Assasin Grinding

BIackTyphoon - Heavens Tear
BIackTyphoon - Heavens Tear Posts: 249 Arc User
edited December 2009 in Assassin
hit lvl 36 and now i have to grind already to get to next lvl....usually i'd go against melee ranged mobs cause of our daggers range and such. but i realised that u get better of going against archers. why? well u know that it halves the dmg u get when u come in mellee range, right?. So i did as follows: shadow jump --> tackling slash(so they wont run)--> rib strike8to slow them down so u get less hit) --> puncture wound(heres the point where tackling slash wears off) right after that sleeo them....and then u just have to use slipstream strike to get them. mp costy but effective.
They hit me bout 3 times each strike 70....so in total 210 my bloodpaint gives me during that combo 97 hp. so u get in total only 113 dmg. a melee ranged mob htis u 150 and more. and trust me he WILL hit u more than one time. of course u can get lucky and he gets miss(applys for archers as well) but usually u will get 2 strikes of not more. and that will be over 300 dmg. so u can see ranged mobs are better to kill. just some observation i made and it helps me to save money. (btw i'm not using any daggers from molds...jstu the normal 35 lvl ones) and armor is partly still from the tideborn armor..only the rank armor is new and a helmet^^. so with actual armor u will get even less hit(not so hard). so what do u think bout that method?
p.s the mobs are lvl 36 as well so no handicap^^
Post edited by BIackTyphoon - Heavens Tear on

Comments

  • PartyAnimal - Harshlands
    PartyAnimal - Harshlands Posts: 693 Arc User
    edited December 2009
    Air and water mobs give more exp.
  • wnight
    wnight Posts: 0 Arc User
    edited December 2009
    Too Bad there is no underwater or airborne archers b:chuckle
  • PartyAnimal - Harshlands
    PartyAnimal - Harshlands Posts: 693 Arc User
    edited December 2009
    wnight wrote: »
    Too Bad there is no underwater or airborne archers b:chuckle
    Indeed.
  • Sharian - Raging Tide
    Sharian - Raging Tide Posts: 50 Arc User
    edited December 2009
    Why don't you just use vipions like clerics ? With life powders you should resist to their venom
  • BIackTyphoon - Heavens Tear
    BIackTyphoon - Heavens Tear Posts: 249 Arc User
    edited December 2009
    guys this is a suggestion for sins to grind at least without spending tons of money. at least read the post and comment the method not jsut any random posts. what the hell have water and air mobs exp bonus have to do with that as well as life powder and vipions? hellooo try to read a little . shouldn't be that hard.
  • PartyAnimal - Harshlands
    PartyAnimal - Harshlands Posts: 693 Arc User
    edited December 2009
    guys this is a suggestion for sins to grind at least without spending tons of money. at least read the post and comment the method not jsut any random posts. what the hell have water and air mobs exp bonus have to do with that as well as life powder and vipions? hellooo try to read a little . shouldn't be that hard.
    Well I found they stop running if you stun them at least once b:sin
  • BIackTyphoon - Heavens Tear
    BIackTyphoon - Heavens Tear Posts: 249 Arc User
    edited December 2009
  • Kilnox - Harshlands
    Kilnox - Harshlands Posts: 27 Arc User
    edited December 2009
    Lol. It is known that pure mellee mobs are way better for assassins, cuz of daggers skills range b:shutup If u will do a proper combo u wont get hit at all. O.o I mean like -> tackling slash > puncture wound > ev. deepsting > wait. Should be done, and u use much less mana on this combo.
  • BIackTyphoon - Heavens Tear
    BIackTyphoon - Heavens Tear Posts: 249 Arc User
    edited December 2009
    Kilnox i tried it and u know what.....most melee mobs have range longer than ur daggers.....yeah i found like 2-3 types who don'T. they will hit u no matter what . as longa s i do punkture wound after takling slash they don't hit but when i go for normal attacks they start hitting. the only way to prevent that is to sleep them but u still will get one hit which is more than the hits u get from ranged mobs cause of half dmg. and thats only when they hit u ONCE. don't tell me bout stuff like they won't hit u cause of range....range is **** in this game. i use my ribstrike at range 4.5 m tho it is described as mellee..so do u think mobs who are melee will be only melee range....yeah keep dreaming. some are but most are not
  • Kilnox - Harshlands
    Kilnox - Harshlands Posts: 27 Arc User
    edited December 2009
    No they don't. I said pure mellee mobs, u know. U talking bout those ones like Torgrims or Densgoth or sumfin. They are half magical, and yes they have wider range of mellee attack than pure mellee mobs. On my lvl (48) there are only pure mellee or archers kind blah blah... Thrust me xD
  • SmallCharms - Lost City
    SmallCharms - Lost City Posts: 11 Arc User
    edited December 2009
    ... Thrust me xD

    Yeah baby, thrust him!

