Showing posts with label Ragnarok Champion Guide. Show all posts
Showing posts with label Ragnarok Champion Guide. Show all posts

Sunday, May 31, 2009

Champion Guide by Kensai

    Once a wise man said : VENI VIDI G-FIST
    ©Kwiatek



    Content
    Why do you want to become a Champ?
    Where to level your soon-to-be-champ and how to earn money while levelling?
    How to skill your champ for the full potential in WoE / PvP?
    What are the right stats for WoE / PvP?
    Proper Gear for WoE / PvP
    How to play Champ in WoE
    How to play Champ in PvP

    Why do you want to become a Champ?
    You're planning to make a champ so you can destroy pvp or even WoE?
    Thats the right reason, if you're planning to make a Champ

    Where to level your soon-to-be-champ and how to earn money while leveling?
    When you're going to start your stats should look like this

    After leaving the Novice grounds your stats should be 9 Dex, 9 Luck and about 30 Int
    Kill some porings so you'll get level 1 Heal at least, then head to payon dungeon and healbomb Zombies and Skeletons (Use Shift + Heal or /ns) - either avoid or kill the Familiars. Don't forget to take Novice Pots with you

    After Hitting level 30 you can either go Payon dungeon 2 till you've got Pneuma or try to go Zombie Prisoners till you're job 50, after changing your job you can stay there till around job 30 but then you'll have to choose on of the following 4 ways

    There are 4 Ways to become level 99,
    Steelbody in Abbey Parties
    Combo-Build
    Occult-Build
    Asura Build

    Pro's and Contra's of these Ways
    Steelbody in Abbey Parties
    You're levelling really quick, and it's the cheapest build since you don't really need anything cause of Steelbody - But the money you're earning is not really much since the parties have got Item-Share

    Required for this is Steelbody level 5, 99 Vit, 99 Dex ( Typical Steelbody Build)

    Combo-Build
    You've got the chance to earn money while levelling, and you basically just need to buy Elemental Fists, another Pro is that you can farm almost all cards that you need when you're a Champion - The Con of this is that its taking really long

    Build for this I would suggest, 100 Agi, 110 Str, About 50 Dex but I can't really give a proper build since I never played Combo-Build

    Occult-Build
    You can earn with this lots of Money because you're leveling on Sleepers
    The Stats for this should look like this (TOTAL)
    As weapon you should get a stunner and the following stats to kill the Sleepers with 2x Occult
    100 Str, 60 Dex, 100 Agi, 60 Int, 20 Vit

    Asura-Build
    This is the most expensive build, due to the gears that are required but it can be faster than any of these builds if you've got the gears, because this build is focusing on these monsters, Abysmal Knights and Kasa.

    For the Abysmal Knights you have to get a normal stunner and a phen carded accessory and the following stats (TOTAL)
    110 Str,80 Int, 90 Dex - Only with a Stunner

    For the Kasa you'll either need 3x Abysmal Knight Chain, which is hard to get for new people, so you better stick to 3x peco peco egg
    Stats should look like this for 1-Hit, if you're getting yourself a sp-song slave you can easily 1-Hit in Thors
    120 Str, 100 Int, 60 Dex
    Gears used for this Build:
    Incubus Marionette Doll, Evil Ears,Morph Shawl, Sohee Shoes 2x Ring (Unslotted)

    How to skill your champ for the full potential in WoE / PvP?
    WoE Build

    PPS level 1 is enough, because you'll only use it to make kaupe dissapear and you can asura the linker after that - Decrease agi level 10 because its really useful and you dont use spiritual cadence anyways in woe


    PvP Build

    PPS, TSS and Occult maxed because that are your mainskills in pvp
    Increase agi level is only for walking speed, you won't have time to heal yourself in a duel against a good champ so just leave it at level 3


    What are the right stats for WoE / PvP?

