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  1. #1

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    Post Share Skill FA dunk

    Mumpung masih lvl kecil niy.. mo tanya²....
    Skill FA apa ajah yang perlu diambil...
    Mulai skill Sword, Magic, Upgrade...
    Mohon masukannya dari para tetua..
    Thanks yg udah mau sharong.. eh sharing...

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  3. #2

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    Wink Complete FA Guide

    Spoiler untuk :



    This guide was written by Ren99 on the Cabalsea Forums!!

    Preview:
    In Cabal Online, there are 6 classes and they can be categorized under 3 factions: Sword, hybrid and magic.
    This guide will focus on the Force Archer class, a member under magic faction.


    Cabal Intro:

    Among the Authentic Six, "Force Archer", "Force Shielder" and "Force Blader" did not originate from the Sage Tower like the other three skills.
    They have been developed independently over hundreds of years since the Nevareth Exodus.
    In the past they were referred to as "Force Handler", but this has now become a set term, which refers to all of the 6 authentic skills.

    Among the three independent combat skills, "Force Archers" originated from the Wizard group.
    They realized the potential of long-range magic spells, and studied how to intensify the potency of magic spells.
    It is common knowledge among force handlers that the relation between range and space is in inverse proportion to the one between space and power.

    The founders of the Force Archer skills were greatly intrigued by distance and speed rather than space and power.
    They established the intensive long-range force attack skills for Force Archers, and created “Crystals",
    an advanced version of a Wizard's "Orb", which specializes in controlling force more than intensifying it.
    This great invention which has resulted in creating another invention, "Astral Bow"
    which minimizes the risk of power decrease when using long-range force and improves force control and attack speed at the same time.
    Later, it served as a momentum for "Astral Weapons", the embodiment of force.


    Controlling Crystals requires a minimum of physical strength and agility.
    Force Archers do not move around much compared to other classes due to their unique battle style,
    and they wear armor such as "Battle Suit Set" from the Pastur continent, which possesses better defense than light clothing armor.

    Experienced Force Archers can perform quick long-range force attacks and
    if they achieve a master level in force control they can deliver a fatal blow to an enemy from a far distance with one shot.



    Pros and Cons of FA

    Pros:
    Moderate-high MATK
    Fast cast spells
    Specialist in Heal
    Specialist in knockback
    Specialist in ranged combat

    Cons:
    Low HP
    Low Def
    Only two limit 3 spells
    Completer spell weak against large mobs
    Several buffs cannot stack until certain rank is achieved

    Middle:
    Moderate MP
    Average ATK rate
    Average Def rate
    ------------------------------



    Introduction To The Archer
    This section will discuss cabal’s introduction in game terms

    Astral Bow
    FA is the only class that uses Astral Bow.
    Astral bow adds attack range +1, some ATK rate and MATK. Although critical rate is supposedly increased, it does not function normally.
    The tier of the magic weapon equipped on the right weapon slot will determine the level of Astral Bow. What is on the left weapon slot will not affect Astral Bow.
    For example, Topaz on the right weapon slot will summon a Lv9 Astral Bow.



    Cast Time
    Another specialty of FA is fast cast time.
    For example, while wizard takes 1.8s to cast a lance, FA only takes 1.3s to cast it.


    Range
    Since FA belongs to the magic faction, it excels in ranged combat.
    To prove that it is a specialist in ranged combat, FA’s astral bow and eagle eye improves attack range by 1 each.


    Area-of-Effect (AoE)
    As a result of neglecting space, FA only has 2 spells that are more than limit 2, which are Gravity Distortion and Shooting Star.
    Both have a limit of 3, however.


    Power
    As a result of neglecting power, FA does not gain as much MATK from INT, when compared to a wizard.
    In addition, FA’s spells do not have high added damage.

    ------------------------------




    Gear + Spells
    This section will discuss about FA’s spells, gear and survivability in general terms.



    Skills
    As FA belongs to the magic faction, most of its spells are MATK-based.
    In short, ATK is generally redundant for a FA.


    Secondary Effects
    FA only has one spell that causes HP down effect – Poison Arrow
    FA only has one spell that cause stun – Gravity Distortion
    FA has 2 spells that has good down effect – Drilled Shot and Prismatic Arrow
    FA has only one spell that has good knockback effect – Shooting Star

    However, with the buff [Thrusting Arrow], knockback rate can be increased.
    Hence, even lance series, cannon series and critical shot can have good knockback rate when the buff is activated.



    Debuffs, Buffs and Recovery spells

    FA has two debuffs, Blind and lower Defense.

    FA has quite a number of buffs, totaling to 12.
    Out of the 12 buffs, 6 buffs can be cast on other players and 6 buffs can only be cast on the FA itself.

    In addition, FA is one of the two classes that can heal.
    With Greater Heal and Mass Healing, FA is the best Healer.




    Armor
    FA’s default armor is battleset. As such, Shadow titanium, teragrace and mithril are exclusive to battle FA only.
    Wearing battleset allows the FA to have a balance of def, def rate and MATK.

    Force Archers are once wizards and some FA become displeased by the loss of MATK when they wield crystals and wear battleset.
    As time passed, these purists tossed away their battleset and returned to their original roots.
    They found that by wearing martial set, they are able to improve on their INT and have the casting speed of a FA at the same time.
    However, to their dismay, they realized that they could only wear up to osmium tier, unlike their wizard brethren who could wear mystic martial and mithril martial.


    Now, there are two main groups within the Force Archer class:
    The Battle FA, which focuses on having a balance, and
    The Martial FA, which focuses on damage dealing.


    Weapons
    FA’s default weapon is crystal. It specializes in controlling Force rather than intensifying it.
    Battle FA will wear crystals until it reached osmium battleset.
    Once it has enough INT, a battle FA will switch to wielding orbs so that it can have more MATK.

    Martial FA will wield orbs the moment it starts wearing martial set.



    Survivability
    FA has one of the lowest HP and def among the six classes.
    Due to these two weaknesses, FA players should never have the concept that it can tank a large mob as well as FS or WA at the later levels.

