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> Thief Guide
post Apr 18 2007, 01:44 AM
Post #1

stalot343



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II) Race:



The most important stats that allow a thief to do the most damage is DEX.

Therefore, most players tend to choose Mithras to be thieves because they rank

the highest for dexterity. However, DEX is not the only factor that makes a

thief a good thief. While Mithras have the highest DEX, they lack in STR and

VIT. Most would argue that STR is not important because thieves rely on DEX to

deal damage, while others would argue that VIT is not important neither because

thieves are not meant to take hits anyways. HP wise, Hume will get more than

Mithra, which can make all the difference in the world when you’re in a long

battle. There are many occasions when 30hp could mean life or death even at

levels such as 30 when you have a max of 500+. Below are the stats to all races

with thief as their main job and no sub job. It is also important to consider

Race Specific Equipments, which have different stats for different races. For

example, the hume gloves add 3 to DEX. Personally I would prefer a Mithra to be

a thief. Thanks to this calculator, which can be found at this site:

http://ccwf.cc.utexas.edu/~nhart/charstat1.html



The bottom line is this, Mithras will make the best thief, however if you plan

to pursue other jobs such as Warrior or Samurai, Humes are the most well

rounded race out of all 5.



(III) Job Abilities:



Active Abilities are job skills that must be activated to work.



Active abilities:



Level 1: Perfect Dodge

Duration: 30seconds

Cool down time: 2 hours

Macro: /ja “Perfect Dodge”



The thief’s two-hour ability is a particularly selfish one. When used, you are

able to dodge all physical attacks for 30 seconds. This does not however

include magic attacks. Perfect Dodge is very useful when you are low on HP and

your healers are out of MP to heal you. It is even more useful when you combine

Perfect Dodge with Provoke. This way, the monster will attack you and you would

not get hit for thirty seconds. Thirty seconds may not sound like it is a lot,

however, in a battle situation, 30 seconds is a matter of winning and losing.

It will provide an opportunity for your healer to rest and for warriors a break

from taking hits.



Level 5: Steal

Duration: Instant

Cool down time: 5:00

Macro: /ja “Steal”



Steal is the classic ability from all previous Final Fantasy game that makes

the job class thief unique. This ability allows you to steal from an enemy. You

do not have to be engaged in battle to steal from an enemy. However, once you

steal from an enemy, they will begin to attack you.





Level 15: Sneak Attack

Duration: Instant

Cool down time: 1:00

Macro: /ja “Sneak Attack”



Sneak attack is the most useful ability out of all of the abilities that a

thief will get. When used, you must stand behind the monster and not in front.

If it successfully connects, you will dp a critical damage that can range

anywhere from 4 to 10 times what a normal attack will do. This job skill is

very useful when combined with weapon skills.



Level 25: Flee

Duration: 30 seconds

Cool down time: 5:00

Macro: /ja “Flee”



Flee is a very simple ability. Flee allows the user to run at speed of up to a

chocobo. It is self only and therefore the party does not benefit from this

ability.



Level 30: Trick Attack

Duration: Instant

Cool down time: 1:00

Macro: /ja “Trick Attack”



Trick attack is the second most useful ability that a thief will get. To use

properly, you must stand behind a party member and attack from there. Trick

attack will work even if the monster is facing the party member that you stand

behind. If it successfully connects, you will do damage that is generally 2 to

3 times the damage of what you would normally hit. This job skill is also very

useful when combined with weapon skills.



Trick attack marks the pinnacle of thieves. At level 30, you will be doing

damage that even warriors will envy. Trick attack when combined with Sneak

attack is the backbone for dealing damage for thieves. Simply stand behind a

party member when the monster is not looking, and activate Sneak attack and

Trick attack. More on this will be explained later.



Level 35: Mug

Duration: Instant

Cool down time: 20:00

Macro: /ja “Mug”



Level 45: Hide

Duration: Random

Cool down time: 5:00

Macro: /ja "Hide"



Hide resets the hate that the monster has on you. If you miss trick attack, it

is a good idea to use Hide so that the monster won't attack you.