    P.S.: get a bow, **** vipions, ???, ding~
  • BIackTyphoon - Heavens Tear
    BIackTyphoon - Heavens Tear Posts: 249 Arc User
    edited December 2009
    well k i'm not sure bout that....and yeah i meant f.e the spider thingies(forgot the name)....but on my lvl there are lupi berserker..pure melee(never swaw magic attk from them) and they still have wider range than my daggers....and as i already mentioned i don't belive in that since like i said i am able to use ribstrike at 4.5 m range8not that i don't like it, just makes me wonder how the range really is set). anyway i'll just have to see and try out diffrent things...
  • Jellytops - Heavens Tear
    Jellytops - Heavens Tear Posts: 141 Arc User
    edited December 2009
    Well, as stated earlier here, the range in this game is kinda strange. Take knife throw f.ex. First, you start bloodpaint. Gives back HP, but ONLY for MELEE attacks. After you have activated bloodpaint, use knife throw. What happens, is you hit the mobs from over 20 meters, and you still get hp back. If that's melee, the you'll have a hard time using daggers on melee mobs without them hitting you b:chuckle
    *-*-*When I wears my flashing sword and my hand takes hold on judgment. I will take vengeance upon mine enemies and I will repay those who hate me. Oh lord, raise me to thy right hand and count me among thy saints.*-*-*
  • Kilnox - Harshlands
    Kilnox - Harshlands Posts: 27 Arc User
    edited December 2009
    Well, as stated earlier here, the range in this game is kinda strange. Take knife throw f.ex. First, you start bloodpaint. Gives back HP, but ONLY for MELEE attacks. After you have activated bloodpaint, use knife throw. What happens, is you hit the mobs from over 20 meters, and you still get hp back. If that's melee, the you'll have a hard time using daggers on melee mobs without them hitting you b:chuckle

    It's not bout skill range but kind of weap u use. Learn it!b:angry
  • Jellytops - Heavens Tear
    Jellytops - Heavens Tear Posts: 141 Arc User
    edited December 2009
    It's not bout skill range but kind of weap u use. Learn it!b:angry

    Oh no, the bear is on fire!!

    Ok, back at being serious; Well, the skill says (taken from ecatomb):

    Bloodpaint Level 1
    Mana 91
    Channel 1.8 seconds
    Cast 2.4 seconds
    Cooldown 15.0 seconds
    Weapon Daggers

    Requisite Cultivation Aware of Harmony
    Make all friendly units within 10 Meters can absorb HP equals to
    2% of damage it dealt each physical melee attack.
    Lasts for 165 seconds.

    Only available for Blademaster, Barbarian, and Assassin.
    Only available for melee attacks.


    Does NOT say: Only available for melee WEAPONS.

    That's why I figured that the knife throw really shouldn't absorb hp, even thought it's "melee knives" (daggers, I know). Could be that the description is confusing or something. The translation is not at 100% yet.
    *-*-*When I wears my flashing sword and my hand takes hold on judgment. I will take vengeance upon mine enemies and I will repay those who hate me. Oh lord, raise me to thy right hand and count me among thy saints.*-*-*
  • Kilnox - Harshlands
    Kilnox - Harshlands Posts: 27 Arc User
    edited December 2009
    Ermmmm... I know what does it say, I play sin. Description of skills are FAILED and not all are correct translated/described. So don't thrust it so much.. for now, I hope.

    btw. Kind of attack is counted by weapon which is used while attacking, and knife throw even if has 20 meters wide it is still mellee attack, which can be proved by veno's bramble :)
  • Sacronox - Harshlands
    Sacronox - Harshlands Posts: 505 Arc User
    edited December 2009
    Ermmmm... I know what does it say, I play sin. Description of skills are FAILED and not all are correct translated/described. So don't thrust it so much.. for now, I hope.

    btw. Kind of attack is counted by weapon which is used while attacking, and knife throw even if has 20 meters wide it is still mellee attack, which can be proved by veno's bramble :)

    >_< it's trust =P Not thrust... those are two completely different words ^_^
    4x sin - Sacronox
    3x psy- Aegento
    5x wiz- Kimbley
    3x ea - Mavado

    Raging Tides-
    3x cleric- Ishmael
  • Kilnox - Harshlands
    Kilnox - Harshlands Posts: 27 Arc User
    edited December 2009
    >_< it's trust =P Not thrust... those are two completely different words ^_^

    Wow... o.O whops
  • Sneakret - Heavens Tear
    Sneakret - Heavens Tear Posts: 618 Arc User
    edited December 2009
    Well if you're willing to have a little patience on you're port in skill, I found most plank shark dons to be very cost effective.

    port puts you behind the back, from there use tackling slash and DD away till it's dead, it'll never so much as move to attack until slash is worn off.

    The mob has some kind of vector issue perhaps for not being able to attack without being faced towards your character.

    This also works for the Vampiric Thresher Lords
    I can see what you see not,
    Vision milky, then eyes rot.
    When you turn, they will be gone,
    Whispering their hidden song.
    Then you see what cannot be,
    Shadows move where light should be.
    Out of darkness, out of mind,
    Cast down into the Halls of the Blind.
  • Ussichu - Sanctuary
    Ussichu - Sanctuary Posts: 429 Arc User
    edited December 2009
    wnight wrote: »
    Too Bad there is no underwater or airborne archers b:chuckle

    level 90 mobs, Harpies, are airborne archers.

    also in Legion attacks at 1k, the legion sharpshooters are archers as well.
    Navarre was your everyday veno, until she learned her true form. Now she's fox walloping and purging over and over again.. all for a deep stinging, head hunting, wind pushing Assassin. Will there be inner harmony and myriad rainbows? But of course! Yuri&Lemon Find it on Fanfiction XD "Discovering Sanctuary" Chapter 2 is up ^_^
  • Olo_Eopia - Lost City
    Olo_Eopia - Lost City Posts: 17 Arc User
    edited December 2009
    Well if you're willing to have a little patience on you're port in skill, I found most plank shark dons to be very cost effective.

    port puts you behind the back, from there use tackling slash and DD away till it's dead, it'll never so much as move to attack until slash is worn off.

    The mob has some kind of vector issue perhaps for not being able to attack without being faced towards your character.

    This also works for the Vampiric Thresher Lords
    works for all big mobs. I do this for most of my quest mobs. you don't even have to teleport if the mob doesn't aggro :). so it just walk up into them and tackling slash then DD away. ususally only using 40 mana a mob and no hp down.

    magic mobs, just tele into them and start ddin away. archer mobs just tackling slash them or tele into them and they do unnoticable dmg.