    To highlight the difference in tanking ability,
    A Lv 100 FA wearing teragrace may be hit for around 200 damage with wraith, while a FS in shineguard may be hit for minimum damage.
    ------------------------------


    Game Mechanics
    This section will discuss about the basics of the game mechanics.

    HP - Health points. When current HP is fully depleted, your FA dies and will incur a death penalty if the FA is killed by a monster.
    MP – Mana points. This will determine whether you can cast spells or not.
    When current MP is depleted to an extent, a MP potion in the inventory will automatically be used to replenish current MP.

    ATK – Increases the damage of ATK-based spells. Generally redundant for FA.
    MATK – Increases the damage of MATK-based spells.
    AMP – This is a multiplier that acts on MATK/ATK, depending the AMP is Mag AMP or sword AMP.
    If your skill amp is 2.00, then your potential damage from 600 MATK is 600 x 2.00.
    If your gear amp is +30%, then your potential damage from 600 MATK is 600 x 1.30

    Added damage – This is an additive that is added to your potential damage.
    If your skill has 2.00 AMP and +1000 added damage, then the potential damage from 600 MATK = (600 x 2) + 1000
    Note that potential damage may be seen on your character screen and it does not take the enemy into account.
    Resultant damage is the final damage output after taking the enemy’s stats and various penalties into account.


    Def – This stat will reduce the amount of damage inflicted by the enemy.
    Note that the enemy has a MIN/MAX damage range.
    In addition, there is something called a minimum damage cap, where inflicted damage cannot go below that amount.


    ATK Rate – Affect whether you will hit the enemy or not.
    Def Rate –Affect whether you are able to evade an enemy’s attack or not.
    Flee rate – Reduces your chance of being hit.
    Although you can see it on your gear or skills, you cannot see it on your character screen.
    It is a hidden factor.


    How atk rate, def rate and flee have to do with each other?
    The three factors are tied to a hidden factor known as hit rate .
    You can also call it dodge rate , if you alter the formula slightly.
    In simple terms, hit rate affects your chance to hit.

    ATK rate and hit rate sounds similar…?
    Yes, because ATK rate is the main contributing factor that affects your chance to hit.
    It’s like being surprised that the main ingredient of boiled cabbage is cabbage .

    Def rate and flee rate sounds similar…?
    Yes, they sound similar because they act against the enemy’s chance to hit you.
    However, Flee rate is percentage-based while Def rate is numerical-based, so they function differently in the hidden formula.
    Only idiots will think def rate = flee rate because they sound similar.
    Might as well say orange = apple because both are fruits.



    Crit Rate inc. – Chance of getting a critical damage.
    Applicable to normal attack and skills.
    Critical damage is always shown in blue, so you’ll know whether your hit is normal or critical.
    Base crit rate is 5% and default crit rate cap is 50%. Crit rate cap can be increased by +max crit rate effects.


    Critical Damage inc. – Increases the amount of resultant damage by a percentage.
    Applicable only for critical hits. That means if you fail to crit, this factor is useless.
    Base crit damage is +20%. Crit damage cap is currently unknown.
    For example, if your resultant damage is 1000 on enemy X and your crit damage is +900%, your resultant damage becomes 10000 whenever it crits on enemy X.
    Depth -0300
    This section will discuss about the basics of the game mechanics.
    ------------------------------


    Skills Etc
    This section will discuss class rank up, skill rank up, Stat distribution chart, Stat ranking chart, Aura and Battle Modes.



    Skill rank up

    Posted by DuoBlader (http://forums.playpark.net/showthread.php?t=199916)

    Spoiler untuk ? :




    For Magic novice -> transcender, you will gain a total of
    +96 DEX, +96 INT, +270 HP and +540 MP

    For Sword novice -> transcender, you will gain a total of
    +96 DEX, +96 STR, +270 MP and +540 HP

    In total, you will gain,
    +96 STR, + 96 INT, +192 DEX, +810 HP, +810 MP

    Because FA has low HP, you must not neglect sword rank too much as you level up magic rank.
    Regardless, a FA must be a dual transcender eventually.



    The two subsections below will help you decide how you want to distribute your stats.

    Spoiler untuk stats :




    As one can see, STR is the most undesirable stat for FA as it does not add any MATK.


    Stat Ranking Chart
    Note that the points are based on 100 stat points. Hence, 100 STR of blader will get 120 ATK.

    Spoiler untuk stat :


    Class rank Up
    At every 10 levels, you are allowed to take a test to increase your class rank.
    Class rank up is fairly important because you may gain stat increase and certain attractive rewards as you go along.
    For example, after the Lv 140 test, you will be able to stack two of the same type buffs together.

    Contributions made by Khayantos (cabalonline, 02-27-2008)


    Level 10: Combo possible

    Level 20: Aura Mode possible

    Level 30: Battle Mode 1 (Multi-Shooter) possible

    Level 40: Buff Time 50% UP
    Battle Mode 1 + Aura Mode Possible

    Level 50: Board Chain Attack Skill Level 1
    Battle Mode 2 (Twin Gunner) Possible

    Level 60: Battle Mode 2 + Aura Mode Possible
    Board Chain Attack Skill Level 2

    Level 70: HP Boost
    Max HP UP (Values may vary depending on the Battle Style)
    Board Chain Attack Skill Level 3

    Level 80: Buff Time 100% UP
    Board Chain Attack Skill Level 4

    Level 90: Combo accessible in Aura Mode
    Training Dummy Restriction Removed
    Bike Chain Attack Skill Level 1

    Level 100: Bike Chain Attack Skill Level 2


    - Promotional Quests for Lv. 110 or higher can be played only those who completed the “War Clouds” Quest group.

