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A Small And General Strength Iop Guide [1-100]

By November 09, 2010, 00:24:09
Iop’s Heart

Strength Iop Guide

The Iop is a class that is meant to do damage. A lot of damage and fast too. My philosophy is that it’s my job (as an Iop) to do as much damage as possible in as little amount of time possible before I get killed. In this guide, I will write a general overview of a Strength Iop from 1 to 100.

First, you have to know a few things about a Strength Iop:

1 - They’re close-range specialists except for their Sword of Iop attack which has modifiable range.
2 - They are fairly easy to predict because of the limited use of their spells.
3 - A good amount of monsters have some type of earth resist, making them a little harder to use, but some higher end bosses have earth weaknesses so don’t let that discourage you.

Aside from what might seem like some negative light on the guide I’m supposed to be writing for, the upside is that strength Iops hit like a brick. At high levels, they can do tremendous amounts of damage especially with Iop's Wrath which can hit well into the thousands with almost no preparation.

Attributes: An Iop can do well as a Strength Iop, Intelligence Iop or an Agility Iop. We’re going to stick with Strength for this guide. Strength is the primary attribute of an Iop.

Characteristic Point Allocation:
1 point - 1-100 Strength
2 points - 101-200
3 points - 201-300
4 points - 301-400
5 points - 400+

Unless you scroll your Strength to 101, the max base strength you can have at any given time is 398 Strength (this is without equips. Base is your stats you raise on level up) assuming you put absolutely no points in any other stats. After this, you will have approximately ~3 Characteristic points left over (if I messed up a little bit on my math, please correct me) which will bring you to 995 Characteristic points total (level 2-200 as you don’t get any points for being level 1).

Spells
Here is one of the most important parts of the guide; what spells to level. I am going to make recommendations for the class which will help it perform good in battle and live up to the job of doing lots of damage. These spells you’re going to need. All spells will be described in terms of being either Level 5 or Level 6 and will be marked accordingly.

ALL DAMAGES CAN BE CHECKED BY CLICKING THE SPELL NAMES
ALL SPELLS ARE DESCRIBED WITHOUT THE EFFECTS OF THE RECKLESS SET! SO IF THE SET PROVIDES ANY BONUSES OR SPECIAL EFFECTS TO THE SPELL IT IS NOT DESCRIBED HERE

Pressure
Intimidation
Jump
Vitality
Power
Mutilation
Concentration
Sword of Iop
Iop's Wrath

It takes 10 spell points to raise a spell up to level 5. So to have everything here listed except Iop’s Wrath up to level 5 before you hit level 100, you will need to use 80 spell points. This leaves you with 19 spell points (when you hit 100) to do whatever you want with. I would recommend saving them because once you hit 100 you’ll want to increase Iop’s Wrath to level 5 as it will be your most powerful spell (and is arguably the most powerful spell in the game once you hit it at full power). Then when you reach 101, you’ll want to raise Pressure and Intimidation or Jump to level 6. This will take the rest of your spell points leaving you with 0.

Personal Preference: I chose to level up Jump instead of Intimidation to level 6. Jump is one of the Iop‘s best spells and I would be lying to you if I didn‘t say that it has saved me many times from death, being able to jump 6 square is a big help, it‘s also good for interception.

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Pressure: At Level 5, this is going to be the staple spell of your arsenal. It’s not the most powerful attack but it still hits good for being the first spell you learn.

What makes this spell good is that it can hit within a range of 2 squares, so you don’t have to be directly next to an enemy in order to use it. This is critical in the early leveling stages because you can match enemies like Gobballs for MP and just stay 1 step ahead of them and whack away at their HP until you come out on top. Also, at level 5 you can use this spell twice in one turn.

Positives:
-Requires little AP at Level 5 [3 AP] and Level 6 [2 AP] to use
-Can attack in a range of 2 squares
-Can attack diagonally
-Does NOT have a limit to the amount of times it can be cast, so it can be chained together many times with enough AP to do lots of damage.

Negatives:
-There isn’t any real drawbacks to this useful little spell except the fact that it isn’t range modifiable. That being said, it’s stuck at 1-2 range.
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Intimidation: This spell is used for battlefield manipulation. It is good for getting enemies out of your face or to save an ally from a bad situation.