    WoE

    Chain / Stunner / +9 Lich Build
    110 Str, because you'll have lots of sp in WoE (1300 +)
    70-80 Vit, because of the Gypsies and mainly to survive
    50-70 Int, For more Damage and for more SP recovery when you are using Royal Jellies / Blue Pots
    130-140 Dex, having a fast cast = People won't be able to hide fast enough

    Lower dex means more vit/int but you always need to know that if you're playing against another champ the higher dex wins so dont go for less than 130 dex - it just kills you

    Important
    A +9 Lich is doing slightly more damage than Stunner or a Chain ONLY if you're using the right equips (Sohee, Morph Shawl)

    PvP

    Basically PvP is almost the same like WoE, with the exception you're not planning on potting in PvP but there is one rule
    NEVER PPS/TSS/INVEST WITH LICH

    Chain / Stunner
    120 Str, because you want to hurt oher people right?!
    99+xx Dex, Same as for WoE, people can't hide fast skills
    Rest into Vit - Survive!
    THERE IS NO USE FOR SP IN PVP IF YOU'RE NOT PLANNING ON ASURA'ING

    Proper Gear for WoE / PvP

    IN WOE REDUCTION ALWAYS GOES FIRST IF YOU CANT SWAP

    WoE Gears

    Upper Headgear - F-Beret, Ulle's Cap + S.Golem
    Middle Headgear -Masquerade or Sunglasses + Vanberk or Incubus
    Lower Headgear - Gangster Mask
    Armors - Valk Armor(s) Evil Druid and Marc, if you don't have a Valk armor take Saint's Robes, 1x Evil Druid and 1x Marc. Take also 2 Silk Robes with Evil Druid and Marc because Armors break in WoE. For Precasts Additionally Silk Robe with Pasana / Swordfish
    Weapon - Double Bloody Boned Chain, Double Bloody Stunner, +9 Double Bloody Lich Wand
    Shield - Cranial Valk Shield
    Garment - Immune Wool Scarf, Morph Shawl, Guard Wool Scarf if you can swap equips
    Shoes - Green Ferus, Sohee, Verit Tidals
    Accessories - 2x Nimble Glove for Precasts Acolyte Rosary


    PvP Gears
    IN PVP REDUCTION ALWAYS GOES FIRST IF YOU CANT SWAP

    Upper Headgear - F-Beret
    Middle Headgear - Masquerade or Sunglasses[1] With vanberk or Incubus
    Lower Headgear - Gangster Mask
    Armors - Valk Armor(s) Evil Druid and Marc, if you don't have a Valk armor take Saint's Robes, 1x Evil Druid and 1x Marc.
    Weapon - Double Bloody Boned Chain, Double Bloody Stunner
    Shield - Cranial Valk Shield
    Garment - Immune Wool Scarf
    Shoes - Green Ferus or Sohee Tidals
    Accessories - 2x Nimble Glove


    How to play Champ in WoE
    Your task in WoE will be to take out important or dangerous characters. For example:
    -Champs
    -Creators
    -Sinxes
    -Professors
    -Stalkers

    Fighting a good champ means spam absorb on him like no tomorrow, walk always next to him or almost into him so he cant absorb you and you can kill him. if he snapped away - DONT WALK TOO CLOSE TO WALLS HE COULD NINJA YOU (frill card)

    If you use Pneuma the creator already lost because he cant damage you anymore, ALWAYS USE RUWACH THEY MIGHT HIDE UR ASURA

    Sinxes = perm ruwach, they might 1-shot you but thats not going to happen because sinxes are nerfed they are still dangerous because a double-sb can kill you

    If the proffessor uses wof + sw just ignore him, but if hes busy dispelling your guildmates kill him if hes not standing in a sw - PUT A PNEUMA ON HIM SO HE WONT BE ABLE TO SW HIMSELF - ruwach on!

    If the stalker is running away with chase walk just follow the footsteps and kill him when hes out of chase walk

    How to play Champ in PvP

    As already stated above - your mainskills are PPS,TSS,Invest,Absorb,Zen and snap. to succeed in pvp you should use endow because there are many gr's nowadays and gloom boxes and green pots because silence would kill you if you wouldnt have green pots - also a few sp items would make it easier for you if you want to leave the room and dont have any sp left so you can just warp urself out

    Lord Knight - Spiral
    spiral Lord knight usually got high vit and just use spear stab / magnum break spiral combo on you so be sure to snap back into your pneuma so you wont get hit by spiral

    If he's spiral build just pneuma yourself, 1x PPS and TSS him, when he's running away do a pneuma FIRST then snap into it and TSS him again till he's dead. If he's using berserk just blade stop him and wait till he relogs

    Lord Knight - Bowling Bash
    bowling bash lord knights usually got around 70 vit so use invest. also they just spam bb on you so you have to snap way and decrease agi them
    if they are using bash snap away the chance to stun is way too high avoid that the stun-bb tactic can easily kill you

    If you're up against a good Bowling Bash lk you can only win if you decrease agi him and PPS spam him till hes going berserk then just blade stop