    Level 110: Battle Mode 1 (Combo accessible)
    Bike Chain Attack Skill Level 3
    Second storage inventory unlocked

    Level 120: Buff Time 150% UP
    Buff Quantity Limit to 6
    Bike Chain Attack Skill Level 3

    Level 130: Battle Mode 1 + Aura Mode (Combo accessible)
    Buff Quantity Limit to 7

    Level 140: 2 Identical series of Buff can be used and overlapped
    Buff Quantity Limit to 8

    Level 150: Buff Time 200% UP
    Buff Quantity Limit to 9

    Level 160: Buff Quantity Limit to 10

    Level 170: 3 Identical series of Buff can be used and overlapped



    Aura Mode


    After you complete your level 20 test, you will obtain Battle Aura. Battle Aura has 6 aura codes, ranging from Water, Ice, Fire, Lightning, Earth and Wind.
    There is no known stat difference between the Aura Codes for CabalSEA, so just choose the graphical appearance you prefer.

    For FA, Aura Mode adds ATK, MATK, Def, Def rate, Atk rate, Crit rate, Crit damage and HP restore.
    For Lv 9 Aura Mode (Ice), it adds +46 ATK, +70 MATK, +110 Def, +90 Def rate, +1000 Atk rate, +10% Crit rate, +10% Crit damage and HP restore +2 (per 2s).

    1. Battle Aura can be stacked onto Battle Mode 1 and Battle Mode 2 later.
    2. Battle Aura is the only power up that can combo with shooting star
    3. Battle Aura is the only mode that adds crit rate and crit damage.
    4. Combo can only be used after a certain rank is achieved.



    Battle Mode 1

    After you complete your level 30 test, you will obtain Multi Shooter.
    Multi Shooter adds ATK, MATK, Def, Def rate, Atk rate and HP restore.
    For Lv 8 Multi Shooter, it adds +75 ATK, +75 MATK, Defense +110, ATK rate +900, Def rate +80 and HP restore +5 (per 2s).

    Multi Shooter is a weird Battle Mode that is only suited against small mobs.
    1. It changes the limit of your attack spells to 1, regardless the spell is gravity distortion or drilled shot or whatever. Piercing effect is also lost during Multi Shooter.
    2. It splits the spell and attacks a number of targets within range. So far, I observed that the max number of targets is 4.
    If a FA cast Gravity Distortion on a mob size of 20+, the player would usually expect it to hit >15 mobs.
    During Multi Shooter, if the same FA casts GD, it will observe GD splitting into 4 and each GD will randomly choose one target.
    Instead of hitting >15 mobs, each GD hits one and only one target, totaling to 4 for the entire spell.

    3. Shooting star cannot be used during Multi Shooter.
    4. Combo can only be used after a certain class rank is achieved.


    Battle Mode 2


    After you complete your level 50 test, you will obtain Twin Gunner.
    Twin Gunner adds ATK, MATK, Def, Def rate, Atk rate and HP restore.
    For Lv 6 Twin Gunner, it adds +120 ATK, +120 MATK, Defense +175, ATK rate +700, Def rate +60 and HP restore +5 (per 2s).

    Twin Gunner is rather special.
    1. It is one of the few Battle Modes that promote the use of normal attack.
    During Twin Gunner, normal attack is based on MATK and a certain amount of added damage is included when normal attack is used.
    Up to two targets can be attacked at the same time and at any direction.
    The resultant damage is actually broken up into a series of shots but most won’t realize this aspect when they activate auto-attack.

    2. Fatal Shot can only be used during Twin Gunner.
    This special skill can only be used against a single target. It is based on MATK and a certain amount of added damage is included.
    The skill has 2 secondary effects: HP down –20 and Down.
    For a high level FA, this unique skill is probably one of the weakest skills it has ever used.

    3. Combo is currently unavailable during Twin Gunner, even at Lv 170.
    4. Shooting star can be used during Twin Gunner.



    This section will discuss about the differences between osmium martialset and battleset series.


    Appearance differences

    First, we begin with how each one looks like.
    Osmium Martialset

    Spoiler untuk ? :



    Osmium battleset

    Spoiler untuk ! :



    Teragrace battleset

    Spoiler untuk ! :



    Mithril Battleset

    Spoiler untuk ! :




    Stat Differences

    First point. Lv 60 Growth stats and onwards are capped at 57 STR 173 INT 117 DEX.
    Info retrieved from http://forum.ogplanet.com/forum_posts.asp?TID=28252


    With Topaz Orb +7 - 56/445/111 (STR/INT/DEX) [121 M.Atk]
    Osmium Martial Set +7: 84/445/84 (STR/INT/DEX) [340 Def / 592 Def Rate]
    Osmium Battle Set +7: 111/278/223 (STR/INT/DEX) [364 Def / 480 Def Rate]

    For Osmium Battle, you need a min. of 111/445/223 = 779
    For Osmium Martial, you need a min. of 84/445/117 = 646
    If we input the excess points into INT, then osmium martial has 84 / 578 / 117

    Armor-wise, Osmium battle has 24 def –112 def rate compared to osmium martial
    Teragrace battle has 64 def 96 Def rate more than Osmium battle, so adjust accordingly.

    Hence, Osmium battle has
    +7.258 ATK, -20.608 MATK, 31.182 Def, +143.1 ATK rate, -23.649 Def rate.





    With Mithril Orb +7: 67/536/134 (STR/INT/DEX) [145 M.Atk]
    Osmium Martial Set +7: 84/445/84 (STR/INT/DEX) [340 Def / 592 Def Rate]
    Osmium Battle Set +7: 111/278/223 (STR/INT/DEX) [364 Def / 480 Def Rate]
    Forcium Battle Set +7: 152/381/305 (STR/INT/DEX) [492 Def / 672 Def Rate]

    For Osmium Battle, you need a min. of 111/536/223 = 870
    For Osmium Martial, you need a min. of 84/536/134 = 754
    If we input the excess points into INT, then osmium martial has 84 / 652 / 134

    Armor-wise, Osmium battle has +24 def –112 def rate compared to osmium martial
    Teragrace battle has 64 def 96 Def rate more than Osmium battle, so adjust accordingly.

    Hence, Osmium battle has
    +6.527 ATK, -18.602 MATK, 30.264 Def, +120.15 ATK rate, -38.048 Def rate.





