Aleczorich's Guide to the Sindit/Long: Difference between revisions
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*'''Levels 70-80''': It is now the time for the Third Job advancement. Contrary to popular belief, [[Coolie Zombie]]s give still the best exp. ratings for these levels. As Hermits gain three-minutes Shadow Partner, [[Forest of Golems]]' party-experience begins to rival those of Zombies. | *'''Levels 70-80''': It is now the time for the Third Job advancement. Contrary to popular belief, [[Coolie Zombie]]s give still the best exp. ratings for these levels. As Hermits gain three-minutes Shadow Partner, [[Forest of Golems]]' party-experience begins to rival those of Zombies. | ||
*'''Levels 80-90''': Coolie Zombies and [[Mix Gollem]]s are still the best source of exp. until level 82 approximately, when a new variety of areas open up. Hermits can go to [[Death Teddy|Death Teddies]] in [[Ludibrium]]; Chief Bandits can go to [[Ghost Pirate]]s. In mid-to-late eighties, both Hermits and Chief Bandits can train on [[Spirit Viking]]s or [[Squid]]s at [[Aqua Road]]. Parties at [[Master Death Teddy]]s may yield good exp too. Chief Bandits may also consider hunting [[Goby|Gobies]] at Aqua Road, as Meso Explosion can kill the houses quickly. [[Bain]] parties in [[Zipangu]] are also a nice place to train for | *'''Levels 80-90''': Coolie Zombies and [[Mix Gollem]]s are still the best source of exp. until level 82 approximately, when a new variety of areas open up. Hermits can go to [[Death Teddy|Death Teddies]] in [[Ludibrium]]; Chief Bandits can go to [[Ghost Pirate]]s. In mid-to-late eighties, both Hermits and Chief Bandits can train on [[Spirit Viking]]s or [[Squid]]s at [[Aqua Road]]. Parties at [[Master Death Teddy]]s may yield good exp too. Chief Bandits may also consider hunting [[Goby|Gobies]] at Aqua Road, as Meso Explosion can kill the houses quickly. [[Bain]] parties in [[Zipangu]] are also a nice place to train for players. | ||
*'''Levels from 90 onwards''': Most Thieves tend to stay at their prior training locations. As Hermits reach levels near one hundrer, they can easily get into parties fighting [[Grim Phantom Watch]]es. Thieves who wish to or have followed low-DEX builds may want to kill [[Zakum]] for the [[Zakum Helmet]]. Chief Bandits can party with a [[Priest]] at [[Dual Ghost Pirate]]s for nice amounts of exp., usually after level one hundred. | *'''Levels from 90 onwards''': Most Thieves tend to stay at their prior training locations. As Hermits reach levels near one hundrer, they can easily get into parties fighting [[Grim Phantom Watch]]es. Thieves who wish to or have followed low-DEX builds may want to kill [[Zakum]] for the [[Zakum Helmet]]. Chief Bandits can party with a [[Priest]] at [[Dual Ghost Pirate]]s for nice amounts of exp., usually after level one hundred. |
Revision as of 10:02, 28 June 2008
So. You've decided to become a Thief eh? Well you can use stars as an Assassin. Or you can use daggers as a Bandit. Ever thought of using both?
Contact Information
You may use this guide on your site or any site. But please keep my E-mail address on it. Thank you.
If you would like to contact me, please contact me at: [email protected] or My Talk Page. By Aleczorich
.
COPYRIGHT: 2007-2020
Credit
If you added a Section or made a very big edit, please put your IGN ( in game name ) and world below:
- Bera; KAoHermit or KAoSindit
- Bera; Assaulter7
Introduction
BanditSin/Sindit is an unofficial branch of Thief (rogue) which players decided to make. It combines aspects of Assassins and Bandits. Assassins can train quickly thanks to their claws and the speed with which they throw their stars, and have the party skill Haste. Bandits have the ability to do massive amounts of damage thanks to their Savage Blow technique. The aim of a Sindit build is to combine the best traits of these two Thief builds. This is done by getting some skills for both claws/stars and Daggers in the first job, and then getting even more skills to improve dagger damage in the second job by choosing the path of the Bandit.
Creating a Character; Dice Roll
When you create a new character, you want it to roll something like this:
STR: 4/5 (Thieves do not need this unless you are going to be a STR bandit which I don't provide a guide to)
DEX: X (anything rolled here is fine )
INT: 4/5 (Thieves do not need this so it is USELESS)
LUK: X (anything rolled here is fine)
Tips
- Try not to die — it isn't a good thing. You will lose experience (usually about five percent), and it can be anywhere from a few minutes work to a few hours work to make it up, depending on your level. Watch your HP gauge attentively.
