Knightmehre wrote on 2010-10-20 20:46
So since the g12 patch, giants look awesome (imo)
I never got around to playing mine, and I'm going to TRY now, and i need a list of skills from first to last to work on giant. You guys can help, and i'll edit this post over and over to keep track.
Wm (Easier grind, plus giant windmill rapes hard.)
Stomp (Master title will help grinding Their Method easier with it's 40str)
Critical Hit (?)
Advice please :x
EDIT: Also considering doing carpentry/production early so i can get str and stam, respectively.
Arsik wrote on 2010-10-20 21:18
WM R1, take advantage of the Giant's easier training for this skill. Unless you're lazy, you can easily get to R1 within a week. Stomp should be next, as you said, for the Master title. After that, I would start working on Throwing Attack, only because of the Buff/Nerf (depending on how you look at it) of the skill will make training it very annoying. The 25 second cooldown makes it so that you can't spam the skill, meaning that you have to either be in a party and have someone attacking the same monster as you so that you can knock it down, or set party finish rule to "Anyone" and kill the monsters 1 by 1. At R3, this become very annoying, because at that point, the only way you can effectively train the skill is by attacking and killing Bosses. This is annoying, since at R3 you gotta attack 480 times. At R2, this count increases to 800 times. So it can be very tedious. Critical Hit should be actively trained to R9, and at that point, only rank it when you have the AP available for it, since it's a passive skill that trains itself.
After getting the annoying skills out of the way, I would rank Smash and Combat Mastery side by side, since they are both easy to train, the 1.6 second loading time of Smash is awesome, and the damage boost from CM is wonderful. After getting those skills to R1, then I would train either Charge or Taunt. Charge for a long range skill to counter Range attacks, and Taunt for the 24 Str. Personally, I would go for Charge, since it's a great combo extender, and it's great for starting combat because you rush in before a good number of mobs even aggro you, and the stun time is pretty useful too. Taunt, outside of Wind Guard, is useless aside from the said 24 Str.
After training one of those two skills, I would get IB to R9, just for the load time reduction, so you have a quick range attack for when Charge and Throw Attack are in cooldown. After R9 IB, I would finish training the other skill of the two you didn't pick.
Once those two skills are trained, all that leaves left for your Combat Tab is Sharp Mind, Defense, Wind Guard, Evasion and Counter Attack. Sharp Mind is useless, but it's 10 HP for 5 AP, so it's a skill that you can train when you have the spare AP for, but it's very low priority. Evasion and Counter give you a large amount of Dex, so until you get R2 Refine with Fails done, I wouldn't train them. So that leaves you with Defense and Wind Guard. Defense is the wise choice to raise, since the 15 Defense is useful more than you would think. Plus, since Wind Guard is a tanking skill, having more Defense is probably better than not having it, no? Wind Guard is next for the HP, if you want, though in my opinion, I would wait until later when you feel you're set with your CP, since the CP given from the skill (520 total from both the Skill CP and the Stat CP) is pretty harsh.
At this point, I would either branch into Alchemy, Magic or start working on Life Skills so that you can max your Dex for Balance to dual wield upgraded Warhammers.
For Transformation skills, I would start with ranking Daemon to at least RB, because at that point, you're pretty much hitting 80% Balance no matter what weapon you're wielding. Then it's your choice of either continuing to rank Daemon (for looks), Full Swing (Hax, and I mean HAX damage), or Life of Physis (Str boosting skill). If you're not interested in 2 Handed Blunts, even when you can pretty much destroy anything with a critical hit, R1 FS and a maxed Broad Axe Ego, then Life of Physis is best, since it increases your max damage by 50 compared to Daemon's boost of only 18. Daemon, other than looks and additional Balance (moot point after RB), should be ranked after Life of Physis and FS are R1, but it's up to you, as long as you don't forget to invest points into your skills after you level, then you really can't waste anything on what you rank.
pataterose wrote on 2010-10-20 21:22
i did this way:
rB combat mastery (useful for enchants)
r1 wm and r1 crit alongside
r2 mythrils refine fails
r5+ production mastery
master stomp, combat mastery and get moar dex
... enjoy
Kyreffer wrote on 2010-10-20 22:25
You know windmill isn't a grind with giants. One half hour trip to tnn and like one rabbie basic did rank 2 for me I think.
Zid wrote on 2010-10-21 03:30
You can get Giant's hax Smash skill done early, even while training Windmill.
After all, shield-less Charge = easy way to pull off dual-wield/2h Smash
Knightmehre wrote on 2010-10-25 02:02
Thanks alot for the feedback on all of you, considering windmill first atm.
But what about production? One of the many problems i've encountered while on my human is Stamina, and even though giants will have 50 more stam in the longrun, should i go ahead and get that out of the way after r1 wm?
Arsik wrote on 2010-10-25 02:37
I would say RB at the most, because that 15% success rate from R1 PM doesn't go down without the use of NX Failure Pots. At RB, you only have a 5% success rate increase, which is easily countered by refining at Vales, since those furnaces have a 5% penalty for Refining. With RB Production Mastery, R1 Stomp, R6 Charge, and RE Campfire, being level 29/1 at 12 years old gives me 185SP, which is more than enough for doing any actual fighting. It gets drained if I do nothing but spam Smash/WM, but if I'm throwing in normal attacks and actually fighting with tactics, I hardly run out. And even then, at 185, a couple of SP30s will get me back into decent fighting shape.
But after getting your Mithril fails done for R2 Refining, then getting R1 PM really won't hurt you in any way. Maybe Handicraft, but it's not as big of a pain for having a high success rate compared to Refining, which actually requires failing to train the skill.