Tuesday, June 30, 2009

How to Improve Character Builds with RagState

If you are confused on what kind of build you want to follow, whatever class it is, whether it's your entire build or skill-tree orientation to work with other classes - make a thread in this section. Don't waste a potential woe character, don't be afraid to ask.

http://chanywa.com/ragsim/ragstate/

CHANGE TO ENGLISH TRANSLATION
1. start RagState
2. Options
3. click on "English",
4. then click on the right button which means translated "ok"

press job to change ur job
double click on the equipment to use it
scroll up with ur mouse wheel for upgrading ur stuff
same with stats/base lvl/job lvl etc just use ur mouse wheel

ragstate the most convenient but for accurate damage calculating for pvp/woe use
http://calcx.wushuang.ws/pvp.html
has auto-reduction calculation for opponent item/def

Monday, June 29, 2009

What you didn't know about stun

STUN GUIDE
Know your shit.


Table of contents. Lol.
WHAT DOES THIS THREAD SAY?
Too much

- BASIC IMMUNITIES!

- YOU CAN'T ADD THEM LIKE THAT!

- STUN FORMULA IN ALGEBRA FORM D:!

- WHAT STUNS IN WOE?

- WHAT CAN I DO ABOUT STUN?

- WHATS THE BEST OPTION?

- FOR THOSE PEOPLE WHO DON'T LIKE TO READ ;]


- ^ If you just want that formula to be able to calc. your stun cuz you hate reading then just go to the end.
I have the easy formula version at the end of the post.

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

BASIC IMMUNITIES!
<3 - 97 Vit****
- 300 Luk (good luck ever getting 300 Luk...)
- Armor/Card >=100% (Ex: valk armor(50)+flame skull card(30) + stalactic golem card(20))
- Orc Hero Card
- Gospel Status Buff - One of the Gospel Buffs will give you an immunity to statuses for 1 minute

****97 vit is the stun immunity because its [total vit +3].
So with 97 total vit, +3 = 100%
Or with 47 total vit, +3 = 50%

No consumable will remove Stun.
Some skills like Status Recovery can remove it though.

Unless you reach one of the actual "Stun Immunities," you cannot reach stun immunity no matter how high you get all the stun resists.

Even if you have 95 total Vit (98% stun resist)
If you had a Valk Armor on top of that, it is still possible to get stunned.
Valk Armor would make you have 99% resist. If you don't understand why, you'll understand after the next section.

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

YOU CAN'T ADD THEM LIKE THAT!
fail

Basically if you have 50% stun resist from Vit and you put on Valk Armor (50% stun resist) you don't get 100%.
It would instead increase your total stun resist to 75%. Luk applies in the same manner.

100%-[Vit's % reduction]-[Luk's % reduction from chance after Vit]-[Armor/Card's % reduction from chance after Vit+Luk]= Total Stun Chance

Skills chance of inflicting Stun comes into play as well. Since player skills that can cause stun are not 100% success rates.

Ex:
Vit reduction is 80% (77 total vit) ---------------------- This Vit reduces the chance to stun to 20%
Luk reduction is 50% (150 total luk) ------------------- This Luk will reduce that further to 10%
Armor/Card reduction is 50% (ex: valk armor) -------- This Armor/Card will reduce it further to 5% stun chance

Because they don't stack straight on top of each other, something like:

100%-[80%]-[50%]-[50%]= 5% stun chance
Can be true.

The formula is actually played out like this instead:

100% reduced [80%]= 20%
20% reduced [50%]= 10%
10% reduced [50%]= 5%

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

STUN FORMULA IN ALGEBRA FORM D:!
Math...

Pretty Version
(X) - (Y) - (Z) = total stun chance

(X) =vit reduction
(Y) =Luk reduction
(Z) =Armor/Card reduction


Ugly version of stun formula
97-[Total Vit]+[(97-[Total Vit])*(Luk/300)]+[(97-[Total Vit])-([97-(Total Vit)]*[Luk/300])*(Armor/Card %)= Total Stun Chance

Its ugly to look at as a whole so i'll break it up to make it simpler to see.

97 - [total vit] = (X)

(X) * (luk/300) = (Y)

(X-Y) * (Armor/Card % total)= (Z)


Which brings me back to the pretty version

(X) - (Y) - (Z) = total stun chance

If you calc out what (X) equals, then you can put that in the formula for (Y).
Same if you calc out (X) and (Y), you can put those in the formula for (Z).

Once you have the numbers for (X), (Y), and (Z) you can put them into the easy math formula of (X) - (Y) - (Z) = ?

Here's an example.
Say you have 70 total Vit, 8 total Luk, and 32% total resist gear (meteor plate(30%) and dark blinder(2%))

(X) = 97 - [70]
(X) = 27

(Y) = (27) * (8/300)
(Y) = 0.72

(Z) = (27 - 0.72) * (32%)
(Z) = (26.28) * (.32)
(Z) = 8.4096

Vit ---- Luk -- Armor/Card
(27) - (.72) - (8.4096)
Total Stun Chance = 17.8704
70 Vit, 8 Luk, 32% resist = 17.87% total stun chance

Another example,
71 Vit, 10 Luk, 7% resist = 23.374% total stun chance

Note:I round sometimes, so if you're off by a tenth or a couple hundredths or w/e, don't worry about it. I probably rounded something being lazy with microsoft calculator. Lol.

QUOTE (INFERNUS)
"Base level" will slightly lower the chance of Stun being inflicted". - http://irowiki.org/wiki/Status_Effects#Stun
Wikipedia is never wrong.
Remember kids, wikipedia is never wrong.

....


If you want to figure out the chance of someone stunning you with some skill/gear/cards, just multiply the chance the skill/gear/cards has to stun you vs. your total stun chance.
If the chance a skill has is 50% (Ex: Scream) and your total stun chance is 20% then:

(50%) * (20%) = 10%

or you can look at it like:

(.50) * (.2) = .100

Here is a pic of the stun chart vs. Vit only stun resistance.
Stun Table

Example:
70% stun chance vs. 50 Vit
[(100 -[50 +3])=47% Vit stun chance]
So, (70%) * (47%)
(.7)*(.47)=.329 or 33%

Again, that Stun Table has only the Vit side of the stun formula.

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

STUN IN WOE?
Unheard of.

In WoE you will be stunned from various different classes that all have different stun chances. You'll experience more stun in SE than in FE.
Stun chance coming from players aren't 100% to happen even if you have no resistance.

For example a Gypsy's Scream(Dazzler) is a 50% chance success rate at max level.

What does this mean towards your Total Stun Chance?

As in the example of a Total Stun Chance I calculated in the previous section, 17.8704% chance to be stunned. If A gypsy was to do 1 Scream at a player with this stun chance, since Scream is 50% chance, it would only have a chance to stun that player at 8.9352%.
If you was to put stun in a ratio for a gypsy, to stun this char, it would be 1 in 11.12 screams. So on average, with this stun chance you would expect to stun once every 11 screams. Technically. Luck has no calculation i'm afraid sad.gif
1 in 11 Screams sounds good but if you had 5~ Gypsys on your screen doing 2 screams a second, it wouldn't be that great.

There are many things that can cause stun in WoE though.

Blue = Commonly experienced
Red = Meh, possible
Green = Who the fuck uses this shit?

Skills:
Gypsy - Scream - 50% stun chance
SinX - Sonic Blow - 30% stun chance
Whitesmith - Cart Termination - 50% stun chance (you see this more in FE than in SE)
High Wizard - Meteor Storm - 30% stun chance
Crusader - Smite - 40% stun chance
Swordie Classes - Bash - 25% stun chance (I think its 25, don't really care cuz who uses Bash?)

Equips/Cards:
Doom Slayer[1](weapon) = Chance to stun, 30%, when receiving physical damage. (Base STR >= 95)
Great Axe[0](weapon) = 15% chance to stun.
Stunner[2](weapon) = 10% chance to stun.
Wrench[0](weapon) = Chance to randomly inflict stun, blind, poison, freeze statuses with each attack.
Star Dust Blade[1](weapon) = 5% stun chance.
Book of Charms Vol. 1[1](shield) = Chance to stun when receiving physical damage. (Guessing its about 10% chance?)
Mythical Lion Mask[1](headgear) = 10% chance to stun when attacking. (Taekwon class)
Stun Arrow(arrow) = "Inflict the stun status on targets by a low chance."

Flame Skull Card(shield) = Chance to cause stun when user receives short physcial damage.
Majoruros Card(armor) = 6% chance to stun when receiving damage
Rybio Card(armor) = 9% chance to stun when receiving damage (Base Dex >= 77)
Lord of Death Card(weapon) = 5% chance to stun.
Savage Babe Card(weapon) = 5% chance to stun.
Skeleton Card(weapon) = 2% chance to stun. (LOL)


If you want me to add more skills/items that cause stun just ask.
I might of missed some since I tend to not care about stun since i'm perma immune sad.gif

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

WHAT CAN I DO ABOUT STUN?
Cry.

In terms of how to help reduce your stun.
Vit > Armor/Card

Yes, if you get something like OH Card. Then its a little different. You could reroll your char to build it to an OH Card.
But I base this simply because Vit helps not only your stun but also increases your HP, and increases your resists to other statuses as well.
Also Armor/Card only reduce the % thats left after Vit/Luk. Meaning their resist is less than what its description is. (unless you have 0 vit and 0 luk somehow...)