This spell is very useful for manipulation of the battlefield. There are even some situations in the game where a spell like this is almost mandatory for completion of a specific circumstance, such as when an enemy has extremely high dodge-locking capability or attempting to set an enemy up for something big or even to put an enemy within range of one of their team’s own devastating attacks.

Positives:
-Can push enemies up to 4 squares away [at Level 6]
-Can cause high amounts of pushback damage if chained together while an enemy is against a wall. This is a good way to do damage to something that has resistances in a specific element.
-Can be used to position enemies, allies or to save lives
-Can be used to push enemies up against other enemies to do pushback damage to both of them.

Negatives:
-The Direct Damage it causes is low, only 5-9 at Level 6.
-Must be right next to the enemy to use
-Although it can cause Pushback damage, if the enemy is up against a wall or another object, using the spell for battlefield manipulation is useless unless you can position yourself in such a way that you’ll push them away or along the object, not against it.
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Jump: This is perhaps one of the Iop’s most useful spells. At Level 6, the user can jump a maximum of 6 squares.

This spell can save your life and the lives of others if used correctly. This spell doesn’t require a line of sight (will hereby be referred to as LoS) so you can jump over anything and everything as long as what’s on the other side is actually part of the battle space.

Positives:
-Can move up to 6 squares with the spell at level 6
-Does not require a LoS so that it can be used in almost any situation that calls for mass movement without fear of not being able to go where you want to go
-Can be used to move a large amount of space even when all of the caster’s MP is gone.
-Can be used to get that extra step or two in to get a hit on an enemy that would otherwise be unreachable [AP permitting of course]

Negatives:
-Due to the AP cost of Jump, it is not as versatile as spells like Flight or Leap, which can be used to get the caster out of danger and still be able to attack decently.
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Vitality: A useful spell that can be cast on you or an ally (even enemies so be careful when targeting you or an ally when surrounded) that increases your vitality for 20 turns. There is a 5 turn cool down on this spell so it can be chained up to 4 times before they start wearing off.

Vitality can be used to give you a quick HP boost if you are getting beat up. I would be lying if I didn’t say this has saved me from countless situations where even the smallest amount of HP mattered. If you do end a fight like this, you will be restored to 1 HP at the end of the fight with no penalty. It can also be used on an ally who is getting the tar beat out of them and needs some extra HP to stay alive.

Positives:
-Having extra HP is always good, even if it’s not in a critical situation
-Can be cast up to 4 times on 1 person for a max of 604~720 HP [Level 5] or 1004~1200 HP [Level 6]
-Can be used to keep alive in a tough situation
-Can be used to keep an ally alive

Negatives:
-A 5 turn cool down requires some planning while using the spell
-This spell is NOT a state, meaning it can be unbewitched so if you have 3 of these stacked on you keeping you alive and you get unbewitched, you will die.
-If you die while using this spell on an ally to keep them alive, the effect will cancel out, meaning if the spell is what is keeping an ally alive, they will die too.
-Can be cast on an enemy, so care is required when using the spell while being surrounded
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Power: One of the Iop’s best buffs. It allows for a substantial damage increase that can help turn the tide of a fight. It can be used on allies, enemies and yourself so be careful.

Positives:
-Greatly increases damage dealt by 70% [Level 5] or 100%[Level 6]. Damage is effectively doubled at Level 6.
-Can be used on allies, so even if you’re not very strong in a fight, you can give a 5 turn +70% damage boost [Level 5] to a much stronger ally.

Negatives:
-Has a 5 turn cool down.
-Can be unbewitched
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Mutilation: Mutilation is a spell that requires very little AP to use [2 AP at Level 5] that increases Neutral/Earth based damage and even other attacks to an extent. When you use it at level 5, it will increase your physical damage by +40 and your Damage by 40%. The +40 is applied ONLY to Earth and Neutral based attacks, while the +40% is applied to everything. This attack only lasts for 1 turn, so you must attack in the same turn you use it or it will go to waste.