    For Mithril Battle, you need a min. of 152/536/305 = 993
    For Osmium Martial, you need a min. of 84/536/134 = 754
    If we input the excess points into INT, then osmium martial has 84 / 775 / 134

    Armor-wise, mithril battle has +152 def +80 def rate compared to osmium martial

    Hence, Mithril battle has
    +14.153 ATK, -40.578 MATK, +164.906 Def, +230.85 ATK rate, 221.233 Def rate.





    Playstyle Differences

    As martial FA has higher MATK than battle FA, it is usually oriented to offense mode.
    Subsequently with higher MATK, spells are more effective with martial FA. This includes the fabled Critical Shot, which has low AMP and low added damage.
    With higher damage output, martial FA can kill faster.
    In addition, it will move to the next tier of vampiric gear earlier.

    The main weakness of martial FA is def and it affects its survivability to an extent.
    As FA’s HP and def is rather low in the first place, having even lower def will lead to its death even faster.
    In order to reduce the frequency of being hit, a martial FA needs more skill than a battle FA because every mistake brings it closer to death.
    With average uncrafted gear, the martial FA is unable to optimize its damage output and its survivability will suffer greatly when mobbing 5 ectoleafs in MF.
    Consequently, a martial FA needs good crafted gear so that it can optimize its damage output while minimizing its survivability issue.







    --------------------
    Armored FA

    There are some FA who think that by wearing osmium armorset, their survivability is better.
    Let's see if armorset FA is viable, when compared to battle FA.

    Osmium Armorset

    Spoiler untuk ! :





    With Topaz Orb +7 - 56/445/111 (STR/INT/DEX) [121 M.Atk]
    Osmium Armor Set +7: 278/223/111(STR/INT/DEX) [388 Def / 432 Def Rate]
    Osmium Battle Set +7: 111/278/223 (STR/INT/DEX) [364 Def / 480 Def Rate]

    For Osmium Battle, you need a min. of 111/445/223
    For Osmium Armor, you need a min. of 278/445/111
    If we input the excess points into INT, then osmium battle has 111 / 500 / 223

    Armor-wise, Osmium armor has +24 def -48 def rate compared to osmium battle
    Teragrace battle has 64 def 96 Def rate more than Osmium battle, so adjust accordingly.

    Hence, Osmium Armor has
    +11.884 ATK
    -36.884 MATK
    +26.97 Def
    -151.2 ATK rate
    -151.715 Def rate





    With Mithril Orb +7: 67/536/134 (STR/INT/DEX) [145 M.Atk]
    Osmium Armor Set +7: 278/223/111(STR/INT/DEX) [388 Def / 432 Def Rate]
    Osmium Battle Set +7: 111/278/223 (STR/INT/DEX) [364 Def / 480 Def Rate]
    Forcium Battle Set +7: 152/381/305 (STR/INT/DEX) [492 Def / 672 Def Rate]


    For Osmium Battle, you need a min. of 111/536/223
    For Osmium Armor, you need a min. of 278/536/134
    If we input the excess points into INT, then osm battle has 111 / 608 / 223

    Armor-wise, Osmium armor has +24 def -48 def rate compared to osmium battle
    Teragrace battle has 64 def 96 Def rate more than Osmium battle, so adjust accordingly.

    Hence, osmium armor has
    +11.884 atk
    -36.884 matk
    +26.97 def
    -151.2 atk rate
    -151.715 def rate


    For Mithril Battle, you need a min. of 152/536/305 = 993
    For Osmium Armor, you need a min. of 278/536/134 = 948
    If we input the excess points into INT, then osm armorset has 278 / 581 / 134

    Armor-wise, Osmium armor has -104 def -240 def rate compared to mithril battle

    Hence, osmium armor has
    +5.247 atk
    -17.622 matk
    -106.43 def
    -230.85 atk rate
    -391.515 def rate
    ------------------------------

    All Magic No Sword
    This section will discuss magic. Sword skills will be ignored for the FA.

    Let’s refresh a little.
    AMP – An amplifier that acts on MATK
    Added damage – An additive that is directly added to the potential damage.

    Secondary Effects
    Down – A secondary effect that makes a target fall onto the ground.
    Knockback – A secondary effect that knocks the target back and also fall onto the ground.
    Stun – A secondary effect that stuns the monster. Ineffective against certain monsters. Duration is reduced against players.
    HP down – A secondary effect that reduces the monster’s HP. Can be resisted by higher-level monsters.

    Limit Effects
    Limit 1 – Single-target spell
    Limit 1 (Piercing) – Any mob in the spell’s range will be affected.
    Limit 2 – Any mob that is around the spell’s target may be affected
    Limit 3 - Any mob that is around the spell’s target may be affected. Area of Limit 3 is bigger than Limit 2.

    SP Cost
    For Lv 2-9: You need 1 SP each to raise the skill level – Total: 8 SP
    For Lv 10-12: You need 2 SP each to raise the skill level – Total: 14 SP
    For Lv 13-15: You need 3 SP each to raise the skill level – Total: 23 SP
    For Lv 16-18: You need 5 SP each to raise the skill level – Total: 38 SP
    For Lv 19-20: You need 10 SP each to raise the skill level – Total: 58 SP


    AMP Bonus
    Whenever you raise a skill level to the next tier, 0.05 AMP will be added to the skill.
    Tier 1 – Lv 1 – 9
    Tier 2 – Lv 10 – 12
    Tier 3 – Lv 13 - 15
    Tier 4 – Lv 16 - 18
    Tier 5 – Lv 19
    Tier 6 – Lv 20
    Hence, at Level 20, the spell has 0.25 AMP than when it is Lv 9.

    Novice

    Spoiler untuk :


    Spoiler untuk :


    Get Regeneration. It can last you until it get replaced by the Vital Family (Vital Bless/Force). Note that its max level is 4.
    You can max Regeneration at Expert (0)

    Get Power Shot and any arrow. Power Shot can last until Explosive Shot replaces it.
    Leave the arrow at Lv 1 as Critical Shot will replace it soon.