    Assasin Cross - 99 Agi
    usually they just melee or sb you be sure to blade stop them when they melee you and the only way to hit them is occult if theyve got like 300 agi

    PPS spam till he drops - TSS when you used 2x PPS

    Assasin Cross - Sonic Blow
    they usually cloak next to you and sb you so ruwach-snap around and find them. decrease agi and follow them with PPS and TSS

    PPS spam him so he cant use sonic blow when he got pushed 6 cells away use TSS
    If the Sinx is linked and using edp you have to use asura to kill him, else he'll kill you

    Assasin Cross - Soul Breaker
    they are most of their time cloaking so ruwach-snap around - find them - decreaese agi them and pps them

    pneuma yourself and TSS him. If he's cloaking use ruwach and do a pneuma-walk when he used sbk snap next to him and PPS him + TSS

    Sniper
    AVOID THE TRAPS they kill you, especially sandman,ankle snare and shockwave trap. they push the traps with arrow shower so when you see a trap next to you snap away so they wont get u into their traps

    pneuma yourself, decrease agi the sniper, TSS him. If he's hiding level 5 TSS use level 3 TSS till he dropped.
    If a level 5 TSS hitted snap next to him and use invest and he'll drop

    Sniper - Falcon Assault / trap
    AVOID THE TRAPS they kill you, especially sandman,ankle snare and shockwave trap. they push the traps with arrow shower so when you see a trap next to you snap away so they wont get u into their traps

    pneuma yourself and use TSS. the sniper will have high vit. do a pneuma next to him - invest him till he'll die

    High Priest
    they run when you PPS them - or they just stand in their corner and in their SW - PPS them and snap into them before the push-effect of PPS was there and voila. the hp got pushed out of his sw 8D

    decrease agi - PPS him into a corner and pneuma him so he cant use Safety wall if youre fighting a good hp you cant kill him without asura

    High Wizard
    they quag or just jt spam you wear a dokebi armor if you can so their jt will do crap damage when they cast sg swap to unfrozen and snap out of the sh

    snap next to him, PPS him and use TSS - they dont have much HP and

    Whitesmith
    usually they just go after you and want to ct you so keep them away from urself

    DECREASE AGI ALL THE TIME AFTER HE USED CART BOOST
    snap away from him - use TSS until he dies if you're next to him you might stun and die we don't want to die rite?

    Paladin - Rapid Smithing
    spams rapid smithing on you and follows you

    pneuma yourself, PPS and invest him, if he doesnt have defender use TSS instead of invest

    Paladin - Matyr's Reckoning
    they are going after you with having MR on so dont let them get closer decrease agi and tss them if they dont have defender

    blade stop + investigate repeat this until he's dead

    Paladin - Support / Devo
    they cant be killed easily because they'll spam pressure on you which means -2000 hp and lots of ur sp

    investigate is the only way you can kill them

    Stalker - Bowling Bash
    almost the same like Lord knights but if you decrease them their aspd wont be lowered that much so they are really really dangerous - also strip kills you

    PPS and TSS - dont let them come too near and dont let them get off too many times bowling bash else ure dead

    Stalker - Caster Type
    its the same as wizard - use dokebi and keep them away from you to avoid strip they dun have that much vit

    PPS and TSS dont let them get off too many jt's else ull b dead

    Clown / Gypsy


    If they are Arrow Vulcan just pneuma yourslef and TSS them. if they are not Arrow Vulcan build PPS and Invest them

    Champion
    if you're fighting a good champ be sure to absorb him all the time when he used zen else PPS spam him and get after 2PPS spheres and use TSS
    if he's running decrease agi him and snap after him and TSS him also use occult when you think he got high vit

    Professor - Bolter Prof
    basically they just bolt/ WoF themselves and SW themselves - use their WoF for yourself and pps them out of it and TSS them

    snap next to him and PPS spam him - if he got a hp as support just asura him else you can't kill him

    Professor - Support
    snap next to him PPS him and when he's not using Wall of Fog TSS him
    PPS is your MAINSKILL against them dispell spam kills you so you can swap to invest but always try to use PPS

    Creator - Homunc
    basically the creo just hides and let the homunc do his work

    2x Invest the homunc and it'll be dead then just PPS the creator until the homunc is ressed and repeat that until the creator is dead

    Creator - Homunc + AD
    asura the creo. no other chance to survive / kill him

    Ninja
    can't kill the ninja with ciccada thingie - just ignore them they dont do damage anyways except final strike which can be blocked by pneuma

