Sunday, November 6, 2011

Rune Knight (Guide)

INTRODUCTION

This guide will basically help you to manage your own “Rune Knight” when in pvp(Player versus Player) or in WOE(War of Emperium). The Rune Knight character in Ragnarok was built for tanking for as we know that we RKs have the highest Health Points. RK is a very flexible class.

TABLE OF CONTENTS

• I. PROS and CONS
• II. PVP BUILDS & EQUIPMENTS
• III. PVP & WOE TACT

I. PROS AND CONS

PROS
Flexible – just like before as Lord Knights , Rune Knights are the most flexible class in Ragnarok. They can almost do solo in everything. Like Boss-Hunting, PvPing, Lvling , etc. . They have the ability to do anything.

Attack Speed – Rune knights can achieve 193 aspd (max attack speed).

CONS

Gear Dependent – Rune knights won’t be able to move or kill any 3rd job class without it’s equips and especially our dragon (dragon breath type).


II. PVP BUILDS & EQUIPMENTS

(di pa po kasama sa mga stats ung buffs and fuds)


This build focuses mainly on RK’s Two-Hand Quicken, Parry and Berserk Skill.

• Str • 100 – 120
• Agi • 110 - 120
• Vit • 90 - 100
• Dex • 60 - 80
• Luk • 40 -70


Upper Headgear – Large Baphomet Horns , Baphomet Horns, Feather Beret, Flying Angel Wing, RWC CAP (Vanberk)

Mid Headgear – Masquerade, Blush of Groom, Robo Eye, Angel Spirit, Hockey Mask
Lower Headgear – Gentleman’s Pipe, Spiked Scarf, Gang Scarf
Armor – Full Plate, Meteo Fp, Upgraded Armor, Glorious Suit, Naga Armor

Weapon – Katana(Triple Bloody Boned), Assaulter Katz, Executioner (Hydra|Skel Worker), |Glorious Morning Star|BG Morning Star

Garment – Valkyrie Manteau, Diablous Manteau, Pauldron (Raydric|Deviling)

Shoes – Greeves, Shackles w/ Shackle Ball(Green Ferus|Matyr). Firelock Soldier Card if upgraded more than +8, Variant

Accessories – Medal of Honor, Glorius Ring, Upgrade Clip (Smokie, Horong), Bradium Brooch(Kukre)



Stats Explanation: This build focuses on your dps(Damage per second) which means, it do massive damage in a short period of time. Str is needed for your ATK which is your main damage. Vit is mainly for HP and status resistance as its credits. Agi for your DPS and for a little def. Luk for critical which gives higher damage than normal hit.





PURE DRAGON BREATH BUILD

This build focuses on your RK’s versatility in PvP/WOE while giving a high amount of damage of your Dragon Breath’s Skill.

• Vit • 110-120

• Dex • 80 – 100

• Int • 110-120

Upper Headgear – Large Baphomet Horns , Baphomet Horns, Feather Beret, Ulle’s Cap (Clock Tower Manager), Garuda Hat (Clock Tower Manager), Evolved Orc Hero Helm, RWC Cap

  • Mid Headgear – Masquerade, Blush of Groom, Robo Eye, Angel Spirit, Hockey Mask
  • Lower Headgear – Gentleman’s Pipe, Spiked Scarf
  • Armor – Full Plate, Meteo Fp, Upgraded Armor, Glorious Armor
  • Weapon – Knife(Fabre,Magnolia,Plankton,Metaller),Mailbreaker,Sword breaker, Walgwanggum or Moonlight dagger, Combat Knife
  • Shield – Valkyrie Shield, Shield (Thara Frog), Rosa Shield, Bradium Shield.
  • Garment – Valkyrie Manteau, Diablous Manteau, Pauldron (Raydric|Deviling), Proxy, Flame Manteau of Naght Sieger
  • Shoes – Variant
  • Accessories – Medal of Honor, Glorius Ring, Upgrade Clip (Smokie, Horong, Spore)



Stats Explanation: The Pure Dragon Breath focuses on the high output damage of the skill “Dragon Breath”.Vit and int are the main stat for the skill so we should max those to give higher damage. Dex and int are for the casting time of the skill. (gumamit ng gym pass para sa weight purposes)


DB/CS type
example stat build:



  • STR - 52 + 3
  • AGI - 1 + 3
  • DEX - 108 + 7
  • VIT - 120 + 5
  • LUK - 1 + 3
  • INT - 90 + 10



(same equips with pure DB type)

MY HYBRID BUILD

This is my build on my RK. As I told you before, RKs can almost do everything. So I made a build that can almost do everything.



• Str • 110 – 130
• Agi • 70 – 90(depends on your hybrid taste)
• Vit • 100 – 120
• Dex • 70 – 100(depends on your hybrid taste)
• Int • 70 - 100(depends on your hybrid taste)
• Luk • 40 - 60

Upper Headgear – Large Baphomet Horns , Baphomet Horns, Feather Beret, Ulle’s Cap (Clock Tower Manager), Garuda Hat (Clock Tower Manager), Evolved Orc Hero Helm, RWC Cap

  • Mid Headgear – Masquerade, Blush of Groom, Robo Eye, Angel Spirit, Hockey Mask
  • Lower Headgear – Gentleman’s Pipe, Spiked Scarf
  • Armor – Full Plate, Meteo Fp, Upgraded Armor, Glorious Armor
  • Weapon – Knife(Fabre,Magnolia,Plankton,Metaller),Mailbreaker,Sword breaker, Walgwanggum or Moonlight dagger, Combat Knife, Hunting Spear (Hydra), Assaulter Katz
  • Shield – Valkyrie Shield, Shield (Thara Frog), Rosa Shield, Bradium Shield.
  • Garment – Valkyrie Manteau, Diablous Manteau, Pauldron (Raydric|Deviling), Proxy, Flame Manteau of Naght Sieger
  • Shoes – Variant



Stats Explanation : Str is for the damage of Spiral Pierce and some weight. Agi gives some def and a lot for aspd. Vit keeps me alive while giving my Dragon Breath a “good” damage output. Dex gives a good amount of hit and for casting times. Int gives a good amount of mdef which makes my character versatile and it contributes a bit for cast time and Dragon Breath damage. Luk for ATK and critical rate.

III. PVP & WOE TACT

GX – When I encounter GXs, When they are crit typ, I usually hit them using CS and my DB. Whenever I get poisoned (leech end), I usually counter it with (Medium life Potion,Regen Potion,Vitality Activation(Isia Rune).



RANGER – Wear status armors. They’re kinda easy to take down. I can 1 shot them using my CS Skill. (In WUG bite status), I usually DB em, or use charge ATK, Sonic Wave.

ROYAL GUARD – Tough one to handle. Almost every RK doesn’t want to battle these classes. I usually do when battling this class, I switch to parry-aspd-type. I just hit them with normal atks.

SHADOW CHASER – Don’t mess with them without FCP. RK’s current worst enemy. They strip your equips, dragon. I usually status these classes when they use Shadow Formation, once they get sleep, I’ll ran until the skill is out-of-range, then I’ll come back damaging them using CS or dragon breath.

SURA – “USE YOUR HIDE CLIP TO THE MAX”. Sura’s new skills are embarrassing but still tankable(without gods). If I get cursed circled, I usually use my rune verkana while in status if they cast guillotine fist or hell’s gate so I can get no damage. You will notice if the sura has low hp when they already give a high amount of hell’s gate damage. I usually status suras and DB them.


ALL – When they are using fire armor, you can counter it using mail breaker or anyaccessory (wickebine tres card). If fcp’d change target, Spiral w/ water conve. Boost youre str before spiraling.


WOE

- We are the mob killers during WOE. Use dragon breath to the max. Spam the skill. When you see a shadow chaser, move away from them, go near a sura and let them do the talking. Wear status weapons during WOE, they are very much effective.

Royal Guard (Guide)

Stats

When building your stat build, always determine what its purpose and what skill will be used frequently.

Moving on, this section will provide you an idea how to compress and how to save up your stat points. By using stat-divisibility, it will help you maximize your stat build.

Strength (STR)

- 1 point of STR increases status physical attack power by 1

- 1 point of STR increases your weight limit by 30



Agility (AGI)

- 1 point of AGI increases flee rate by 1

- 5 points of AGI increases status defense by 1

- Each point of AGI increases attack speed (aspd) by a good amount



Vitality (VIT)

- 1 point of VIT increases your Max HP by 1%

- 1 point of VIT increases your recovery rate by 2%

- 2 points of VIT increases your status defense by 1

- 5 points of VIT increases your status magic defense by 1



Inteligence (INT)

- 1 point of INT increases your status magic attack by 1.5

- 2 points of INT increases your status magic defense by 1

- Each point of INT decreases your variable cast time by a bit (about half much as dex)



Dexterity (DEX)

- 1 point of DEX increases your hit rate by 1

- 5 points of DEX increases your status magic defense by 1

- 5 points of DEX increases your status magic attack by 1

- 5 points of DEX increases your status physical attack power by 1

- Each pont of DEX increases attack speed (aspd) by a very low amount

- Each point of DEX Decreases your cast time by a good amount



Luck (LUK)

- 1 point of LUK increases your Critical by 0.3

- 3 points of LUK increases your status physical attack power by 1

- 3 points of LUK increases your status magical attack power by 1

- 3 points of LUK increases your hit by 1

- 7 points of LUK increases your flee by 1

- 10 points of LUK increases your perfect dodge by 1



Base Level

- 1 level increases your HIT rate by 1.

- 1 level increases your FLEE rate by 1.

- 2 levels increases your status DEF by 1

- 4 levels increases your status ATK by 1.

- 4 levels increase your status MATK by 1.

- 4 levels increase your status MDEF by 1.



Status Resistance:

-AGI = sleep/blind status.

-VIT = stun/poison status.

-INT = frozen/silence status.

-LUK = curse/chaos status.



Builds

I don't give exact stats in this guide. It is up to you to create your build; the stats I will post here will be the framework for the type of Royal Guard that you want. Also, the skills that I put after a build are the ones that complement the build most. Just because a skill isn't there, doesn't mean you shouldn't get it.

Legend:

Max: 120

High: 81-119

Moderate: 41-80

Low: 1-40



Battle Spear Royal Guard: The most popular and the most offensive build a Royal Guard could have. High HP, high damaging skills, high DPS and of course, some good disabling skills coupled with defensive shield skills makes this build superior. And since Holy Cross is buffed dealing damage twice if two-handed spear is used just fits for this build.