    Apprentice

    Spoiler untuk :


    Spoiler untuk :




    Lv 18 Critical Shot - 1.35 Mag Amp. +98.7 added damage. +95% critical damage. CD = 2.1s. MP = 32
    Lv 20 Critical Shot - 1.45 Mag Amp. +103.1 added damage. +105% crit damage. CD = 3.2s. MP = 36


    Get both buffs and max them. Repulsive Armor is a keeper.
    You can max Repulsive Amor at Regular (47)
    Getting Precision is useful at this stage because it takes a while before Thrusting Arrow becomes available.
    With Precision activated, your hit rate will be quite adequate, even at lakeside.
    You can max Precision at Regular (47)

    For attack spells, ignore all blast spells. Get only Critical Shot.
    Critical Shot is a keeper. It has high crit rate and high crit damage so it has great worth during low levels.
    You can max Critical Shot at Regular (47)


    Regular

    Spoiler untuk :


    Spoiler untuk :


    Lv20 Terra Lance - M.Amp = 1.85, added attack = +85.9, CD = 4.8s
    Lv20 Aqua Lance - M.Amp = 1.75, added attack = +101.8, CD = 4.0s
    Lv20 Fire Lance - M.Amp = 1.75, added attack = +114.7, CD = 4.4s

    About Blind, read the Expert subsection.

    For the inexperienced, they would think Eagle Eye would replace Precision because both add ATK rate and Eagle Eye also adds +1 range.
    Unfortunately, this is a misconception because both are of different-type buffs and they can stack.
    Eagle Eye is a [Strengthen Body] type and it will override same-type buffs like Regeneration and the Vital Family until a certain rank is achieved.
    At lower levels, precision is sufficient to cover for the ATK rate while regeneration or vital bless will save you pot cost.
    At higher levels, Vital Force will become irreplaceable.
    Hence, Eagle Eye actually has no place until Lv 140.

    Get Explosive Shot. Although it is a little weak, it is a limit 2 spell, so it is quite good for mobbing until it gets replaced.
    You can replace it when you get a cannon spell or Shadow Shot.

    Whether to get a lance spell is up to you.



    Expert

    Spoiler untuk :


    Spoiler untuk :




    Lv20 Poison Arrow - M.Amp = 1.85, added attack = +178.7, CD = 4.4s, HP-67 per 2s for 10s
    Lv20 Stone Cannon - M.Amp = 1.95, added attack = +128.3, CD = 5.3s
    Lv20 Fire Cannon - M.Amp = 1.85, added attack = +154.7, CD = 4.8s
    Lv20 Crystal Cannon - M.Amp = 1.75, added attack = +176.1, CD = 4.3s
    Lv20 Lightning Cannon - M.Amp = 1.95, added attack = +190.6, CD = 6.1s

    Blind and Lower Defense are both debuffs and both reduces a certain stat by a certain amount.
    As both have the same casting speed and cooldown time, it is up to the player whether it wants to get one or neither.
    For some FA, they use it for luring purposes. For me, I prefer to use Lower Defense because it increases the speed of killing for my party.


    There are mixed feelings about Poison Arrow.
    You can max Poison Arrow at A.Expert (78)
    Poison Arrow has a longer casting time than cannon series so its dps is affected.
    A mob that is not affected by any secondary effect is free to retaliate as the FA executes Poison Arrow.
    Although the HP Down effect helps to kill a mob faster, it does not kill a mob and it cannot be refreshed until its current duration finishes.
    In addition, you do not gain EXP from its effect.
    Furthermore, HP down effect of Poison Arrow is not 100% chance to activate.
    At higher level, I observed that mobs start to resist HP down effect frequently and some bosses seem to be completely immune to it.
    One way to utilize Poison Arrow is to cast it as the opening spell or as the second spell and ignore it until its HP down effect finishes.
    This way you would lose as little dps as possible.


    Whether to get a cannon spell is up to you.

    A. Expert

    Spoiler untuk :


    Spoiler untuk :




    Lv20 Shadow Shot - M.Amp = 1.85, added attack = +163.3, CD = 3.2s
    Lv 19 Shadow Shot - M.Amp = 1.80, added attack = +162.2, CD = 2.7s


    Get Vital Force and Mana Condense and max them.
    You can max Vital Force at A.Master (36)
    You can max Mana Condense at Master (94)

    You can ignore Sharpness because it is redundant for FA.
    In addition, it cannot be stacked onto ATK-based classes until a certain rank is achieved because their own buffs are better.


    Get Shadow Shot. Shadow Shot is a Keeper.
    You can max Shadow Shot at Master (94)
    Shadow Shot is stronger than Fire Cannon in damage per cast.
    In addition, it has a fast cast time of 1.3s, fast cooldown time and a limit of 2.
    There is no doubt that Shadow Shot is one of FA’s best spells.
    When to max it is up to you.
    If you are alternating between Shadow and critical, you can leave it at Lv 18.
    Once you use more skills, you should consider maxing it.

    Master

    Spoiler untuk :


    Spoiler untuk :




    Lv20 Drilled Shot - M.Amp = 1.75, added attack = +374, CD = 6.4s


    Get Greater Heal and max it. This spell is a keeper.
    You can max Greater Heal at A.Master (110)

    If you don’t have an issue with HP at the current point, you can consider getting Vital Bless.
    Vital Bless caps At Lv 9 at G.Master (100). Lv 9 - Regens +15 HP (per 2s)

    Resist Intension will interfere with Mana Condense. Whether to get it is up to you.
    You can max Resist Intension at A.Master (57)


    Drilled Shot. Whether to get it is up to you.
    This is the first spell where added damage is more than 300 at Lv 1. As a result, the added damage may be sufficient for you to 1-2HKO an enemy.
    Furthermore, this is also the first spell where the Down effect is good, rather than average.

    Drilled Shot has 2 phases of animation.
    1st Phase – You shoot the spell into the ground.
    2nd Phase – the spell emerges from the ground.
    Note that this may give the wrong impression of some FA players. The damage factor actually kicks in as normal.

