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Ludibrium/Ludi

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Ludibrium/Ludi Empty Ludibrium/Ludi

Post  vmvznv Wed Apr 09, 2008 11:36 pm

Um...Ludibruim...where to start....
Bascially just about all the monsters here are weak to fire.
Awesome you're thinking right? Wrong! (sorta)
Although this is a great thing, on the other hand its sucks.
Five Words: TOUCH DAMAGE and POT COSTS
So what does that mean? Well for one, Magic Guard is gonna be your new best friend
Even though we have great skills like Slow, Seal (and knockback) to keep the touch damage low...its still going to happen.
Teleporting, "surprise" spawns...etc.
No Magic Guard=instant death.
With Magic Guard=ability to level and pot costs.

Secondly...pot costs.
Since we have already accepted the fact Magic Guard is going to be that
annoying little brother/sister who always follow you around, it brings up another "issue"...which is pot costs.
First and foremost,
POT COSTS ARE NOT A ISSUE TILL LEVEL100.
Later on however it will rear its ugly head. Why?
Dual Ghost Pirates.
These monster are the saviours for all F/P Mages out there.
Flat out excellent drops (both equip and meso wise) and the
set-up and spawn rate of this map is just as awesome.
The only problem with these monsters....horrible exp after lvl105ish.
If you want to level faster, you will have to leave here and move onto deadlier monsters.
Grims, Sharks, Squids for example.
Its a shame that these monsters give great exp but are coupled with
possibly the worst drops and damaging attacks ever I feel.
However, Poison Mist makes all these maps child play so...

There are alot more factors involved to the pot costs of a leveling F/P Mage
I honestly admit. Luck, the ability to super scroll items, and when you get
Mist are the main three. But I'll talk in-depth about this more in its own section.

Next section is a in-depth breakdown of the Ludi Maps.http://www.onrpg.com/boards/297.html
vmvznv
vmvznv

Posts : 119
Join date : 2008-04-01

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