Gil steal is pretty straightforward; it allows you to steal gil from a monster.

Mug does not work if the monster does not drop gil at the end of battles.



(IV) Job Traits:



Passive abilities are abilities that you do not need to activate and are always

“on”.



Level 5: Gil Finder



A passive skill that multiplies the amount of gil dropped after defeating a

monster



Level 10: Evasion Bonus



A passive skill that adds to your evasion skills. This does not however add

numbers to your combat skills under “Evasion”. It is simply there.



Level 15: Treasure Hunter



A passive skill that increases the chance of item drops by monsters.



Level 20: Gravity Resist



A passive skill that contributes to resisting spells that weights you down.



Level 30: Evasion Bonus II



Additional evasion bonus.



Level 45: Treasure Hunter II



Additional item drops.



Level 50: Evasion Bonus III



Additional evasion bonus.



Level 55: Triple Attack



A passive skill that allows you to attack three times sometimes.







(V) Weapon Skills:



There are three major weapons that a thief must master during their course of

leveling. Those three weapons are Daggers, Swords, and Hand to Hand. The reason

why it is important to rotate those weapons is because weapons skills are

capped at each level. When it is blue, it means that it is capped and therefore

it’s a good idea to use another weapon to level that particular skill up.



While thieves are more proficient at daggers, swords and hand to hand can be

very useful at the very beginning. Out of all the early weapon skills that a

thief will get, Combo (hand to hand), and Fast Blade (sword), are the only ones

that stack with Sneak attack and Trick attack. When used with Sneak or Trick

attack, they will add onto the damage that the weapon skill will already do.

Combo and Sneak Attack alone are capable of dealing heavy damage. The biggest

draw back however is that thieves are very slow with hand-to-hand combat.

Elemental weapon skills, such as Gust slash will not stack with Sneak or Trick

attack.



Daggers

Level 10: Wasp Sting

Macro: /ws “Wasp Sting”

Add poison to your next attack.

Note: This weapon skill will stack with Sneak and Trick attack, however it does

not add additional damage.



Level 40: Gust Slash

Macro: /ws “Gust Slash”

Adds wind damage to your next attack.





Level 75: Shadowstitch

Macro: /ws “Shadowstitch”

Adds the possibility of binding the target.



Level 100: Viper Bite

Macro: /ws “Viper Bite”

Add poison damage to your next attack and doubles your normal damage.

Note: This is the weapon skill that a thief will get at level 33 and not one

level sooner. Viper Bite is THE weapon skill to use when combined with Sneak

and Trick attack until you get Dancing Edge.



Level 125: Cyclone

Macro: /ws "Cyclone"

Adds wind damage to your next attack



Level 150: Energy Steal

Macro: /ws "Energy Steal"

Steals MP on you next attack



Level 175: Energy Drain

Macro: /ws "Energy Drain"

Steals MP on your next attack



Level 200: Dancing Edge

Macro: /ws "Dancing Edge"

Multiplies your next attack by five times.



(VI) Leveling Guide:



I started out in Bastok and therefore I can only vouch for places in Gustaberg.



Level 1-5:

You can pretty much solo and monster out there. Do not attempt to take on

Quadavs however.



Level 6-10

Get yourself into a party of 3-4 with a white mage and level in Fumaroles in

South Gustaberg. Kill any goblins, crabs, or bees you might find there.



Level 11-13

Goto the Konstacht Highlands and kill lizards there. A full party is

recommended to chain Hill Lizards there.



Level 13-15

Early Valkrum is an excellent place. Get into a good full party and kill

goblins there. Stay away from Goblin Leechers and you should get anywhere from

80-160exp there. You will find that these are the best experience you will get

in a long time.



Level 14-15

Siren’s beach or any other beach in Valkrum and kill Snippers there. Snippers

have veryy high defense especially when they activate stoneskin. It is

recommended that you got with a black mage that can cast Fire.



An alternate place to go should be the Shakrami Maze around Windurst and kill

Maze Makers there.



Level 16-20

Stay in Valkrum til you’re about level 20 killing anything from Ghouls,

Demsflies, and Goblins. Hopefully you will get all of the sub job items while

you are leveling.