Positives:
-Can greatly increase the damage done by Earth/Neutral attacks by compounding both damage bonuses
-Can considerably increase the damage done by other attacks with the +40% bonus.
-Requires little AP to cast [Level 5 and Level 6]

Negatives:
-Can ONLY be cast on you
-Does some damage to the caster

Personal Preference: I like to use this spell in big combos. If I have something like 10 AP, I will use Mutilation and chain together 3 Concentrations and a Pressure. Or if the situation calls, 2 sword attacks if AP permits. The situation varies depending on enemy resists.
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Concentration: This spell is going to become a good part of your arsenal as well. From the very start it is 2 AP. It generally hits less than Pressure for the first 4 levels, but at level 5 it will hit as much, if not more than Pressure. At the lower levels, it can hit more, but at Level 5 it is guaranteed to hit just as much or higher.

This spell is good because it only requires 2 AP to use. So it can be used to finish off a turn where you have 2 or so AP left or if you want to chain together multiple Concentrations. This spell can only be cast 3 times on any given target because of this low AP cost.

Positives:
-Low AP cost
-Can hit the same, if not more than Pressure at Level 5

Negatives:
-Only has a range of 1, so you have to be right next to your enemy to use it
-Can ONLY be cast 3 times on any given target
-Generally low damage until Level 5
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Sword of Iop: This is the time when you start to be able to very high amounts of damage. At level 5 it can be used up to 4 squares away. This spell will NOT damage the caster even if he is in the AoE.

This spell can effectively be used to hit up to 12 targets. This is doable under very rare circumstances where the enemies are lined up in a cross shape where if you jump in the middle of them they perfectly fit the AoE. Let’s say you’re facing north. There is one enemy in front of you and 2 behind him. Behind you there are 2 enemies, and to the left and right of the enemy to your north, there are 3 each in a line. If you target the enemy in front of you, you will hit every single enemy. The problem with this spell is that the it is Linear. By that I mean you can ONLY cast it in a straight line. Also, this spell is range modifiable. This is a double-edged sword in a sense that if a Cra uses his range boost on you and you get +7 Range you can effectively “snipe” with this spell. But if something like an Araknawa uses Visual Confusion which can take up to 7 range away from you, the spell becomes practically useless as the AoE will only extent up to 3 squares in any given area off of you. That being stated, this spell CAN hit allies and if it does, it will hurt. So you should make sure the AoE is clear of friendlies before you use the spell to avoid committing fratricide.

Positives:
-Has a very large AoE of 13 squares in a cross shape.
-Can be targeted in front of an obstacle and hit a target hiding behind the obstacle so long as that obstacle doesn’t take up 3 map squares.
-Very powerful
-Range Modifiable
-Will NOT damage the caster

Negatives:
-Very high AP cost [5 AP at Level 5]
-Is a Linear attack making it a bit tricky to use
-Can hit allies
-Range Modifiable, the enemy can sap your range and make the spell basically a CC attack with potential to damage allies
-Can ONLY be cast 2 times in one turn
-Although very powerful, the damage range is very random 13~39 at level 5 and just because you hit 300 with it one turn, you might hit 150 with it another.
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Iop’s Wrath: Quite possibly the most powerful spell in the game next to Punishment. Iop’s Wrath is a two stage attack, with the first attack hitting very high damage on the first strike and after a 4 turn cool down, hits with the most power of any attack in the game.

Iop’s Wrath is a tremendously powerful attack but due to the fact that it has a 4 turn cool down, it requires quite a bit of planning to use. A lot of the situations that arise where it would actually require use is during a dungeon boss or something powerful like one. The issue with that is you have to get directly next to the enemy to use and that opens you up to a very powerful hit (a lot of dungeon bosses can do very high damage at close range) which may render you either dead, missing a bunch of AP, or him just hitting you very hard and then running away. However, once everything is right, casting this spell will usually yield you with an attack ranging into the thousands.

Positives:
-2 stage attack can be used as a normal hit for VERY high earth damage.
-Once charged up, it can hit thousands, which is effectively a death blow for a lot of enemies or a hit that is well needed in killing some higher level monsters.
-Due to the fact that Iop’s Wrath is a state, it can NOT be unbewitched and can only be cancelled if you were killed and then revived.