There are a few armors that can help resist your stun a good bit on top of what your vit already reduces. Unfortunately, Luk is just an utter failure.

Do not use Luk thinking you'll help your stun resistance since it sucks horribly.

How to help my chance vs. Stun?

First thing to do to help your stun = Vit Food. I'm sure everyone already knows this though.
+7 Vit food. Everyone should be using it. Its basically like a +7% resist. This adds to your total Vit so its calc'd into your base stun resist, unlike Luk/Armor/Cards resists.

Second thing to do to help your stun = Armor resists.
Not everyone can wear these so you just need to find out which is the best armor that you're able to use.

Heres a small list of the stun resist gear/cards:

Valk Armor[1](armor) = 50% resist (thief, merchant, swordie classes)
Meteor Plate[1](armor) = 30% resist (high merch, high swordie classes)
Divine Clothes[1](armor) = 5% resist (rebirth classes, cept high novice)
Dark Blinder(mid headgear) = 2% resist (all cept novice)

Orc Hero Card(headgear) = 100% resist
Stalactic Golem Card(headgear) = 20% resist
Gemini-S58 Card(headgear) = 30% resist (Base Agility >= 90)
Flame Skull Card(shield) = 30% resist

Cards are very good at resisting stun. Alas in terms of WoE they destory your demi-human reductions.
Taking away your Feather Beret and Thara Frog Card for example is something you don't want to do.
Stick to Equipment type resists. (OH can be worth the loss of Feather Beret though if your char is built around the card)

Rosaries do add +1 Luk... but it might be better to go with an accessory that helps a stat that you have really high. Since saving 1 stat in the 9x's is 11 stat points you can put towards another stat.
Unfortunately as far as actually helping your stun resist when you already have a lot of resist, small numbers of luck won't do anything.
For example, +1 luk when you already have 80% resist from your vit means you gain 0.06% stun resist. The +3 MDEF is useful though.

'Should I try to get some Luk since I have low Vit?'
You shouldn't waste points into Luk if you can still put points into Vit.
1 Vit = -1% Total stun chance no matter what your resist is.
1 Luk = -0.3% if you have 0% resist
1 Luk = -0.15% if you have 50% resist
1 Luk = -0.06% if you have 80% resist
So as you can see Luk will not help you really at all in terms of reducing your stun compared to Vit.
I wish for every point you go over Vit immunity you got +1% chance to stun players when receiving damage sad.gif

'Would gloria help those with low Vit?'
Gloria = +30 Luk

30/300 Luk = 10% Luk resist

If you have 80% resist already from Vit, then 30/300 Luk would increase your stun resist to 82%. If you have 90% resist from Vit then Gloria would increase your resist by 1%. The more Vit you get, the less Luk will help.
If you only have 50% resist from Vit, you have a problem, then gloria would make your resist go up to 55%.

So yes, gloria technically does help. Gloria isn't something that should be used though since it just wastes our HPs time. If they don't have strings they get fucked for 3s. I guess they could use gloria before walking into a precast for that few seconds of assistance. "Every little bit helps..."
As far as field battle goes though they have enough of a job already.


'What about farming Luk Food?'

Even If you farm +9 Luk Food, it won't help you enough for the amount of time you wasted on it.
9/300 Luk is +3% resist. Again, +3% luk resist on 80% resist from Vit will only increase it to 80.6%. Not worth the farming time.

Of course there will always be the people that say "Every little bit helps!"
Technically they're right but its usually not worth the effort.

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

WHATS THE BEST OPTION?
Drop out of school. You obviously need more time for your addictions.
(i'm kidding D:)

If you're unable to get at least 80% Vit reduction, (77 Total Vit w/ +7 Vit food)
Either get a Valk Armor, Meteor Plate, or if you can't wear/benefit from those use Divine Clothes.
You will be raped in SE if you have lower than 80% Vit reduction without the help of something like Valk Armor.
Just do what you can to deal with it.

If you're between 80% and 90% Vit reduction, I would suggest to try to use some armors to up your stun resist.
You won't necessarily be raped in SE but you will find Stun rather annoying.

90%+ Vit reduction = Valk Armor would take it to 95%, Meteor Plate would take it to 93%. As you can see the big armor resists start to not help that much. So you don't need to worry about them that much. Stun isn't that big of a problem with high resist anyway.

Best option is of course to just go for stun immunity ;]

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

FOR THOSE PEOPLE WHO DON'T LIKE TO READ ;]
I make essays. I don't read them <3

1.) Find (X),
2.) Put (X), into 2nd formula and find (Y),
3.) Put (X), (Y), into 3rd formula and find (Z),
4.) Put (X), (Y), (Z), into final formula and you'll know your stun chance.


1.) 97 - [total vit] = (X)

2.) (X) * (luk/300) = (Y)

3.) (X-Y) * (Armor/Card % total)= (Z)

4.) (X) - (Y) - (Z) = Total Stun Chance

How stats affect statuses

This is one the basic levels of all these status. Gears and equips are not included. Just stats.

List of Stats and what Status they effect

STR
Confusion

AGI/DEX
Does not affect any statuses.

VIT
Stun
Poison
Silence
Bleeding
Blind
Curse

INT
Confusion
Blind
Sleep

LUK
Curse
Stun
Stone Curse
Freeze
Confusion
Poison
Silence
Bleeding
Blind

Luk and Vit are involved in most of the durations.
300 Luk makes you immune to all statuses.


Status Formula/Immunities.
(These are all totals not base stats)

STUN/POISON/SILENCE/BLEEDING
[Vit]+3 = % Resist
[Luk]/3 = % Resist

97 Vit = Immunity
300 Luk = Immunity

SLEEP
[Int]+3 = % Resist
[Luk]/3 = % Resist

97 Int = Immunity
300 Luk = Immunity

STONE CURSE/FREEZE
[Luk]/3 = % Resist

300 Luk = Immunity

CURSE
[Total luk] +3 = % Resist
Vit reduces Curse's duration.
100 Vit makes the duration null.

97 Luk = Immunity
100 Vit = Immunity

BLIND
[ ([Vit]+[Int]) / 2]+3 = % Resist
[Luk]/3 = % Resist

193 Vit (1 Int) = Immunity
193 Int (1 Vit) = Immunity
300 Luk = Immunity

CONFUSION

[ ([Str]+[Int]) / 2 ]+3 = % Resist.
[Luk]/3 = % Resist

193 Str (1 Int) = Immunity
193 Int (1 Str) = Immunity
300 Luk = Immunity




How do the stats stack?

Blind and Confusion are the only 2 statuses that have stats that directly stack.

Example:
Confusion - Str, Int, and Luk affect the chance.
[ ([Str] + [Int])/2 ]+3=
[Luk]/3=
In this case, Str and Int will stack directly. Luk will not.

If you had;
50 Int
44 Str
30 Luk

([44]+[50])/2+3 = 50% Resist
[30]/3= 10% Resist

Str and Int stack to get the 50% Resist.
Luk won't stack with them to make it 60%.

If a stat doesn't stack directly, then it's lowering whats remaining from the previous.

Using the previous example:
10% Resist still leaves a 90% chance. So a 50% Resist on top of it will cut that chance to 45% chance, or 55% Resist.
50% + 10% = 55% :/

Note:
It doesn't matter what order you calc the % Resists together.

+50% Resist
+20% Resist
+5% Resist
will = 62% total Resist no matter what order you add the %'s together :]

Friday, June 26, 2009

ASPD Potions

ASPD AFFECTS ACTION TIME

One not very known factor regarding skill delays is the effect of your attack speed on it. Your minimum possible skill delay is defined by your attack speed, regardless of what class you are. A lot of people might not know of it, mostly due to it not being on eA until 8? or so months ago, to my knowledge.

The rule is that your delay on a skill cannot be less than half your attack speed. (I'll explain this in a moment.) This includes being under the effects of Magical Strings. If you were to wear a fist type weapon a priest (30-40 ASPD) and attempt to spam Gloria in strings, you'll find that you can't, it will be slow as shit, compared to using a rod.

If you ASPD is 157 you attack every .9 seconds, and half of that is your minimum attack speed.

Example:

High Priest ASPD 157
~1.1 hit per second.
Attack every .9s

Minimum delay = .45s

Lex Aeterna = 3s delay

100 Int Strings = -90% = .3s

This was using ~130 dex and No Agi to base it's ASPD, but it is using a Concentration pot.

Biochemist ASPD 165
~1.4 hits per second
attack every .7

Minimum Delay = .35s

Acid Bomb = 1s delay

100 Int Strings = -90% = .1s

99 dex, and Berserk pot.

I did a series of tests with skills that rely on Magic Strings and found that the only skill capable of utilizing more than 100 int strings (in my test at least) was Storm Gust (which is supposed to have a server-side imposed minimum delay of .75s which seems to be missing on eA), however in game tests that show that the difference between 100 and 120 int is almost unnoticeable due to animation delay.


Long story short: Regardless of your class, using ASPD potions will allow you to use your skills faster under the effect of Magic Strings. Even without Strings, you'll notice a difference with your ability to spam Hide.

We also need to get our creators to toss berserk pots at our sinx's for better GT/emp breaking.


If your cast delay is greater than your action time. Increasing your aspd will have very little effect and you will hardly notice. So basically, if you have crappy strings, your aspd won't help you. With good strings however, your aspd will help you spam much faster.

