Info for players of the beginner programm

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Info for players of the beginner programm

Postby Loki » Sat 17. Mar 2012, 13:13

The optimal start is with 6 glids lighting gatherers /merchant priest, then professor/cooker professor store/keeper cloudoz then leader/engineer gorilloz, then Priest glid, 3 casti/gorilloz gatherers, 3 pteroz gatherers 2 more casti gatherers after hitting leader 2 water gatherers and 1 santaz.

Once your U-skills are starting to reach their destined skills, you should have a damn lot of money. You will freeze some of them after getting U-skill and some of lightning gatherers (upt to 3) and buy 6 fight dinoz (winks cloudoz sirain best choice or rocky, glid, casti second best choice). Let them get sphere with daily moves then check and if you can chose 3 best and start pushing them with irmas if there less then 3 good dinoz freeze them all start next 3-6.

Use coins only for buying dinoz till you get 18 dinoz. After that use coins for buying irmas and pushing only main team.

Rest if you have less then 20 hp. Do not rest so long you have irmas from system and items like pies. Eat pies and use irmas.

Use this levelling guide:
Link
All types of dinoz apart of lightning gatherers glids doing so (Nimbao (CI) gatherers stop follow this path after getting sphere and getting last level gathering skill and go to gather):

Lightning gatherers glids make Joe missions till they get Elemental Fission than they go to BF-FoY and collect energies. If glid didn't get EF till mission 11 of Joe sac/freeze it.
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Re: New player start

Postby Loki » Thu 22. Mar 2012, 10:59

A good acc to grow without using real money looks so:

tab (clan intern)
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Re: Info for players of the beginner programm

Postby Loki » Fri 23. Mar 2012, 08:43

The perfect build for every race depends on:
a) magic item that you will use with this dinoz More about teams and magic items
b) other dinoz in team
c) place where you want use this dinoz: Clan Wars (CW) (defending or attacking), Championship of the clans (COTC), DoJo tournament, gathering ingredients (on Nimbao or in Dinotown region)

But having perfect build is not enough, you will need to adjust it due to rolls you get (that is why some dinoz races are easy to build cause you can adjust them easily and some are very hard and should be tried only threw dinofights or after you finish your first fight team). The order of picking up skilsl is very important too:

Why the picking order of skills can be important:
1. You try to get most powerful skills first in order to skip the weaker skills if you will end with not enough rolls in this element. Every dinoz is restricted to level 50 so you will not be able get more then 49 rolls on every dinoz and you should carefully plan what skills you will take
2. Career Plan is a super skill that allows you to reroll every level up and give you a chance to get another element during level up. Why it is important? Using CP you can try to avoid elements that are not good for this type of dinoz and get more elements that good and more powerful skills. That is why for dinoz that have Career Plan in builds the main target to reach CP asap without wasting any unlocks.

So actually you need a plan for your acc and dinoz from the beginning for the next 2 years (you need 2 years to get a main team of 40+ lvl dinoz without using real money if you use our strategy).

What skills are important in general:
Mutation -> Ventral Pouch -> Sumo should be taken on all pvp dinoz where it is possible 130 hp and additional combat slot is a must have for all pvp dinoz

Poison Immunity: Self Control or Life Breath. Self Control is also protect from Infernal Talons of Quetzu and all other negative effects like Petrification. Why it is important the posion fix will come so said admin of the game and it means that poisonites will be gone and poison damage reduced. But it will be not possible to protect yourself from poison without magic item antidote. So it is good to have a poison immune main team. And more over it is cheaper cause you don't need poisonite now and help in dojo qualifying and IDT where the poison dinoz are very powerful.

What to take if you probable will have only few rolls in element:
Fire: Wrath - > Warm Blood is the good way fro almost all dinoz that have not much fire ( Wrath -> Furie -> Vengenace (vendetta) is possible for dinoz that have enough air)
Air: Agilty -> Dodge is good for all dinoz that are not Torch dinoz (dinoz with passive damage)
Wood: if not TM Team: Carapace -> Vines other possibilities:
If hp needed: Endurance -> Growth;
if damage needed (especial on mono- duoelement dinoz) Savagery -> Tenacity
Or make a mix
Lightning: Career Plan path
Bubble: Should be taken on all dinoz with a lot of water and air.