Negatives:
-A 4 turn cool down on the spells use requires a lot of planning to use properly
-Extremely high AP cost [7 AP at Level 5] makes this spell tricky to use, especially against enemies that take AP.
-High AP cost usually renders the Iop mostly useless after he uses it. It also makes it so that unless the Iop has 12 AP, he won’t be able to jump to catch up to the enemy to wrath it, so it can go to waste.
-Must be directly next to the enemy, this opens you up to a potential devastating situation as you have to put yourself in harms way to use the spell.

Personal Preference: When preparing for Iop‘s Wrath, I will sometimes cast it on an empty square so that I can get the power up. Then in subsequent turns I will use Power, run and jump to get close to my enemy, use Brokle on them to maximize the amount of damage I can possibly do. Then on the turn of Wrath, I will use Mutilation to increase the damage substantially and hit the enemy. At Level 125, I hit 3535 with one of these on Crocabulia which had -16% Earth Resist. The drawback is that preparation like this requires a LOT of planning and can most likely end in death. This brings my philosophy of doing as much damage as humanly possible as quickly as possible before I die, as in some dungeon bosses, you might end up dead after this.
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Optional Spell: Brokle
This spell is optional, I wouldn’t recommend leveling it as it only decreases the cool down on it. But for making your hits do the maximum amount of damage, I would recommend getting it.

Optional Spell: Sword Skill
While marked optional (because if you don’t want it you don’t have to get it) I would seriously recommend getting this spell and leveling it to 6 ASAP. This is a very good spell which can greatly increase the amount of damage you do with a sword. Seeing as how a Sword is the Iop’s main weapon, you’ll find yourself holding one for a while.
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Level Ranges and sets

When you first start playing, you’ll begin in Incarnam. You have the option to taking the guided tutorial or the text tutorial. Most likely, you would choose the one that gives you the items. One of the first sets you can get up in Incarnam is the Adventure Set. This is like the big brother to the Boone Set.

Once you hit about 20, you can make a judgment call here and possibly go for the Gobball Set. While this set is considerably more expensive than the Adventure Set, it does have the ability to raise your Strength considerably with a maximum of 100 Strength points. Based on the games damage formulas, this will increase your Earth/Neutral attacks by 2-fold. Or for a more layman definition, it will 2x your damage. It also increases your Vitality and Life so that you can stay in the fight longer.

When you begin to approach Level 40, there are two possible sets you could go for. You could either go for the Green Scaraleaf Set. I would go for the Earth Kwak Set because if you click on the name, you can see that the bonuses you get far outweigh the other set, which you might not get as much Vitality or Earth Resist with the E.K. Set, you will get +1 AP and +1 MP, these are invaluable assets in a fight as just having 1 more AP can completely change your battle strategy for the better. Also, investing in the Earth Bwak pet and raising it to +80 Strength is VERY useful for this build. I would really recommend it.

Personal Note: When I was around this level, I had a combination of both sets. I was generally an Anti-Social gamer, and I really only played with my actual friends who invited me to this game so I didn‘t have the money or the connections to get these items. The combination of the sets worked good for me though so I didn‘t complain. I found myself using the combination for a long while. I would recommend joining a guild or getting good friends to prevent a situation like this from happening.

As you approach 52, I would recommend that you find yourself a Raziel. This is by far one of the most powerful swords for this level and is very rare. If you happen to find it in the shop it will be very expensive but it is worth the investment for it will probably be your best friend for a long time. I would recommend saving up for one or finding the materials to have the sword made. Unfortunately, the sword requires a lot of high level stones to make and a pretty experienced Swordsmith, but hey, who said perfection didn’t come without a price?

Personal Note: I saved up a lot of money and bought my Raziel (borrowing from friends too) when it cost about 150000 kamas on my server. I used this sword thoroughly. In fact, I still have it in my inventory as I‘m still debating on whether or not I actually want to sell the sword, that‘s how rare it is.

Once you get around this level, you are ready for the Royal Gobball Set . This set is going to become the one you wear for a long time. This set increases your strength far beyond any set you’ve had currently. This set can put a hole in your pocket, it’s not cheap. Beside the price, it is worth the investment.