STR: High

AGI: High

VIT: High

INT: Low-Moderate

DEX: Moderate-High

LUK: Low-Moderate

Primary skills: Banishing Point, Holy Cross, Pinpoint Attack, Exceed Break and Burst Attack.

Secondary skills: Overbrand.



Overbrand Royal Guard: Massive AoE damage in PvP, WoE and even PvM, MvP. With the help of defensive shield skill buffs will make this build a perfect diver during sieges. Having 2 Kiel carded headgears make this builds very deadly than the previous build.

STR: High

AGI: Low-Moderate

VIT: High

INT: Low-Moderate

DEX: High

LUK: Low-Moderate

Primary Skill: Overbrand.

Secondary skills: Banishing Point and Pinpoint Attack.



Hesperus Lit Royal Guard: Maximizing the highest damaging skill of a Royal Guard, the Hesperus Lit. Although the skill is limited, usable only under Inspiration status or having 3 or more Royal Guards in Banding making it very hard to use. Adding shield and spear skills would be a very good idea.

*I’ll be dividing 2 Hesperus Lit Royal Guard build, Inspiration and Banding.



Inspiration-Hesperus Lit Royal Guard:

STR: High

AGI: Low

VIT: High

INT: Moderate-High

DEX: High

LUK: Low-Moderate

Primary Skill: Hesperus Lit

Secondary skills: Genesis Ray, Shield Press, Pinpoint Attack and Rapid Smiting.



Banding-Hesperus Lit Royal Guard:

STR: High

AGI: Moderate-High

VIT: High

INT: Low-Moderate

DEX: High

LUK: Low-Moderate

Primary Skill: Hesperus Lit

Secondary skills: Banishing Point, Pinpoint Attack, Overbrand, Burst Attack and Exceed Break.



The Speed Freak Royal Guard: Attaining highest possible ASPD, breaking Emperiums and at the same time, a tank. Using its high ASPD, Martyr’s Reckoning will be their main skill coupled with Exceed Break as a 6th hit after MR. And now, you can push your MHP further by the use of Inspiration and Vanguard Force.

STR: Moderate-High

AGI: High

VIT: High

INT: Low-Moderate

DEX: Moderate

LUK: Moderate-High

Primary Skill: Martyr’s Reckoning and Exceed Break

Secondary skills: Banishing Point and Pinpoint Attack



Support Sacrifice Royal Guard: The ultimate tank of the game. Old school role supporting party/guild mates using Sacrifice and Battle Chant. Thanks to Shield Spell, Reflect Damage, Prestige, Banding and Inspiration they can adapt easily to their environment at any circumstances.

STR: Moderate-High

AGI: Low-Moderate

VIT: High-Max

INT: High

DEX: High

LUK: Low-Moderate

Primary Skill: Sacrifice, Battle Chant, Reflect Damage, Shield Spell

Secondary skills: Prestige/Banding/Inspiration



Guardian: Who needs spears? I have a massive shield on my back. He sacrifices for the welfare of his allies but proves to be a formidable fighter when alone via Inspiration and Ray of Genesis. Also mastered the entire shield tree for both Crusader/Paladin and Royal Guard Trees to maximize the defensive capabilities and knows when/when not to use a certain shield skill.



STR: Moderate

AGI: Low

VIT: Max

INT: High

DEX: High

LUK: Low



Primary Skills: Auto-Guard, Defending Aura, Shield Reflect, Sacrifice, Rapid Smiting, Reflect Damage, Shield Press, Earth Drive, Shield Spell, Prestige, Vanguard Force(Activated, of course)



Secondary Skills: Rage Burst Attack, Inspiration, Ray of Genesis



Know your Royal Guard buff

This section help you choose what Royal Guard buff among the 3 will you pick. You can pick 1, 2 or even all of them depending what situation you are in.

Inspiration: good for damaging, added MHP/MSP, anti-status/debuffs and lasts 90 seconds at most and has a cool down of 5 minutes at max level. Be a superman.

Prestige: Tank, tank and tank. If you want pure DEF, choose this skill. And now, not only that you can face physical attacks, you can now withstand magic attacks thanks to Magic Evasion ability. Be a tank.

Banding: Got a lot of Royal Guard friends? Get this skill and you and your Royal Guard friends can withstand any incoming attacks and at the same time, you guys/gals can dish amazing damage to your enemies. Be the 300.



Equipment

This section views what possible gears/equipments you will choose. Some items are not included simply because it’s too many. Descriptions can be viewed/searched at: http://db.irowiki.org/db/

Headgears:
*Upper

-RWC Indonesia Cap [1]. -10% damage from demi-human, +5 LUK, +100% regeneration from Red/White potions, CRIT +10, +1 ASPD, +3% ATK/MATK.

-Baphomet Horns. +12% damage to demi-human, +ATK depending on wearer’s job level.

-Large Baphomet Horns. -12% damage from demi-human, +ATK depending on wearer’s job level.

-Red Beret. Indestructible, +5% damage to demi-human -5% damage from demi-human monsters. +3 to all stats.

-Abyss Knight Helm [1]. -10% damage from boss monsters +10% damage from normal monsters.

-Feather Beret. -10% damage from demi-human monsters, +1 MDEF.

-Sea Cat Hat[1]. Indestructible and has a slot.

-Solar God Helm [0]/[1]. +3 STR +2 INT.

- Crown of Deceit. Reduces the variable cast time of skills by 10%.

- Dip Schmidt Helm [1]. +1 INT, +2 VIT.

-Golden Gear [1]. Indestructible, DEF +9.

- Goibne’s Helm. +3 MDEF, +3 VIT.

-Evolved Orc Hero Helm. +10% Max HP, +1 VIT.

- Flying Angel. +1 AGI/INT, +3% ASPD.

- Bone Helm [1]. +15 DEF, +15% damage from shadow monsters.

-Helm [1]. +13 DEF.

-Poopoo Hat. -10% damage from demi-human.



Cards

-Kiel-D-01 Card

-Leib Olmai Card

-Leaf Cat Card

-Dark Illusion Card

-Maya Purple Card

-Nightmare Card

-Incubus Card



*Mid

-Elven Ears [1].

-Sunglasses [1]. Increases resistance to Blind status by 5%.

-Glasses [1].

-Hockey Mask. +5% damage to demi-human.

-Masquerade. +3% damage to demi-human.

-Blush of Groom. -3% damage from demi-human.

-Fin Helm. +5 DEF.

-Angel Spirit. +3% ATK/MATK, +1 STR.

-Robo Eye. +3% ATK/MATK, +1 DEX.

-Hairband of Reginlief. Additional 3% tolerance to the Water, Fire, Dark, Undead Property.



*Low

-Gentleman’s Pipe. Reduce damage from demi-human by 2%.

-Spiked Scarf. +1 VIT, -1% damage from demi-human, +1% damage to demi-human.

-Pirate Dagger. Reflect 1% close range physical attack.

-Ninja Scroll. +1% MATK.

-Iron Cain. +DEF.

-Scarlet Rose. +1 DEX.

-Gangster Scarf. +5 ATK.



Armor:

-Glorious Suit

-Valkyrian Armor [1]

-Orlean’s Gown [1]

-Elemental Spirit’s Armors (Flame, Water, Wind and Earth). Change the user to [Fire, Water, Wind or Earth] property

-Assaulter Plate [1]

-Diabolous Armor [1]

-Legion Plate Armor [1]

-Meteor Plate [1]

-Goibne’s Armor

-Sprint Mail [1]

-Brynhild



Cards

-Peco Peco Card

-Apocalypse Card

-Roda Frog Card

-Orc Lord Card

-Detardeus Card

-Swordfish Card

-Succubus Card

-Tao Gunka Card

-Ghostring Card



Garment:

-Captain’s Manteau [1]

-Diabolous Manteau [1]

-Flame Manteau of Naght Sieger [1]

-Glorious Muffler

-Goibne’s Spaulders

-Leather of Tendrilion [1]

-Nydhorgg's Shadow Garb [1]

-Valkyrian Manteau [1]

-Wool Scarf [1]

-Vali’s Manteau

-Skin of Ventus [1]

-Ulfhedinn [1]

-Pauldron [1]

-Rider Insignia [1]

-Undershirt [1]

-Asprika



Cards

-Elemental Cards, ex. Raydric, Jakk Cards

-Aliot Card

-Assassin Cross Card

-Deviling Card

-Whisper Card

-Punk Card



Shoes:

-Battle Greaves [1]

-Diabolous Boots [1]

-Glorious Shoes

-Goibne's Greaves

-Greaves [1]

-Sprint Shoes [1]

-Tidal Shoes [1]

-Valkyrian Shoes [1]

-Variant Shoes

-Vidar’s Boots

-Vital Tree Shoes

-Shackles

-Sleipnir



Cards

-Green Ferus Card

-Martyr Card

-Sohee Card

-Verit Card

-Eddga Card

-Moonlight Flower Card

-Boss Egnigem Card

-Ice Titan Card



Accessory:

-Bison Horn [1]

-Bloodied Shackle Ball

-Clip [1]

-Cold Heart

-Critical Ring

-Cursed Hand [1]

-Diabolous Ring [1]

-Expert Ring [1]

-Glorious Ring

-Medal of Honor(Swordman)

-Meginjard

-Orlean’s Glove

-Ring Of Flame Lord

-Ring Of Resonance

-Seal Of Continental Guard [1]



Cards

-Horong Card

-Smokie Card

-Osiris Card

-Alligator Card

-Beelzebub Card

-Ifrit Card

-Wickebine Tres Card



Shield:

-Bradium Shield [1]

-Cross Shield [1]

-Rosa Shield [1]

-Herald of GOD [1]

-Tournament Shield [1]

-Valkyrja’s Shield [1]



Cards

-Racial Cards, ex. Thara Frog Card.

-Size Cards, ex. Tirfing Card.