Level 21-23

Head on over to Qufim to do your chocobo quest and kill monsters there. At low

level 20s, you want to stick with worms just outside of Jeuno. You can also

goto the lake in Quifm and chain worms there. However, it is a good idea to

vacate the area because powerful monsters spawn there at night.



Level 24-27

Head on over to the Tower and pull clippers there. Quifm is actually a pretty

good place to level, once worms are no longer a threat to you, try chaining

clippers. They should be dealt with like any other crabs. Black mages help

tremendously.



Level 26-28

Still staying at the tower, but kill Pugils instead of Clippers.



Level 28-30

Here you have a choice of going to either Rolanberry or Battalia Downs.

Rolanberry is a bit harder compared to Battlia. When leveling in Battalia, pull

goblins into the caves which zones to Necropolis.



Level 30-34

There are three places to level at this point. Chaining Knight crabs in Jugner

is very effective. Or you can go to Beaduax and kill Garnet, Zircon, or Silver

Quadavs there. Davoi is also another good place to level, however Orcs tend to

be a bit tougher than Quadavs.



Level 34-40

There are two good places to level, one is Crawler’s nest in Rolanberry, or

Necropolis in Battalia. Both are good in their own ways.


(VII) Equipment:

As discussed before, the three weapons that a thief should master are Daggers,

Swords, and Hand to Hand. Sub weapons are not really important; you can either

use a bow or a boomerang. The following are SUGGESTED equipment for thieves.

Remember that any equipment that adds to DEX will help a Sneak and Trick attack

do more damage.



Daggers:

Onion Dagger

Brass Dagger

Knife

Decurion Dagger

Mercenary Captains Kurki

Thief AF Dagger



Sword:

Sapara

Scrimitar

Small Sword

Kaiser Sword

Decurion Sword



Hand-to-Hand:

Cesti



Shield:

Any old shield will do except Shell Shields



Neck:

Fang Necklace

Spike Necklace

Tiger Stole



Head:

Compound Eye

Mercenary Captain Headgear



Earrings:

Silver/Mythril earrings

Bone earrings



Armor:

Royal Footman or Legionnaire Armor

Greater Doublet

Mercenary Captain Doublet



Gloves:

Royal Footman or Legionnaire glove

Hume RSE glove



Rings:

Bastok Ring

Amethyst Ring



Back:

Rabbit Mantle

Travelers Mantle



Waist:

Lizard Belt

Mercenary Captain Belt



Legs:

Any old pair of pants will do



Boots:

Note: Most people argue that Leaping Boots are over rated, however, it adds 3

to DEX at level 7. I personally would take 3 to DEX over 2 to defense.

Leaping Boots



(i) AF1:

The Artifact dagger for the job thief is very easy to get. Talk to Nanaa Mihgo in

Wind Woods and she'll give you a quest to go talk to the Tenshodo Boss in Jeuno.

The Tenshodo boss will then tell you to recruit a retired thief in Selbina. You can

find him by talking to the lady at the counter of the Selbina Hotel. To prove that you

are a worthy thief, he'll ask you to steal a bowl of Quadav Soup which can be stolen

from Garnet Quadavs in Beaduax. Once you have the item, simply talk to the lady again,

and go back to the Tenshodo HQ in Jeuno to claim your knife.



*You need to do the Tenshodo quest to gain acess to the HQ. The Tenshodo HQ is located

in Lower Jeuno in a hotel called the "Neptune Spire". Talk to the lady at the coutner and

press down until you get a blank option. She'll give you a letter which needs to be

approved by the Bastok branch of the Tenshodo. Once you have the letter approved, you'll

recieve a Tenshodo invite. When you have your Tenshodo invite, trade it to the lady at

the counter in Jeuno and she'll make you a Tenshodo member.







(VIII) Strategies:



(i) Party formations

The biggest problem with playing as a thief is that no one will want to invite

you until you are level 15. Therefore, you should start your own parties. Why

would anyone invite a thief who cannot do as much damage as a warrior, and

cannot provoke to protect the mages? Until you get sneak attack, most people

will pick a warrior over you.