    Soul Linker
    PPS spam them and TSS until they are dead - THEY CANT DO DAMAGE

    Super Novice
    1x TSS and they are dead if not 2x PPS and TSS that should kill them

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Friday, May 1, 2009

Advanced Techniques for Champions

Advanced Techniques

List of self-defined Advanced Techniques:
- Dancing / cancelling skills
- Reverse Palm Push strike ASPD based
- Reverse Palm Push strike sit cancel
- Occult dance
- Swapping weapons while casting
- Heal Asura strike animation dancing
- Palm Push strike Asura strike chain
- Palm Push strike Finger offensive chain
- Reverse Palm Push strike sit cancelled Body relocation
- Palm push strike to Asura strike off the wall.
- Reverse Palm Push strike sit cancel to directional Asura strike 'The good stuff Mikey'
- Body Relocation glitch


What's this dancing and cancelling you keep blabbering about?
The term dancing comes from the repetitive cancelling of a skill in order to spam it roughly 50% faster. This, of course, does not pertain to all skills but most of them are faster when cancelled.
To explain about cancelling being faster is easy, a lot of skills have animations that, even though they don't look like it, last longer than the initial After-cast delay, or Cast Delay for short.
The animation can actually be cancelled by simply moving to another cell or using another skill in between while casting/using a skill.

*Palm Push strike can only be cancelled with impeccable timing, to make it easier you'll have to use an awakening potion or. you can always cancel Palm Push strike with your fists at AGI 1 with ease.
As an alternative to make Palm Push strike easier to cancel you will have to sit cancel and in order to do that, you have to click the skill first on your keyboard, point the mouse on yourself, move your finger that clicked the skill to the insert button, click your mouse and just like you would 'move'-cancel a skill time the pushing part of the insert button just like that.
Ridiculous and complex as it sounds, it's actually quite easy to perform and mastery of it will result in quick sit-cancels.
Note: all videos are recorded with fraps but the sound has been recorded through my microphone so you can hear the buttons being pressed/ mouse clicks.

Reverse Palm Push strike ASPD based 1


Reverse Palm Push strike sit cancel 1



Reverse Palm Push strike sit cancel 2




**Occult dancing is a technique known for being hard to master, it requires impeccable timing and has a high learning-curve.
To perform the Occult dance, make you sure you know how to cancel normal melee moves
Occult dance


Swapping weapons while casting

Yes, swapping weapons or other gears while your casting. What's the purpose of this? one might wonder. that's easy, weapon effects/stats/everything and gears will change while you cast and alter the effect of the attack. For example; imagine your wearing two nimble gloves and you cast Asura Strike and immediately tag to a Phen clip ( makes your cast not interruptible ) the Cast Time of Asura Strike will not be changed since Casting time is always calculated at the beginning of the formula and can not change while casting. The effect of the Phen clip, however, will override one of your gloves, but that doesn't matter since Cast Time can't be altered.
Again, it sounds complex and strenuous to do but practice makes perfect and it'll surely increase your speed by 4 DEX.
Other uses for Swapping Weaponry / Gears include.
- While casting Collect Soul
- While casting Finger Offensive
- Mantis rings or anything else that boosts your stats.

And a lot more, you should try it.

Heal Asura strike animation dancing
Exploiting two things at once makes:

Heal asura dance


Below you'll notice a large amount of videos, these videos are dedicated to the different uses Palm Push strike can have.

Palm Push strike Asura strike chain



Palm Push strike Finger offensive chain



Reverse Palm Push strike sit cancelled Body relocation
I guess this requires some explanation.
I've done some study about the directions of Palm Push strike when you enter somebody (standing on the same cell as your opponent) from a body relocated direction.
Palm push strike will send you to the direction your opponents back is pointing to the moment you've used Palm Push strike.
Because of the fact your inside your opponent the game assumes you're in some sort of 'zero position' facing your enemy.
It's quite buggy really but it should work like that.



Palm push strike to Asura strike off the wall.


Reverse Palm Push strike sit cancel to directional Asura strike 'The good stuff Mikey'
I love this one.
Mixes two techniques in one combo, pretty hard stuff.


Body Relocation glitch
Whenever damage has been given to an opponent, the game registers the damage with a little delay, whenever your opponent is not in the same screen the moment your opponent has been given damage, it will show as if the damaging part occured but the game totally neglects it.
The only way I know for this strange phenomenon to happen is by either body relocating out of the screen ( requires some timing ) or warping to another spot by means of using a fly wing, @warp, @jump etc.