-Andre Egg Card



Weapons:

-Glorious Spear, Lance, Flamberge, Holy Avenger, Rapier, Morning Star, Cleaver

-Combat Knife

-Hunting Spear

-Mail/Sword Breaker

-Twin Edge Of Naught Sieger (Blue/Red)

-Elemental Sword

-Carga Mace

-Ahlspiess

-Mjolnir

-Assaulter Spear, Lance

-Brave/Valor Gladiator Blade. Morning Star



Cards

-Racial Cards, ex. Hydra Card

-Size Cards, ex. Skel Worker Card

-ATK Cards, ex. Zipper Bear Card

-Thanatos Card

-Turtle General Card

-Abyssmal Knight Card



Sources

- http://db.irowiki.org/db/

- http://forums.irowik...377&postcount=1

- http://forums.irowik...&postcount=3366

- http://irowiki.org/wiki/Main_Page

Mechanic (Guide)

I. Mechanic Types

QUOTE

Mechanic Types Subsections:

1. Mado-Mechanic

2. Master-Mechanic

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

Mechanic Types Subsection 1:

Mado-Mechanic

Description: The Mado-mechanic is the mechanic type that defies the norm for smith classes. Instead of focusing on dealing huge DPS,the Mado-mech is a support type character invaluable to guilds and parties. Expertise on areaattacks and buffs plus status infliction, the Mado-mech proves useful in any adventure. Unlike its damage minded predecessor, BS and MS, and its offensive counterpart, Mecha-Mastersmiths, Mado-mechs deal slightly less damage. If you enjoy riding a robot to support and be useful in any situation, be a Mado-mech.

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

*Disclaimer: Presented here after are just suggested builds. The author never forced anyone to undertake

the presented build.



QUOTE

Mado-Mechanic Stats:

Base Stats Legend:

- = 1~20

X = 20~39

XX = 40~59

XXX = 60~79

XXXX = 80~99

XXXXX = 100~120

STATS:

STR: XXXXX

AGI: -

DEX: XXXXX

VIT: XXXXX

INT: XX

LUK: XXX

Stat Justification:

As the rest of the classes, except innate ranged classes, STR is taken for S.ATK and weight capacity AGI is ignored since Mado-mechs are heavy skill users, skills that are independent of aspd. DEX is for casting reductions and HIT. VIT is obviously for tanking purposes. INT is taken for little SP, minimal reduction on variable cast time and SP regeneration. Mado skills dont base themselves on mATK but on ATK instead. Also LUK is added for its numerous bonuses. Incomparable in terms of damage (even with high STR) to DPS/Heavy hitter offensive classes, Mado-mechs more than make up with his skills so DEX for reducing casting time and INT for SP is a need. VIT is also gotten for stun resistance especially if one aims to WOE with it. Classic SVD builds would bode well for this type but with the inclusion of LUK, it became better.



Mado-Mechanic Skills:

Base Mado Skills:

Magic Gear License

Mainframe Restructure



Support Skills:

Magnetic Field

Neutral Barrier

Infrared Scan

Analyze

Stealth Barrier

Offense Skills:

Boost Knuckle

Vulcan Arm

Cold Slower

Pile Bunker

Flame Launcher

Arm Cannon

Self Destruction

FAW - Silver Sniper

FAW - MAgic Decoy



Situational Skills:

Repair

Emergency Cool

Shape Shift

Acceleration

Hovering

Front-Side Slide

Back-Side Slide

Axe Training

Research Fire and Earth



Skill Explanation:

If one wants to be a Mado-mech, one would have numerous routes to choose from. Starting with Base Mado skills, by combining several purpose skills, you can create a shawarma of skills that could give the edge to your guild and party. If the mech aims to be a support mech, he should get all the support purpose skills. It wont take all skill points so, he could also choose some other offensive skills or situational skills. A Stealth Barrier Mech could also get the sliding skills to be a maneuverable Protoss Arbiter. A Self Destruct Mado may get Magnetic Field so as his targets wouldnt go away from the blast radius. A Cold Slower Mech may also get Analyze for DEF reductions + Slow. Neutral Barrier Mados can get the never miss Arm Cannon to hit enemies outside the barrier. And the list goes on. Thats what makes Mado mechs so valuable. They are versatile pieces of equipment.



Master-Mechanic Skills:



Base Master-Mechanic Skills:

All of the Battle/Buff Skills of the Mastersmith



Offense Skills:

FAW - Silver Sniper

FAW - MAgic Decoy

Axe Boomerang

Axe Tornado

Power Swing



Situational Skills:

Axe Training

Research Fire and Earth



Skill Explanation:

Mecha-smiths focus on all the axe skills and masteries as a Mechanic. He doesnt use a Mado for the sole reason that Mado Mechs cant use HSCR. So instead of totting a mech, Mecha-smiths eye the remaining skills. Masteries such as Axe Training and Research Fire and Earth give numerous bonuses including additional ATK that multiplies according to skill modifiers including HSCR. The other skills might be mediocre to the point of no use but hey, youll use HSCR anyways. Axe Boomerang is an added ranged skill that may serveas the finishing blow. Power Swing is a good alternative (due to Stun chances) to Mammonite when zeny shortage occurs. Axe Tornado is great for mobbing, pvm-wise. HSCR plus FAWs not only give Master-mechs range, but firepower too. Then there are still other strange builds involving Mado use by a Master-mech. They strap on a Mado, Self Destruct, pot really quick, then Ram. Insane, but useful indeed.

================================================================================



source:

http://forums.levelupgames.ph/index.php?/topic/7090-mechanics-mechanics/



note:

guide lang po eto :)

Genetic (Guide)

The Genetic Skills

The Biochemist with a Wizard's Heart had a quite short portion of the skill descriptions and explanations because Biochemists are given with four skills. The Genetic however is provided with nineteen [19] skills in which twelve [12] are offense based. The skills do not simply inflict damage, they are infused with status ailments and some skills even decrease attributes for a period of time. Because of the variety of skills given to the class it should also be taken into consideration what to prioritize.

Sword Training Passive Skill No Prerequisites Mastered at Lv5 Why should you get it? Sword Training will be the foundation of your offensive capability, particularly if you decide to maintain a variety of dagger and sword-type weapons. Of course this enhances the manual attacks you inflict, considering that Genetics are not well-endowed with physical capability. Compatible Builds: The Fortress, Cartmeister, Dual Power.
Cart Remodelling Passive Skill No Prerequisites Mastered at Lv5 Why should you get it? Cart Remodelling expands your weight capacity, and improves the quality of cart-based skills. Compatible Builds: Cartmeister, Dual Power, The Fortress, Bomber-Brewer-Breeder, Pyroclast, Flamethrower Cart Tornado Active Skill Prerequisites: Lv1 Cart Remodelling Mastered at Lv5 Why should you get it? A good skill that can be combined with Cart Revolution, Cart Tornado is an effective mob clearing skill despite a slight delay on the animation sequence. Compatible Builds: Cartmeister, Dual Power, The Fortress, Bomber-Brewer-Breeder, Pyroclast, Flamethrower
Cart Cannon Active Skill Prerequisites: Lv2 Cart Remodelling Mastered at Lv5 Consumes: 1 Cannon Ball Why should you get it? Cart Cannon is one of the ranged skills in the Genetic skill tree. It does carry the weapon element but it needs a Cannon Ball to use. Intelligence is the main damage factor for this skill, as well as the level of Cart Remodelling. Compatible Builds: Cartmeister, Dual Power, The Fortress, Bomber-Brewer-Breeder, Pyroclast, Flamethrower
Cart Boost Active Skill Prerequisites: Lv3 Cart Remodelling Mastered at Lv5 Why should you get it? While you can get other walkspeed enhancements readily available, you might consider this skill for the attack bonus it can provide to your cart-related skills. Otherwise, if you are a Lif owner or well-buffed with other sources of speed and attack enhancers, you might skip this skill instead. Compatible Builds: Cartmeister, Dual Power, The Fortress, Bomber-Brewer-Breeder
Thorn Trap Active Skill Prerequisites: Lv2 Special Pharmacy Mastered at Lv5 Consumes: 1 Thorny Seed Why should you get it? This is very effective in the field considering that it can lock opponents for quite some time. In siege or pvp however, it has a large weakpoint that needs a little micromanagement. The attacks inflicted by the traps can activate auto-cast skills which adds more bolts and gusts to your arsenal. Compatible Builds: Cartmeister, Dual Power, The Fortress, Bomber-Brewer-Breeder, Pyroclast, Flamethrower
Blood Sucker Active Skill Prerequisites: Lv3 Special Pharmacy Mastered at Lv5 Consumes: 1 Blood Sucker Seed Why should you get it? Considered to be a �€Å“taunt�€� skill, Blood Sucker can be implanted to three different targets and leech a percentage of the damage inflicted as a recovered health point. The main disadvantage of this skill is the allowed distance between the caster and the target, which gives you the idea to kill it instead of slow death.
Spore Explosion Active Skill Prerequisites: Lv4 Special Pharmacy Mastered at Lv5 Consumes: 1 Explosive Mushroom Spore Why should you get it? The physical damage this skill can inflict in a 11x11 [at Lv5] is quite promising despite a quite long casting time. The detonation delay makes the skill less predictable for the opponent and makes it more flexible to reach more, especially for panicky targets who retreat to his team members. Compatible Builds: Dual Power, The Fortress, Bomber-Brewer-Breeder, Pyroclast, Flamethrower
Wall of Thorns Active Skill Prerequisites: Lv4 Special Pharmacy Mastered at Lv5 Consumes: 1 Thorny Seed Why should you get it? A skill that is defensive in nature yet is strong enough to be included in the offensive skill list; Wall of Thorns easily adjusts to the needs of its owner. It can become a munching barricade, or set it ablaze for a massive firewall, this skill can become a chokepoint saver in siege as well. Compatible Builds: Cartmeister, Dual Power, The Fortress, Bomber-Brewer-Breeder, Pyroclast, Flamethrower

The Genetic Builds-

Classifications and Rationalizations While Biochemists can be distinguished easily through skill setup, Genetics can be classified and created through these prototypes that harness different facets of the character’s strength. There will be a sample equipped weapon on some of the builds to secure a particular target value, but everyone is given the autonomy to change them (remember this article is for guidance and not for absolute definition).



• The Dual Power

A dual power Genetic utilizes the power of being a ranged bomber and a melee fighter. It was placed in balance that the defensive capabilities are not compromised to ensure prolonged resilience and survival.

example stat build:

1.)

STR 105+5

AGI 85+5

VIT 82+3

INT 95+15 [Aria Glaris Doll + Black Frame Glasses]

DEX 69+6

LUK 2+1



2.)

STR 95+5

AGI 95+5

VIT 82+3

INT 99+11

DEX 69+6

LUK 9+1



The Dual Power Genetic is formed to be offensively and defensively capable in the field. This enables the player to be resilient and adaptive on whatever the circumstance needs. Both sources of offense are fortified in values, and as you can see defense and evasion have been well-provided with balance.