    However, DS also has flaws.
    This is also the first spell where the casting time is more than 2s and it has to be 2.7s at default.
    In addition, its AMP and added damage is insufficient to compensate for its long casting time, rendering DS weak in DPS.
    Although the spell sounds nice, its limit is still 2.

    A.Master

    Spoiler untuk :




    Lv20 Prismatic Arrow - M.Amp = 1.85, added attack = +386.6, CD = 6.4s


    Thrusting Arrow improves the knockback rate of any spell that has knockback effect.
    For the ignorant, that means that spells without knockback effect, like Shadow Shot, do not benefit from Thrusting Arrow.
    You can max Thrusting Arrow at G.Master (126)
    This buff is useful in certain situations, like fighting stun-immune bosses, so I recommend getting Thrusting Arrow and maxing it.
    Thrusting Arrow improves KB rate by +30% at Lv 20, so even lances, critical shot and cannons can have good KB rate.


    Prismatic Arrow. Whether to get it is up to you.
    This spell is very similar to DS. For some unknown reason, PA has the same casting time, same cooldown time and same Down effect as DS.
    Fortunately, PA has higher Amp and higher added damage than DS.

    Although some players think that PA has greater AoE than DS because DS looks tight while PA scatters, there is no significant difference between the two.
    PA still has a limit of 2.

    G.Master

    Spoiler untuk :




    For GD
    Lv 9 CD – 4.2s
    Lv 12 CD – 5.6s
    Lv 18 CD – 8.4s
    Lv 20 CD – 12.1s



    Get Art of Healing and max it. It is a keeper.
    You can max Art of Healing at Completer (141)
    Art of Healing improves Healing effect of Greater heal and Mass Healing.
    It does not heal anyone. It does not replace greater heal.
    I repeat. It does not heal anyone. It does not replace greater heal.
    At Lv 20, Art of healing improves healing effect by 110%. If greater heal recovers 700HP, then AoH + GH heals 1470 HP.



    Get Gravity Distortion. This spell is a keeper.
    For PvE, this is one of the best spells for FA, providing the mob is not stun-immune.

    This is the only spell that FA can stun its targets.
    This is the first spell that has a limit of 3.

    This is also the first and only FA spell that has a minimum range of 3.
    When a FA shoots GD at minimum range or higher, FA shoots as normal.
    When the FA shoots GD below minimum range, it will attempt to backstep before it releases GD.
    When backstep is successful, FA shoots as normal.
    When backstep fails, GD will incur a penalty of increased cooldown time of +50%.

    Completer

    Spoiler untuk :




    For Shooting Star
    Lv 9 CD – 5.0s
    Lv 12 CD – 6.6s
    Lv 18 CD – 9.8s
    Lv 20 CD – 14.2s


    Get Mass Healing and max it. It is a keeper for party.
    You can max Mass Healing at Transcender (157)
    Although the description does not state it, Mass Healing can only be used when you are in a party.
    It will only heal party members within range, including the caster.
    In addition, Mass Healing has a cooldown time of 20.0s, while cooldown time of Greater Heal is 2.0s.



    Shooting Star is FA’s last attacking spell for ep2.
    Shooting Star cannot be used in Multi Shooter.
    Shooting Star has the highest knockback rate among all FA skills.

    Shooting Star is FA’s second and final spell that has a limit of 3.
    Shooting Star actually has 2 AoE. A limit 3 AoE is cast on the intended target.
    A smaller AoE (approx. limit 2) is cast around the FA itself, so any mobs that are surrounding the FA may be affected as well.

    When fighting against small mobs, Shooting Star inflicts more than 100% of the resultant damage.
    If you shoot Lv 9 GD and Lv 9 Shooting Star at one mob, you’ll realize you will gain much more Exp for the latter.
    However, Shooting Star has a serious disadvantage when it comes to fighting large mobs. As the number of targets increases, the amount inflicted on each mob decreases.
    Against a mob size of 10+, Gravity Distortion actually inflicts more damage than Shooting Star. This makes Shooting Star one of the weirdest spell in Cabal.

    If you leave Shooting Star at Lv9, its cooldown time is 5.0s. This makes it easier to combo with Gravity Distortion.
    If you leave Shooting Star at higher level, you won’t be able to use it as often.
    However, at Lv 18, you get 1.85 AMP + 619.00 added damage, so it may be useful as a finisher or used at every 2 cycles of a combo.

    Transcender

    Spoiler untuk :




    Art of Sniping is one of the best buffs. At Lv 20, it gives +25% crit rate and +90% crit damage.
    You can max AoS at Transcender (147)

    It has several weaknesses though.
    First, its duration is not increased normally. You have to complete certain ranks in order to increase its duration.
    Second, its cooldown time is 300s. With a short duration, you cannot use it like most buffs.
    Third, you cannot move while this buff is in effect. If you combo when the mob is out-of-range, the combo will break. Just cancel the buff and you’ll solve the problem, somewhat.



    Buffs!


    Force Archer
    As a refresher, FA as many buffs and some of them can be cast on others.
    Those that can be cast on others are Repulsive Armor, Mana Condense, Sharpness, Vital Force, Vital Bless and Precision.
    Thos that can only be cast on self are Eagle Eye, Art of Healing, Thrusting Arrow, Art of Sniping, Regeneration and Resist Intension.

    There are six types of buffs and buffs of the same type cannot be stacked until a certain rank is achieved. The type of buffs are [Strengthen Body], [Strengthen Spirit], [Strengthen General Attack], [Strengthen Attack], [Strengthen Weapon] and [Strengthen Equipment]

    In addition, there is a buff limit. If the buff limit is 5, whenever you cast the sixth buff, one buff will be replaced, even if it is of a different type buff.


    For [Strengthen Body], Vital Force will dominate this section once monsters start to inflict considerable damage to the FA. After a certain rank, the FA can stack Eagle Eye or Vital Bless with Vital Force.

    For [Strengthen Spirit], Mana Condense will dominate this section.

    For [Strengthen General Attack], Art of Healing will dominate this section.