Something to remember: As you get to 60, it might be wise looking into a Gelano . While the ring itself isn’t very special, the +1 AP is VERY useful and this is a much sought after ring. You can drop one from the Strawberry Jellies on the Jelly Peninsula or you can craft one. If neither of this is your style you can opt to attempt to buy one. Depending on the server though, the price does vary with a +1 AP Gelano fetching 150,000 kamas on average on the Rushu server. While this ring isn‘t critical, it would be wise to think about it.

When you hit the 70s, you might want to start investing in the Terrdala Set . While you can’t wear the full set until 83 anyway, you’re going to need to get some money to acquire this one. It is probably the last set you are going to use while under level 100 because it will give you the best stats for your time. There isn’t much to say about this one except that when using the full set, you get +2 AP and +1 MP which again, are invaluable. If you are using a Gelano, that will be +3 AP from all of your equips. Unfortunately this set comes with a Weapon. So if you managed to get a Raziel, you might find yourself putting it on the sideline.

The big 100 … this is a great achievement! You finally made it to 100 and you also got Iop’s Wrath! Now … that leaves you with a dilemma because if you’re a new player, you’re going to have the same question I had when I hit 100. “What next?” You might ask. Well, it is a harrowing question. When you hit level 100, the game opens up to you. You can start equipping the good sets and people start wanting you around on dungeons more because of that. Since you’re at 100 or preparing ahead, here what I’ll recommend you get based on what I had. You might want to take a look at the Chief Bwork Set . I had this set for a long time and it has been a great one. The fact that it gives ~250 agility means you have a good chance at dodging a lot of the lower-end monsters.

Personal Note: I took the agility and the dodging ability I got from this set for granted. Once I got rid of the set, I realized just how much it helped me in a fight. First, it gave me +2 MP so when I changed sets, I only had +1. Also, I wasn‘t used to not being able to dodge almost everything I fought. That being said, don‘t take your stats for granted!
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Leveling tips
Here are a few leveling tips that can help you get started in your leveling.

-From 1-15 I would recommend Incarnam. Not only is it easy, you can reset your stats and such if you mess up by accident. It also lets you get a feel of the game before you go down into Astrub.

-When you get to Astrub, you can try fighting groups of Gobballs. As I stated about Pressure, since Gobballs have 3 MP as well, you can out-range them. Be careful though because if you get surrounded you might just get killed. Some plants in the field give good XP, sunflowers are good XP for a little while. You can also try running the Field Dungeon with some friends.

-Around 20 to 40 you could spend some time fighting the Crackrocks around the Astrub Mines. A note about these monsters, like some of the plants in the field, they have more than 3 MP, so that means that you won’t be able to out-range them. Also, Crackrocks have a pretty random damage range. They can hit you for 5 damage one turn but turn around and hit you for 40 the next. If you are going to fight these things, I would recommend doing it with friends.

-If you are a member, I would recommend spending time in Tainela. You can find good Gobball mobs up there. I leveled from 11 to 20 up there in about 25 minutes. Also, if you have some good friends, you might be able to get invited to Gobball Dungeon.

-When you around level 35~45, I would recommend that you go down to the Scaraleaf plains. First, if you’re a Strength Iop, which I hope you are because you’re reading this guide =) then you want to fight White Scaraleaves as they have -50% Earth Resist so you will find yourself tearing through them nicely. They have more than 3 MP so again, the out-range problem will occur here and even if they did have 3 MP, their ScaraStrength attack is just like your Pressure in a sense that it hits in a range of 2 squares.

-When you’re approaching 60, you might want to consider fighting Kanigers . I wouldn’t recommend fighting these alone as they get considerably more powerful as their level increases and even the lowest level Kaniger can be a problem for a Strength Iop around 60 because they can do a lot of damage. If you get some higher level friends together, you can do good mobs of these and get nice XP. You could also consider going to Blop Dungeon for xp.

-When you are 70~80, I would recommend doing lots of dungeons. Or you can do the popular “ratting” technique. Ratting is when you go to the sewers in Bonta or Brakmar or possibly even in the Amakna Castle and a high level friend lets you in the fights so you can just sit there while he kills everything off and you get XP.

