angel
08-03-2012, 08:56 AM
Again, I'd like to thank you for your guides.
Your guides always help me to keep up to date - and set aims for my giant.

Spaghedeity
08-05-2012, 01:00 PM
This probably needs to be updated with a final set, considering Mycelium hits for like 17k-20k smash without anything besides his gear.

Zyrus
08-05-2012, 02:54 PM
This probably needs to be updated with a final set, considering Mycelium hits for like 17k-20k smash without anything besides his gear.

Which is why I have been playing my giant for a few days lol.

Spaghedeity
08-05-2012, 06:29 PM
Took a second look and I think all this is missing compared to myceliums set is fierce ribbons (which shouldn't be included IMO, but avengers might be considered) and the fact that a giants end game gear, except for the knight lance, would be double elemental.

Zyrus
08-05-2012, 06:57 PM
Took a second look and I think all this is missing compared to myceliums set is fierce ribbons (which shouldn't be included IMO, but avengers might be considered) and the fact that a giants end game gear, except for the knight lance, would be double elemental.

I think double elem iron mace yes but not the hammer...thats extreme...but then again whats 15-20 mil on a total endgame weapon. Cost less than a rosemary.

Spaghedeity
08-05-2012, 06:59 PM
yup. That and Myceliums hammer is still only r5 isn't it?

Transcendence
08-05-2012, 07:08 PM
I'll definitely put down a double elemental for the Iron Mace ego, but didn't Mycelium ask if Warhammers are capable of getting double elemental (apparently Ice elemental is not available for Warhammers) making it impossible to know, even a guess, how much it will cost to obtain a double elemental?

Zyrus
08-08-2012, 07:44 AM
I'll definitely put down a double elemental for the Iron Mace ego, but didn't Mycelium ask if Warhammers are capable of getting double elemental (apparently Ice elemental is not available for Warhammers) making it impossible to know, even a guess, how much it will cost to obtain a double elemental?

He got a double elem warhammer after 2007 reforges (I think that's the number). Yes ice is not available for warhammers.

Omarukun
09-16-2012, 12:39 PM
Update the link please (:

Transcendence
12-31-2012, 03:11 PM
Bump!

Wirindre
02-05-2013, 06:13 PM
been a while, but small bump!

Found this link from Google xD

Well actually, first here:


https://www.google.nl/url?sa=t&rct=j&q=&esrc=s&source=web&cd=5&ved=0CFsQFjAE&url=http%3A%2F%2Fwww.freewebs.com%2Fmabinoginewbie %2Fbasic-skill-builds&ei=5IQRUZXLAZS10QXurYG4Bw&usg=AFQjCNF8E9S2DhSfp6FMsDNryhsVPgh-gw&bvm=bv.41934586,d.d2k&cad=rja

Nice

Claudia
02-05-2013, 06:28 PM
Slightly outdated, but it's pretty nice...

Transcendence
05-11-2013, 01:56 PM
Updated!