shura have no real problems with positioning because of snap (snap is really great for kiting/pulling and stacking mobs - you're essentially free to position yourself around targets);
there are cases when if you get hit/damaged just as you snap on a certain cell, it would pos-lag your sprite (it look's like you haven't moved at all), but you're already at the cell you clicked snap on - so you might keep spamming snap on that cell and nothing happens (since you're already in it); snapping on a different/nearby cell fixes that;
once you play shura more, you'll have more awareness of where you're actually in (as you snap) regardless of where you're sprite is on screen, so this becomes a non-issue;
pos lag can also happen (more often with lower ASPD) if you do a snap-walk-snap-walk pattern around a corner/obstacle, as opposed to just all snaps - easily avoidable;
job levels? i would personally prioritize FC-5 (min job-14, so you might have more than enough points to increase TC levels);
if you decide to go manual combo, you may have trouble with HP/SP upkeep (especially with SP at earlier levels);
you could use SP pots if you really want to power level your way through (at least until you get PA and RD-5~10);
FC is extremely cost effective (65 SP and 3 spheres) and is spammable every ~4 sec, so you could just do 2 FCs in a row to finish a mob as opposed to a manual combo TC (lose 30%HP/15%SP for TC-10); GT-energy gain is nice as you don't have to zen as much;
HP leech gears (RWH, HF thana hammer) are great if you're damage is more than enough to 1-shot mobs (that you don't need to rely on damage gears);
you will still need some pots in case the leech fails for successive mobs;
if damage gears allow you to 1-shot particular mobs and significantly speed up your leveling (and you couldn't 1-shot w/ HP leech gears), you could try:
WPH + alarm + pumpkins - switch between WPH (healing) and a damage upper headgear (when performing attacks);
or flamel nid garb + ranked slims - default the garb (some reducs) as you mob around and pot, only switch to a damage garment as you attack then back to garb again;
also, consumables like HP-increase pots may bump your damage just enough;
for some mobs (fast and hard-hitting ones), 1-shotting might be necessary for leveling viability;
windmill (stun) helps reduce damage a lot for big mobs, and also allow you to safely pack a mob neatly into FC's 5x5 AoE box;
tele/wing > snap (position yourself in a way so that most, if not all the mobs, will get hit by FC's AoE (targeting FC to center the AoE into a mob also works); sometimes may have to do a few snaps to stack a mob nicely) > windmill > FC > repeat;
if applicable, use elemental advantage (endow/converters); for a map with a variety of monsters, only target the ones where you can achieve the most TC/FC damage out of (ex: use wind vs water-4 monsters, instead of using fire vs earth-1 monsters, if both coexist in a map);
PA regularly for SP; don't zen while mobbed w/out phen as you will get stuck (your sprite will appear locked in mid-cast zen) and be unable to snap away until you do something that refreshes your sprite (ex: use skills like tele, ES, etc); you can tele/wing-cast zen and PA so you don't need a phen at all even for the mobbiest of the maps; but yeah its fairly straight forward;
if on an HP-leech setup, additional reducs can be nice (as long as you don't sacrifice too much damage output that it turns your 1-shots into 2, or 2-shots into 3);
for power leveling (or if a damage boost is needed to reduce shots), maximum damage is the main focus (so VIT enchant GWC/wakwak GFSS + VIT/STR temp boots);
Edited by ka10, 06 November 2015 - 06:14 PM.