Tuesday, November 8, 2011

Rune Knight (Guide)

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)

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

Shadow Chaser (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

Warlock (Guide)

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.

Sorcerer (Guide)

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

Genetic (Guide)

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 �€Ĺ“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.

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.