Physical Attack Power: ∆∆∆∆

Magical Attack Power: ∆∆∆∆

Defense: ∆∆∆∆

Evasion: ∆∆∆∆

Brewing Capacity: ∆∆



• The Triple B [Brewer-Bomber-Breeder]

A Triple B Genetic gives a critical attempt to gather all the good stuff by squeezing the important skills with the available skill points. This classification utilizes the use of homunculus, the bottle skills and the production of materials all rolled into one. example stats:

1.)

STR 65+5

AGI 85+5

VIT 47+3

INT 109+11

DEX 99+6

LUK 52+1



The Triple B Genetic is created in such a way that it can effectively manufacture potions and still be worthy enough to participate in the field. Physical defense is quite compromised to give way to brewing capabilities, and evasion will be the primary defense factor for this build. Attack power is fairly maintained to establish a good throw for Acid Bomb, and of course to be somehow physically adept in the battlefield.

Physical Attack Power: ∆∆∆

Magical Attack Power: ∆∆∆∆

Defense: ∆∆

Evasion: ∆∆∆∆

Brewing Capacity: ∆∆∆∆



• The Fortress

The Fortress changes the routine INT-flooded build and focuses on the melee abilities of the class. It utilizes bottle skills and engages with close range battle tagged with combination of skills that will amplify its ability and survivability. example stats:

1.)

STR 115+5

AGI 85+5

VIT 87+3

INT 19+11

DEX 94+6

LUK 23+1



The Fortress is like a more beefed-up build that deals effective close-range damage, a trait that is quite rare for those who ascended further from being a Biochemist because most of the skills are ranged and intelligence-based. This frame has one of the most resilient setups, which can be infused with potion skills turning them into melee warriors that can support other members.

Physical Attack Power: ∆∆∆∆

Magical Attack Power: ∆∆

Defense: ∆∆∆∆

Evasion: ∆∆∆∆

Brewing Capacity: ∆∆∆



• The Pyroclastic Chemist



The Pyroclastic Chemist is recommended for those who love to throw and fire at will. Its build was balanced enough to averse incoming damages; inflict reasonable damage to opposing force through close and long range, and sturdy enough to battle in out it in the field.example stats:

1.)

STR 75+5

AGI 85+5

VIT 67+3

INT 103+17 [Crown of Deceit]

DEX 104+6

LUK 12+1



This frame can deliver effective throws in the field by combining a good amount of physical and magical abilities. Both defensive factors are within acceptable limits, and it has a fair proficiency in brewing.

Physical Attack Power: ∆∆∆

Magical Attack Power: ∆∆∆∆

Defense: ∆∆∆

Evasion: ∆∆∆∆

Brewing Capacity: ∆∆∆∆



• The Flamethrower

What makes this classification different from the Pyroclastic Chemist is that it does not harness strength in the build. This is the closest to the conventional biochemist build despite adjustments to the defensive portion of the stats. While others may get this a bit stingy considering that the classification focuses on Acid Bomb and yet we compromised STR which equates to less effective throws, the focus of this classification is to utilize skills afar with two words- destroy and disable. example stat:

1.)

STR 5+5

AGI 115+5

VIT 77+3

INT 105+15 [Maestro Ribbon + Erudite Glasses]

DEX 84+6

LUK 22+1



The Flamethrower is the closest to the classic Biochemist build, it was only infused with a chunk of aversive capabilities to establish better survival rate in the field. A build that can harness better magical capabilities, this path moves further with one offensive tier.

Physical Attack Power: ∆∆

Magical Attack Power: ∆∆∆∆

Defense: ∆∆∆

Evasion: ∆∆∆∆

Brewing Capacity: ∆∆∆∆



• The Cartmeister

While most of the classifications also utilize cart skills, the Cartmeister is a modified Fortress that can engage with mid-range battles and bottle skills. This classification is a good option for Alchemists who will bypass transcendence. example stats:

STR 115+5

AGI 95+5

VIT 87+3

INT 39+11

DEX 74+6

LUK 8+1



Cartmeister and The Fortress share similar frames, the main difference is that this particular build is recommended only for those who will bypass transcendence [Alchemist Genetic] providing them with limited skills that can be acquired if they transcended as a Biochemist. The build was created in such a way that being a bypass does not mean less resilient or half-effective.

Physical Attack Power: ∆∆∆∆

Magical Attack Power: ∆∆∆

Defense: ∆∆∆∆

Evasion: ∆∆∆∆

Brewing Capacity: ∆∆



In forming the right build for your Genetic, let no one stand in your way especially if you know what you are doing. Don’t go with a build that they think is good; remember this is your character in the first place. Go with a build that you will enjoy, I only gave you prototypes that work but I will never impose someone to do “cookie-cutters”. Also please, do not try to get all in one build or else you’ll end up being mediocre. If you are planning to be effective in the field or pvp, create a build for this particular goal and don’t go split ways and give an attempt to be also good at brewing. If you want something that is good in the field and also has an itch to brew like there’s no tomorrow- create two Genetics. That way you won’t end up mastering nothing, but rather fulfilling both goals with high colors.



The Genetic Wardrobe:



Choosing the Right Size I will not give exact outfit setup in this guide. I will be leaving the options to you. For the meantime I will give a short list of what is recommended for you to have, and the list includes general merchandise to rare pieces infused with recommended set of cards.



Generally Compatible Weapons

Twin Edge of Naght Sieger Red

Twin Edge of Naght Sieger Blue

Elemental Sword

Hurricane Fury

Valorous Gladiator Blade



Generally Compatible Armory

Valkryjan Shield

Tidal Shoes

Wool Scarf

Alice Doll

Gemmed Sallet

Sunglasses

Valkyrian Armor

Meteor Plate

Naga Armor

Naga Shield

Orlean’s Server

Orlean’s Gown

Orlean’s Gloves



Generally Recommended Cards



Racial Cards

Anti-Race Cards

Raydric

Dark Illusion

Dark Lord

White Lady

Doppleganger

Baphomet



As you can see I have not included much of the newly released equipment because based on observation, old-school is, in general, still very effective despite the changes in gameplay. You can also notice that the Dark Lord- Dark Illusion combo is still on my preferred card set because it outweighs its own drawback. Meteor Storm auto-cast will always work, unless you are going to level in Thor’s Dungeon for life. The Naght Sieger series proves its worth for several episodes already. It is also compatible with the current Genetic skill set, plus it has plenty of slots that can be inserted with different card combinations depending on your preferences. The Elemental Sword has an uncanny ability to dish out random bolts, only if you know how to tag them into several hits. Hurricane Fury and Valorous Gladiator Blade are general damage dealers for melee prototypes, maximizing inflicting damage delivered every hit. The set list of armours is mostly combinations to give better combo effects. Tidal Shoes and Wool Scarf will always be on the list because of the much needed health point increment, as well as the Orlean’s complete set for management of incoming magical attacks and the delivery of spells. Cards are divided into two categories - supportive and offensive. White Lady is in the list only if you have a priest class in your account so that you can maximize its purpose. Baphomet Card, the ever so underrated yet so compatible with auto-cast builds can inflict more attacks per slash which means more chances of auto-casting.









source:

http://forums.levelupgames.ph/index.php?/topic/6371-dna-of-wisdom-a-guide-for-genetics-v10-aka-motivational-speaking/

Ranger (Guide)

I. INTRODUCTION



Hunters, as we know it are skillful at indirect long range combat. Their increased ASPD with bows helps makes them superior in ranged combat. They are also able to lay mines and traps on the ground to hinder or catch mobs. These traps cause various status effects (Sandman inflicts the status sleep, for example) or cause elemental damage (i.e. Blast Mine, Land Mine) to a target.



Additionally, they have a powerful sub-character, the Falcon. Falcons are highly effective at dealing consistent damage, as their damage ignores DEF. Falcons give Hunters the ability to deal damage to multiple monster at once, by gathering enemies together and employing the Falcon with the skill Blitz Beat.



Hunters were once considered overpowered in Ragnarok Online pre-Amatsu patch, while players were still getting the hang of 2-2 classes, since they were capable of MVPing and seemingly only needed two stats: AGI and DEX to be successful at MVP, PvP, and PvM aspects of the game.



But as the Transcendence Patch dawned into the shores of Midgard, the Sniper Class seemed to have lost all its glory. Bow and falcon skills, just weren't enough to compete with the power of other classes roaming the PVP/MVP/PvM room. Neglected, bullied by OHKO skills and being the underdog. Called "lampayatot" by some, we were thrown in the streets, misunderstood by many as weaklings, some thought that we are only good at leeching. But hope was never lost, for we survived.. we never said DIE. We run, and we gunned.. though we are the so called "weaklings" we never let anyone stand in our way, as we devised our very own devious strategies and tactics, and with our versatility.. we mastered the art of killing. Our hunger for supremacy and survival was so great that other classes started to fear us.



And now, a new era has dawned. Enlightenment.. and the will for survival flowed so great, a new class was born, the RANGER. Equipped with two of the most potentially powerful arsenals ever created in the game- their traps and a new powerful companion their Warg Wolves.. we will now have our revenge!



Its time.. its time for Rune Midgarts to fear us once again.. Now fellow rangers, bring upon our deadly attack, wreak havoc and destruction using your bombs, bring panic and chaos with your bows and mutilate every opponent using your warg!



If Hunters and Snipers goes to hunt... A Ranger goes to war!



II. STAT POINT ANALYSIS



This are the bonuses given by each stat after the Renewal Patch came to our server. Please read this first before reading the "How to Build Your Ranger" so at least you will have an idea why I invested in a certain stat on a certain build. ( Sorry for the bad diction. )



Strength (STR) *

1 point of STR increases status physical attack power by 1

1 point of STR increases your weight limit by 30





Agility (AGI)

1 point of AGI increases flee rate by 1

5 points of AGI increases status defense by 1

Each point of AGI increases attack speed (ASPD) by a good amount.