Test it out on your priest spamming gloria with and without the weapon. You should be able to notice some change with just that slight of a change :]

Elemental Resist potion guide

EVERYONE SHOULD HAVE SOME TO USE IN WoE BECAUSE IT MAKES YOU COOL.

p.s. resist pots DO NOT stack




WHAT DOES A RESIST POTION DO?
Ele. resist pot = +20% resist to an element, -15% resist to its opposite element.

Fire Resist Potion= +20% fire resist, -15% water resist.
Earth Resist Potion= +20% earth resist, -15% fire resist.
Wind Resist Potion= +20% wind resist, -15% earth resist.
Water Resist Potion= +20% water resist, -15% wind resist.


YOUR ELEMENTAL RESISTS
These are with Valk shield + Tidal shoes only.

NO RESIST POTS
+20% fire
+25% water
+20% dark

FIRE
+40% fire
+10% water
+20% dark

EARTH
***Better Earth side resist***
+5% fire
+25% water
+20% dark
+20% earth

WIND
***Better Wind side resist***
+20% fire
+25% water
+20% dark
-15% earth
+20% wind

WATER
+25% fire
+45% water
+20% dark
-15% wind


MAIN ELEMENTALS USED
Fire/Earth/Wind are the main damage elements.

- Fire= stacked Meteor storms
- Earth= Earth ele. CT/SB
- Wind= Wind ele. CT/SB/JT

Water= SG, (With BSS+ tidal shoes + valk shield + marc, you'll reduce it enough where you won't really have to worry about it any.)


USE ONLY 1 RESIST POTION
Fire is the ONLY ele. resist that can be used and not cause bad side effects that can kill you.

NEVER USE A WIND RESIST UNLESS YOU WANT AN EARTH ELE. PLAYER TO RAPE YOU.

NEVER USE A WATER RESIST UNLESS YOU WANT A WIND ELE. PLAYER TO RAPE YOU.

NEVER USE AN EARTH RESIST WHEN GOING IN A PRECAST UNLESS YOU WANT TO DIE TO WIZZIES. FAIL.

You can justify using an fire resist occasionally in SE since its harder to run across Mind Broken MS spam :x

Sunday, June 21, 2009

Speed Potions Quest

Everyone should be using speedpots! Why?

1. They make getting through a precast 10 times easier.
2. They make getting away from baddies 10 times easier.
3. They make long boring walks through castles 10 times faster.

Here's how you can have these hax pots too!

1. The Man (Pickpocketer) can appear in one of 3 different locations at a time.

Location A: (lighthalzen 240 216)



Location B: (lighthalzen 220 169)



Location C: (lighthalzen 164 127)



2. When you come within 2 tiles of the Man, you'll activate a message. Every time a Pickpocket message pops out, you'll lose a little bit of zeny. (If you have 0z, you won't lose any money :] ) After he disappears you need to move 3+ cells away and move back. That way when he reappears the dialog box will automatically pop up.

3. If you activate him at either location A or B, there's a 33% chance you'll catch him pickpocketing you. Once you find out he pickpockets, he'll flee from Location A to Location B or vice versa with 75% chance; or Location C 25% with chance.

4. If you activate him at location C, there's a 20% chance you'll catch him pickpocketing you. He has nowhere to escape, but you forgive him. He will later sell you something that "will produce strong power for your lower part body."

You can choose to buy from 1 to 3 Speed Potions, (15k per bottle). He later will appear at either Location A or Location B.

You only have that 20% chance the first time you're doing the quest that day. (If you leave the map or relog or something I believe it'll reset and you'll have that 20% chance to catch him again)

After you catch him, every time he pops up after that while you're there you catch him 100% of the time. So this way you can set up a lot of slaves whenever you're farming your speeds. Saves a lil bit of time. Just remember to move 3+ cells away and move back within his 2 cell range after he disappears so when he does reappear again the dialog box will automatically appear again.

Once that dialog box appears, even if he diappears, you'll be able to go through the conversation and buy the 1-3 speed pots. So this is why you can use multiple chars and not have to worry about the npc leaving before you get to the char.

The NPC always disappears and moves to a different location after the conversation dialog is finished.

Wednesday, June 10, 2009

Clown Woe Guide

Gears

  • headgear: -10% headgear ofc, binoculars/sunnies[1] with some cool card, gangster mask or some other lower headgear
  • armour: +7 unfrozen/ED tights
  • shield: +x cranial valk shield
  • weapon: triple vital solid violin, maybe get 2 of them for weapon switching action. a spirited guitar can be good for hitting SWed emps, flinching and spamming dissonance, i guess
  • garment: immune wool scarf
  • shoes: green ferus/firelock tidal shoes
  • accessories: nimble gloves ofc, hiding glove, sight glove

stats and skills

100-130 dex

70-120 int

50-80 vit

rest on str for pots etc

and for skills: http://web.hc.keio.ac.jp/~fk061999/himeyasha/skill3/clw.html?20FXJkefcKGOabab2sbx

5 points leftover, feel free to put them into some other ensemble or something

also notice how i didn't get arrow vulcan

how to use those skills in woe or something

okay this is the long part

edit: first of all, for those who don't know, when i say "weaponswitching" i mean switching your weapon to cancel the song, and when i say stuff like "spam dissonance" for example, i mean keep weaponswitching while repeatedly using dissonance

because people didn't know what that meant

...yeah

Bragi

decreases casting time/skill delay, cast time reduced further by clown's dex, delay reduced by clown's int. dex/int reductions only work in multiples of 5, so having 139 dex gives the same cast time reduction as having 135 dex

let's start with the obvious skill. so yeah, you should use it on precasters, but if you have enough clowns you can like, quickly bragi creators/champs/profs and shit (use weaponswitch ok), or link+bragi yourself and spam tarot etc

on offense learn to weaponswitch so you can bragi your guild while you're going through the castle and not get left behind/bragi enemies, if you get to the enemy precast use level 1 over their bragi to mess it up

and uh, use this along with apple before you go into the emp room too

Assassin Cross of Sunset

increases aspd

use this on grimtoothers and empbreakers, also hotkey level 1 so you can like, mess up enemy bragis with it etc

Dissonance

does tiny damage to any enemies who walk into it, also occurs where 2 bard songs overlap

(i love this skill)

here's what it can do

  • 1) flinching: there's a small delay between when it hits and when the damage registers, so if you use it on someone who's casting a skill, chances are they'll get stuck (you know, the bug where you have to move before you can start casting shit again). this works great against emp-SWing HPs/HWs/profs because most of them don't realise they're stuck because they're all morons
  • 2) castbreaking: if you can get into an enemy precast, you can just spam this to mess up their wisuds (if you use bragi level 1 to break their bragi first then double points). it's also good for stopping efisters because you don't even need to target them, just keep spamming it and usually they won't be able to finish casting 'cause of it
  • 3) revealing spies sinx/chasewalk stalkers: not much to say here, if you use it in a narrow path they'll be knocked out of cloaking/chasewalk when they try to go past, use it to spycheck in emproom if one of them gets past

you only need to hotkey level 1, since the only difference in levels is damage and SP cost

and we're not using it for the damage

Apple of Idun

it adds hp, effect is increased by the clown's vit ((clown's vit/10)% bonus mHP increase).

great skill to use on offense, use it just before your guild has to fight/tank (outside the emp room usually)

Loki's Veil

prevents anyone in the AoE from using skills (ensemble)

obvious use is to use it just by the emp room portal, making sure there's no gaps (seriously, i've seen people use loki's while standing on the very bottom cell of creamhilt's emp room entrance, which leaves a nice 2 cell path above it). although, if you have a gypsy friend, you can use it on offense too

like, once your emp breakers are hitting the emp, run in and loki's over them so they can't be efisted or something idk

there's more ways to use it offensively but i'll let you figure them out

Longing for Freedom

usually combined with loki's, it lets you use other non-song skills while you're doing an ensemble, moving outside the ensemble cancels it

use this to tarot card/status arrow MS while you're loki-ing

note: if you're using loki's, only the caster (in other words the person who activated loki's) can use it, and you can only use skills from the cell you're standing on, as if you move you'll be affected by your own loki's

Tarot Card

for those of you who don't know, here's what each different tarot card does: http://irowiki.org/wiki/Tarot_Card_of_Fate

with linkbragi, you can spam this crazy fast yo

see a tank that won't die? linkbragi + tarot until it comas or it's gear breaks, this shit breaks stuff that's unbreakable/FCPed that's how cool it is

same goes for key targets, for example enemy profs and emp breakers, but don't get carried away and forget to songbuffa your guild every now and then

Frost Joke

chance to freeze all enemies on screen, low chance to freeze party members

use this when you know you're fighting a guild without unfrozen marc cards :P xD, or when there's a GTB/GR user nearby who needs to freeze so your champs can efist them

(extra spammable with bragi btw!!!)

