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Critical SinX Guide


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#1 xXThe BossXx

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Posted 07 March 2008 - 22:57

Hey everyone here, i belive a lot of you have seen me in the forum asking a lot of questions related to SinX, and i have finnally got the knowledge to get a nice flowing Crit SinX guide, so here it comes:

First off, the people who think that crit sinxs are crap, can click their back button before starting to read this guide, and those who think crit sinx sucks, think again, they are very cool...now for the guide:

This guide is for people who cant afford billion-worth stuff, but dont be ashamed, with these guide, you will be a great crit sinx with not that big amount of money!


For the stats main thing you would like is:

200 str
195 aspd
200 luk
50 dex (it could be between 50 or 60 dex, since you wont be using it this much)
and rest to vit

Now for the equips:

Head slot 1: in the helm you would like to have something that gives you luk or critical rate+ a card that can help with str and crit, my main target in this will be GDH( Golden Dragon Helm)+Vanberk Card which gives you 100 more crit for 5 secs and increases ur atk 5, then on second place, you could have LKH( Lod Kahos Horns) which give you twice more luk than the GDH but doesnt have a slot, so you choose, and for thirs u would like to have Morrigames Helm combined with other sets.

Head Slot 2: Then here you should try to get slotted sunnies with maya purple card, or maybe a nebula aura( NOTE that with neb, it uses 1 more slot on head, so since there are 3 head slots, neb uses 2, with sunnies you get the other slot for maybe an assassin mask or other thing that adds fashion to ur sinx ^^) with maya purple...point is you have MayaP

Weapons: The heart of the crit sinx...here you should use:

2 +10 Blades with 2 hydras, 2 paper cards each
that is of course, if you can afford to have a ring of flame lord which gives you +20% crit, if u cant have one, use 2 +10 Baldes with Paper,Assaulter,Assaulter,Hydra in both blades, that should also get the job done.

Armor:.........hmmmm, you could use GR if its not too much to ask, if u cant have one, use evil druid, or marc

Man2: Here you should use a a manteau with raydric or Giant Whisper card, preferably Valk Mant, or you can also use the morrigames manteau which gives you more luk and increases crit rate for 2 i think.

Shoes: Here use a card that gives you hp( u can try Red Ferus,Gold Acidus, or Green Ferus) with valk shoes or any other slotted shoe

Accesories: here you can use 3 combinations: Ring Of Flame Lord+ Crit Ring, Morrigames Pendant+Morrigames Belt, or 2 Crit Rings


And i think thats all, try this out, it worked for me so it should work for you
you can deal nice damadge with this sets from (1.9 to 3.2k) i deal 2.7 average and with edp you will have a chance to get for (10k to 11k) i actually deal 14k to 15k, but thats with another thing.

Thanks for Reading this guid and enjoy playing with your critical sinx, remember always play GatheringRO and vote for the server!

See ya!


EDIT:

In shoes: You can also use Tidal Shoes, which give you 10% more hp if you combine it with wool scarf, and you could also slot a green ferus card, which will give you 10% more hp, making it 20%, sam as sleips!! xD

In Man2: if you want the extra 20% more hp, use wool scarf and slot GW(Giant Whisper) or Chung-E card, if not, keep valk mant

Accesories: Another combo you can use here is Expert ring+ the card that gives you sight, since EIEIO s right, u wont have so much dex to uncover a cloaked char, you can always use sight skill ^^
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#2 E I E I O

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Posted 07 March 2008 - 23:33

Few comments on you crit build sinX.

1. Because of such low dex, you should bring a horong clip/ring/whatever. Since you have maya purple and can see hidden enemies, it won't be any good if you can see them and not revel them. And because you have 60dex, your MA will not hit, nor will your throw sand.
2. For garment, use V.mant[1] or Wool Scarf[1].
3. For shoes, if you really wanna boost HP. Use Wool scarf[1] + Tidal shoes [1]. Or variant shoes.

Since you have 200 luk, if you whore enough mdef, you won't freeze as much.
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#3 xXThe BossXx

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Posted 07 March 2008 - 23:54

Few comments on you crit build sinX.

1. Because of such low dex, you should bring a horong clip/ring/whatever. Since you have maya purple and can see hidden enemies, it won't be any good if you can see them and not revel them. And because you have 60dex, your MA will not hit, nor will your throw sand.
2. For garment, use V.mant[1] or Wool Scarf[1].
3. For shoes, if you really wanna boost HP. Use Wool scarf[1] + Tidal shoes [1]. Or variant shoes.