Vitality (VIT)

1 point of VIT increases your Max HP by 1%

1 point of VIT increases your recovery rate by 2%

2 points of VIT increases your status defense by 1

5 points of VIT increases your status magic defense by 1





Intelligence (INT)

1 point of INT increases your status magic attack by 1.5

2 points of INT increases your status magic defense by 1

Each point of INT decreases your variable cast time by a bit (about half as much as DEX)





Dexterity (DEX) *

1 point of DEX increases your hit rate by 1

5 points of DEX increases your status magic defense by 1

5 points of DEX increases your status magic attack by 1

5 points of DEX increases your status physical attack power by 1

Each pont of DEX increases attack speed (ASPD) by a very low amount

Each point of DEX Decreases your cast time by a good amount





Luck (LUK)

1 point of LUK increases your CRIT by 0.3

3 points of LUK increases your status physical attack power by 1

3 points of LUK increases your status magical attack power by 1

3 points of LUK increases your hit by 1

5 points of LUK increases your flee by 1

10 points of LUK increases your perfect dodge by 1





Base Level

1 level increases your HIT rate by 1

1 level increases your FLEE rate by 1

2 levels increases your status DEF by 1

4 levels increases your status ATK by 1

4 levels increases your status MATK by 1

4 levels increases your status MDEF by 1





* With Bows, Guns, Musical Instruments and Whips, the increase in physical attack power from DEX and STR are swapped, making DEX the primary damage stat.



III. How to Build Your Ranger



This herein I will discuss the different Ranger types, and their Pro's and Con's:



Generally, there are 3 types of ranger builds : the Warger. the Swiss Knife and the Trapper. As the name implies, the Warger uses his ever faithful canine companion to deal massive damage to a single target. It focuses mainly on flee, dps ( damage per second) and hitlock. On the other hand, Trappers master the art of ambush killing, setting traps and luring enemies to their unknown doom. Trappers usually has high HP pool, high int and dex for trap damage and for survival. And lastly, my favorite (hybrid lover here), The Swiss Knife. Swiss Knife Builds are hybrids, a fusion between a warger and a trapper. Very adaptive and versatile to any given situation this build focuses on getting a balance between traps and high dps. Although, this build may seem to be perfect, it hides a very obvious weakness. It can only do average, average on warging and average on trapping. Like the saying goes, it is a Jack of all trades but a master of none.



Now that you know the three basic builds for a ranger, here are some examples of that build and their variation:





LEGEND:



Warger = [W]

Swiss Knife = [SK]

Trapper = [T]



Max: 120

High: 81-119

Moderate: 41-80

Low: 1-40



IMPORTANT Note:



All builds here are calculated to have 0 remaining stat points. Also, the proposed builds includes the Increase Agility, Blessing, Owl's Eye, Improve Concentration, Awakening Potion and True Sight. Hp / Sp pool, ASPD and other attributes may vary in game because AFAIK, this calculator is only accurate in computing status points. And lastly, I didn't include the Int bonus given by Research Trap, as we have different preferences on to maxing that skill or not.



The Warger[W]



This Build is perfect for those who love CTRL+click. The sheer power of your warg, plus the high aspd will set your opponents running and crying for help.



stat

agi: high

str: low

int: low

dex: high

luk: moderate

vit: moderate



note:

agi: flee/aspd purposes

dex: aspd purposes/increases damage ng bow pati na rin warg (physical ranged ang warg)

luk: increases the chance ng autowarg, tapos if divisible by 3, nakaad sa atk

low int: skill purposes :)

vit: para tumagal sa pvp/pvm :)



PRO'S:

• high crit, aspd, and dps

• easy to use and handle

• good for those who love ctrl clicking

• almost immune to all status ailments

• warg attacks are unreducable by any resistance cards and equipments

• high HP pool

• can use traps as well



CON'S:

• RG's defender greatly reduces your warg atks

• character's with disabling abilites (e.g shura with cc) with probably pawn you

• prone to freeze, deep sleep and silence



My personal Opinion: with unfro and marduk card equipped, this build is almost unstoppable.



The Gunner[W]

* name inspired by sir ekaizero



A variation of the Warger. This build focuses mainly on DPS and hitlock, sacrificing its HP pool and trap damage output.



stats:



agi: high



str: low



int: moderate



dex: high



luk: moderate

vit: moderate



PRO'S:

• VERY HIGH DPS

• HIGH auto warg rate

• HIGH flee

• good against melee enemies

• maximizes the use of status cards as a disabling option



CON'S:

• LOW HP POOL

• ignore flee skills can probably OHKO you

• prone to stun and freeze



The Master Exploder[T]

* name inspired by sir dodgeemall



The master trapper at its finest. With a very high int and dex allocation, this build abuses trap usage.



agi: moderate

str: low



int: high

dex: high

luk: moderate

vit: high



PRO'S:

• Burst Damage dealer

• off guard enemies wont have a chance as it has the potential of OHKO

• abuses trap power

• easy to level because it can kill mobs



CON'S:

• has a little disadvantage when enemies are immune to sleep / freeze

• has a little disadvantage when dealing with wargers



The "Melee" Ranger[W]

This build is experimental. With high str, it can go dagger and equip a shield. This build abuses the warg skills and high atk of daggers.





agi: high

str: high



int: low

dex: moderate

luk: moderate

vit: moderate



PRO'S:

• uses daggers as a primary weapon and bows as a utility equipment

• daggers have a high atk and slot ratio compared to bows

• can equip a shield and still give a high rate of damage

• high tanking abilities because of high vit and shield



CON'S:

• low or mid dex affects hit rate, thus it can miss on high flee characters

• prone to freeze silence and deep sleep

• dependent on warg skills

• can be easily stripped











source:

http://forums.levelupgames.ph/index.php?/topic/17076-rangers-building-blocks/

"ranger's building blocks"

by ordo

Sorcerer (Guide)

Overview

AoE Magic

Unlike their predecessors, sorcerers have the ability to do area of effect damage. Psychic Wave will be your most used area spell due to its major damage, large AoE, and and neutral element (you can "endow" your psychic wave via summons).

Diamond Dust (Ice element) has an average AoE, damage, and cast time.
Earth Grave (Earth element) has an average AoE, lower damage, and a quick cast time (has the ability to knock units out of hide/cloak).
Varetyr Spear (Wind element) has a smaller AoE, average damage, quick cast time, and has a short cast range (damage is effected by atk / matk and requires a target unit).

The 3 elemental spells are heavly based on the level of their corresponding endow.

Killing Cloud (Poison element) has an average AoE, damage, and cast time (requires 2x red gemstones and hits multiple times).

Summons

Sorcerers have the ability to summon elementals that have very powerful abilities to help the summoner. There are 3 levels for each element, each having a different summoning requirement (catalyst). A summons stats are directly based on that of the sorcerer (ie A high agi / flee sorcerer will create a summon with high flee). Summons each have the ability to change the element of Physic Wave, change the Sorcerers Elemental Resistance (100% resist of that element), and boost certain elemental spell's damage. On top of that, each element has a speciality.

Fire - Used mostly for its abilty to boost the Atk of the sorcerer and increase the recovery amount of Warmer (+10%).
Water - Used mostly for its ability to boost the Matk of the sorcerer.
Wind - Used mostly for its abilty to boost ASPD and create a very strong defensive barrier.
Earth - No decent speciality.

Insignias

At first, insignias can be a little confusing and hard to use, but they can be extremely powerful. Insignias require a bit of setup and coordination and also have high skill requirements.

Insignias can be created of the 4 basic elements.
Only one of each insignia can be placed at a time (insignias do not share the same cooldown).
Insignias are 3x3 ground enchants.
Each cast cost 1/2/3 Scarlet Point, which can be bought in geffen tower (200z ea).
Each insignia has the ability to boost the counter element no matter which level you use.



For example, if you use Fire Insignia Level 1/2/3, any unit INSIDE the insignias 3x3 AoE will take +50% damage to water elemental attacks.

Each insignia has 3 levels.

Level 1 - Boosts the ability of that corresponding elemental summon.
Level 2 - Changes weapons element to the insignias element.

Any unit, friend, or monster that stands INSIDE the insignias 3x3 AoE attack will change. For example, if you are wearing fire armor, and a monster hits you while THEY are standing in the insignia, you will take reduced damage (Fire attack vs Fire Armor - 1/4 damage taken). If you have 100% immunity to that element, you will take 1 damage.

Level 3 - Increases that players elements magic damage when THEY are standing inside the insignia and additional bonuses to that element (faster cast time, more matk, etc).

Additional Examples

Your tank comes back with a few more monsters than he is able to handle.

If you know what armor they are using, placing a level 2 insignia on top of the monsters will reduce the damage they take by 1/4.

Precasting magic while standing in level 3 insignias.

A tank, with 100% fire resistance, tanking a mvp.

Fire insignia level 2 on the MVP will reduces its damage considerably and increase all incomming water attacks by +50%. Put a Water Insignia 3 on your casters to give them a boost to their water magic damage.



Builds

INT/AGI Hindsight/Fist Spell (bufs are not included)

STR: 1
AGI: 100-120
VIT: 20-80
INT: 110-120
DEX: 1-50
LUK: 1-40

This is similar to the Hindsight Sage/Scholar build. However a Sorcerer has a new spell available to them, Fist Spell. Since this skill is the first hit and only hit, int and matk become more important for the initial burst damage than aspd, hindsight is then used to finish the opponent off.



Primary Skills Used

Fist Spell, Hindsight,Fire Bolt, Cold Bolt, Lightning Bolt, Double Bolt



INT/DEX Offensive AoE

STR: 1-50
AGI: 1-50
VIT: 1-100
INT: 110-120
DEX: 100-120
LUK: 1-30

The offensive AoE strips itself of it's former single target spell past and ascends to the utilization of magics that damage multiple foes. They use their intelligence to increase the amount of destruction they do. Since INT is directly in their spell formuli, each point in INT will increase damage more than an equivalent in an MATK increase alone. High amounts are key, thus the MATK one can gain through LUK or gear is inferior to equal amounts of INT. Sorcerer AoE spells have a very short after cast delay, but I high reuse delay. A common practice of comboing the AoE spells to reach high damage output is key. Unlike it's Warlock counterpart, Sorcerers gain very little for the support of Magic Strings, as reuse delays cannot be reduced. The strongest AoE is Psychic Wave, and is neutral element. The next tier are the spells Diamond Dust, Earth Grave, and Varetyr Spear. Getting at least one other second tier AoE is essential for effective combos, but learning all three severely limits the other spells you can aquire. It is suggest to gain at least one Elemental Summon ally, as they can change the element of your Psychic Wave. Preferably, the Fire Spirit Agni is the best choice. Due to the severe lack of fire spells. This will also increase the healing effects of Warmer. Which, when stacked with using Indulge to also recover SP; proves to be incredibly effective and will save you a ton of supplies. Not to mention, if you choose to use Fire Walk, that damage will also increase. Offensive Sorcerers are a good balance of defense and offense, and can achieve the 100 total VIT necessary to become immune to stun in PvP and WoE.