- Learn about the different second job advancement classes, and then figure out what you want to be beforehand, so you can prepare for the skill requirements for that certain job, and not make something catastrophic with your character.
- Do not let anybody get to you. If they are doing that, they want to fight, so just ignore it and keep training. It's best not to give them what they want. Remember — do not feed the troll!
- If you're patient, you can find a nice patch of land where no monsters can get you and heal instead of using potions — you save money. You can go do something else, such as talk on MapleTip. But be careful, you must be pretty sure that monsters will never reach you.
- If you get KSed (kill stolen), do not yell or be mean. That only promotes bad behavior and makes them mad at you, and then they'll just keep KSing you until you leave. They might even follow you. Just ask politely to stop. If they continue or ignore you, then just move somewhere else. There's nothing you can do to solve the problem.
'Suggestion' I suggest you use a Claw from level 10~40. Then start going close ranged. It is very hard to train a Bandit from level 1~40 but using a claw it is easy. Please read the entire guide. Thanks.
Ability Formula
First off, we should talk about your stat distribution. Your DEX should be at the least 25, or else you can't become a Thief at level 10.
- STR-Not needed for all Thieves.
- DEX-DEX adds to your Accuracy, so DEX isn't needed as much as LUK. The only main reason for DEX is for your equips and Accuracy.
- INT-INT is USELESS for thieves, as it adds to Magic Attack and MP.
- LUK-LUK determines the strength of a Thief. LUK is the basis for a Thief's attack.
- HP/MP- These are the worst stats to add into. You get enough HP and MP on your own without pumping into these, and any points pumped, would be a waste.
In simpler terms each level you should do something like this:
YOUR DEX SHOULD ALWAYS BE 2X YOUR LEVEL! BUT, YOU SHOULD NOT DO THE FORMULA ABOVE UNTIL YOUR LVL 13! NOTE: FOLLOW THE DISTRIBUTION BELOW:
Ability Point Distribution
Levels 10~30
- 10: 25 Dex and 37 Luk (+5 Luk)
- 11: 25 Dex and 42 Luk (+5 Luk)
- 12: 25 Dex and 47 Luk (+5 Luk)
- 13: 26 Dex and 51 Luk (+1 Dex +4 Luk)
- 14~30: Follow the Formula Above (+2 Dex +3 Luk Per Level)
Stats needed to become a Thief
To be able to become a Thief, you must be level 10, with 25 of DEX.
Once you have reached level 9 with 85%, exit Maple Island by going to Southperry and asking Shanks to leave Maple Island. You will then be teleported to Lith Harbor. At Lith Harbor, go down from the boat and find the Ticket Booth, which should not be far from the boat, and go to Kerning City. At Kerning City, go toward the left and find the Fusion Jazz Bar. Talk to the Dark Lord and he will instruct you on how to become a thief.
As soon as you become thief you can now fight for a cause. You can beat on things that you couldn't beat before. If you experience people that steals your kills, change channels or ask them politely to stop kill stealing. Remember, if you can pass through all the suffering of the thief, you will join the ranks of the strongest jobs in the world of MapleStory.
Throwing-weapons and Equipment
Throwing-stars and throwing-knives are used by Assassins. Some of them provide extra damage, with regard to the basic and weakest ones, the Subis. The more Weapon Attack a throwing-star provides, the better — and, thus, more expensive — it is. Currently, the most strongest star is the Ilbi throwing-star. Acquisition of stronger stars can improve damage dealt. However, you should remember that the stronger/est throwing-weapon(s) may not be good for your wallet.
The equipment that Thieves use is very critical to their efficiency. People that utilise the DEX-less technique (use little or no DEX at all) would have to purchase equipment that provides dex. People that use equipment that provides DEX does not have to add DEX each level, thus allowing them to add points into LUK. Since LUK provides damage to Thieves, it is very important.
Skill Point Adding
Levels 1~30
Since you are a Sindit, you are going to be using a claw from about level 10~40. Here is Skill Point Adding:
Brought to you by Assaulter7 of Bera. AssaulterX of Scania
- Job Advancement: 1 Lucky Seven
- Level 11: 1 Lucky Seven, and 2 Nimble Body
- Level 12: 1 Lucky Seven, 1 Nimble Body, and 1 Keen Eyes
- Level 13: 1 Lucky Seven, and 2 Keen Eyes
- Level 14: 1 Lucky Seven, and 2 Keen Eyes
- Level 15: 3 Keen Eyes (Maxed)
- Level 16~20: 3 Lucky Seven per Level (Maxed at 20)
- Level 21: 3 Disorder
- Level 22~26: 3 Dark Sight per Level
- Level 27: 2 Dark Sight, and 1 Disorder
- Level 28~30: 3 Nimble Body per Level.