    For [Strengthen Attack], Art of Sniping will dominate this section when it is available. When it is not available, the FA can choose between Precision or Thrusting Arrow.
    After a certain rank, the FA can stack Precision onto Thrusting Arrow when Art of Sniping is not available.

    For [Strengthen Weapon], Sharpness will dominate this section. However, Sharpness is redundant for FA. This section can be skipped completely.

    For [Strengthen Equipment], Repulsive Armor will dominate this section.


    Buffs of the classes
    Wa = Warrior
    Bl = Blader
    FS = Force Shielder
    FB = Force Blader
    FA = Force Archer
    Wiz = Wizard



    Spoiler untuk :


    You can use the above pic to plan who to buff and which buff you should receive.




    An example which buffs would benefit a FA in a party.

    Spoiler untuk :


    Also Added : (Thanks To Niranya)

    Spoiler untuk :


    From the above picture we can see why Gravity Distortion and Shooting star behave oddly, by using the above picture pro's will be able to use it to their advantage

    side story


    *
    Q: i'm still confuse about what epaulet that best for FA ?

    A: Epaulet of sage is best for FA. Don't know what lvl you are, but when you use EoX+6 it might be a good idea to get both an EoS+6 and a EoG+6 - they're not really expensive anymore, and that way you can match the epaulet to the situation.

    *
    Q: and what ring, amulet,and other accesories that best for FA?

    A: That depends entirely on you lvl, the rest of your set, the situation and your playing style.

    *
    Q: and upgrade skill. could you explain more detail about it.. both for PVE and PVP

    A: The upgrades you should choose are:
    vitality mastery (HP)
    ruling force (lvl2 magic)
    force control (magic)
    damage absorb (lvl2 def)
    sixth sense (lvl2 def rate)

    For the last slot (you have 6 slots at trans) you choose either reflex (def rate) or defensive sense (def).
    Def rate is useless in PvP cos comboing means no misses. But high def rate makes a pretty big difference in survivaility in PvE situations.
    So reflex if you care more about pve, damage absorb if you like pvp'ing.

    *
    Q: and about in certain rank eagle eye or vital bless can stack with vital force..
    how does it works??
    and in which rank??
    A: Before lvl 140 you can only use one buff of a certain type at a time. Hover your mouse over the buff to see the description. You'll see it says 'strengthen body', 'strengthen spirit' etc. - that's the buff type.
    Eagle eye and vital force are both 'strenghten body', so if you buff yourself with eagle eye while already buffed with vital force, vital force will be cancelled.

    At lvl 140 you get the ability to stack 2 buffs of the same type - that means you can be buffed with eagle eye AND vital force at the same time.

    That also goes for the other types: thrusting arrow and precision are both strengthen attack, so before lvl140 they cant be used at the same time. After the battle style lvl up at 140, they stack.


    guide ini bukan original posting hanya sekedar memindahkan
    tadinya mau ta translate tp kebanyakan.. jd biarlah seperti aslinya.. wpusing:wngakak:
    semoga guide ini membantu... toast dulu..



    Ekstra

    FA Stun-Lock suggestions (sucked out of playpark though)
    Credit goes to the name listed in the playpark forums, as listed in the playpark forums, not the actual ign

    **Legend**
    GD = Gravity Distortion
    SS = Shooting Star I would believe, could be Shadow Shot too
    LC = Lightning Cannon
    SC = Stone Cannon

    >>Credit: Shiori
    For non-combo try this
    Gravity + 1.3s + 1.3s + 1.5s (repeat)
    Example
    Gravity + Critical shot + Shadow shot + Any cannon except lightning

    >>Credit: dotdotdot
    Try GD9 + Shadow18+Poison18+Crit18
    Its not perfect though oh and its non combo.

    >>Credit: diiot
    GD - Cannon - Lance - Crit.

    With Thrusting I was able to fend off rushing mobs in zombie cage in b1f :O

    >>Credit: ren99
    Actually there's no perfect stun lock for FA because
    FA only has one stun skill and the rest are usually knockdown or knockback skills.

    Stun combo: GM (12) - LC (20) - Poison Shot (20) - Shadow shot (20) - Stone cannon (1Cool

    >>Credit: neorage
    gd12 - lc20 - poison arrow 20 - shadow shot 20 - sc18
    this is legendary stunlock combo from korea.try to get ur combo excellent for all skills then ur stunlock will be perfect.i play KCabal once and 90% FA in KCabal use it. hope this help..if its not, then keep searching. gl

    >>Credit: darkness3898
    GM > shadow > stoneC > fireC> prism
    hardly there's 100% combo but the most hit i got is from one mob.
    (all lvl 20 except GM lvl 9)

    non-combo only 3 skills:
    GM > shadow > poison (unless u miss some of ur mobs, if not it does 100% stunlock. well, at least for myself )

    >>Credit: Myth
    Just to share this Completer skill combo link that i discovered myself, work quite well and the mob cant reach me too.

    GD(12)-->S.Star(9)-->S.Shot(20)-->FireCannon(20)-->CritShot(20)
    2.3sec--> 3sec--> 1.3sec--> 1.5sec--> 1.3sec.
    Stun --> K.back --> K.down --> K.back --> k.back+crit.

    This combo link is good when you break combo either at 11 or 12 hits.
    If combo break at 12 restart again combo and start from S.Shot and it will have a chance to k.down the mob and allowing you to chain the combo again.

    Tested and proven mob cannot reach me at all at LakeSide and since most skill is limit2 i can tank around 5 bloody orc together.
    Just to share my combo.

    >>Credit: Shirogane
    I think the only truely effective Stunlock is the lvl 18 PA+ lvl 9 Gravity Distortion combo.(is 2 skills a combo?) Using only those 2 skills, I stunlocked Zigdris Faello into oblivion. Didn't even manage to land a hit on me. Took 10 minutes,though.XDD
    Probably this is the foolproof Stunlock, but only against 1 monster.

    >>Credit: Ic3momo
    Gravity (9) ,Shooting (9), Shadow (20), S.Cannon (20).