Primary Skills Used

Psychic Wave, Diamond Dust, Earth Grave, Varetyr Spear, Killing Cloud



VIT/DEX Support/Summoner

STR: 1-100
AGI: 1-100
VIT: 90-120
INT: 40-80 (INT is now necessary due to it being in the cast time formula and Soul Exhale only giving half your current sp.)
DEX: 100-120
LUK: 30-100

The Support type is going to be very rare due to the nerfs Renewal gave to the Scholar class. Soul Exhale now has a 5 second fixed cast time and only gives half of your current sp. Gone are the days that Champions can be filled instantly and quickly for fast leveling. Magnetic Earth has also lost it's usefulness as most 3rd class skills bypass it. Dispell has also been given a large fixed cast time. Due to this and the lack of new support skills, the niche that Scholars used to have has been diminished. The role has not been lost! Due to the advent of status inflicting spells such as Diamond Dust and Arullo, the AoE healing abilities of warmer with no catalyst cost (especially with fire summon), and the supporting skill that can be achieved through Summon skills, the Sorcerer can be a very powerful support.



Primary Skills Used

Fiber Lock, Blinding Mist, Safety Wall, Soul Exhale, Soul Siphon, Dispell, Indulge, Arrullo, Warmer, Striking Extreme Vacuum and Diamond Dust



source:

http://irowiki.org/wiki/Sorcerer

Warlock (Guide)

Nalilito kaba kung anong skill kukunin mo?

Nahihirapan kaba kung ano stats mo?

Naiinis kaba sa pvp dahil mas imba skill ng ibang job?

Papel kaba pag maramihan specially sa WoE?

Napapakamot kaba kung ano dapat pangontra sa attakeng yun?

Di kaba sure sa naisip mong combo?

Naghahanap kaba kung saan maganda magpalevel?

Di mo ba alam saan mabilis mag"mumu"?

Naisipan mo na bang mag change job nalang?

Napipikon kana ba sa mga kalaban mo?

Sawa kana bang ma trashtalk?

pwes.... itanong mo!





Greetings Warlock

I will be sharing some of my experience and skills for you guys.. just ask!(for those who think they already know, fine.. for those who don't this might help you )



Mage classes way back back back back beta days is known to be powerful and destructive. We can kill any job in the pvp with our int/dex/vit build without any help of our party. We also doesn't share our secrets specially to other Wizards because they might know our weaknesses. for some reason we do have weaknesses..



Then transcendent jobs came.. we become more stronger with the help of foods and other buff skill/item we became no cast. as long as we reach 150 dex.



and now.. 3rd job.. ano na?





Now.. I am encourage to make this thread because every time i visit PvP room, i don't see any Warlock class wandering around or having a duel with other jobs. and i think i know why.



Shura: Gates of hell = 1 hit?

Genetics: Mandragora+trap+hellplant = ?

RK: Spiral/Dragons Breath = ?

GX: Poisons/edp/CI = lol?



ito po ba? fear no more!



I will be giving you some of Skill tree build / stats build / equip build etc. its all up to you to improvise the said given.



lets start with skill tree and combo skills.



For the Skill tree Build:

actually there are many different types of skill and most of Warlock skills are very useful, thats why its very difficult for us to decide what skill to get. and the only solution is to try every skills and learn which skill is very useful and fits your stats.



there are only 2 skill tree build that i can recommend to you. and each of these has its advantages and disadvantages.



Tetra Build: this is the ultimate skill of a Warlock. it can kill every job if successfully casted and very useful in WoE. if you'll get Tetra Vortex it will consume almost all of your skill points. i suggest to get lv5 White imprisonment+lv5 SoulExpansion or lv5 Sienna+lv5 Crimson+lv5 Misty+lv1 Reading+lv1 Release if doing this build. the advantage of this build is you can surely kill. the disadvantage is you'll be defenseless and you'll have to choose which of White Imprisonment or Sienna Execrate will you discard.



Combo Type Recognize Spell Build: who said recognize spell isnt useful? recognize spell maximize your total matk. so in every matk attack u made it will always do max damage. I strongly recommend this build for those who want to last long in pvp/woe. in this build you'll have to get the following:

White Imprisonment 5

Sienna Execrate 5

Misty Frost 5

Soul Expansion 5

Crimson Rock 5

Jack Frost 5

Earth Strain 5

Reading 1

and Recognize Spell (ikaw na mag decide kng ano level ng recog mo)

while doing this build you can hold many opponents as you want. you can disable everyone who is attacking you and easily kill them one by one. use misty frost to slow their movement speed and casting time. also before going for a battle, always ready your Reading Spellbook and slot (2)Earth Strain on it. here are the combos:



White Imprison + Recognize Spell + Amplify + SE = GG (very effective against low HP opponents)(also, know your opponents armor)

WI+Recog+Amplify+SE+Sienna+Amplify+Crimson = BOOM (for medium high HP)

WI+EarthStrain+Release+Release+Misty+Recog+Amplify+SE+Sienna+Amplify+CR+JF = alt qq (for very High HP opponents)



Always know your opponents armor for sure damage. and beware of Maya Guards. thats why you have to use Earth Strain to strip their guard if ur oppenent is using such thing.



NOTE: White Imprisonment can be spam by pressing rapidly your assigned key, also it has no limit of how many players u can trap with. the faster u press it the higher ur success rate is. and always use energy coat.. its very important.



For the pre-requisite skills. dont max those aoe skills(except for SG). choose the useful skills like firewall, fire pillars, napalm vulcan, gravity field and the likes. stone curse has a very low chance and can be easily break. also the frost diver.





For the Stats build.

120int is a must. also high vit, not so high dex and luk. to survive, you must at least 20-22k++ HP. high dex is not really necessary. luck helps your matk goes up. once you reach 22k HP+GRarmor it will be hard for other job to take you down.



For the Equip build.

LBH or Maya Purple Headgear

Robo Eye or Mistress shades/Elven

Rainbow Scarf or Gpipe

GRVA / GRIfrit(or GRAqua)

Staff of Destruction / Combat Knife - CranialVS

I.Dmant / Sinx Dmant

GF.Dbuts

NeoSkullring / HideOG - PhenOG



at least +4. if you got over ups, more better.

to understand the weapon/shield portion. you always have to set CK and CVS as your primary weapon then switch SOD if your going to kill. i suggest you stay on def mode while doing WI/Sienna/Misty/Quag skills. then only switch SOD if your going for a kill. also practice your hiding ability. it will help you to avoid Gates of Hell or any attacks that might kill you.

always set your GRVA as your primary armor. switch it if your enemy is casting Dragons Breath or any Fire property attack.

and if you are so rich. use every foods/consumable items u can use! and always use Guyak so that you can easily run.





for any other question such us leveling or mumu area. you can refer to the leveling guide! i am accepting comments and suggestions also questions.. so feel free to ask!



I will also share some sites that can be very useful for Warlock Classes:

Skill Sim: http://web.hc.keio.a...html?109995cHcY

Stat Calc: http://calcxre.wushuang.ws/

Skill Infos: http://forums.irowik...&postcount=1858

RO Changes: http://rode2.doddler.../ep113.php?id=6

doddlercon: http://rode-r.doddlercon.com/



There you go! enjoy playing! Feel Free To Ask guys!



source:

http://forums.levelupgames.ph/index.php?/topic/11531-magemaster-guide-thread-warlock/

Archibishop (Guide)

Stat Explanation:



STR Strength:

This stat directly increases your physical damage, allowing you to deal damage even if you don't equip any weapons if you invest a sufficient amount of STR. When using Barehands, Books, Knuckles, or Maces



every 1 STR provides: * Weapon ATK +0.5% * Status ATK +1

Every 1 STR provides: * Weight Limit +30 * Decreases Vacuum Extreme duration by 0.04s.



AGI Agility:

Increases your attack speed and chance of dodging.

Every 1 AGI provides: * Flee +1 * Increases Attack Speed *

Every 5 AGI: Status defense +1

* Does not affect Cast Time or Cast Delay

* Does not affect Movement Speed

* Reduces chances of sleeping



VIT Vitality:

Each point of VIT provides the following:

* Maximum HP +1%

* Every 2 VIT: Status DEF +1

* Resistance vs. the following Status Effects in PVP:

o Poison: -1% chance from being inflicted, decreases duration (exact value unknown)

o Deadly Poison: -1% chance from being inflicted, decreases duration (exact value unknown)

o Freezing: reduces chance from being inflicted, decreases duration by 0.1s.

o Ignition: reduces chance from being inflicted, decreases duration by 0.1s.

o Mode Cold: reduces chance from being inflicted, decreases duration by 0.1s.

o Stun: -1% chance from being inflicted, decreases duration (exact value unknown)

* Effectiveness from healing items +2%



INT

Effects of INT and DEX on cast time for a normal spell Intelligence: Primary stat for spellcasters, and this is used to increase their MATK and MDEF.

Every 1 INT provides the following:

* Status MATK +1.5

* Maximum SP +1%

* SP restoration items effectiveness +1%

* Slightly decrease casting time (about half the effectiveness of DEX)

* Every 2 INT Status MDEF +1

* with base level improves base healing amount by: (Int + base level / 5)

* Increase natural SP regeneration:

o Every 6 INT: +1

o 120 INT or higher: additional +4 (going from 119 to 120 INT gives +5 regeneration)

o Every 2 INT past 120: additional +1

* Resistance vs. the following Status Effects:

o Blind: -2/3% chance from being inflicted, -1/15 second duration

o Chaos: -2/3% chance from being inflicted

o Wanderer and Minstrel's Deep Sleep o Silence

Every 100 SP will provide 1 more SP regenerated during natural regeneration state. You gain 1 INT-based MDEF for every 1 INT you increase. INT-based MDEF is taken into account after all other factors such as cards, your item-based MDEF, and such has been calculated first.