By Level 30
By level 30, your skill book should be this way:
- Lucky Seven: 20 (Maxed)
- Keen Eyes: 8 (Maxed)
- Nimble Body: 12
- Dark Sight: 18 (Almost Maxed)
- Disorder: 3
2nd Job Advancement Procedure
Finally, level 30! Time to make the second job advancement! To make the second job advancement, go back to where you first got your job of Thief and talk to the Dark Lord. When you talk to him, he will give you a letter to take to his instructor.
The instructor is two maps east of Kerning City; Talk to him. Buy 50 or 60 orange potions before leaving. He'll take you to the advancement area. The only way to get out is to change channel or die. All I can say after this is, go after the monsters. Get 30 dark marbles, return to the thief instructor and obtain the proof. Now, go back to The Dark Lord (Long lecture comes). Choose the Bandit and then confirm your choice. Congratulations! You are now a Bandit, and have just proceeded into your second job advancement!
The Bandit
- Main article: Bandit/Long
The Bandit is the least popular second job advancement class for the thief. The Bandit attacks from close and uses daggers or cutters as their main weapons of choice. They may use claws, but they are going to be weaker with them than the Assassin.
Pros: Can attack up close, can use savage blow which can attack up to 6 times in a row in the same second. Very high damage, and great mob control.
Cons: Is not ranged, cannot attack as fast as an assassin. Prone to be KSed, because of the time required to reach a single monster. NOTE: Sindits are very good with Ranged attack even if you are a Bandit due to 1st job Skills.
Skills
The following is a list of skills a Bandit can use.
Icon | Name and Description | Max Level | Requirements |
---|---|---|---|
Dagger Mastery: Increases the dagger mastery and accuracy. This only applies when a dagger is wielded.
| 20 | — | |
Endure: Additional recovery for both HP and MP even while hanging still on a rope or a ladder.
| 20 | — | |
Dagger Booster: Uses HP and MP to temporarily boost up the attacking speed of the dagger. It only works with a dagger wielded.
| 20 | Dagger Mastery level 5. | |
Haste: Temporarily improves the speed and jumping ability of every member of the party.
| 20 | — | |
Steal: Enables the character to steal an item from an enemy with a certain success rate. Only one clean steal per monster, but multiple attempts can take place in the process.
| 30 | Haste level 5. | |
Savage Blow: Dagger: Use MP to attack an enemy up to 6 times in a row. This skill can only be used while wielding dagger.
| 30 | — |
Bandit Techniques
Here is a list of techniques that most bandits love to use.
- Savage blow is a good move, good for getting attention, so you can use it to show off.
- Haste is your friend: Always use haste, so that you can keep those ranged people from KSing you.
- Don't use Savage Blow on weak things: This skill uses a lot of MP, thus requiring to consume MP potions to replace, thus wasting money unnecessarily.
- Be fast: When you are low-leveled, many ranged people will KS you, so use strategy and speed to level up.
Sindit Techniques
Here is a list of techniques that most Sindits love to use.
- Savage blow is a very good move to the Sindit. Due to the fact that you are ranged and close-ranged.
- Haste comes in handy! Since you can range very well, You can jump higher, and since your also good at close-ranged, you can get to the monsters first!
- DO NOT USE SAVAGE BLOW ON LOW LEVEL MONSTERS! IT WASTES: YOUR MP, YOUR MONEY ( MP POTS ) AND GOOD TIME!
- Go Quick: When you are low leveled using close-ranged, Don't. Use ranged until level 40 ( your a bandit then ) then start moving into more of close-ranged.
