Choose Gobball Set items (amulet and hat) with low +Intelligence bonuses, because Intelligence affects the healing portion of Heads or Tails. Visit Bonta, but leave before it makes you too soft.įinally, if you go this route (which I suggest), don't raise Intelligence too much. Visit Brakmar, but leave before it makes you too hard. With some enemies, it's best to Felintion, Run, Repeat Until Dead, so equipment that gives MP and a few points into Feline's Leap never hurts.ĭon't raise Smell past Level 2. You're not a Sacrier or an Iop, and melee combat with everything is not always the best course of action. Even after level 100, Felintion is still a staple of my solo game.įurthermore, keep mobile. HoT and Felintion will be your only* Earth spells until level 70 (when you get Playful Claw), so you'll be relying on them for a long time, and Felintion's health-stealing will save your life. L100+ Lv 6 Heads or Tails, Catnip, Summoning Claw, Roulette (1 turn cooldown or use twice a turn with the Gutter Set), Perception , Feline Spirit.I also suggest Felintion (gotten from the Ecaflip Class Temple), level 5, as soon as you can get there and beat your Dopple.Spare points can be spent in Perception, Reflex (inflicts erosion and air damage), or Weapon Skill.元2-41 Wheel of Fortune to 5 Increases the attribute of a spell by 200% or 240% on a critical.L1-31 Heads or Tails to 5 (attack), Catnip to 5, in any order.In the past some would suggest to put some points into Vitality, however as of 1.27 all characters gain 5 HP per level, meaning the bonus you gain from raising Vitality is minimal, There's no need to put it in anything else. Simply put all of your points into Strength. Spare : Summoning Claw (5), Roulette (5), Ecaflip's Luck (1 or 5) Heads or Tails (5), Feline Spirit (5), Playful Claw (5), Fate of Ecaflip (5) ![]() Main stats: Strength, Vitality, (Agility) ![]() ![]() The Fate of Ecaflip inflicts Earth-type damages and subtracts an MP from the enemy if pushback damage is inflicted on them for 2 turns.īuilding a Strength Ecaflip basically involves raising Strength and Vitality, Wisdom (for XP) and Agility (for Locking and Dodging) can be scrolled. Inflicts lifesteal Water-type damage in Lucky Devil state. This scratch inflicts horizontal and vertical Earth-type damages and hurts any players within its area of effect. Reverses on the subsequent turn with MP loss and increased AP. Support spell that decreases the AP and increases the MP of everyone in the area of effect. It hits in an axe shaped area, reduces target AP reduction by 20 at Level 6, and deals damage on the caster if not used the next turn unless in Lucky Devil state. This is a powerful close-range earth attack with a teleport mechanism added to it. Situational support spell which increases damage by 200% at level 5 for 3 turns, disables Clover for the same number of turns, and reduces resistance by 15% once it times out. Costs 1 AP to cast with a decreasing cooldown until level 5 in which it can be cast an upwards of 2 times per turn, and 3 times at level 6. Support spell which adds 1 mp for 1 turn. This spell both damages and heals the enemy, though the damage is generally much greater than the healing. The drawback of these builds is that you don't get your second Earth spell until level 48, which is extremely risky, so the next safe earth spell comes at 70. ![]() Unlike Bluff Ecaflips, Strength-based Ecaflips have a good choice of high-level spells. 3 Experimental/Historical/Obsolete builds.
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