Musical Strike

you might have also noticed that I got MS level 1 in the skill build, and that's for one reason only

status arrows

stun/curse arrows are good to use on enemies entering a precast, sleep arrows work against vit/dex profs, and there's other ways of using status arrows but again, i'm lazy

figure it out yourself

Pang Voice

chance to cast chaos on the target

well, now that chaos isn't worthless, this skill is actually pretty good. if you're using longing for freedom/loki's, vit/dex profs are a great target for this to make it harder for them to get out of the precast to use LP. other good targets are emp breakers so they can't reach the emp, nearly anyone with low int entering a precast so they're stuck there for longer, and... well, nearly everyone, since not many people get int

that doesn't mean you should use it all the time though, the chance of it working is kinda low and unless you get bragi it's not really spammable


well, that does it for normal skills

so let's move on to uh

Bard/Dancer Spirit

basically, the bard/dancer link lets you use the gypsy version of the songs you already have as a clown (ie having sinx level 10 lets you use DFM level 10) and vice versa for gypsy. it also lets you walk faster while using songs, and makes it so that you receive the positive effects of your own songs, for example casting bragi will also bragi yourself, casting DFM will not also slow yourself

now let's move onto the couple of dancer songs that you should use in WoE

Slow Grace/DFM

slows enemies' movement speed, lowers their aspd and dispels certain buffs like adrenaline rush, improve concentration, 2/1-hand quicken and increase agility, which the enemy is not able to re-cast until the effect wears off

use it on enemy emp breakers (especially if they're already on your emp), WS, zerk LKs (lol), enemies that are grouped together if you can (example: enemy guild wushing in, DFM over them), or just keep it just behind the loki's to slow enemy attackers

it's really the only gypsy skill worth using, but it's easily one of the best offensive songs

even though it's a dance

Service for You

increases max SP and lowers SP cost of skills for anyone in the AoE


use this on champs to make efist do more damage, and precasters so the constant precasting hurts their SP less

Tuesday, June 9, 2009

How do Keyloggers work?

You have either been scams one way or the other, and I you would want to avoid getting scammed in the future. You have probably heard of a very popular way to scam people, Keyloggers. Now how do these work and how to avoid it? Here it is!

A key logger is a third party application which can be either installed onto your computer from a website, or maliciously through sent files.

A keylogger works by recording any/all keystrokes that a computer user makes. For example, if I put one onto your computer, everytime you'd go to login into RO, you'd have to put in your password.

The keylogger would record the face that you typed in the password, much like this.

Say your password/username is: Phatman/Phatman

Inside of the log file, this is what you'd see:

Time/Date/ApplicationName/Field: P
Time/Date/ApplicationName/Field: Ph
Time/Date/ApplicationName/Field: Pha
Time/Date/ApplicationName/Field: Phat
Time/Date/ApplicationName/Field: Phatm
Time/Date/ApplicationName/Field: Phatma
Time/Date/ApplicationName/Field: Phatman

The log file would save itself, along with the above information, and eventually be exported off of your computer and sent directly to the hacker/person who placed the keylogger onto your computer's e-mail address that they've dedicated to the program to send the keylog files to.

What sucks is, most people don't even know if they have this spyware/keylogging software on their computers, and go around stupidly and get scammed/hacked all the time.

To prevent such a thing, a few measures can be taken.

1) Download a newer version of antivirus software (norton 2005 Helps IMO)
2) Google "Spybot Search and Destroy", download, update, run, and clean your computer.
3) Google "Ad-Aware SE Personal", download, update, run, and clean your computer.

These 3 steps prevent ~99.9% of spyware/keylogging attempts on your computer. Norton 2005 and above will also alert you when/if someone tries to send you a malicious file via AIM/MSN/YIM/General messengers, and these other progams help get them off of your computer in case the keyloggers do make it onto your system.

I'll also note, I've used the above applications for the ~4 years I've been online gaming, and I have NEVER been keylogged/hacked before, so I find it's a very effective way of preventing such a thing from happening to you.

Sunday, June 7, 2009

SG's and Thor guide

This guide is focussed at people who want to level their SG's and/or leech their other characters at Thor's Volcano; L1. As such, I'm going to automatically assume that everyone reading has enough money for basic potions, a hell of a lot of fly wings, and the basic Thor cards. It'll also be handy if you have enough money to reset, but as it is so damned cheap in most servers.

The Novice

Starting Stats
Str - 9
Agi - 9
Int - 1
Vit - 1
Dex - 9
Luk - 1

These are your typical, run-of-the-mill starting melee stats. No questions asked: these stats will work just fine.


Leveling & Stat Distribution as a Novice
>__>' C'mon guys, do you really not know this? We have a special map just for novice leveling...

In terms of stats, you're going to want to have a lot of Strength, as you won't be able to equip a weapon when you're a TK. Keep your Agility fairly high, even though your base ASPD as a TK is pretty good already, higher attack speeds just make you level faster. Plus, the extra flee can't ever hurt, right...? Dexterity isn't nearly as important, since the mobs you're going to be leveling on while you're a novice/taekwon simply don't have flee. You could probably survive with 10, but I say bring it to around 20. Max.

Once you've hit JL10, hop on over to Prontera and change your job. It might not be a bad idea to pick up a couple hundred novice potions, as they're free.

The Taekwon

Leveling & Stat Distribution as a Taekwon
Warp over to Payon Dungeon 1 and kill skeletons and familiars. Be careful that 10+ familiars don't mob you, as even decent flee won't save you. Get Tornado kick, and keep the stance on at all times. Don't get any of the other kicks; tornado is the only one that you'll need. Stay here until L30 - L40, or so. Also, be sure to get Warm Wind to a maximum level, you'll be able to put your damage output to up to 200% depending on what monster you're fighting. Since you'll mainly be doing combat with the armies of the undead for now, make sure it's set to holy.

Bored yet? That's fine. Once you're L35 or so, you should be able to take on the second level of Payon Dungeon. Use the same tactics, and if you have enough skill points, get Flying Side Kick and Tumbling. They're both fairly useful skills. If you don't want to goto Payon Dungeon 2, you can also go ahead and goto Orc Dungeon 1 -or- 2. Mob and use Tornado kick if you go there.

Do one of these until JL50, and go and change into your sexy Star Gladiator self!

In terms of stats while you're a TK: Just like while you were a novice, you'll want to keep your strength your highest stat. Agility is all good; but keep your strength and dexterity your highest stats until dexterity is 40. After that, pump agility and strength. My friend is convinced that a 5:3 ratio of strength to agility is the best ratio; but it doesn't really matter. Just make sure they you're killing efficiently.

In terms of skills while you're a TK: These are really up to you, but the skills that you're definately going to need are...
-Tornado Kick
-Tornado Kick Stance
-Warm Wind
-Flying Side Kick
-Tumbling

You can get the other kicks if you'd like, but they're not very useful while mobbing. I suppose that they'd be okay while you're a lower level in Payon Dungeon 2.

Starting out as a Star Gladiator

Leveling & Stat Distribution as a Star Gladiator
Wewt! We're almost there! You have two routes now: Either you can go and get a few job levels and then go directly to Thor's, or you can do some conventional leveling first. I'll leave the choice up to you. If you choose to level, get to around L90 before you go. If you want to go directly to Thor's, make sure you're atleast L70, or else you won't be able to take the heat. Harhar, kay, enough with the bad puns...

If you're really having trouble leveling, reset and get all of the kicks, then goto High Orcs, or Seals. If you have a nice high priest buddy, reset, get lots of Dexterity, Intelligence, and have him tank you at Anubis while you murder them with yggdrasil leaves. Simple enough, right...?

Anyways, once you've got the levels, goto Prontera and reset.

Now that you've reset, you're probably wondering what stats & skills you need now.

In terms of skills, you're going to need...:
-Flying Side Kick
-Warm Wind (And as such, you'll also need to get Kihop, Peaceful and Enjoyable rests.)
-Feeling
-Warmth of the Stars
-Hatred (Once you get this, use it on a Kasa. No questions asked; and don't set it on any other monster)
-Anger of the Stars
-Blessing of the Stars

-Optional; Knowledge will give you some extra weight capacity for regen items and fly wings.
-DO NOT get Demon. The limited vision will get you killed very quickly in Thor, and you don't really need ASPD.
-Creative room! Try out different skills; and put the rest of your points into whatever you fancy.

In terms of stats...:
No exact numbers for you, but I'll give the general outline. No exact numbers, people there will always be controversy about them, but everyone agrees on the general basic stat outlines...
-Great Strength. Your damage depends on it, you know?
-Lots of Vitality. You're going to need it if you want to survive for more than 5 seconds.
-Medium Intelligence. You lose SP every time a mob is hit with Warmth, and you're going to need it for stamina.
-Plenty of Dexterity. It'll increase your damage with hatred.
-Plenty of Luck. For the same reason as dexterity; you need it in order to do damage.

Personally, I like to keep all of them fairly even. That way, you won't run out of HP before you use all of your SP; and vice versa. Your damage won't be too slow, and everything just... works.


Going to Thor's Volcano
Yay, the moment we've all been waiting for.

Setting up Skills
The first time you go into Thor's Volcano, be sure to set Feeling. Cast Hatred on the first Kasa you see; it'll increase your damage by 1% for every 3 Luk or Dex. Also be sure to use L3 Warm Wind to get the Water Element. Pretty simple, but it deserves it's own section because if you don't get it right, you can kiss your sweet *** goodbye. >.>'

Thor Tactics
Flywing around until you see a Kasa. If you're a lower level SG, you might want to look for a wounded Kasa (like, severely wounded. 80%-). Flying Side Kick into it, and then let warmth do it's magic. It's fairly easy to be hitting around 3k - 4k at speeds of over 190 (Probably around 191-192) because there isn't any KB, and woosh, you've killed the Kasa. Hopefully, if you've done your stats right you'll be able to kill anywhere between 4 - 8 Kasa in a matter of minutes. If there is any other mob, fly wing super fast or else you'll be dead as a doornail.

