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Finally, your here! The long awaited 3rd job. You've learned the basics of a [[Thief]], then you've mastered the throwing star as an [[Assassin]], and now you're looked at as a pro. | Finally, your here! The long awaited 3rd job. You've learned the basics of a [[Thief]], then you've mastered the throwing star as an [[Assassin]], and now you're looked at as a pro. | ||
The Hermit, like assassins, are very fast and evasive. Hermits are very strong, and have plenty of support and attacking skills. | The Hermit, like assassins, are very fast and evasive. Hermits are very strong, and have plenty of support and attacking skills. | ||
==Job Advancement Procedure== | ==Job Advancement Procedure== |
Revision as of 19:05, 25 March 2007
Third Job Introduction
Finally, your here! The long awaited 3rd job. You've learned the basics of a Thief, then you've mastered the throwing star as an Assassin, and now you're looked at as a pro. The Hermit, like assassins, are very fast and evasive. Hermits are very strong, and have plenty of support and attacking skills.
Job Advancement Procedure
Go to El Nath - Chief Residence and speak to Arec. After talking to Arec, head back to Victoria Island and talk to Dark Lord who is located in Kerning City. Next, find the Door of Dimension located at Monkey Swamp II and it'll bring you to "The Path of the Glittering Crystal". Walk until the end of the path and enter the portal to defeat Dark Lord's dark side to obtain the Black Charm. Return to Dark Lord and exchange the Black Charm for a Necklace of Strength. Return to El Nath after that and give the item to Arec. Head on to the Holy Ground at the Snowfield (Sharp Cliff II). One Dark Crystal is required to answer 5 questions to obtain the Necklace of Wisdom. Again, head back to Arec in El Nath and give him the Necklace of Wisdom. Congratulations, you're a Hermit!
Job Analysis
Pros
- Has powerful ranged attacks, and is widely known to be the class which kill-steals the most.
- Has Shadow Partner, a skill which allows moves to be copied
- Has Avenger, a skill capable of hitting multiple enemies.
Cons
- Avenger does not curve; you must be on an even platform to hit monsters.
- Shadow Partner costs a Summoning Rock, which is very expensive and hard to find.
- Sticks to Lucky 7 most of the time, which is a 1st job skill.
- Most skills are for showing off, and are not of much use.
Stat Distribution
The stat distribution is the same as before, so there's no need to worry about this. Just keep your DEX at 2x your level, and everything else goes into LUK!
- LUK: +5 for three levels
- DEX: +5 for two levels
Or
- LUK: +3 on each level
- DEX: +2 on each level
Level 70: 110 DEX, 192 LUK
Level 75: 120 DEX, 207 LUK
Level 80: 130 DEX, 222 LUK
Level 90: 140 DEX, 237 LUK
Level 100: 150 DEX, 252 LUK
Level 110: 160 DEX, 267 LUK
Level 120: 170 DEX, 282 LUK
Hermit Skills
- Main article: Category:Hermit Skills
Icon | Name and Description | Max Level | Requirements |
Avenger: Uses MP to make an enormous throwing star for attack. The throwing star will go through an enemy, and attack the ones behind it, too.
|
30 | # | |
Alchemist: Passive. Increases the effect of the recovery-based items like potions and others, and lengthen time for the effect, if the item is based on such. However, items such as Elixir and others that base the recovery in % do not apply in this skill.
|
20 | # | |
Flash Jump: While in the air after a jump, use this skill + the arrow for a second jump. The higher the skill level, the farther the distance for the jump.
|
20 | # | |
Meso Up: For a certain amount of time, everyone in the party can make the enemies drop more mesos than usual with this skill.
|
20 | # | |
Shadow Web: Makes a spiderweb of your shadow, and holds up to 6 enemies in one spot at once. The enemies held in the spiderweb will be unable to move.
|
20 | # | |
Shadow Meso: Replaces MP with mesos and attacks enemies with the damage based on the amount of mesos thrown. Ignores the enemies' "weapon def. up" and "magic guard up."
|
30 | # | |
Shadow Partner: For a certain amount of time, a shadow will appear, repeating your every move. There's no real stamina in it, and it will disappear after some time.