* The calculation to see actual SP increased with every 1 INT is: Total SP = Base SP + [Base SP * (INT * 0.01)]

* The calculation to see actual SP regenerated naturally with every 6 INT is: Total SP Natural Regeneration Rate = [Max SP / 100] + [INT / 6] + 1

* The calculation to see actual SP healed by healing item: Total Healing = Base Item Healing Rate + [Base Item Healing Rate * (INT * 0.01)]



DEX

Every 1 DEX provides the following:

* Hit (chance to land hit on enemy) +1

* Decrease Cast time

* Every 5 DEX: Melee attack +1

* Every 5 DEX: +1 Magic attack

* Every 5 DEX: +1 Magic defense



LUK Luck:

Each 1 LUK provides the following:

* Critical Rate (enhanced damage, non-evadable attack) +0.3%

* Every 3 LUK: ATK +1

* Every 3 LUK: MATK +1

* Every 3 LUK: Hit +1

* Every 5 LUK: Flee +1

* Every 10 LUK: Perfect Dodge +1

* Resistance to some status effects:

o Blind: slightly decreases chance from being inflicted

o Curse: -1% chance from being inflicted

o Frozen: slightly decreases from being inflicted

o Poison: slightly decreases chance from being inflicted (exact value unknown)

o Silence: slightly decreases from being inflicted

o Sleep: slightly decreases from being inflicted

o Stone Curse: slightly decreases chance from being inflicted

o Stun: slightly decreases chance from being inflicted, -0.01 seconds duration



types:



Full Support Archbishop

As to pre-renewal this still has the same functions, supporting allies and making sure that they stay alive... Focusing on spells that improve the party's effectiveness in battle anywhere... This build has a lot of subtypes depending on player preferences and focus to gameplay or depending on what everyone else needs...



for Stat wise builds:

INT: 120

VIT: 120

dex: 60-70

luck: the rest



Equipment: Target highest defenses and hp possible Armor: Valkyrie Armor of Ares, Glorious Suit Headgear: Evolved orc hero helm Shield: Valkryja's Shield garment: Piece of angent skin with raydric, glorious muffler shoes: Variant Shoes, glorious shoes accessory: glorious rings or with medal of honor(acolyte)



For rich people: White lady (+30% to healing skills) card on upper and mid headgears...



The Exorcist Archbishop

As to pre-renewal this build focuses on magic damage against the demon and undead races... but now can move to other monsters weak to the holy element like shadow... Skills focus directly on exorcism skills... this build is mostly for PvM but can still participate in PvP... this build is like the mage classes to focus all equipment to higher matk...



Stats:

120 int (the bread and butter of the build to up matk power)

100 dex (faster casting and a bit of matk)

90 vit (adds survuvability)

70 luk (the matk this adds makes a difference... a bit plus increases the chance of turn undead to do a one shot kill)



Must have Skills: target: Mega damage on demons and undead Exorcist Skills * its over 2 to adjust to the teleport skill Magnus Exorcismus (so you can level while you're not an Ab yet... but this can still help even if you are) Turn Undead (chance to autokill undead monsters... you can knock out non boss undead monsters with one shot) Adoramus (a fast cast skill and can be used anywhere except holy targets... devastating with the upcoming judgment set) Judex (this skill with turn undead doesnt need a gem so you can use it if you're running out of gems but is not that powerful) Oratio (reduce everyone else's resistance to the holy element making you deal more damage than usual) holy light doesnt cut much... weakest magic dealing spell... but it was the only offensive spell of the priests before...



Recommended Equipment: Headgear: Crown of deceit, Balloon Hat, robo eyes, rainbow scarf Armor: diabolus robe, valkyrie armor with agav card Shield: bible promise vol 1, sacred scripture Vol 2 weapon: 1 handed: staff of piercing,Judgement Staff II, croce staff with either ancient tree or hell apocalypse card 2 handed: divine cross, or dea staff Accessory: spiritual ring (if with divine cross), medal of honor, glorious ring *ancient tree card = +10% magic damage against undead *hell apocalypse card = +10% magic damage against demons Set: Judgement Set includes mace with ancient tree or hell apocalypse card, robe, shawl, shoes for rich people: Enweihen crothen(+100matk) card for armor, fallen bishop hibram (+10% matk) card for footgear, mistress (negates blue gemstone requirement for spells) and kiel (reduces 30% skill delay)for headgear



battle AB

The Battle Archbishop still the mean blue monster killing machine as to pre-renewal, can whack monsters like there's no tomorrow with support and healing skills to keep yourself alive and empower you while you whack them down hard... there are 3 skill subtypes of the battle Archbishop, the Demon Hunter, the Battle Support, and the Battle Caster... and 2 stat subtypes... DPS (Damage per second) and vit build...

Stat builds:



DPS type



STR at least 80 total (damaging purposes, you do want to kill them fast)

AGI 64-120 base (resistance and defensive purposes, makes you fast and furious)

VIT at least 70 base (defense, higher hp)

INT 30-100 total (status effects resistances, sp recovery and amount, duple light damage)

DEX 60-100 total (you do want to hit them right) LUK 30-90 base (crit me baby, more than once, as often as possible)



Equipment: Headgear: upper head- RWC(1st choice),Feathered Angel Wing,Large Baphomet Horns or bapho horns (pvp addicts) mid head- Angel Spirit,Robo Eyes ,Blush of Groom lower- Gang scarf,spiked scarf,G pipe armor- naga armor(+20atkchance),diabolus robe and diabolus ring combo(+atkmatk and - delay),dragon vest and dragonmanteau combo or pantie and undershirt combo cards-GARM,porcelio,flee or your choice weapon-veteran's hammer/spike for crit, lunakaligo for racial, ledger of death for atkspd, encyclopedia for crit... shield- valkryja's shield, th0rny buckler and bison horn for atkspd, orleans server with flameskull cards, thara or other anti-what not cards.... garment-piece of angent skin,diabolus manteau and diabolus boots set, dragonmanteau and dragonvest set, pantie and undershirt set, rider insignia and Black Leather Boots set, valkyrian manteau for flee with raydric, deviling, Assasin Cross, kavach icarus or Giant whisper... shoes-variant shoes, diabolus boots set,Black Leather Boots... No Fear shoes for those who still have em (it can do for the meantime you dont have a nice pair of good shoes)... accessory- Ring Of Flame Lord and Ring Of Resonance ,Glorious ring and Medal of Honor,bison horn,Diabolus ring,whikebain's tail with owl duke and owl baron or mantis and many more



Side note: all of the specifics here are just what we Archbishops know to be the best... its up to you to follow it or make your own decisions, do some mixing and tweaking and make your own kind of AB... it all depends on how you play the character...



References (oral and written): Irowiki for stat explanation Everyone's Gaming experiences as an Archbishop IROwiki forums for renewal references and updates Fellow Archbishops for skill confirmations, http://forums.levelupgames.ph/index.php?/topic/17223-the-archbishop-builds-in-detail/

Soul Linker (Guide)

Overview

Soul Linkers give up the ways of TaeKwon Do in order to develop and refine their spiritual powers. Calling upon the power of their ancestors, they can use various Spirit Link skills to enhance the abilities of other players as well as use fancy looking offensive and defensive magic. Soul Linkers, despite their base being a melee class, are magic casters. Compared to Wizards and Sages, their spells are severely limited on what they can be used on, however, thanks to Mild Wind they can use powerful Holy, Ghost, and Shadow magic attacks, something that Wizards & Sages don't have. Depending on their skill build they must sacrifice something in one aspect or the other of the game, limiting them to only two choices out of PvM or PvP & WoE options. Although casters, Linkers, like Sages, can go melee. They have relatively low HP, but better SP than average. Despite the high SP pool, their spells cost a lot of SP, so INT is often a high priority. On the other hand, many skills do not have extensive cast times (usually at higher levels), resulting in a lower need for DEX compared to other magic-using classes. With some VIT and their defensive magic, coupled with TaeKwon Kid's Tumbling, they can be quite good tankers.

A unique thing about Soul Linkers is that they are naturally immune to Dispell.



builds



PvM Battle

STR: 70 +0
AGI: 89 +0
VIT: 44 +6
INT: 38 +12
DEX: 38 +12
LUK: 1 +0

PvM bolter



variations:



MvP / PvM Esma Dex Bolter

STR: 1
AGI: 1
VIT: 1
INT: 99 +12
DEX: 99 +12
LUK: 1

This build is obviously used to maximize Esma damage combined with Mild Wind within the shortest time. As shown, this setting allows the linker to be the primary damage dealer within the party. Agi and Vit aren't needed as this is damage-only. Just stand behind the tanker quickly casting Esma over and over to help get things going. The 9 Str is just for a higher weight limit to carry whatever items are needed. This build decreases Esma cast time and delivers maximum damage, but also drains sp faster. To overcome this shortage it is best to have the skill Kaina to increase maximum sp and cut Es-type skill cost as well as having a priest cast Magnificat on the party, or using sp related equipments (Ex. Morpheus's Shawl), cards (Ex. Sohee Card) and potions (Ex. Blue Potion) to last longer.



PvM Esma Vit Bolter

STR: 1 +0
AGI: 1+0
VIT: 74+6
INT: 99+12
DEX: 48+12
LUK: 30+0

Mainly the same as the Dex Bolter type, but allows for tanking big monsters with heavy skills and completely heal with normal hits after. They don't need high Dex, because Esma Base-cast time is pretty low anyways.



PvM Esma Hybrid Bolter

STR: 1
AGI: 1
VIT: 64 +6
INT: 99 +12
DEX: 58 +12
LUK: 30

This is a mix of Dex Bolter and Vit Bolter combining fast casting and middle-level tanking skills.



PvM Esma Agi Bolter

STR: 1
AGI: 70-99
VIT: 1-20
INT: 90-99
DEX: 1-40
LUK: 1

This build is an extraordinary one. They level - like the other bolters - with Esma only, but instead of getting hit and automatically get healed by Kaahi, they dodge 95% of normal attacks and don't "waste" SP. They have a disadvantage compared to Vit- and Dex Bolter (slow cast, low HP), but - depending on where you level - have less problemstrouble with SP regeneration. Agi Bolters usually get Kaupe the other 5% hit (non-dodge) too.



WoE Support(vit type)

STR: 1
AGI: 1
VIT: 80-90
INT: 90-100
DEX: 60-70
LUK: 9

This build focuses on WoE with Ka and Spirit Link Skills. They get only a few to none Es skills, as those are usable in PvM only. Their most important spells are Kaite, Kaupe for support, and Bard, Dancer, and Soul Linker Spirits for buffs. The rest are chosen from the remaining Ka spells. Assassin, Rogue, and Wizard Spirits are often preferable. Their leveling methods are either leeching or supporting parties with Kaupe, Eska/Eske and the Spirit Skills.