Equipment

Weapons
You probably want to get either a [3] or a [4] book. The [3] Book is nice, as it gives a little bit of extra power, and the [4] book is nice as it gives an extra slot. Choose whichever one you want.

A - Peco Peco Egg card (+20% Damage vs. Formless Mobs)
B - Vadon card (+20% Damage vs. Fire Mobs)
C = Minorous card (+15% Damage vs. Large Mobs; +5 Attack)

If you're using a [4] Book...: I'd say have 3x Vadon cards, and 1x Peco Peco Egg cards. [3B1A]
If you're using a [3] Book...: Go ahead and do the same thing, except with 2 Vadons. [2B1A]

Do not try to make a 1A1B1C/2A1B1C weapon. It won't work nearly as well. In fact, don't even use a Minorous card at all if you can help it. I only listed it because it's probably cheaper, and more common than all of the other ones.

Note: Some people say that it's better not to have a weapon because you can't use sprint with one; however; I say otherwise. It isn't sensible to be trying to take on one of the most difficult dungeons in the game without a weapon. Maybe if you're mobbing in an easy place, it's okay, but here just doesn't make any sense at all.

Armors
I'd say to try for a Pasana card to become immune to the magic of the Kasa, which is usually what'll end up killing you. The armor itself really doesn't matter that much, but you know, it's always better to have more defense there.

In your garment, you should either get a Raydic card, or a Vali's Manateau. If you're feeling lucky, you could go for the garment that gives +15 Lucky dodge. You can also pop a Jakk card in to give an additional 30% to Fire, because Pasana won't make you 100% immune to the magic.

For your shoes, if you're a lucky bumface and have a +9/+10 pair lying around, get an Ancient Firelock for some extra strength, as well as HP -AND- SP. Very good card. A great alternitive to keep things balanced is a verit card, which gives +8% HP and SP. Sohee and Martyr cards are not very good here, because you'll run out of HP/SP unevenly.

In your headgears, you can do whatever you want. I guess you can do whatever gives some extra dexterity, vitality/HP, intelligence/SP, strength, or luck. It's really your call here.

For your accessories... If you've done the impossible and gotten 2 megingjards, use those, but for normal people, get a two necklaces [1]'s, and 2 zerom cards.

For your shield, a Penomena card (Thanks!) is good as it'll lower the damage from formless mobs by 30%, which keeps you alive and fighting for a longer period of time.

Links of Life's Guide to MvP Esma Soul Linker



Table of Contents
1.0 Introduction
2.0 Equipment
-2.1 Headgears
--2.1 Upper
--2.2 Middle
--2.3 Lower
-2.2 Armor
-2.3 Weapon
-2.4 Shield
-2.5 Garment
-2.6 Foot Gear
-2.7 Accessories
3.0 Cards
-3.1 Headgears
-3.2 Armor
-3.3 Weapon
-3.4 Shield
-3.5 Garment
-3.6 Foot Gear
-3.7 Accessories
4.0 Skills
-4.1 Taekwon Skills
-4.2 Soul Linker Skills
--4.2a Ka Skills
--4.2b Es Skills
5.0 Stats
6.0 Strategies

1.0 Introduction:
Personally, I think Soul Linkers are extremely fun to play in PvM, and have the best PvM offensive/defensive skills (we'll get to skills later).
Because of this, they make pretty good MvPers. Not saying they are comparative of Champions, but it is a different approach. Also, some MvPs require a party, or at the least, a High Priest.

2.0 Equipment:
Gears may vary depending on personal preference (DMG vs. Survivability)

2.1 Headgears:
2.1aUpper:
Crown [1]: +1 INT
Mage Hat: +2 INT, +150 SP

There are just some examples, but mainly what you are looking for is INT adding headgears.

2.1bMiddle:
Sunglasses[1]
2.1cLower:
Gangster Mask: Add a 15% resistance to the Silence status.

2.2 Armor:
Robe of Cast [0] or [1]:Reduce Casting Time by 3%. MDEF + 4
Mage Coat [0] or [1]: MDEF + 5, INT + 1
Silk Robe [1]: +10 MDEF

2.3 Weapon:
Survivor's Rod [1] (INT Type): INT + 3, MATK + 15%, Maximum HP + 400
Survivor's Rod [1] (DEX Type): DEX + 3, MATK + 15%, Maximum HP + 400

NOTE:
The Refinment on the Survivor's Rods will be important when used in combination with a Survivor's Manteau.

2.4 Shield:
Memory Book [0] or [1]: INT + 1, MDEF + 2
Stone Buckler [1]: Receive 5% less damage from Large size monster.
Valkyrja's Shield [1]: Add a 20% resistance against Water, Fire, Shadow and Undead Property. MDEF + 5
Guard [1]

2.5 Garment:
Survivor's Manteau: VIT + 10. With slotted Survivor's Rod, Maximum HP + 300. MATK - 5%, MATK increase by Survivor's Rod refine rate. Increase resistance from Neutral Property attacks by refine rate * 3.
Heavenly Maiden Robe [1]
Muffler [1]
Vali's Manteau: Reduce 15% of Neutral Property damage.

2.6 Foot Gear:
High Quality Sandals [1]: MDEF + 10
Shoes [1]
Vidar's Boots: Maximum HP and SP + 9%

2.7 Accessories:
Earring [0]: +2 INT. Earring [1]: +1 INT
Glove [1]: +1 DEX

3.0 Cards:
Cards may vary depending on personal preference (DMG vs. Survivability)

3.1 Headgear:
Vesper Card: Every time you do a Magical attack, it ignores 30% of Boss-type monster's MDEF, and does damage accordingly. DEX + 2
Elder Willow Card: +2 INT
Carat Card: INT + 2. If +9 or higher, maximum SP + 150
Incubus Card: INT - 3. Maximum SP + 150. SP Recovery - 20%. (Only use with Succubus Card)
Isilla Card:
INT + 2, Reduce Casting Time by 50% for 5 seconds when performing a Magical attack. FLEE Rate + 30

3.2 Armor:
Agav Card: MATK + 5%, DEF - 10
Baby Desert Wolf Card: +1 INT
Succubus Card: VIT - 3. Maximum HP + 1000. HP Recovery - 20%
Pupa Card: +800 HP

3.3 Weapon:
Drops Card: +1 DEX, +3 HIT

3.4 Shield:
Any race reduction card according to the MVP you are against, other wise:
Alice Card: Receive 40% less damage from Boss monster. Receive 40% more damage from normal monster. Maximum HP decreases by 40 per refine rate.
Thanatos Despero Card: INT - 6. Increase INT by an amount equal to the refine rate of the equipment this card is compounded on.

3.5 Garment:
Raydric Card: Increase resistance to Neutral Property attacks by 20%.
Deviling Card: Add a 50% resistance against Neutral Property attacks. Receive 50% more damage from other property attacks.
Noxious Card: Reduce damage from Long Range attacks by 10%. 10% Resistance to Neutral attacks.

3.6 Foot Gear:
Eggyra Card: SP Recovery + 15%
Firelock Soldier Card: STR + 2. If refinement rate is +9 or higher, Maximum HP and SP + 10%
Gold Acidus Card: Maximum HP and SP + 4%. If refinement rate is between 0 and 4: Additional Maximum HP and SP + 4%. HP and SP Recovery + 5%
Green Ferus Card: VIT + 1. Maximum HP + 10%
Sohee Card: Maximum SP + 15%. SP Recovery + 3%

3.7 Accessory:
Phen Card: Skill casting can not be interrupted. Increase Casting Time by 25%.
Zerom Card: +3 DEX

4.0 Skills:

4.1 Taekwon Skills
Running: When casted, makes the user run at amazing speeds in one direction. If there is something is obstructing the path of Sprint (obstacles, monsters, characters), Sprint will be canceled. (Very helpful for running to or from an MvP in case of trouble)
Break Fall: Enable a 20% chance of dodging long ranged physical and magic (both AoE and target spells) attacks. (Good for dodging an MvP if it gets to close)
Peaceful Break: If there is another TaeKwon class sitting next to the player while sitting, this skill activates, allowing to regenerate HP.
Happy Break: Same in principle as Peaceful Rest, however, this skill recovers SP.
High Jump: Leap forward to overcome obstacles. (At level 5 has a range of 10 cells. Very useful to get distance between yourself and an MvP)
Warm Wind: Endows players weapon (or fists) with an element based on the level of Mild Wind used. Also effects the element of Estun, Estin, and Esma. (Changes your Esma to any element to gain an elemental advantage over the MvP you are against)

Put extra skill points into whatever you want, there aren't really any other skills that will help you.

4.2 Soul Linker Skills:
Soul Linkers have 2 different kinds of magic.
Ka magic, which are defensive skills.
Es magic, which are monster offensive skills.