|
30 | # |
Skill Point Distribution
Shadow Meso Build
Level 70: +1 Shadow Partner (1)
Level 71: +3 Avenger (3)
Level 72: +2 Avenger (5), +1 Flash Jump (1)
Level 73: +3 Shadow Partener (4)
Level 74: +3 Shadow Partener (7)
Level 75: +3 Shadow Partner (10)
Level 76: +3 Shadow Partner (13)
Level 77: +3 Shadow Partner (16)
Level 78: +3 Shadow Partner (19)
Level 79: +3 Shadow Partner (22)
Level 80: +3 Shadow Partner (25)
Level 81: +3 Shadow Partner (28)
Level 82: +2 Shadow Partner (Maxed), +1 Meso UP (1)
Level 83: +3 Meso UP (4)
Level 84: +3 Meso UP (7)
Level 85: +3 Meso UP (10)
Level 86: +3 Meso UP (13)
Level 87: +3 Meso UP (16)
Level 88: +3 Meso UP (19)
Level 89: +1 Meso UP (Maxed), +2 Alchemist (2)
Level 90: +3 Alchemist (5)
Level 91: +3 Alchemist (8)
Level 92: +3 Alchemist (11)
Level 93: +3 Alchemist (14)
Level 94: +3 Alchemist (17)
Level 95: +3 Alchemist (Maxed)
Level 96: +3 Flash Jump (4)
Level 97: +3 Flash Jump (7)
Level 98: +3 Flash Jump (10)
Level 99: +3 Flash Jump (13)
Level 100: +3 Flash Jump (16)
Level 101: +3 Flash Jump (19)
Level 102: +1 Flash Jump (Maxed), +2 Avenger (7)
Level 103: +3 Avenger (10)
Level 104: +3 Avenger (13)
Level 105: +3 Avenger (16)
Level 106: +3 Avenger (19)
Level 107: +3 Avenger (22)
Level 108: +3 Avenger (25)
Level 109: +3 Avenger (28)
Level 110: +2 Avenger (Maxed), +1 Shadow Meso (1)
Level 111: +3 Shadow Meso (4)
Level 112: +3 Shadow Meso (7)
Level 113: +3 Shadow Meso (10)
Level 114: +3 Shadow Meso (13)
Level 115: +3 Shadow Meso (16)
Level 116: +3 Shadow Meso (19)
Level 117: +3 Shadow Meso (22)
Level 118: +3 Shadow Meso (25)
Level 119: +3 Shadow Meso (28)
Level 120: +2 Shadow Meso (Maxed), +1 Shadow Web (1)
End Results
- 30 Shadow Partner
- 30 Avenger
- 20 Flash Jump
- 20 Meso UP
- 20 Alchemist
- 30 Avenger
- 30 Shadow Meso
- 1 Shadow Web
Shadow Web Build
Level 70: +1 Shadow Partner (1)
Level 71: +3 Avenger (3)
Level 72: +2 Avenger (5), +1 Flash Jump (1)
Level 73: +3 Shadow Partner (4)
Level 74: +3 Shadow Partner (7)
Level 75: +3 Shadow Partner (10)
Level 76: +3 Shadow Partner (13)
Level 77: +3 Shadow Partner (16)
Level 78: +3 Shadow Partner (19)
Level 79: +3 Shadow Partner (22)
Level 80: +3 Shadow Partner (25)
Level 81: +3 Shadow Partner (28)
Level 82: +2 Shadow Partner (Maxed), +1 Meso UP (1)
Level 83: +3 Meso UP (4)
Level 84: +3 Meso UP (7)
Level 85: +3 Meso UP (10)
Level 86: +3 Meso UP (13)
Level 87: +3 Meso UP (16)
Level 88: +3 Meso UP (19)
Level 89: +1 Meso UP (Maxed), +2 Alchemist (2)
Level 90: +3 Alchemist (5)
Level 91: +3 Alchemist (8)
Level 92: +3 Alchemist (11)
Level 93: +3 Alchemist (14)
Level 94: +3 Alchemist (17)
Level 95: +3 Alchemist (Maxed)
Level 96: +3 Flash Jump (4)
Level 97: +3 Flash Jump (7)
Level 98: +3 Flash Jump (10)
Level 99: +3 Flash Jump (13)
Level 100: +3 Flash Jump (16)
Level 101: +3 Flash Jump (19)
Level 102: +1 Flash Jump (Maxed), +2 Avenger (7)
Level 103: +3 Avenger (10)
Level 104: +3 Avenger (13)
Level 105: +3 Avenger (16)
Level 106: +3 Avenger (19)
Level 107: +3 Avenger (22)
Level 108: +3 Avenger (25)
Level 109: +3 Avenger (28)
Level 110: +2 Avenger (Maxed), +1 Shadow Web (1)
Level 111: +3 Shadow Web (4)
Level 112: +3 Shadow Web (7)
Level 113: +3 Shadow Web (10)
Level 114: +3 Shadow Web (13)
Level 115: +3 Shadow Web (16)
Level 116: +3 Shadow Web (19)
Level 117: +3 Shadow Web (22)
Level 118: +3 Shadow Web (25)
Level 119: +3 Shadow Web (28)
Level 120: +2 Shadow Web (Maxed), +1 Shadow Meso (1)
End Results
- 30 Shadow Partner
- 30 Avenger
- 20 Flash Jump
- 20 Meso UP
- 20 Alchemist
- 30 Avenger
- 30 Shadow Web
- 1 Shadow Meso
Places To Train
Below are some recommended places where you should train, and monsters of which you should train off.
- Levels 70-80: It is now the time for the Third Job advancement. Contrary to popular belief, Coolie Zombies are still the best exp for these levels. As Hermits gain 3 minute Shadow Partner, Forest of Golem party exp begins to rival Zombie exp.
- Levels 80-90: Zombies and Mix Golems are still the best exp until lv 82, where a new number of areas open up. Hermits can go to Death Teddies. In mid-late 80s, Hermits can train on Spirit Vikings (Ilbis ftw) or Squids at Aqua Road. Parties at Master Death Teddys also yield good exp. Bain parties in Jipang (MSEA only) are also a nice place to train.
- Levels from 90 onwards: Most Hermits tend to stay at their lv 80-90 training locations. As Hermits near lv 100, they can easily get into parties at Grim Phantom Watch. Thieves who wish or be or already are low dex will want to kill Zakum for the Zakum Helmet.