- Your ranged and close-ranged
Skill Adding Levels 30~70
Since you are a Sindit, you should have turned into a Bandit at the Job Advancement. Here is 2 builds:
Endure Build
Level 30: +1 Dagger Mastery (1)
Level 31: +3 Dagger Mastery (4)
Level 32: +3 Dagger Mastery (7)
Level 33: +3 Dagger Mastery (10)
Level 34: +3 Dagger Mastery (13)
Level 35: +3 Dagger Mastery (16)
Level 36: +3 Dagger Mastery (19)
Level 37: +3 Savage Blow: Dagger (3)
Level 38: +3 Savage Blow: Dagger (6)
Level 39: +3 Savage Blow: Dagger (9)
Level 40: +3 Savage Blow: Dagger (12)
Level 41: +3 Savage Blow: Dagger (15)
Level 42: +3 Savage Blow: Dagger (18)
Level 43: +3 Savage Blow: Dagger (21)
Level 44: +3 Savage Blow: Dagger (24)
Level 45: +3 Savage Blow: Dagger (27)
Level 46: +3 Savage Blow: Dagger (30)
Level 47: +3 Dagger Booster (3)
Level 48: +2 Dagger Booster (5) , +1 Haste (1)
Level 49: +3 Haste (4)
Level 50: +3 Haste (7)
Level 51: +3 Haste (10)
Level 52: +3 Haste (13)
Level 53: +3 Haste (16)
Level 54: +3 Haste (19)
Level 55: +1 Haste (20), +1 Endure (1), +1 Dagger Booster(6)
Level 56: +3 Dagger Booster (9)
Level 57: +3 Dagger Booster (12)
Level 58: +3 Dagger Booster (15)
Level 59: +3 Dagger Booster (18)
Level 60: +2 Dagger Booster (20), +1 Endure (2)
Level 61: +3 Endure (5)
Level 62: +3 Endure (8)
Level 63: +3 Endure (11)
Level 64: +3 Endure (14)
Level 65: +3 Endure (17)
Level 66: +3 Endure (20)
Level 67: +3 Steal (3)
Level 68: +3 Steal (6)
Level 69: +2 Steal (8), +1 Dagger Mastery (20)
Level 70: +3 Steal (11)
End Results of Endure Build
- 20 Dagger Mastery (Maxed)
- 30 Savage Blow (Maxed)
- 20 Dagger Booster (Maxed)
- 20 Haste (Maxed)
- 20 Endure (Maxed)
- 11 Steal
Steal Build
Level 30: +1 Dagger Mastery (1)
Level 31: +3 Dagger Mastery (4)
Level 32: +3 Dagger Mastery (7)
Level 33: +3 Dagger Mastery (10)
Level 34: +3 Dagger Mastery (13)
Level 35: +3 Dagger Mastery (16)
Level 36: +3 Dagger Mastery (19)
Level 37: +3 Savage Blow: Dagger (3)
Level 38: +3 Savage Blow: Dagger (6)
Level 39: +3 Savage Blow: Dagger (9)
Level 40: +3 Savage Blow: Dagger (12)
Level 41: +3 Savage Blow: Dagger (15)
Level 42: +3 Savage Blow: Dagger (18)
Level 43: +3 Savage Blow: Dagger (21)
Level 44: +3 Savage Blow: Dagger (24)
Level 45: +3 Savage Blow: Dagger (27)
Level 46: +3 Savage Blow: Dagger (30)
Level 47: +3 Dagger Booster (3)
Level 48: +2 Dagger Booster (5) , +1 Haste (1)
Level 49: +3 Haste (4)
Level 50: +3 Haste (7)
Level 51: +3 Haste (10)
Level 52: +3 Haste (13)
Level 53: +3 Haste (16)
Level 54: +3 Haste (19)
Level 55: +1 Haste (20), +1 Steal (1), +1 Dagger Booster(6)
Level 56: +3 Dagger Booster (9)
Level 57: +3 Dagger Booster (12)
Level 58: +3 Dagger Booster (15)
Level 59: +3 Dagger Booster (18)
Level 60: +2 Dagger Booster (20), +1 Steal (2)
Level 61: +3 Steal (5)
Level 62: +3 Steal (8)
Level 63: +3 Steal (11)
Level 64: +3 Steal (14)
Level 65: +3 Steal (17)
Level 66: +3 Steal (20)
Level 67: +3 Endure (3)
Level 68: +3 Endure (6)
Level 69: +2 Endure (8), +1 Dagger Mastery (20)
Level 70: +3 Endure (11)
This build is suggested because steal would probably be better than endure
End Results of Steal Build
- 20 Dagger Mastery (Maxed)
- 30 Savage Blow (Maxed)
- 20 Dagger Booster (Maxed)
- 20 Haste (Maxed)
- 20 Steal (Maxed)
- 11 Endure
Training Areas
You may want to train at these areas:
- Main article: Thief Training Reference
Level 1~30
- Levels 1-4: Blue Snails and Snails in Maple Island.
- Levels 4-6: Red Snails, Blue, regular ones and Shrooms in Maple Island.