A good basic build should consist of 43-47 skills so that you have a chance with the additional rolls to lvl 50 to get the most important skills for this dinoz. We can provide you with a list of the must-have skills for every dinoz race. We have divided them in groups based on their pvp strength. For instructions on how to import one of these builds for your own dinoz so you can duplicate it, go here

Group 1: dinoz with builds relatively easy to get
Casti (leader of 5-er group)
Cloudoz
Kabuki
Rockys and reincarnated Rockys
Sirain
Winks and Demon Winks and reincarnated Winks
Quetzu
Wanwan and Demon Wanwan and reincarnated Wanwan
Demon Glidwings

Questionable:
Mouffe (Because Moueffe is a basic dino while the number of Quetzu you can purchase is limited, and a fairly high level quest has to be completed before you can get one except by spending TN in the market, this is a possible alternative)

Group 2: same as above, in general weaker than group 1 dinoz or with a harder build
Mahamuti (leader of 5-er group)
Softpig and Demon Softpig
Etherwasp

Questionable:
Glidwings

Group 3: very hard to lvl up to be strong pvp dinoz
We can provide builds for following dinoz if needed, but they are not recommended until you have a good 45+ team. Ask one of the officers for builds. These dinoz may be very good for purposes other than pvp. The Gorilloz is a great option for getting your Wood U-skills, and the Santaz (with Immaterial) can be a great help during hunt events. But these are pvp suggestions we are giving, so these dinoz get rated low.

Tofufu(can be a leader of 5)
Gorilloz and Dgorilloz (can be a leader of 5)
Santaz
Hippos
Ferros
Pteroz
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Re: Info for players of the beginner programm

Postby Loki » Tue 3. Apr 2012, 18:09

All builds/dinoz we can divide in some big groups here is 3 main of them:

1 Group: Fast healing team. Healing means (Leafy down). Fast means Lightning heavy. Wanwans, glids, rockies, tofufus. The are used usually especial earlier for attacking during CW where you can not group brave dinoz. Suitable magic items: banishment, antimonochromatic. Or they can be used without any magic items But it is posssible to make wans/rockies brave and make a defending/dojo/COTC team from them (could be good for no item dojo) .Such teams can be countered by all bier teams and weaker then TM+beer teams. On all such dinoz you try to get skills that give more speed and initiative. Not forgeting about Sumo and poison immunity (More on subject Speed and Initiative)

2 Group: Bubble dinoz: Usually you try to avoid all non water and air spells cause of way how bublle absorption rate is calculated (air+water elements / sum of all elements)

Fast: Winks (Must have: Bubble, Acid blood, Lightning Attack, Hazard Good to have (must have imho): Life Breath), Cloudoz can be mixed with dinoz from Group 1 (1 winks + fast healser or 1 cloudoz + 2 fast healers (even better cause of very powerful I-skill of Cloudoz)). suitable magic items: Beer, Banishment (or TM) or both

Normal speed: Kabukis (Must have skills: Life Breath, Bubble, Sumo, Black Hole Good to have: Acid Blood, KSB on water heavy, ET, Acrobat on Wood Heavy), Sirains (Must Have: Self Control, Bubble, Life Guard) can be mixed with dinoz of Group 3

3 Group: Dinoz with high passive damage (it means enemy dinoz got hit when they land an assault): So dinoz with Torch (or Torch and Acid Blood) like Mouffe, Quetzu, Softpigs. They do not have bubble and can not heal so they need insane amounts of HP and a lot of fire/water. They are part of the most powerful combination of magic items on server TM+beer. But usual it is better not to use 3 of this type but use 2 of this type and one of type 2. Or your team can get a very high damage from Lories.
2 ways in builds: Slow with a high counter attack chance (colossus + vendetta and Co) or with more speed (Acrobat, lightning attack) but with smaller counter attack chance


All other mixed dinoz.
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Re: Info for players of the beginner programm

Postby Loki » Mon 9. Apr 2012, 16:44

What is an Nimbao gatherer:
Nimbao gatherer is a gatherer that gathers at Nimbao (Region)

The main difference is that on Nimbao only well built dinoz from starting from level 30 can survive. That is why builds for nimbao gatherers are special, they can start gathering late but get a good A and AOE skills and poison skills to handle the Nimbao monsters. You can gather 4 types of ingredients on Nimbao but only 3 types has an extra Ingredient, that you can find only on Nimbao. That extra ingredients are needed for some quests (f.e. Quetzu quest)
You can start gathering fire (Celestial Lake) and wood (Islands Head) ingredients from level 30 and air from level 35, cause they are in a "bad" location of nimbao (Frozen Forest)

The idea of nimbao gatherers that they make more money then lightning gatherers (but much later) and allow you collect ingredients that you will need for some quests and that you can sell on market as well.

And they give you a good money income from daily turns even after level 30. So they allow you to save some TN and give good income. The other good thing you have dinoz that can gather Fire/Air (Pteroz) or Wood/Air (Casti) for the case if some new content comes that need such types of ingredients.

Also high level air gatherer can help to gather new air unique air ingredient Dark Shoot at ???? location of Dark World.
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