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Showing posts with label 3rd Class Build. Show all posts
Showing posts with label 3rd Class Build. Show all posts

Monday, November 14, 2011

Ranger Build

Overview
A Ranger is the Hunter's 3rd job. Rangers are given a huge wolf-like mount called a Warg that they can also use to attack their enemies. They also have new and powerful traps at their disposal, from cluster bombs, electric shockers, to traps that can change an opponent's elemental property when triggered. While a hunter goes to hunt, a Ranger goes to war.

Job Base(s):Hunter
Sniper
Job Type:3-1
Changes At:Turtle Island
Number of Skills:22
Total Skill Points:100
Total Quest Skills:0
Job Bonuses
STRAGIVITINTDEXLUK
+2+8+5+8+6+0


Sunday, November 13, 2011

Sorcerer Build


Job Base(s):Sage
Scholar
Job Type:3-2
Changes At:Geffen Tower
Number of Skills:26
Total Skill Points:101
Total Quest Skills:0
Job Bonuses
STRAGIVITINTDEXLUK
+3+3+5+10+7+3

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, reduce total, cast time and create a 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 Point (depending on level used), which can be bought in geffen tower (200z ea).
  • Points are Etc item, each having a different element corresponding to that insignia (Scarlet Point/Indigo Point/Lime Green Point/Yellow Wish Point).
  • 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 an 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.


Saturday, November 12, 2011

Warlock Build

Job Base(s):Wizard
High Wizard
Job Type:3-1
Changes At:Morroc
Number of Skills:23
Total Skill Points:106
Total Quest Skills:0
Job Bonuses
STRAGIVITINTDEXLUK
+1+5+4+10+6+1

Friday, November 11, 2011

Royal Guard


Job Base(s):Crusader
Paladin
Job Type:3-2
Changes At:Prontera
Number of Skills:19
Total Skill Points:92
Total Quest Skills:0
Job Bonuses
STRAGIVITINTDEXLUK
+6+2+5+9+6+2

Overview

Royal Guards are an elite order of Crusaders and Paladins that originally served under King Schmidtz of Glast Heim. King Schmidtz knew that to defend his kingdom from the terrors and chaos of the world he would need a special defense unit that answered only to him. That is how the Griffon-riding Royal Guards came to be.

At a glance, this class has relatively good HP pool and an excellent SP pool, when compared to their class counterpart. Unlike Rune Knights, which are typically forced into Dragon Breath types of builds, the Royal Guard has the option of playing with builds that involve Banding two or more Royal Guards together; a Royal Guard can play Defense or Offense very effectively, given proper foresight of his/her skill tree. In addition to gaining new and powerful offensive skills, the Royal Guard can easily draw upon its older skills, such as Guard, Spear Quicken, Sacrifice, and Rapid Smiting. This makes for one very powerful, vastly dynamic, and exciting class.


Thursday, November 10, 2011

Rune Knight Build



Job Base(s):Knight
Lord Knight
Job Type:3-1
Changes At:Glast Heim
Number of Skills:11
Total Skill Points:75
Total Quest Skills:0
Job Bonuses
STRAGIVITINTDEXLUK
+3+3+5+10+7+3

Wednesday, November 9, 2011

Shadow Chaser Build


 

Job Base(s):Rogue
Stalker
Job Type:3-2
Changes At:Rogue Guild
Number of Skills:21
Total Skill Points:96
Total Quest Skills:0
Job Bonuses
STRAGIVITINTDEXLUK
+6+3+7+5+3+5

Guillotine Cross Build



Job Base(s):Assassin
Assassin Cross
Job Type:3-1
Changes At:Veins
Number of Skills:17
Total Skill Points:78
Total Quest Skills:0
Job Bonuses
STRAGIVITINTDEXLUK
+6+7+5+4+7+0

Sura Build



Job Base(s):Monk
Champion
Job Type:3-2
Changes At:Veins
Number of Skills:22
Total Skill Points:117
Total Quest Skills:0
Job Bonuses
STRAGIVITINTDEXLUK
+6+7+5+4+7+0