Speaking only of the basic jobs, this is a GUIDELINE (as in not set in stone)

to how you should form a party:



The FIRST and foremost class you want are White mages. It doesn't matter if

you're a warrior, thief, monk, red mage, black mage; you always want to have a

white mage in your party.



The second person you are going want is a warrior. Again, it doesn't matter if

you're a:

Warrior (because provoke last 10 seconds and 30 sec cool down time)

A thief (you need provoke to sneak attack)

A monk (monks can't provoke like warriors can)

A red mage, or black mage (they need a warrior so they can cast too)



The third person you're want in your party will be either a black mage or a

warrior



The forth person you're going to need is either: another warrior, a red mage,

another thief or another black mage.

Black mages can use Area of Effect spells and they do excellent artillery

damages just like a thief can. The biggest problem with Black mages and Thieves

are that it is not a good idea to have more than two in a party of 6 because

they need the special protection that only 2 Warriors can provide with

provoking. Depending on if you have 2 warriors or already, a Red mage would fit

here if you can't find a black mage or you prefer a secondary healer.

Black mages can already cast all the spells that red mages at

this point. Red Mages are also good for debuffing the monsters.



The fifth person you are going to want is either a monk, or a Red mage.

Pick a Monk if you want another person that can deal damage, which does make

things quicker, or a Red Mage if you want a secondary healer.



Keep in mind that this is only a basic framework and therefore it is not set in

stone. This framework is meant to set the mindset that when forming a party.



With that said, a level 14 and below thiefs role in a party is to try and hit

as hard as warriors. The difference in earlier levels between the attack of a

warrior and a thief is very small. However, a warrior above level 10 will leave

thieves in the dust because they will be able to use two-handed swords. The

good news about being a thief is that if your party is in trouble, you do not

have any obligation, or the ability to provoke off mages. Therefore, you can

just bail out of a battle and run for it. The bad news about a thief however,

is that you will always live in a warriors shadow until level 15. From level 1

to 14, youre going to want to build up your sword and hand-to-hand skills more

than daggers. Daggers arent too important at this point, however, it is still

a god idea to build dagger skill up because daggers are much more powerful than

swords or hand-to-hand after level 33.



(ii) Thiefs role in a party after level 15:

After level 15, most thieves will want to use sword or hand to hand. The reason

to use hand to hand and swords is simple, their weapon skill stacks with Sneak

attack. Combo and Sneak attack are much more powerful than Combo and Boost. The

biggest problem is that if you do not have a monk sub job to get the passive

ability Martial arts, your attacks will be very slow. A decurion dagger can

attack 3 to 4 times before you can hit once with knuckles. Another option is to

stick with a dagger, and use Gust Slash and Sneak attack separately. The

decurion dagger is a very good dagger at level 20 because it has very low delay

time. An alternative to using a decurion dagger is Small Sword, it adds 2 to

DEX and you can combine the weapon skill of a sword, Fast Blade, with Sneak

attack. After level 18 when you have completed the sub job quest, you can

choose which jobs to sub in for your thief. Try to set up your skillchain

so that you are last, it will give you more time for your Sneak attack timer

to reset and it will let you do level 2 skillchains which cannot be followed

with another weapon skill (yet).



(iii) Thiefs role in a party after level 30:

After level 33, all thieves should be using daggers. At this point, if your

dagger skills are maxed, you will receive the weapon skill Viper Bite at level

33. This is THE weapon skill to use as a thief, anything else you would

compromise your thieving ability. After getting trick attack, most people like

to combine Sneak attack with Trick attack. More will be discussed in the

Sneak and Trick section since it is the main reason why people want thieves in their

party. Level 30 marks the pinnacle of a thiefs journey. When you get a chance

to combine Sneak/Trick attack with the weapon skill Viper Bite, you will do

more damage than any basic job. When used right, it is even more powerful than

black magic.