-When you are around 80~90, I would still continue the dungeon grind with friends and if you’re in a guild (which I really hope you are as it is so much more fun this way =) ).

-When you’re at Level 90, this is something I done myself. I put on a wisdom set named the Prespic Set and I grinded on Fungi Masters. Fungi Masters are pretty straight forward to kill and they don’t have any out-of-this-world powerful attacks. I grinded these from 86-100 with intermittent dungeon runs.

Anything listed above is my recommendations to you and is by no means a “you must do this or you’ll fail” guide. If your friends invite you to do more challenging things or you find a better way to go about doing this, then great! You’re off to a great start! With that being said, I leave this guide to you with hopes that it will help you with your Strength Iop.
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Strength Iop things to remember: Damage, damage, damage. That’s your job so get to it!

Advantages:
-Very Powerful
-Has the Iop’s Wrath attack, the most powerful straight damage dealing spell in the game

Disadvantages:
-Predictable (in PvP)
-Some monsters have unreasonably high earth resist
-Must be engaged in close combat for the most part

Overall - Strength Iops are a little hard to level at first, but once you get rolling, it becomes easy. I would say that Strength Iop’s are recommended for beginners to experts alike.

Here is a guide from me to you, I sincerely hope that it helps you with your class. Any and absolutely all suggestions to the guide would be most welcome. I'm trying to make this a good guide for anyone wanting to use a Strength Iop, so anything that is left out would be much appreciated


That being said, best of luck and enjoy your time in the world of twelve.
-Mentor 68
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Reactions 31
Score : 799
Good guide. And a weakness of jump of that it is not as versatile as leap or flight.
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Score : 3733
Ahh! Thank you! I will change that now!

-Mentor 68
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Score : 3431
QUOTE
Negatives:
-Can ONLY be cast on you
-Can be unbewitched
-Does some damage to the caster

Mutilation only lasts your own turn, thus it "cant" be unbewitched.

QUOTE
-Although very powerful, the damage range is very random 13~39 at level 5 and just because you hit 300 with it one turn, you might hit 150 with it another.

The damage actually isnt as random as the spell description gives due to targetting cell having the highest damage. Lowest rolls come on the very ends of the X shaped AoE. So the cell that you target it with will always have a semi high roll this is at least what I have percieved during my years of gaming.
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Score : 3733
Eot, that's very true. I guess it "can" so to speak but it won't make a difference. Must have missed that minor detail. And you might be right about the SoI thing. But that's what I was basing it off of. I was basing it off of the targeted squares damage. Sometimes I hit really high, other times I hit really low. Usually though it's pretty consistent for me if I hit multiple targets, it's usually noticeable when I have 10 AP and I hit something and I hit 250 one turn and then 130 on the next for the same thing. I will try it to make sure, but will change mutilation.

-Mentor 68
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Score : 2135
Haha nice guide. *edit, edit, edit* better guide.
"hit like a brick" - those bricks hurt, but some are sensative and creative like the ones that build.
Ima get the class boots for off build with SoI and SoJ thinking of resetting to str instead of wis. It will be great and no change negatively for dmg, woot.

DK
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Score : 2422
Lol, I never read this guide and have done for 95% exactly what you suggest tongue.

And iops are NOT predictable in PvP.

using a good 10 ap set with a sword and SoI and jump on lvl 6, you can snipe off enemies from behind all kinds of barriers, and deal MASSIVE damage in close combat as well as combining the two using wrath.

I personally enjoy being able to take a sacrier at close combat most of all biggrin
So awesome how wrath's cooldown is ONE turn shorter then evasion... Hehehehe
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Score : 3733
Yes of course, but generally they are easy to predict. I didn't say you couldn't change up your strategy. Most of the time, if you're fighting something like a Cra, they'll push you away and take an AP so you can't jump and attack correctly, or they'll take your MP away so you're forced to jump, breaking your plan. Of course, if you think of all of these things ahead of time and have plans for it, then you won't be predictable because you'll know exactly how to deal with it. As a Strength Iop, most of the time you'll be trying to get close, except for SoI. I would recommend that no one rely on using Wrath as a be-all-end-all in PvP, that is too predictable.