4.2a Ka Skills:
NOTE: Ka Skills can only be used on other players when the Soul Linker is under the effects of Soul Linker Spirit. But, it can be used on other Soul Linkers without it.
Kaahi: Consume a certain amount of SP to restore HP each time an enemy uses a normal attack. Kaahi heals regardless of whether or not the attack hits. (Very useful auto-heal when you are hit by a melee attack. Heals 1400 per hit at level 7.)
Kaina: Increase Max SP. (Adds 210 SP at level 7)
Kaizel: Instantly revive a fallen character that will be in Kyrie Eleison status for 3 Seconds upon revival. (The most useful skill for a Soul Linker, imo. Avoid having to go back to town when soloing.)
Kaupe: Kaupe status enables the chance of dodging any physical attack or magical attack from an enemy. (Extremely useful skill. Avoid getting hit when an MvP gets close and gives you time to put some distance between yourself and the MvP)

4.2b Es Skills:
NOTE: Es Skills ONLY EFFECT MONSTERS.
Eswoo: Temporarily shrink a monster to reduce its Movement Speed. Boss monsters will only be shrunk for 1/5th of the normal skill duration. (Slows MvP down, allowing you to gain distance. Lasts a little over a second)
Estin: Push back a targeted monster 2 cells away. Only Small sized monsters are damaged by this skill. At skill level 7, after casting Estin there will be a 3 second interval that will allow the casting of the skill Esma. (Use against MvP mobs that are small sized to keep them back, then in those 3 seconds, cast Esma on the MvP.)
Estun: Stun a monster by chance for 2 seconds. Only Medium sized monsters are damaged by this skill. At skill level 7, after casting Estun there will be a 3 second interval that will allow the casting of the skill Esma. (Use in the same way you use used Estin, but for medium size mobs)
Esma: This is a very strong bolt type spell that can change element of its attack depending on Mild Wind. This skill can only be used within 3 seconds of casting any of the Spirit Link Spells, or after having cast Estin, Estun or Eske. Damage formula is: (40+BLVL)% MATK * Skill Level. (The most important skill for MvPing with. Does massive damage if user has full INT gears)

Use your other skill points for Spirit skills to assist party members.

5.0 Stats:
Stats are displayed as BASE STATS

High VIT Low DEX Build:
20~30 STR. For carrying Potions and SP recovery items.
70~80 VIT. Low stun chance/time. High HP. More VIT defence. Higher Potion heal.
40~50 DEX. Decent cast time.
90~99 INT. Most important stat. Get the highest possible MATK bonus. (Every 5 INT raises the Max MATK, and every 7 INT raises the Min MATK)

High DEX Low VIT Build:
10~20 STR. Be able to carry a decent amount of Potions.
20~30 VIT.
80~99 DEX. Fastest cast time.
90~99 INT. Same as above.

6.0 Strategies:
Now that we have gears, builds, and skills out of the way, let's move onto strategies.
Soul Linkers can only solo low-end MvPs that have slow movement or low damage. (Garm, Phreeoni, etc.)
For these MvPs, or any MvP for that matter, ALWAYS have Kaupe, Kaahi, and Kaizel activated, as well as the level of Warm Wind to do maximum elemental damage against the MvP.
Keep the max distance away from the MvP as possible and cast Estin/Estun against the mobs (depending on their size) then cast Esma on the MvP itself. With good equips and INT, 10k per Esma is not unexpected.
If the MvP starts to get close to you, you Running or High Jump to get some distance between yourself and the MvP. Just rinse and repeat this method.
It's not the fastest or easiest method, but for me, it's just so much more fun then killing it in one Asura Strike.
With a party, Linkers can provide very high DPS with the presence of Bragi and Lex Aeterna.

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Thursday, June 4, 2009

Spikz's guide to gunslingery

You should already know what a gunslinger is if you are looking at this guide.

So..what build is this then?

This build is what I call the PvP/WoE build. It is somewhat similar to a shotgun/handgun build but there are subtle differences.

Hey, why not the Agi slinger?

Well, you do not get the additional bonuses from a 2nd job change, your flee and ASPD might not be as great as the agi/dex hunter, your int and vit is not gonna be as great since you must focus more on dex and agi.
So, in my conclusion, the agi build is more suited to monster combat.
Pros:
+Better flee
+able to handle monster vs player well
+More suited to breaking emps
+able to attack without the use of much sp

Cons:
-Flee almost means nothing in PvP unless you have the good equips
-Your vit will barely make you last in any PvP room or for the monsters that occasionally hit
-your low int makes skill spamming very costly
-most slinger skills have a fixed cooldown rate, which renders ASPD useless to these skills.
-Adjustment lasts only 30s. That additional flee and damage reduction just prolongs eminent defeat imo.
-coin flip still has a chance to fail at max lvl. Not very good in tight situations

So...why make a guide here?

Old posts were old, but after sifting through the forums and finding old posts of how gunslingers were "weak" and a "useless class" and "cost too much sp" I decided to make this guide to disprove some assumptions of the gunslinger.

What are the Pros and Cons of this build?

Pros:
+High output of damage
+Different positions in WoE defense
+Great for mobbing
+great for crowd control on MVPs

Cons:
-Lowest flee....ever..
-Those that do not need weapons for strong attacks (I.e. WS, Creators, Shield Pallys) are gonna be your tougher opponents.
-WoE offense is not exactly your forte'
-Not very MVP oriented, dont expect much MVP awards from this build

Stats


Str- Its nice to carry extra bullets and pots...not to mention guns as well. *duh* I would suggest 10-20 base while leveling and then pump the rest of the points here in your upper 90s

Agi-This stat is not needed for this build. Most Attack skills that you will use have a fixed cooldown rate and are therefore not affected by ASPD. This includes the key skills as shown later. The only exception to this are a few skills. Leave it low, as in like...1 low.

Int
- It depends. Blue pots are readily available in this server. If you cant afford them i would suggest 42 base or above as long as its base is in a multiple of 6 for a nice sp bonus. For this build, I would suggest 60 int, and with a +2 from the job bonus, it's 62. "But wait..it's not a multiple of 6.." Get blessed and you get +10 int, which makes it 72. Pretty darn handy in parties and WoE eh? With this kind of int, you should have enough sp to spam skills. Yes, the skills go "omnomnom" on your sp, but with a bless, it will regenerate pretty well.

Vit
- There are three types of vit builds you can have which all work with this build. You can choose between low (49+1) mid (59+1) or high (69+1)
I prefer the mid, so that attacks like acid demo wont rip your face off and still high enough to survive mobs.

Dex
- Your main stat. Obviously you would want to 99 this one. BUT it is preferable to have the numbers between 90 or 91 (ZOMG NO 99?? TAHT'S N00B!!!!) The job bonus you get is +9 so, either way, you should be able to hit anything except those ridiculously high flee people.

Luk- Leave it at 9. most status effects are reduced by luk/3

If you wish to mess around with the stats, then keep in mind of these guidlines
-you can 99 only 2 stats
-you can 99 one stat have a high 2nd stat and a low 3rd
-you can have a high 90 stat followed by a high 2nd, somewhat close to high 3rd and a 4rth if you know what you want. *this build is focused on this strategy*
- having 5 stats might end up screwing the build unless you are well experienced.



Skills
These skills are your key skills in PvP and WoE
Desperado, Full Buster, Rapid Shower, *and if you feel like it* Disarm

Desperado- Your main killing skill. Max it ASAP. It's also great for mobbing. Add something to your arsenal to make the damage output SEXY!!! It requires a revolver class weapon. Uses 10 bullets. Desperado is also counted as a melee attack, therefore, pneuma can not block the damage. Rumor has it that the number of hits is affected by your hit rate and the enemy's flee rate. Most situations will require to use Desperado unless otherwise. Remember to be as close as you can to your enemy to maximize your hit(s), which are up to 10.

Full Buster
- Your main shotgun skill. 1300% damage. 'nuff said. Great in precasts and PvP fun. Just remember that theres a huge (3s :O!) cooldown and a chance to be blinded. During those 3s, you CAN NOT use any items or skills. requires a shotgun class weapon and uses 10 bullets max.

Rapid shower
- Good for picking off weaker foes and spammable. Requires a revolver class weapon and uses 5 bullets.

Disarm
- Disarms foes or reduces a monster's attack. the higher the skill lvl, the better the chance of disarming. Rumor has it that the higher an enemy's dex is, the higher the chance Disarm will work. Great for stopping emp breaking, frenzied LKs or SinXs in WoE. Great to mess with people in PvP. Works well with a statusing branch or revolver.


Other Skills

Coin Flip- i left it at one, but it doesn't mean it's useless. 1 coin gives a +3 never miss damage, and combine that with disarm and it works.
Hmm? No Coin skills? If a guild busts through the precast, you would want to take them out than going through a random chance of coins for self buffs, right?

Spread Attack- The other shotgun skill. Not as powerful as your top 2, but its radius makes it good in breaking precasts. Get this if you don't want disarm.

Dust- its nifty for pushing away advancing foes, but its suggested to leave it at 3 as a pre-requisite for Full Buster.

Gatling fever- Look up "Emp Breaking" guides. Other than that, NOT for this build. Increases ASPD and atk damage for your gatling.

Ground Drift- A grenade launcher skill, good for setting up traps. If you do not have the Gatling fever, you won't have this one as well.

Projected skill path assuming you are at job lvl 70.