Since you have 200 luk, if you whore enough mdef, you won't freeze as much.



thx for the help E I E I O :rolleyes: its sure appreciated
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#4 TheOne

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Posted 08 March 2008 - 02:56

btw the paper paper hydra hydra combo x2 dosen't work that great even with 67 crit you can go 2k-1k and with edp 6-3 but if you use katar its 5k-1k without cards but a 10+ wep add a paper you do the math 7-1.4k dmg see where iam getting but if you get the LkH iamnot sure how much crit it would get you
(ifrit) ring dosen't give you 20% unless you mean something different and you can give up the extra crit ring to get the full ifrit set when you get attacked that also cast random magice helpfule (exept quagmire) on you
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#5 Voda

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Posted 08 March 2008 - 04:02

@TheOne:
Learn to capitalise and punctuate. That huge chunk of words is making me dizzy.

Anyhow, Ring of Flame Lord does give +20% critical rate for it casts Fury. I recommend you to use the full ifrit set as well... with 2 rings, there's a higher chance of skills getting casted and the Ring of Resonance gives a chance to cast Tarot Card of Fate as well.
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#6 Schion

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Posted 08 March 2008 - 04:09

Going off what TheOne said: It'd be wiser to use three Hydras and a Skeleton Worker (it's always done the most damage for me, PvP-wise), rather than two Hydras and Papers (Papers are pointless if you can't crit all the time). Not to mention... Hydras/Skeleton Workers also carry their damage bonuses to skills in case you need to use them; The Paper card doesn't.
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#7 Voda

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Posted 08 March 2008 - 07:45

Going off what TheOne said: It'd be wiser to use three Hydras and a Skeleton Worker (it's always done the most damage for me, PvP-wise), rather than two Hydras and Papers (Papers are pointless if you can't crit all the time). Not to mention... Hydras/Skeleton Workers also carry their damage bonuses to skills in case you need to use them; The Paper card doesn't.


But a crit sinx would only deal critical hits... so hydras+papers would actually work better if you are a crit sinx.

3 hydras x 1 skel worker = 1.6 x 1.15 = 1.84x damage.
2 hydras x 2 papers = 1.4 x 1.4 = 1.96x damage.

Whilst it is true that hydras and skel workers work when you are using skills, a double-dagger Crit SinX would not actually use his/her attack skills.
Meteor Assault misses, Sonic Blow doesn't work as well. (I don't know think cards works in Soul Breakers, feel free to correct me.)
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#8 Nibi

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Posted 08 March 2008 - 08:13

@voda ur right 2 hydras 2 paper is better than 3 hydras and 2 paper.. better with 2 tgens and 2 paper.. if you have the zeny /gg
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#9 Corias

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Posted 08 March 2008 - 12:22

That's crap. You wont always do crits. And if you're double daggering when you're crit, then you're doing something wrong.


You never, ever use daggers if you're crit. The whole point of daggers is that they double attack, and they dont do that when you crit. Otherwise you're messing up because daggers do 75% damage to demi-human.

Turtle generals work best with skills. Just like Valk Randgris.
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#10 Voda

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Posted 08 March 2008 - 12:44

That's crap. You wont always do crits. And if you're double daggering when you're crit, then you're doing something wrong.


You never, ever use daggers if you're crit. The whole point of daggers is that they double attack, and they dont do that when you crit. Otherwise you're messing up because daggers do 75% damage to demi-human.

Turtle generals work best with skills. Just like Valk Randgris.



What's crap?

"Turtle generals work best with skills. Just like Valk Randgris" is crap.
Turtle Generals do not work on skills, but only for normal attacks.

2x papers + 2x hydras is obviously the best choice for a Crit-Sinx in this guide. Since the person can't afford megs and vh, why would he spent his zeny on Turtle Generals and Valk Randgris?

Anyhow, that was a typo, obviously i meant Blades instead of daggers. Why would i suggest Crit-Daggers in this guide?
And you'd always only deal CRITs as damage while against other sinxs, simply because your dex is too low.
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#11 Corias

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Posted 08 March 2008 - 12:54

It's not a typo if you substitute words for words.

Turtle Generals do work on skills, sry.

Increases damage inflicted on all enemies by 20%. If it said through attacks, then there might be a chance that it didnt. However, lots of testing proves that TGs work on skills better than hydras/etc.

I wasn't arguing about the 2/2. I was making a statement that TGs were for skills, not attacks. :P

If you do that against sinxs, you're more likely to have fewer crits. Because you're up against a person who probably has a chunk of luck anyways. :P
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#12 Schion

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Posted 08 March 2008 - 15:57

But a crit sinx would only deal critical hits... so hydras+papers would actually work better if you are a crit sinx.

3 hydras x 1 skel worker = 1.6 x 1.15 = 1.84x damage.
2 hydras x 2 papers = 1.4 x 1.4 = 1.96x damage.

Whilst it is true that hydras and skel workers work when you are using skills, a double-dagger Crit SinX would not actually use his/her attack skills.
Meteor Assault misses, Sonic Blow doesn't work as well. (I don't know think cards works in Soul Breakers, feel free to correct me.)