- Levels 6-10: Do not train on Orange Mushrooms, since they are far too difficult — they will take many hits to kill and deal great amounts of damage. Snails and Shrooms are still good for training at these levels.
- Levels 10-15: Slimes at Henesys, Ellinia or Lith Harbor and at Forest East Of Henesys . If you haven't already went through the First Job Adv. at level 10, you will have to restart and make a new character because if you advance late, you will have lost out crucial skill points. Buy your items, and some potions if you can afford them. You can also hunt Orange Mushrooms in Kerning City Construction Site.
- Levels 15-20: Pigs and Ribbon Pigs. Pig Beach is a great place, since there is a vast amount of Pigs, but also a vast amount of people. Just keep looking around for a place in Pig Beach. But if you cannot kill them in 1 or 2 hits, you can still get experience from Orange Mushrooms at Henesys or Kerning City.
- Levels 21-30: Green Mushrooms and Horned Mushrooms are great monsters for Rogues at these levels. You can try the Green and Horned Mushroom tree in Ellinia. You may also try doing the Party Quest in Kerning City. For Dagger Rogues to which Horned Mushrooms cost too much MP, they can try the Green Mushroom tree. Funded or rich Claw Rogues may want to take on Zombie and Horned Mushrooms at Ant Tunnel, for more challenging training.
- Levels 27-30: If desired, you can go to train to the Ant Tunnel with Zombie and Horned Mushrooms or to Perion with Wild Boars. If you find these monsters too difficult, you can stay with Green and Horned Mushrooms.
Levels 30~70
- Levels 30-34 or 35: Wild Boars and Evil Eyes are good for now. As an Assassin, you may want to try Wild Boars; as for a Bandit, try Evil Eyes. Also, if you're into making big money from drops and if you are a very rich or funded Assassin, please want to go to hunt Chronos in Ludibrium.
- Levels 35-40: By now, you should be pretty strong. You can make a choice of either Wild Boar or Fire Boar for both Assassin and Bandit. Wild boars would still be good until the mid forties (40-43), even though it is a pain.
- Levels 40-45: Try Jr. Cellions, Jr. Lioners and Jr. Grupins. They give good exp., great drops and you can get solid horns for the orbis exchange quest. You can also try out the Ludibrium Party Quest — if long waits do not bother you! If you are lucky and do rapid Party Quests, you can get great experience and very neat rewards.
- Levels 45-50: By now, you should be able to fight Star Pixies. They drop a fair amount of Pan Lids and give decent experience. Again, you can try Ludibrium Party Quest for lots of experience — if you are lucky. Since you are high-levelled, party leaders would want to invite you.
- Levels 50-55: Star Pixies or Zombie Lupins — good drops and good exp. Stone Gollems around Henesys or Block Golems in Ludibrium Eos Tower would also be good. If you can find a training spot, Sakura Cellions give good experience because of their fast spawn rate. Just bring a lot of stars. =)
- Levels 55-60: Zombie Lupins or Wraiths. If you get bored, you can also try hunting Pixies down — Star Pixies, Lunar Pixies and Luster Pixies.
- Levels 60-70: You can go to either Drake's Meal Table (for Assasins and Bandits) or Hot Sand (for Bandits solely). Coolie Zombies in El Nath may give the best exp. amounts at these levels. Beware — it will be hard to get a spot, because pratically every other class trains here.
Levels 70~90+
- Levels 70-80: It is now the time for the Third Job advancement. Contrary to popular belief, Coolie Zombies give still the best exp. ratings for these levels. As Hermits gain three-minutes Shadow Partner, Forest of Golems' party-experience begins to rival those of Zombies.
- Levels 80-90: Coolie Zombies and Mix Gollems are still the best source of exp. until level 82 approximately, when a new variety of areas open up. Hermits can go to Death Teddies in Ludibrium; Chief Bandits can go to Ghost Pirates. In mid-to-late eighties, both Hermits and Chief Bandits can train on Spirit Vikings or Squids at Aqua Road. Parties at Master Death Teddys may yield good exp too. Chief Bandits may also consider hunting Gobies at Aqua Road, as Meso Explosion can kill the houses quickly. Bain parties in Zipangu are also a nice place to train for players.
- Levels from 90 onwards: Most Thieves tend to stay at their prior training locations. As Hermits reach levels near one hundrer, they can easily get into parties fighting Grim Phantom Watches. Thieves who wish to or have followed low-DEX builds may want to kill Zakum for the Zakum Helmet. Chief Bandits can party with a Priest at Dual Ghost Pirates for nice amounts of exp., usually after level one hundred.
The End?