Ka-melee-type

STR: 90+
AGI: 30+
VIT: 40+
INT: 60+
DEX: 30+
LUK: 1

This build uses its Ka skills to maximize melee prowess. Since only 38 skill points must be used to max out all the Ka skills, the rest can go towards Es skills or spirits. The stat layout given is deliberately basic, leaving a lot of space for personal preference and experimentation.



The reason these links are the most important

SinX Link - Adds to the amount of damage a sonic blow sinx puts out per hit by +25%. That is a huge difference considering how much damage they are already putting out with EDP. There are also very large amounts of sinx in most guilds, so no soul linker should go to WoE without it because you WILL be asked for it no matter how many other linkers are in your guild.
Rogue Link - Increases chase walk speed by an insane amount, making evading other guilds much, much easier than it is without it, and since most guild leaders ecall with a stalker, that is a hugely important part of what you do. It also increases the healing rate of ranked potions, and makes the stalker impossible to dispell, which is also very useful for escaping guilds/precasts.
Bard/Dancer Link - Allows both of those classes to move at normal speeds while singing, letting them affect a larger number of people with their songs, whether positive or negative. It also allows their songs to affect them as well; this is a huge help when it comes to a song like bragi. It ALSO lets them use the other class’s songs, which is very important for both bard and gypsy as it gives them new depth and ability. This is one of the most gameplay-altering links in my opinion, and no soul linker should WoE without it.
Wizard Link - Lets wizards use skills that require gems without actually using up the gem; they still need one in their inventory, but it will last as long as the link does. More importantly, if they have crystal fragments in their inventory, it will cancel the reflect of enemy soul linker’s kaite, meaning every guild should have at least one linker with this link around their precast.
Soul Linker Link - Allows other soul linkers to use ka- skills on things that are not other soul linkers/their RO family. EVERY soul linker should get this in WoE if there is another soul linker in your guild, because without it allied soul linkers are half as useful as they could be with it.
Blacksmith Link - An extremely powerful buff for both the blacksmith and any melee characters in his or her party. At least one linker in the guild should have this link at a high level.
Knight Link - Is often passed over for other links since it only buffs the Knight, and there are usually a relatively small number of knights in any given guild; still, it allows a knight to use a shield while still benefiting from the Quicken skill, increasing attack speed (and therefore DPS or chance of a status weapon activating).
Alchemist Link - Can be helpful and allow creators to heal others for substantially higher amounts with potion pitcher; however, most creators will spend most of their time spamming Acid Demonstration, and most good players will be able to heal themselves with items, so I would only get this link at a high level if all the other links are covered by at least one linker in your guild.
The hunter, priest, monk, sage, supernovice, and trans links are all useless in WoE. Not trying to hurt anyone’s feelings, but if you’re one of those classes and you think you need one of these links for WoE, rethink what class you’re going to WoE with. Also, as long as you yourself are linked, you should attempt to keep everyone in your guild kaupe’d and kaite’d. You will probably not be able to do so, but try. ALWAYS kaite everyone before entering an opposing precast in WoE:FE. If you see a wizard casting an AoE spell on your guild members, kaite as many as you can as fast as you can. If you see a champ running towards someone, they are going to asura. Kaupe as fast as you can. If you see someone being sonic blow’d, help them out with kaupe. In WoE:SE, you will always have an excuse to be busy. When attacking in FE, you will always have something to do. When defending in FE, just make sure everyone is linked, and kaupe/kaite the wizards. If there is a CP up, keep them kaupe’d. Do this and you will be good. If you don’t do it, you will most likely be complained at, and your guild will most likely suffer more than if you had done your job.





DISCLAIMER:

I don’t own this guide. This is only a compilation of gathered information based on the data I found in the following sites:

( FULL CREDITS SHOULD BE GIVEN TO THOSE SITES NOT MINE)



http://irowiki.org/wiki/Soul_Linker

http://calcxre.wushuang.ws/

http://write.ratemyserver.net/ragnoark-online-character-guides/mibus-soul-linker-guide/

Shadow Chaser (Guide)

Shadow Chaser builds:

ASS (auto shadow spell type)

Following the teachings of the Thief Guild, Shadow Chasers can take advantage of its ability to deal a lot of damage in the quickest, possible time. But what makes it so special is this class' ability to combine ATK and MATK attributes to leave enemies with no other option but to accept its fate, DEATH. This build is perfect for PVM setup and can even act as Emperium Breakers during WOE. [1]

Stat allocation:

(example stat build)



STR - 73+ 6 (i make this 73 + 6 only cause you're main damage rely on magic/ASS)

AGI - 87 + 3 (this will give you decent attack speed that you need)

DEX - 92 + 3 (for your accuracy)

VIT - 93 + 7 (100 vit for stun immunity)

LUK - 40 + 5 (increase ATK and MATK, instead of str cause it needs more stats)

INT - 85 + 5 (when you're buffed with blessing you'll have 100 int that makes you immune to freeze)



Important skills:

Auto-Shadow Spell (SC Skill), Intimidate (Rogue/Stalker Skill) pref AOE skills (e.g. Storm Gust, Meteor Storm, Lord of Vermillion, Frost Nova)



proposed skill tree

http://irowiki.org/~himeyasha/skill4/sch.html?10GXJfoflkaNqnbndBcFqAsXjNdndBebkDdNIn

Caster/stripper /support type

With the skills now present under the Shadow Chaser's tree, they can now decide on what skills they can utilize for a moment, and switch to another if necessary. The ability of the Shadow Chaser to mimic one's skill and use it to his opponent and change it the way he wants it makes them deadly citizens of Midgard. [1]



Stat allocation:

(example stat build)



STR - 1 + 6

AGI - 1 + 3

DEX - 107 + 3 (Casting and Strip Chance)

VIT - 94 + 7 (Stun Immunity)

LUK - 68 + 5 (Addional MATK)

INT - 115 + 5



Important skills:

Intimidate, Reproduce, divest skills and masquerade skills



proposed skill tree

http://irowiki.org/~himeyasha/skill4/sch.html?10GVJkoerArFqnbndBcAasbsnajSkDkDjQjNIn



Bow/stripper type

The ability of rogues to use bows as weapons are now refined by the Shadow Chaser class. Dealing MAX damage on long range attacks, Shadow Chasers can now take advantage of its hi-ASPD making their opponents "dead" before they reach them. Long range attacks can be now SPAMMED as if there's no tomorrow. Good build for PVM Shadow Chasers. [1]



Stat allocation:

(example stat build)

STR - 1 + 6

AGI - 97 + 3 (flee)

DEX - 107 + 3 (damage and Strip Chance)

VIT - 93 + 7 (Stun Immunity)

LUK - 30 + 5 (Addional ATK)

INT - 95 + 5



Important skills:

Double strife, triangle shot, divest skills and masquerade skills



proposed skill tree

http://irowiki.org/~himeyasha/skill4/sch.html?10axJfoflarFsXbn1cFdFrAmndndBdB3In





Reference:

[1] http://vicceoeana.pro-forums.org/t189-builds-and-types





DISCLAIMER:

I don’t own this guide. This is only a compilation of gathered information based on the data I found in the following sites:

( FULL CREDITS SHOULD BE GIVEN TO THOSE SITES NOT MINE)

http://vicceoeana.pro-forums.org/t189-builds-and-types

http://irowiki.org/~himeyasha/skill4/sch.html

http://calcxre.wushuang.ws/

Super Novice (Guide)

Stat Builds



STR/AGI/DEX Build ( dps type)

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

STR: 95 +4

AGI: 88+4

VIT: 1

INT: 1

DEX: 46 +4

LUK: 1



There isn't much stat bonus for the Super Novice. So, the damages come from STR and AGI. DEX also increases the accuracy of attack.



skill builds:



Melee Swordsman Trader

=====================

Improve Dodge Lv10

increase SP Recovery Lv2

Bash Lv10

Magnum Break Lv10

Mammonite Lv10

Enlarge Weight Limit Lv5

Pushcart Lv10

Vending Lv1

Heal Lv1



This skill allocation is good as you can deal great damages and do business at the same time.



Melee Thief Trader

==================

Double Attack Lv10

Improve Dodge Lv10

increase SP Recovery Lv4

Mammonite Lv10

Enlarge Weight Limit Lv5

Pushcart Lv10

Steal Lv8

Envenom Lv10

Detoxify Lv1

Vending Lv1



The main theme of this skill allocation is to sell whatever you had stolen.



Full Time Gold Digger

=====================

Double Attack Lv10

Improve Dodge Lv10

increase SP Recovery Lv2

Mammonite Lv10

Enlarge Weight Limit Lv5

Discount Lv3

Overcharge Lv10

Vending Lv2

Ruwach Lv1

Teleportation Lv2

Warp Portal Lv4



This allocation not only vend but provide services to people like Warp Portal. SO, you need Fast SP Recovery to resupply your SP.





AGI/INT/DEX Build

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

STR: 1

AGI: 88 +4

VIT: 1

INT: 95+4

DEX: 46+4

LUK: 1



A spell casting Super Novice need to invest in AGI as it has low HP. It is important that the Super Novice can dodge attacks. So, we need to know how to dodge deside casting magic. Beside that, DEX also speed up the casting time.



skill allocation



Holy Fire Recovery

==================

increase SP Recovery Lv10

Improve Dodge Lv10

Napalm Beat Lv4

Soul Strike Lv9

Fire Bolt Lv8

Sight Lv1

Fire Ball Lv5

Fire Wall Lv10

Heal Lv3

Increase Agility Lv1

incease HP Recovery Lv8



This is a super combination of Holy and Fire element attack spell plus Healing skill.



Fire and Ice Recovery

=====================

increase HP Recovery Lv10

increase SP Recovery Lv10

Improve Dodge v10

Cold Bolt Lv5

Frost Diver Lv10

Lightning Bolt Lv10

Fire Bolt Lv10

Heal Lv3

Increase Agility Lv3



Beside giving you speed boost and SP recovery, you will be able to hit enemies with the Fire, Ice and Lightning element.





Super Novice secrets

=under construction=







disclaimer:

I don’t own this guide. This is only a compilation of gathered information based on the data I found in the following sites:

( FULL CREDITS SHOULD BE GIVEN TO THOSE SITES NOT MINE)

http://irowiki.org/wiki/Super_Novice

http://calcxre.wushuang.ws/

http://www.gamefaqs.com/pc/561051-ragnarok-online/faqs/35614



note:

this guide is still updating...