Talk:Hermit/Long

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After you have read the following, you should know why this has been moved here. This information belongs on a subpage within the user page. A talk page. Even a blog is okay. It does not belong on the main article. (In fact, anything that is written in first person, contains moderate vulgarities or insulting terms, spelling errors, and/or emoticons does not belong on main articles.) Waddle D33 21:06, 21 November 2010 (UTC)

Okay, This is an edit by a new member to Maplewiki.net. Of course, I did not edit any of the above nonsense, but I felt it was important to clarify that whatever that crap is above here, its not what any sane player would want to use for a build. In all honesty, forget everything this guide has told you so far about when you should allot your points and read below to see what a normal, not mentally challenged person would do (if they were following a correct guide ;D)

Its important to understand that Shadow Partner, Avenger, Flash Jump, and Alchemist are the four most important skills you'll get as a Hermit. Shadow Web, Shadow Meso, and Meso up are in general, pretty useless skills. As far as the rational mind can tell, there is no reason to put a single point in any of these skills until the other 4 are MAXED.

That being said, I'm sure that almost every Hermit/Night Lord will tell you that they know the "best" way to build during these levels, but the truth is, there really isnt a single way. You can blindly follow the above guild or you can do a little bit of critical thinking and figure out which skills are the best for you, and in which order you get them, again, keeping in mind that Shadow Partner, Avenger, Flash Jump, and Alchemist are the best skills for a Hermit. Honestly, you can ignore the others for your initial planning steps.

But it's hard to make a good decision when you don't know what each skill "really" does until you use it. Well that's what people like me are here for. I'll try to spell it out, keeping in mind that I'm not the most articulate.

Shadow Partner - At max it does 1.5x your damage. It is what we would call a "single-target" damage. Since Assassin's don't get an any really useful attack skills, this is cruicial for improving your damage per second.

Avenger - At max it can hit 6 enemies for 2x you base damage each (remember lucky 7 is 3x base damage. It seems that many hermits and night lords underestimate the damage of Avenger...If you can do 2x bas damage times the number of enemies in the mob, as long as you're hitting more than 2 enemies, it does more damange than a lucky 7. This is a cruicial skill because it is better than lucky 7 in certain circumstances, so you want to be able to use it when those circumstances arrive. It also stuns the enemies it hits, meaning if you're fighting a mob of Jesters, it will stop them from running up right in your face.

Flash Jump - Is surprisingly useful in combat. Perhaps it wont be so useful after big bang, but for now, and we have to assume it would be in the future, it is an amazingly useful skill both in combat and as a movement skill outside of it. It requires 5 points in Avenger before you can allot any points in Flash Jump

Alchemist - Increases the efficiency of hp/mp potions, which can save a lot of money, but more importantly, it extends the duration time of buff items for 50% longer than normally. This is very important for apple users. If you plan to use apples early on, then get alchemist earlier.


Keeping this in mind, its time to decide what order to get these skills in. It is highly HIGHLY recommended you get either Shadow Partner or Avenger first. Even if you go for Shadow Partner, it's recommended that 5 points go into avenger early allowing you to put a single point into flash jump before you finish maxing shadow partner.

There is a debate on whether flash jump or alchemist should be maxed first. I would definitely advocate for Flash Jump because it is an amazing skill inside and out of combat and that in the long run, maxing it will save more money on pots than alchemist. each point in flash jump lowers the mp cost of it, which at the quantity you will be using it, will definitely save you more money than you money you would save on pots with alchemist. However, if you are an apple user, then by all means, learn alchemist first

So here is what I would recommend. I was an entirely self-made hermit at the time (now Night Lord) and this is what I found to be the best. Choosing between Shadow Partner or Avenger early on is mostly determined by where you want to train. If you're training at Windraiders, then I'd recommend Shadow Partner. That's why I chose it first, however, the early 5 points in Avenger that allows you to put one in Flash Jump are critical too.


===MY "NOT RETARDED" BUILD=== (Make sure you read the above before making any hasty decisions regarding you well earned skill points!)

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 Avenger (6)

Level 83: +3 Avenger (9)

Level 84: +3 Avenger (12)

Level 85: +3 Avenger (15)

Level 86: +3 Avenger (18)

Level 87: +3 Avenger (21)

Level 88: +3 Avenger (24)

Level 89: +3 Avenger (27)

Level 90: +3 Avenger (Maxed)

Level 91: +3 Flash jump (4)

Level 92: +3 Flash Jump (7)

Level 93: +3 Flash Jump (10)

Level 94: +3 Flash Jump (13)

Level 95: +3 Flash Jump (16)

Level 96: +3 Flash Jump (19)

Level 97: +1 Flash Jump (Maxed), +2 Alchemist (2)

Level 98: +3 Alchemist (5)

Level 99: +3 Alchemist (8)

Level 100: +3 Alchemist (11)

Level 101: +3 Alchemist (14)

Level 102: +3 Alchemist (17)

Level 103: +3 Alchemist (Maxed)

Level 104: +3 Meso Up (3)

Level 105: +3 Meso Up (6)

Level 106: +3 Meso Up (9)

Level 107: +3 Meso Up (12)

Level 108: +3 Meso Up (15)

Level 109: +3 Meso Up (18)

Level 110: +2 Meso Up (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: +1 Shadow Web (Maxed), +2 Dark Sight (12)

Level 118: +3 Dark Sight (15)

Level 119: +3 Dark Sight (18)

Level 120: +2 Dark Sight (Maxed), +1 Shadow Meso (1)


End Results

   * 30 Shadow Partner
   * 20 Flash Jump
   * 20 Meso UP
   * 20 Alchemist
   * 30 Avenger
   * 20 Shadow Web
   * 20 Dark Sight
   * 1 Shadow Meso