Essentially, a thiefs job in a party at this point is to do massive damage to

keep the hate on the tank. With a Paladin as the main tank in your party, you

will only need one tank. The rest of the party can be white mages and black

mages casting all the high level spells for all the monster cares, because the

hate will almost always stay on the Paladin.


(iv) Jobs Combinations:



Warrior: Warrior is a personal favorite of mine. Having provoke will make you

that much more appealing to others when you need a party. At the lower levels,

about level 25 or so, monsters will not hit very hard which means you can play

your thief as a warrior and provoke all you want. That does not mean that you

should be the tank because provoke will take away your chance to Sneak attack.

Provoke is definitely not a good idea after you get trick attack. By subbing

the warrior job, you can move up to the front lines more and run with the

warriors in terms of protecting the mages. Having provoke is very handy for

emergencies when the mages are getting hammered on and the warriors still have

a cool down timer on theirs. Having provoke is a great bonus from subbing a

warrior since you only need level 10 to get the ability provoke.



Monk: The abilities that monks have are not particularly useful to Thieves. In

a combat situation, provoke is much more useful than Boost. Even though the

passive ability Martial Arts helps lower the attack intervals for hand to hand,

it is not recommended that you sub this job at higher levels. At level 30

thief, youll get the level 15 HP bonus from your sub job, however at that

point, thieves are hardly touched during battle because Trick attack transfers

all the hate you the tank anyways. So really the only helpful ability is boost

and I personally would have provoke just in case I need to provoke in an

emergency situation. One strategy with monks is that since boost stacks after

each time you use it, you can pump up your attack while your mages are resting.

It is possible to double your attack with enough boosts. When the mages are

ready, simply use Sneak attack on a monster and run back to your party.



Another strategy that is very useful is this. Prior to level 30,subbing monk

will allow you to boost your attack. Instead of attacking the monster right

away, use boost until it it your turn to skillchain. This way, you get all

the power from boost, and Sneak Attack. I remember doing 223 damage on an

incredibly tough Land Worm in Quifm, followed by 130 damage from Fusion.

Basically, you want to time it to account for engaging time.



1. Boost til its your turn.

2. When the person before you do theirs, press attack and engage.

3. Use Sneak Attack right away, and while you're doing your Sneak Attack

motion, press your Weapon Skill macro.



*note: Hand to Hand is very good for damaging Skeletons.



When subbing Monk, the best skillchain to use is Fusion, which can be done with

Red Lotus Blade or Burning Blade, followed by Combo. Because the damage of Fusion

is linked to how much damage you do with Sneak Attack and Combo, it is possible to

have Fusion do as much damage as your weapon skill.



Red Mage, White Mage, Black Mage:



If youre casting magic instead of attacking to get TP, then youre wasting

your time. However it is a different story if you are soloing. However, if you

plan on doing a lot of treasure and coffer hunting, subbing a white mage for

sneak/invis/deo is probably a good idea.



Advance job combinations:

The way that jobs are structured, generally speaking, Basic jobs are better

suited for sub jobs and Advance jobs are generally better suited to be a main

job.



Summoner:

The problem with having Summoner as a sub is that summons continuously drains

MP from you. Being a thief as a main job, you dont have a lot of MP to begin

with. Therefore, your summons would not last very long.



Ranger:

While Rangers are arguably the most powerful damage dealer, they do not make

very good sub jobs. Rangers rely heavily on agility to connect their ranged

attacks. Thieves do not enough agility to be a good enough ranger. Rangers

best damage comes from their weapon skill Sidewinder. If you were spending TP

on Sidewinder rather than Viper Bite or perhaps Dancing Edge, you would be

competing for TP between yourself. However, to be fair, Rangers make a pretty

good sub job. If you are going on Notorious monster hunting, wide scan

helps, although people usually know exactly where to camp.



If you manage to get a hold of the level 27 gun sold in Norg that can be

equipped for THF/RNG/NIN, you can equip that and get TP and do good damage at

the same time. The first problem is that bullets can be very expensive to buy.

The second problem is that until you get that gun, you cannot level your

marksmanship because there arent any crossbows for thieves.



