MA-Engi skills

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markp89
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MA-Engi skills

Post by markp89 » Mon Oct 12, 2009 11:34 pm

Hello all.

My MA-Engi is now level 141 and i gonna start raising MA skills now.
I have allready a good armor/DD setup and AAO jobe clusters.
But iam not really sure what MA skills i need to raise: Martial arts, Brawl, Psy init, Dimach (how much? or max it?) and or parry? (for the Ma attacks?)
And what MA attacks is a must have?
Thanks :)

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Re: MA-Engi skills

Post by WorldTrader » Tue Oct 13, 2009 5:18 am

I personally like Bird of Prey just because it lands fairly easy and has the best damage output.
Max MA skill. Max Brawl as much as you can. Raise all others as needed to use MA specials.
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Re: MA-Engi skills

Post by WeeScotsman » Tue Oct 13, 2009 5:45 am

Personally , I always make sure i have Blessed with Thunder and you can spend minimum points in parry here, because the DoT depends on your level (ql 55 bwt should be fine!) and I`m guessing Flower of Life will be crucial for MA engi with no heals (again parry based and great emergency heal).

If you went the parry stick route , you can avoid putting too much IP in parry...and get some great Evade.clsc which will work well with Engi blinds.

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Re: MA-Engi skills

Post by Goran Gora » Tue Oct 13, 2009 10:43 am

first of.. forget about dimach expect in future you want be DD whore.. to get extra 3-4k hit each 30mins

forget about brawl.. on higher mobs you will miss it most times and on normal mobs you will hit 200-800 mostly... not worth from my view expect for DD whore..

phy inits.. raise it till you are able hit 1/1.. no more.. why? you dont have to go full deff.. because even angels are crying about engineer evasion skills ( not mention blinds here )

as attack i used bird of prey if i am right.. thats is your decision which attack you will use.. to save IP i would suggest not raising parry and save IPs to your tradeskills..

Ha Ha you are engineer! ;)
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Re: MA-Engi skills

Post by markp89 » Wed Oct 14, 2009 6:04 am

Ok thanks all :)
But how cxan i see when i hit 1/1 ?

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Re: MA-Engi skills

Post by EDTA » Wed Oct 14, 2009 6:47 am

Gegroet :)

Usually people refer to Unity of the Rose Agg/Def calculator to calculate stuff like this and a command like this also is in a lot of bots in-game.The problem is that a lot of this stuff tells you where to put ur agg/def slider but not what your inits should be for 1/1. Some bots give a detailed report though where it also mentions the inits required for 1/1 at 0% and at 100%.
You might have to check for yourself:
Every 600 points in Melee Init, Ranged Init, and Physical Init reduce |
| recharge time by 2.0s and attack time by 1.0s, to a minimum of 1.0s/1.0s
Since MA is fast by default (1.35 at 700 MA according to Unity of the Rose) and being full agg already gains you some speed (I think 0.5 sec?) you might not need any Phys. inits. EXCEPT: when you would be using a scope and/or be more towards defense on your agg-def slider you will probably need bit.
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markp89
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Re: MA-Engi skills

Post by markp89 » Wed Oct 14, 2009 10:15 am

Ok i personally think a +9% crit scope would be nice?
So i need 132 Psy init than?
Thanks for the information!

Alooowaaa!

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Re: MA-Engi skills

Post by Goran Gora » Wed Oct 14, 2009 11:59 am

raise that much , how much you need to stay 1/1 on your setup :)
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Re: MA-Engi skills

Post by Vabla » Sat Nov 28, 2009 5:54 am

Don't forget that crit scopes penalise physical init too so you need to have around 600 base (I have it maxed for the sake of it, plus I can go full def without scope and not as hampered when init debuffed).
Personally I use blessed with thunder and have parry maxed (that was before the attack was changed, curse you FC). Now waiting to see what FC does with parry to see if it's worth keeping for me.
Dimach is next to useless for anyone other than MA (for totw special). Brawl on the other hand can be quite useful. It does miss more often than a normal attack but with my engie I can alpha lvl 200 mission mobs and can hit 250+ city generals quite reliably (though it always misses on dreads, stupid insane evades :/).

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