Sunday, November 6, 2011

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...