1 Flip Coin
3 Dust
3 Chain Action
5 Disarm
7 Tracking
10 Snake Eyes
10 Single Action
10 Rapid Shower
10 Desperado
10 Full Buster

Now to move on to your equips
*These are suggested PvP/WoE equips.*

Weapons:
+10 double bloody garrison/western outlaw for your revolver skills

+10 bloody black rose for your shotgun skills

+10 statusing branch
+10 triple drowsy branch
+10 triple cursing branch


Armor:
This is up to you. Preferably an armor with a peco peco card or pupa card since your hp is lower than most classes. You can also have an Evil Druid card if you wish for WoE. PvP-wise, along with your hp armor, you might want some statusing armor with cards like sasquatch or demon pungus

Shield:
Must have a thara frog card. Prefereably with a valk shield. Practice switching your guns with your shield when the times call for it.

Robe:
preferably a raydric muffler or a noxious muffler. It will reduce the damage that you will take. Experiment with a frilldora card also. It's pretty handy in some situations.


Shoes:
It should have an sp or hp increaser i.e. verit card or sohee card, since the gunslinger gets no additional hp/sp bonus from a 2nd job change.
*they can't change class, but you probably figured that out*

Headgears:
upper- Anything that reduces Demi-Human Damage. (berets, poo hat)
mid- masquerade or blinker for more damage or to shield you from blind.
low- anything you want to look cool in.

Acc:
If you want the zerom gloves, go for it. I find these two spots good for a hiding clip or something else...

I noticed the gunslinger equips set out there. I have experienced it used against me by a fellow slinger and it seems to hold promise. If only the friggin manteau would be cheaper >:

lvling spots:
This server is somewhat different so these methods might not be as effective.

As a novice, just train at the novice area till you hit job level 10.

Once you are a gunslinger, get a branch (the rifle, mind you) and go forth and hunt metalings. Just use the kite method (shooting and running) . Snake's eyes should be at 5 (this should cover almost your screen range) as well as single action. Try to get desperado maxed first before getting other skills if you want. Keep the screws if you wish to get some quest weapons. Don't forget to add dex as you level to hit the metalings more efficiently.

By around the 40's area, you should be getting Desperado maxed or are working on it. Please do not go to geographers. Your ASPD is slow and you have no fire elemental ammo, instead this will be the time where you will start mobbing in orc dungeon 1. 2 if you have silver bullets. Stay there till you are lvl 70 or unless you feel ready to take on Isis in the pyramids. You should be getting your key skills maxed by now.

From then on, train on Isis or party with a priest and take on Anubis with silver bullets. Another place would be the Eddga Map. Those nine tail and dragon tail give good exp when mobbed...not to mention cards and old blue boxes. Abbey is also a prime choice if you have a party.

If you happen to have a strong Full Buster, you can train on the Wild Rose map or Sleeper map *with a fire endow on your shotgun*.

PvP tactics:
These are some tips I picked up from experience as well as from other guides and gunslingers.

Knight/Lord Knight- Render them useless with disarm, or wait till your statusing armor goes into effect. Or spam Desperado. Hopefully you can take them out in 2-3 Desperados. Your Statusing branches can be used if you wish.

Crusader/Paladin- If they are the ones that drain HP to do their key skills (i.e. Martyr's Reckoning/ Grand Cross) Use hp pots and Desperado them when they start healing. Those that use shields, just use your ranged skills and hope they are affected by your statusing armor if you have one.
Your Drowsy Branch also comes into play here. Their auto-guard also reduces the hits of your desperado.

Wizard/High Wizard- they have low vit, and we can safely assume they have low hp as well. take them out with your ranged skills or desperado if you are close.

Sage/Professor-For a sage, look at the above ^. As for a Prof, look for lots of blue pots. If you have no blue pots, there is a very very high chance you will lose if they love to use soul burn.

Hunter/Sniper- Its guaranteed they will not be close for a desperado. Use your ranged skills here.

Blacksmith/Whitesmith- Blacksmiths should be treated as knights. Whitesmiths should be treated with a lot of caution. Even with a disarmed weapon, Cart Termination still hurts. Spam range skills and if he is close, use desperado. This encounter is somewhat easier with a smokie card. Hide and shoot Razz. Another Strategy is to use the cursing branch. Once cursed, You can easily be out of range of their CT.

Alchemists/Creator- If they have a Homonuculous, aim for the owner. If it's a Creator with acid demolition, we might have a slight problem. Even with mid-vit, acid demolition still hurts. No definitive strategy for Creator + Homunc who has acid bomb.

Assassin/SinX- they can be uncloaked with Desperado. A sight clip works well also. If they are the fully buffed (link and all) Sber, let's hope you have disarm. With your vit, and assuming they have no buffs, you should be able to survive a few Sbs or Soul Destroyers to pot through.

Rogue/Stalker- Just try to catch them in Desperado before they hide. Also make sure you are not divested. You can also desperado them out of chase walk.

Monk/Champion- Your average monk(combo+asura) is as good as dead. A smart monk will take some thinking.

Priest/High Priest- Spam Desperado as much as you can. You should be able to outdamage their heals, even if they have assumptio. If it's kyrie..it might take a while.

Bard/Clown/Dancer/Gypsy- If you have hide, just hide in their plain sight. They will be forced to use Attention Concentrate to reveal. Since they have to be close to un-hide you, you can prepare for a desperado attack.

Taekwon Class- Treat them as knights. Ranked Taekwons may pose a little difficulty.

Ninja- Some say just push them to a wall and hopefully beat them there. Some say that bulls-eye, magic bullet, and piercing shot bypassthe cicada skin. I have yet to confirm this though.

Gunslinger- Let's see who has the better equipment and build XP.



*NOTE*

These tactics are assumed that you are unbuffed and your opponent is unbuffed as well. Circumstances are different if they are buffed or with a party, or if you are buffed and with a party.

*Side notes on your status weapons*
Your Cursing branch is for those with less vit than that of the swordsman classes. Your Drowsy branch is for those with less Int than the mage class.

WoE tactics:
A little run-through on this build's duty in WoE.

Defense- You are to guard the emp and to desperado attackers. Disarm them if you can. You can also camp at the entrance and Desperado anyone who comes in. If they have Evil Druid on them, use silver bullets.
You can also join the precast, and if they have Magic Strings(Bragi) your Full Buster gets a nice cooldown time.

Attack- Stay with a priest or a group. take out defenders with your ranged attacks, or if they are close, use Desperado. Bloody Shells are somewhat suggested in Attacks. Do not dive into precasts. Gunslingers do not change jobs and, therefore, do not get the hp bonus, as well as the lack of the hp and def of a knight. Try to go in after your party goes in. Do not attempt to break the emp since you have a slow aspd. Instead, take out the rest of the wizards and priests and cause a much chaos as possible.

MVP Tactics
ALWAYS be in a party when MVPing. I have yet to meet a slinger who can solo an MVP(if you are a slinger who has soloed an MVP, please leave your tactics here). You act mainly as a supportive offense, using Desperado or Rapid Shower to take out the slaves and somewhat hurt the Boss or you can stick with the Bard/Clown and use Full Buster. If you wish to contribute to this section, leave your tactics here and I will post them up. *Serious tactics please*


Conclusion
This build may sound high and mighty, but it can still be beaten by any class and should not be used in comparison to other classes. . Because most servers have stat/skill resetters, feel free to mess around and experiment. Enjoy and keep on slingin!

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Wednesday, June 3, 2009

Ninpou Ninja Guide by Elendoil

Ninpou Ninja Guide

Table of Contense

1. What is a Ninpou Ninja
2. PvM Variants
• Int-Dex Variant
• Dex-Int-Vit Variant
• Int-Vit-Dex Variant
• Int-Agi-Dex Variant
• PvM Equipments
3. WoE Variants
• Int-Vit-Dex Variants
• Int-Dex-Vit Variant
• Vit-Dex-Int Variant
• WoE Equipment
4. Special FeelRO Equipment
5. PvP/WoE Tips
6. Places to Level
7. Credits


What is a „Ninpou Ninja“?
Ninpou is a basic technique of the magical skill tree of the ninjas. It is required for all spells and provides a nice bonus SP-recovery. A Ninpou Ninja (NN) uses spells as his primary weapon. Ninjas, along with Gunslingers, gain more experience per monster than other classes, which mean they level faster.


PvM Variants
Int-Dex:
STR 1
AGI 9
VIT 1
INT 99
DEX 99
LUK 1

Skills:
Reverse Tatami 1
Shadow Jump 5
Cast-off Ciceda Shell 5
Ninpou Training 10
Soul 10
Crimson Fire Blossom 5
Crimson Fire Formation 10
Dragon Fire Formation 5
Lightning Spear of Ice 5
Water Espace Technique 3
Wind Blade 5
Lightning Crash 5
North Wind 5

This Build has low Vit, so be sure you use Cast-off Ciceda(COC), but high damage output and really good casting times. You do enough damage with level 5 Element-spells, and you have lower casting times. Also use Soul as often as possible, it gives you a +5 Int boost!

Dex-Int-Vit:
STR 1
AGI 9
VIT ~40
INT ~80
DEX 99
LUK 1

Skills:
Same as above

Slightly lower damage, more HP and better status immunity. But even with some Int, use COC! It's and awsome skill!

Int-Vit-Dex
STR 1
AGI 9
VIT 69
INT 99
DEX 64
LUK 1

Skills:
Same as above

Max damage, good defence, nice HP, but slower casting.