I don't PvP actually, so I didn't write any tips or guides on how to PvP with a Strength Iop, I'll leave that to someone else to either write their own guide, or give me some things to add on to this one. The reason I stated they were predictable is because with every Strength Iop I've watched, which isn't many to be honest, I predicted them fairly easy. Perhaps it's because I'm using one so I might be a little biased.

-Mentor 68

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Score : 2135
Thought the guide was 1-100. Might be wrong. Anyways str is predictable in the sense they are close combat. Yes SoI, however if u keep an iop away thats all a str iop can do which is predictable. 3 choices jump towards you, run, or SoI. Any class that can ap theft or mp theft will control a str iop. And wrath is like a waste of a turn since the dmg isn't too high first time. And what, 4 turn CD i'll make sure i'm nowhere to be found or have some way to counter its full effectiveness.
These are my opinions, just as those in the mentor's guides r his/hers. It's based on their experience, so it's not the only thing possible nor the only guide. And if the guide is for 1-100 str iops are horrible and even more so predictable. Like i said b4, good job on the guide and any other guides. Guide doesn't mean 100% rulebook for a class. They contain opinions, facts, ideas, and creator knowledge on a subject.

~KAN~
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Score : 2135
Liked your point on wrath and evasion though P2D. Sacs these days rely on punish and i love picking at them too, lol.

~KAN~
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Score : 2422
People here always look at wrath in a wrong way

You see, wrath isnt a waste of MY(The Iop) turn, its a waste of YOUR turn trying to counter it.

Whenever im unable to act or im stuck somewhere for a turn, i use wrath.

When 3-4 turns later we are close to each other, i can force the other to waste his turn on getting me out of range, and often makes up for mine.

Also, blow + vulbis dofus = 5mp = harder to counter wrath
if i could get 12 ap base, i could wrath + jump, which is totally T.T in PvP
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Score : 3733
I understand what you mean. That's a very valid point. I wouldn't put a Vulbis Dofus in the equation because the chance that someone actually has that is low. However, I won't argue with someone who PvPs because that is a boundary I don't try to cross, so I will have to concede and take your word for it!

-Mentor 68
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Score : 5271
i would add to the leveling section:
lvl 1-20: (if you are a member) Snappers (or dinks). I reached lvl 20 in half an hour there. Don't fight green snappers, as they have 50% res. to earth. They only have 3 mp so you can outrange them.
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Score : 3431
Yeah Vulbis on Rosal is in the 300-400mk league. Theres only 3 publicly known Vulbis on Rosal. Will be a lot easier and cheaper to just mage a MP on an item.

12ap wrath + jump iops arent really that good unless your end game AP maged. Then its a lot more terrifying, but still requires a lot of tactics to plan it right.
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Score : 5271
Mentor-LXVIII|2010-11-09 01:24:00
Iop’s Heart

Strength Iop Guide

Unless you scroll your Strength to 101, the max base strength you can have at any given time is 398 Strength (this is without equips. Base is your stats you raise on level up) assuming you put absolutely no points in any other stats.
-Mentor 68

It's actually 397, but I might be wrong
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Score : 932
formulamonster|2010-11-11 14:31:00
It's actually 397, but I might be wrong


It is 398.
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formulamonster|2010-11-10 21:42:00
i would add to the leveling section:
lvl 1-20: (if you are a member) Snappers (or dinks). I reached lvl 20 in half an hour there. Don't fight green snappers, as they have 50% res. to earth. They only have 3 mp so you can outrange them.

haha! i reached level 20 in 5mins, GO GOLDEN PARCHMENTS!
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Lol the guides have to assume no knowledge of a class and not having this like gold parch. And, 1 gold won't hit lvl 20 so waste of kamas ftl, but speed ftw haha.

~KAN~
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Chief Bwork Set gives only 1 ap nowdays :/ So yea it might not be good for iops since most of them will need 10 ap after lvl 100. What do you think Mentor ?
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Dazzling Belt or Dazzling Cloak fixes that.
Edit: Though they're very expensive on my server, better to just have 9 AP.

Chief Bwork Set, whether it gives 2 AP or not, is still very handy. The agi it gives you is pretty nice, and the 5 MP couldn't be more handy.
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