    >>Credit: Rinue
    my non-combo stun lock: Gravity 9, Completer 9, Stone Cannon/ShadowShot 20

    i mob 6-8 bloody orcs at lakeside everytime, sometime 1 will go thru coz of miss but Completer skill will knock it bak

    >>Credit: Mightyd0c
    Well here's mine

    Main Combo
    GD(12) ->Comp(12) ->Fire Cannon(20) ->Shadow Shot(20) ->Stone Cannon (20)

    Knock-back Combo (For tough bosses, to keep them far far away)
    Critical Shot(20) ->Fire Cannon(20) ->Fire Lance(20) ->Terra Lance(20) ->Shadow Shot(20) (i know shadow is KD, just adding it for CD purposes)

    PVP Combo
    Shadow Shot(20) -> Critical Shot(20) -> GD(12) -> Poison Arrow(20) -> Comp(12)

    Non Combo (mainly for use in MF and sometimes in PK, works well for me but try not to get stuck, if the penalty comes in, there will be slight delay in casting comp)
    GD(12) -> Comp(12) -> Shadow Shot(20)

    Will appreciate it if you guys can give advice on improving it

    BTW anyone going to max Shooting Star and use it as a finisher or appetizer before starting combo

    >>Credit: Emiera
    PVP Combo
    comp(12) -> SS(20) -> crit(20) -> GD(12) -> ps(20)/LC(20) [in case stun miss]

    Non Combo mainly use in pve
    Comp(12) -> Shadow Shot(20) -> crit(20)/ps(20) [depending on my mood and situation] -> GD(12)

    it works for me.... my concept is 1st shot kb.... then stun as they recover from kb then poison them and kb again as they recover from stun.....

    This is from cabalonline.com, no longer playpark

    >>Credit: a1da from Hungary
    try this combo:
    completer 12, gm 12, crit, poison, shadow, again. i use it pvp pve, i think is the best. i trying always and i think thats the perfect, but try it and u see.
    any1 know other combo?

    >>Credit: rothmans from Romania
    I use 2 combos for PvE. One is based on stun, the other on knock-back.

    Stun combo GM (12) - LC (20) - Poison Shot (20) - Shadow shot (20) - Stone cannon (1Cool

    Knock-back combo Comp (1Cool - Crit shot (20) - Shadow shot (20) - Fire cannon (19) - Stone cannon (1Cool, repeat the sequence after crit shot twice and cast comp every 2nd time.

    >>Credit: blackroses from Sweden
    "PERMANENT" Stun lock combo wihtout using combo skill is:

    GM(lvl9), shadow shot (lvl20), Shooting Star (lvl 9) and GM (lvl9)


    CAUTION: as i said "permanet" with quote it is indeed a 99% chance of stunlocking that combo BUT that is u wont miss your GM coz i also said that.... U WONT USE the Combo skill.......

    PS: It is also VERY IMPORTANT to know the TIMING of them when u r about to cast these skills ^^

    i can do "permanent" KB(knock back) / KD(knock down BUT risky) and ofc that stun lock ^^

    >>Credit: Dragonshiefa from Where the pretty girls are...
    I use this for Perm. Stunlock:
    Shooting Stars(9) -> Shadow Shot(20) -> Gravity D.(9)-> Prismatic Arrow(20) -> Lighting Cannon(20). In combo it fully stunlocks.

    >>Credit: pandi1918
    Yo Guys! Try this stunlock combo:
    GM(9), Posion(20), LightC(19), StoneC(20), FireC(20)

    GL & HF!!

    >>Credit: Creationeer
    Shadow Shot (20)
    Shooting Stars (9)
    Gravity Distortion (9)
    Prismatic Arrow (19)

    In combo when you have the Yellow, Orange and Red bar when casting. If you cast the Gmaster skill as fast as possible(Yellow or Orange) after the shooting stars, they mostly stun 100%.

    I always use this combo in MF, works great for me. Easy to take out 3-5 monsters. Especially "walking" monsters, which won't be able to come near you.

    From what I've seen, in my opinion:

    Stunlock CAN be pretty useless in PvP, mostly useful in PvE...as seen, some ppl have solo-ed Zigdris Faello at LiD without using many HP pots, a feat which to me is unachievable (to me at least)...it is suggested that stun only works for 2.5 sec during PvP.

    Also it seems some people use gravity as the 3rd move in their combo, not the 1st. Give it a try and see if it works. Have some experiments with the higher level guild members, find a combination that works for you.

    Some suggestions for PvP
    - Use a Knockback combo instead. I've listed quite a few up there, some from playpark, some from EU cabal.
    - Keep them away from you! You're a ranged fighter, not a melee. I guess thats why Stun and Knockback is very useful.
    - VS warriors, come up with a different strategy. They've got hell of a lot of life, and they can't seem to get stunned. (stupid instant immunity) "What should I do??" I can't really help u here, try asking swordus LOL
    - VS bladers they hav high def rate, but I think if u use combo u might not miss...(correct me if I'm wrong)

    I guess I'll add a few youtube videos I've found too:
    http://www.youtube.com/watch?v=CdUK25YzAD
    This combo is:
    Gravity -> Shadow Shot -> Fire Cannon -> Fire Lance -> repeat

    http://www.youtube.com/watch?v=SfOFJVqsJcs
    Using Combo Start, this combo is:
    Gravity -> Shadow Shot -> Fire Cannon -> Stone Cannon

    As of the levels for each skill, I'm not too sure, maybe it's the traditional Gravity9, SS20, FC18, SC18

    The guy in the video, rold, plays in Cabal EU

    Happy PvP-ing/warring...hope this **not so original** guide helps u
    Last edited by nightrq; 30-03-09 at 06:39.

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    yakuza666's Avatar
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    http://www.indogamers.com/f513/force...r_guide-99530/

    mending masuk sne aja.....
    dari pada buang" tread kk ^^......
    uda di translate lagi ^^V

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    thanks atas jawabannya... lop yu

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    aduh ini ngambil dr forum yang saya baca juga kwkwkwkw.. cabalonline.com tuh wkkww
    IT'S ME SAGITALUCIS

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