Int-Agi-Dex
STR 1
AGI 72
VIT 1
INT 99
DEX 63
LUK 1

Ninpou Training 10
Crimson Fire Blossom 10
Crimson Fire Formation 7
Lightning Spear of Ice 10
Water Escape Technique 7
Falling Ice Pillar 5
Wind Blade 10
Lightning Crash 5
North Wind 5

Agi instead of COC isn't really good, it's more of a fun-build. Low Vit means less HP and low Dex is slower casting. You can use it when you're bored, but not to really hunt things.

Equip:
The Equipment differs with the monsters you hunt, so this is just a basic line of some usefull things.
Damage-reducing cards, for example cards that give you're armor an element which is strong against the element of the monster hunted.
HP-cards like Alarm Card, Andre Egg Card, Angeling Card, Fabre Card, Freeezer Card etc.
Int/Dex Cards like Ridewood Card or Rocker Card
Clip+Vivata Card(for short use only!)
Clip+Creamy Card
Clip+Smokie Card


WoE Variants
In WoE, the Ninja can take out enemie Emp breakers which made it through the pre-cast.

Int-Vit-Dex:
STR 1
AGI 1
VIT 69
INT 99
DEX 64
LUK 9

Skills:
There are three different skill-builds
1.
Reverse Tatami 1
Shadow Jump 5
Cast-off Ciceda Shell 5
Ninpou Training 10
Crimson Fire Blossom 5
Crimson Fire Formation 10
Dragon Fire Formation 5
Lightning Spear of Ice 5
Water Escape Technique 3
Wind Blade 5
Lightning Crash 5
North Wind 5
Soul 5

2.
Reverse Tatami 1
Shadow Jump 5
Cast-off Ciceda Shell 5
Ninpou Training 10
Crimson Fire Blossom 5
Crimson Fire Formation 10
Dragon Fire Formation 5
Lightning Spear of Ice 5
Water Escape Technique 10
Falling Ice Pillar 5
Wind Blade 3
Soul 5
3.
Reverse Tatami 1
Mist Slash 5
Shadow Jump 5
Shadow Slash 3
Cast-off Ciceda Shell 5
Illusionary Shadow 10
Ninpou Training 10
Crimson Fire Blossom 5
Crimson Fire Formation 10
Dragon Fire Formation 5
Lightning Spear of Ice 5
Soul 5

While version one tries to use all elements to kill quickly, the second mostly uses the Watery Escape Technique to slow the enemies down, giving him enough time to kill them, even with the weaker elemental spells. The third one is completely different, using COC and Illusionary Shadow for evasion to stay alive.

Int-Dex-Vit:
STR 1
AGI 1
VIT 44
INT 99
DEX 84
LUK 9

Skills:
Like one of those above, it's your dessicion which one

This build sacrifices some Vit for more Dex, meaning that it can cast faster, yet you will need more potions or die more often.

Dex-Int-Vit:
STR 1
AGI 1
VIT 42
INT 85
DEX 99
LUK 10

Skills:
Like one of those above, it's your dessicion which one

Lower damage for faster casting time. But a ninja need max Int for WoE, so this build can be played, but is not one of the top builds.

Vit-Dex-Int:
STR 1
AGI 1
VIT 99
INT 1
DEX 99
LUK 9

Skills
Reverse Tatami 1
Mist Slash 5
Shadow Jump 5
Shadow Slash 3
Cast-off Ciceda Shell 5
Illusionary Shadow 10
Ninpou Training 10
Crimson Fire Blossom 5
Crimson Fire Formation 10
Dragon Fire Formation 5
Lightning Spear of Ice 5
Soul 5

This build trys to rush in and spam area spells. Always use COC and Illusionary Shadow when rushing. This build is completely theoretical, I didn't test it. Also you need to reset at level 99 because it's nearly impossible to level with just 1 Int.

WoE Equipment:
Weapons:
-Bazerald
-Cutter [4] with 4 Drops cards
or
Knife [4] with 4 Drops cards
or
Main Gauche [4] with 4 Drops cards.
-Cutter [4] with 4 Fabre cards
or
Knife [4] with 4 Fabre cards
or
Main Gauche [4] with 4 Fabre cards.

Upper Headgear:
-Apple of Archer
-Mistress Crown

Middle Headgear:
-Sunglasses[1] with Elder Willow Card

Lower Headgear:
-Gangster Mask
Armor:
-Glittering Jacket with Marc Card

Left Hand:
-Armguard

Shoes:
-Crystal Pumps
-Shoes[1] with Verit Card

Garment:
-Muffler[1] with Radric Card

Accessory:
-Glove[1] with Zerom Card
-Earing[1] with Zerom Card
-Rosary[1] with Zerom Card


WoE/PvP Tips
Against:
1st Classses > A few LSoI or an Dragon Fire Formation will kill them easily unless they happen to be a perma first class that's like lvl 90+ or something.

Knight > Simple enough, just COS and hit with whatever magic you want, although if they have a hide clip you'll need to just stick with LSoI.

Wizard > They have good MDef, you have good MDef. But while they have very strong AoE skills, Ninjas have really strong single targeting spells. But Jupitel Thunder still hurts with the push-back. Anyway, if you have a hiding clip, try to get them when they are fighting others. Then they are an easy kill.

Hunter > If you see one, chances are you'll be dead soon since their birds ignore COC. Best thing you can do is just spam LSoI and hope they don't have much max hp.

Blacksmith > Watch out for Hammerfall. Lay down a WET and try to get them at range. Be sure to have COC in case they reach you, they hit you hard.

Assassin > These guys can be really easy, and a real pain at the same time. If you have a fast enough cast, they won't be able to cloak away from LSoI and they take a ton of damage from magic. If you have Maya Purple card and see an invisible one running straight towards you, lay down Crimson Fire Formation to protect yourself. Once they are hitted, spam LSoI.

Priest > You don't do much damage, they can heal theirselves, buff theirselves. Let the damage do some melee classes. If you have to fight, try to kill them as fast as possible, because the longer the fight takes, the better their chances to win are.

Crusader > If they have heal, it's really hard. Also be careful, they are usually mounted, so they are fast! Try to bring them down before they come to you. And watch out for their shields, they can kill you at range if they have to!

Sage > Spell Breaker and Magic Rod, that's all I have to say about these guys. Chances are you'll not win this fight.

Bard > LSoI should normally do.

Dancer > Not sure about that, will be added when I am.

Alchemist > If they DO NOT have a homunculus, you MIGHT be able to kill them. If they have a vani, you can just forget it. You'll be dead before you can get off 2 LSoI.

Rouge > Fairly easy as well, try to take them down from range. If they use bow, you should be faster. If not, you die. Very simple

Monk > Also a pretty easy class to take out since nothing they have can hit you. In almost every case you can do more damage than their heal can keep up with.

Trans-Classes > They are all hard to kill, High Priests are nearly impossible(at least I never managed), just try to kill them all at range, lay down a WET against melee classes. Classes with low MDef AND melee attack are killable(Dagger Stalker etc.), if they get invisible(Chase Walk or something like that), Crimson Fire Formation is your best friend.

A strategie I didn't test yet (so this IS theoretically, if it's a bad strategy, tell me and I will remove it!), get a Pest carded armor so you can spam Dragon Fire Formation at them Twisted Evil


Places to Level

1-~15
Kill Porings at Eden(the Cowrings, Ghostrings etc. are exactly like porings)
~15-~20
Spam Lightning Spear of Ice at Poporings
Again, spam LSoI, this time at Mandragoras
Spam LSoI at Floras
~20-~40
Again, spam LSoI 1 at Metallings
Same for Greatest General
~40-~70
Crimson Fire Petal will do for Geographers
~70-99
Use COC so you don't get hit! And kill them with Wind Blades. Ice Titans give VERY good experience


Credits
www.ro-card.de
http://www.rocheck.de
http://rns.gamona.de/

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Tuesday, June 2, 2009

Monthly Update for May

Ok, I have had this site for about a month now. I noticed a lot of visitors coming and a lot still keep coming back. Thank you very much for reading these guides and keeping this site alive. Some of these Guides are actually from different authors and servers and I try to get only the best guides around. I will also post different guides of a character from different people so that this site will not be biased so I hope you liked the guides posted here so far!

I edit/will edit some of the guides with customs so that it would become more "Universal". I hope you bear with me for some of the unedited guides, I will edit only the custom items to prevent bias. The guides will still be considered originally by the authors because of this.

My goal for this? Well, I want to provide quality guides without the need to register/log in to forums and avoid all the hassle. I also want these guides to be free for anyone willing to learn. There are a lot of guides on the internet but the good ones are usually found in forums and are not accessible to the general public. So, thus this site is made. So far I only include guides with characters reaching 99/70 lvls. I may add a high rate guide soon if it is needed. I hope you guys like the site!

For the authors, Thank you for making such great quality guides! You truly are best at what you do and you deserve all the credit!

To my visitors, If you have some conflicting information found on a certain guide, then please be free to post your comments and suggestions. That is what makes a website grow and prosper so I hope that you could give your feedback. Don't be shy to post your comments!

Anyone who can recommend a great WS guide and Gypsy guide will be more than welcome. I have yet to find a good one because most WS guides I read were crappy.

To everyone, thank you for making this website possible and have a happy time playing with Ragnarok! Thank you for visiting Ragnarok Job Guides and have a nice day!

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