Beast Master:

The job Beast Master does not make a very good sub job because you cannot tame

monster higher than the level of your Beast Master when subbed. Therefore, if

youre fighting level 30 monsters, you cannot use a level 15 Beast Master sub

job to tame the monsters around you.



Dark Knight:

There is really one job skill that is useful with a Dark Knight sub. Last

Resort boost your attack up for 30seconds. Last Resort is inferior to Berserk

because Berserk last 3 minutes. However, the only time you would use Last

Resort or Berserk is to boost your Sneak + Trick attack. So it does not need

to be long than 30 seconds. With a warrior sub, you also get provoke. However

that is not to say that Dark Knights is completely useless. One special ability

that Dark Knights have is the Black Magic Drain. Although ideally thieves are

nevertouched by the monsters, there are some occasions where they do. Therefore,

drain could come in handy, especially when mages do not have to spend MP

healing you.



Paladin:

Paladins are for those who want to tank. Since thieves are not tankers, subbing

Paladin is pointless.



Dragoon:

Since subbed jobs will not have their ultimate, also known as two hours,

subbing dragoon will lose its biggest asset, which is the ability to summon a

Dragon to fight by your side.



Samurai:

Samurai would make a very interesting sub job for thieves, especially because

they can gain TP very quickly. Most often you will notice that you can do one

or two Sneak and Trick without enough TP to do a weapon skill. While you need a level

60 thief to gain the job ability Meditation from the Samurai job, you get a

passive ability at level 10 that adds more TP to each attack you make.



Ninja:

Thief/Ninjas are also a very popular job combo. Other than dual wield, there is

nothing that ninjas can contribute actively to the Thief job. Dual wield is

only good if you equip another weapon that will boost your stats. Small sword

for example adds 2 to dex. However, I personally like warrior sub because you

can use berserk and warcry before using Sneak and Trick attack. You can also

use ninjutsu to debuff the monster's elemental resistance before you skillchain.



Bard:

Bards generally make bad subs because you cannot equip instruments unless you

are a Bard main. However, in terms of support, it does come in handy.



(v) Sneak and Trick Attack:



There are two ways to carry about Sneak and Trick Attack:



Fuidama*: (Back Attack)



You -> Your sneak buddy -> Monster -> <- Provoker



The arrows -> indicates which way a person is facing. There are two rules to

pulling off this version of Fuidama. The first rule is that the monster must

not be facing you (the same rule as Sneak attack). And the second rule is that

you must be behind a party member (the same rule as Trick attack).



*note that the japanese term for this position is called "Fuidama".



If youre fighting a non argo monster, then what you want to do is the

following:



1. Use boost or berserk

2. Have your sneak buddy get behind the monster

3. Lock onto your sneak buddy by pressing the H button, this way, youre

guaranteed to be on the same line as your sneak button

4. Unlock your sneak buddy and press cancel

5. Press F8 on your keyboard to target the monster

6. Hit your attack button and then press your Sneak and Trick attack Macro right away

7. If youre using Viper bite or a weapon skill, then hit the weapon skill

Macro during the Trick attack animation. (Assuming Trick attack is Macroed

after Sneak attack)

8. Sit back and watch the damage come in.



If you have two thieves in your party, then it is a good idea to use this

following formation:



You -> Your sneak buddy -> Monster -> <- Sneak buddy #2 <- Thief #2



After you do your Fuidama, the monster will face your tank, thats when thief

#2 do the same thing that you did.



The main reason to use Fuidama is to control hate. Theoretically, with

Fuidama, the tank will never have to use provoke again*. Controlling hate is

the best way to protect the mages from being hammered on. So basically, the

role of thieves in a party after level 30 is to control hate, and do massive

damage.

*Depending on your party, the tank might have to provoke just for the sake of

safety. Hate varies from person to person depending on how much healing or

damage they are doing. In a party where there are two thieves to do Fuidama,

it is hard for a white mage to get hate even with Divine seal and cure III.



The role of your sneak buddy is to stand still and to stand as close to the

monster as possible. The best sneak buddies are generally tanks than can skill

chain off your Viper Bite.

