Tuesday, November 8, 2011

Ranger (Guide)

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.



 Stats:
  •  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

Archibishop (Guide)

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)

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.

Super Novice (Guide)

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.