I've always been one to chunk DEX along with my LUK, but I've never tried the double hydra/paper compound for melee-purposes. I've mostly relied on Meteor Assault, Throw Venom Dagger (on servers where EDP actually carries to the dagger damage), Sonic Blow (if I'm CRIT/DEX Katar build), and Throw Sand; I don't think I've experimented with how cards effect Soul Breaker damage, so that's still up for debate. I'll give that double hydra/paper thing a try later.

Dagger/off Blade DEX SinX > everything
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#13 Voda

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Posted 08 March 2008 - 17:28

It's not a typo if you substitute words for words.

Turtle Generals do work on skills, sry.

Increases damage inflicted on all enemies by 20%. If it said through attacks, then there might be a chance that it didnt. However, lots of testing proves that TGs work on skills better than hydras/etc.

I wasn't arguing about the 2/2. I was making a statement that TGs were for skills, not attacks.

If you do that against sinxs, you're more likely to have fewer crits. Because you're up against a person who probably has a chunk of luck anyways.

Sorry, i actually meant 'typo' as in.. using the wrong word (?). I really meant Blades.

As for the Turtle General, i actually do not own a TG card. I knew TG only work for attacks here.

==========================The Turtle General theory=========================

The good ol' TG. Look at the description-

Turtle General Card. ATK +20%. Add the chance of auto casting level 10 Magnum
Break on enemy when doing Physical Attack.

I says ATK +20%. So it gives plus 20% attack right? That's not the case, it
gives you +20% "attack" when you normal attack only. So unless you will
normal attack, this card is useless.


I've always been one to chunk DEX along with my LUK, but I've never tried the double hydra/paper compound for melee-purposes. I've mostly relied on Meteor Assault, Throw Venom Dagger (on servers where EDP actually carries to the dagger damage), Sonic Blow (if I'm CRIT/DEX Katar build), and Throw Sand; I don't think I've experimented with how cards effect Soul Breaker damage, so that's still up for debate. I'll give that double hydra/paper thing a try later.

Dagger/off Blade DEX SinX > everything


I do not know if cards affect SB damage :/
But i do know that Papers do not work for skills (such as Soul Breaker), since it's not possible to get a critical on a skill.
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#14 Xuna's agent

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Posted 08 March 2008 - 18:19

Hmm..

I do suggest getting an Chung-E card or GW card. Get your garment to +10 (Not too costly for a +10 garment unless its V.Mants) and see. Chung-E gives + % critical depending on your refinement rate. If your garment is +10, Chung-E gives +10% more criti. If you have 200 luk, you have around 71 critical. With Critical rings, 76. Add the Chung-E and it'll be around 83 critical. Add the Critical Explosion from the Ifrit set, and you'll have 103 critical.

Or get a GW card. It gives other stats and gives +3% more critical. Useful for the common man. Most critical sinX have high flee, so agi should be maxed, and add the rest to vit. Dex isn't really needed. Well, those are my two cents.
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#15 Corias

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Posted 08 March 2008 - 19:14

If you want, you could also try 3 paper/1 Mobster. It seems like it'd be the same thing for hydra/skel worker, only for crit.
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#16 xXThe BossXx

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Posted 09 March 2008 - 17:59

Hmm..

I do suggest getting an Chung-E card or GW card. Get your garment to +10 (Not too costly for a +10 garment unless its V.Mants) and see. Chung-E gives + % critical depending on your refinement rate. If your garment is +10, Chung-E gives +10% more criti. If you have 200 luk, you have around 71 critical. With Critical rings, 76. Add the Chung-E and it'll be around 83 critical. Add the Critical Explosion from the Ifrit set, and you'll have 103 critical.

Or get a GW card. It gives other stats and gives +3% more critical. Useful for the common man. Most critical sinX have high flee, so agi should be maxed, and add the rest to vit. Dex isn't really needed. Well, those are my two cents.
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well i have to say i totally agree with xuna, thats the wisest choice, btw voda is also right, and please guys lets make this a helpfull guide, dont get 2 aggresive :rolleyes:
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#17 E I E I O

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Posted 09 March 2008 - 19:06

I don't think Soul breakers works with any card that relies on damage done to monsters. It works with cards that boosts the char's ATK.

Hydras don't work with MA and breakers. However, it does work with throw sand.
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#18 -=M@RC023=-

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Posted 10 March 2008 - 17:36

is a +10 speacialty jur [4] better dan the +10 blade?
wid da cards
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#19 xXThe BossXx

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Posted 10 March 2008 - 18:42

is a +10 speacialty jur [4] better dan the +10 blade?
wid da cards



well....not quite, since with the jur you only have 4 slots, but with the blades u got 8, so you have more rrom to work on your strategy
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#20 Corias

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Posted 10 March 2008 - 20:49

the only time the jur is better is if you want to use your skills, in which case youd want dex.

Soul breaker is affected by str and int, so cards that boost that make it stronger.

annnd I think Meteor Assault is affected by attack power, so the cards should work...
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