-----------------------

Yokodama: (Side attack)

-----------------------



************************************************** ********

Yokodama does not work due to the December 9th, 2003 patch

************************************************** ********



$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ $$$$$$$$$$$

Sneak Attack will only work from behind and not from the side

$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$$ $$$$$$$$$$$



There is yet another way to do Sneak and Trick Attack. The methods

mentioned above require you to have two tanks, and not have the monster face you.

The following method is the proper method used by thieves in a party who only have

one tanks. The most important thing to keep in mind using this method is this:

lock onto your tank from the side and slow step away from him in a straight line.

It is also important for the tank to stand as close to the monster as possible.

Essentially you will be standing at a 90 to 110 degree angle from your tank.



Monster< > Tank or Monster< > Tank

| /

You You



1. Use your Trick/Sneak attack Macro

2. Use your Targeting Macro and select your tank

3. Stand facing either his left hand or right hand side

4. Take about 4-6 steps back

5. Engage the monster. (If youre too far from the monster, it will say out of

range. In that case, use your targeting Macro again. Move in slowly with your

tank locked on.

6. After you hit it, it is safe to say that the monster will not move around

because of the hate that you have transferred to your tank.



The best thing about Yokodama is that you will never, ever get hit if you do it

right. This is a big plus compared to a Tarutaru Black Mage casting black magic

for example. It is safe to say that Tarutaru mages rip easier than wax paper.

Therefore, being able to deal massive damage without being attack definitely

distinguishes you from any other jobs.



(IX) Useful Macros:

Sneak + Trick Attack:

/ja Sneak Attack

/wait 2

/ja Trick Attack



Sneak attack plus weapon skill:

Note: This is good for sneaking up on a monster and using the weapon skill of

your choice right away without attacking it first and using Sneak attack before

your weapon skill is ready.

/ja Sneak Attack

/wait 2

/ws Weapon Skill



Targeting Macro:

/target



Provoke/Flee:

/ja Flee

/wait 2

/ja Provoke



Boost:

/ja "Boost"

/wait 15

/ja "Boost"

/wait 15

/echo Boost again
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post Apr 18 2007, 01:44 AM
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post Oct 21 2008, 11:46 PM
Post #2

cheesy puff



In Training
**

Group: Members
Posts: 11
Joined: 21-October 08
Member No.: 758,563






Few things to add...

Weapons: Dagger is THFs best weapon so try keep this capped if you decide to change weapons after 33+ only use dagger because SA/TA Viper Bite is really powerful after viper there is dancing edge then there is shark bite you shouldnt use any other weapon skills unless they are not combined with SATA
Swords I have tried this and really liked it but I stopped at 33 because Viper Bite is ownage.. stack fast blade up with SA/TA
Hand-to-Hand I never personally tried this but in theory I wouldnt reccomend this because its multi hit WS the SATA only stacks with the 1st hit so you would not get all the benefits

Dex is not the most important stat it is VERY nice to have because it helps Sneak Attack and increases crit rate but trick attack relies on AGI so if you are doing SATA you should try get them both high but when doing them singular just concentrate on the main stat

For the macros there is a translation problem
/ja “Perfect Dodge should be /ja "Perfect Dodge" <me>

There is alot better gear than what is listed I dont want to go through them all but I would reccomend you try get Att, DEX, haste & AGI and people who argue that leaping boots are over rated are retards you will not get anything better for a long time DEF has hardly any use for THF unless soloing due to the small DMG and when you do DMG he hate goes to some one else. I would reccomend you check another site to check what adds dmg to your weapon skills i cant be bothered to go on wiki and there are alot of modifiers
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post Oct 22 2008, 12:00 AM
Post #3

cheesy puff



In Training
**

Group: Members
Posts: 11
Joined: 21-October 08
Member No.: 758,563






On my last post I forgot to say about Sub jobs...

WAR: its good for end game and sky but not normally used
NIN: this gets THF utsusemi and with THFs eva this makes THF deadly, with THFs natural delay being very low and having dual weild lv2 this makes tp gain very fast
SAM: this is rarely used but its used in nooby end game shells
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