Forgot to record sound either by mic or computer so I decided to slam in some piano music.


Formulas and all that Geeky stuff'


Heal
The amount of HP restored is determined by:
floor((Base Level + INT) / 8) * Base Heal
Base Heal = 4 + 8 * Skill Level


Investigate
(BaseATK + RandomDMGFromOverupgrades) * CardMods * Adjustment * SkillMod
• Adjustment = (EnemyDEF + EnemyVIT) / 100
• BaseATK = (STR + STR^2 + Dex/5 + LUK/5 + WepATK)+ Upgrades + ATK_From_Cards
• SkillMod = (200 + (150 * Skill_Level)) / 100

Decrease agility
SuccessRate = 40 + SkillLV*2 + (BaseLV + INT)/5 - Target MDEF

Finger Offensive
Base atk Damage = 125%+25*used SkillLV * Card effects - Card reductions


Palm Push strike
Base atk Damage = 200%+100*SkillLV * Card effects - Card reductions

Asura Strike
Base atk Damage = (Weapon ATK+Base ATK) * (8 + SP/10) + 250 + (SkillLV*150)]*Card Effects

The formula is complex, so you might want to use this calculator:
http://www.simn.de/asura/index.php
Credits all go to Simn.



Links, credits, 'etc'

Special thanks to

Phen/Wouter
For helping me out with some experiments and letting me use his skill/stat sketch.

Longcat./Soulsinx
For helping me out with some experiments.

Nightdust/Jordy
For standing still.

Salvago/Django
For correcting my Engreesh in a lot of sections :B ilu man.

Disox/Niels
For fixing some minor errors and a big thanks for helping me do some choreographed stuff.

Desi/Strike
The early days.


Big Guild of Lamerz and others ( you know who you are )
Because I love you guys.

Coffee
For helping me stay awake while typing this "Most of it"

Bitchfist should, leer teamworken :s


Links
http://gamefaqs.com
http://irowiki.org/wiki
http://ratemyserver.net
http://wikipedia.org

Made By: Rellics of ZNRO

For more guides and Tips and Tricks I hope you continue to visit Ragnarok Job Guides!

Champion Guide


Though given another chance by the gods, the monks once again turn to training their physical strength and ignoring the call to help others. Now with the power of the gods, they are able to strike and kill in one hit. The combo capabilities of Champion is far more powerful than Monks. Champions can now call five spirits all at once. They can pull off the deadly Guillotine Fist (Asura Strike) faster than Monks, and deliver a devastating palm strike. Champions are truly a powerful class and deadly killer.

- Introduction

The purpose of this guide is to learn you more about Champions in general, advanced techniques champions have and some formulas to help you understand/make your builds better.
Most of the information found here is gathered by resources or in-game experiments/experience on private servers.
Oh, as a bonus: there will be no fĂșcking swearing in this guide.

Addendum: This is mostly for PvP uses, you can ,however, utilize some techniques on monsters.

Addendum 2: I'm totally neglecting the Combo-Champion. I never used it ( well once, but I never decided to get all geeky about it ) so bash me for that.

Addendum 3: I can be useful.


Version updates:

v 1.0
- Fixed the part about PPs not being able to be cancelled with weapons
- Added the Body Relocation glitch


Table of Contents


- Skill tree
- In-depth explanation about important skills including some tips
- Equipment
- Advanced techniques
- Formulas and all that geeky stuff
- Links, credits, 'etc'


Skill tree




Indepth-explanation about important skills

Asterisks '*' will be explained later in the Advanced Techniques section.

Ruwach
Summon a holy light around the caster that will detect and damage hidden enemies within its range (3x3 cells). Ruwach inflicts an amount of Holy property damage equal to 145% of the caster's MATK.
SP Cost: 10
Cast delay: None
Cast Time: None

The use of Ruwach is self-explanatory but regardless of that, it’s a mandatory to have this skill.
You can dance/cancel this skill.


Heal
Restores the target's HP. The amount of HP restored is based on the caster's base level, INT and the skill's level.
Heal used against undead element targets counts as Offensive Healing - Heal does damage instead of restoring HP.

SP cost: (10+(SkillLV*3))
Cast time: None
Cast delay: Fixed at 0.5 s

Apart from healing your HP, this skill could also be used to check of your opponent is wearing Evil druid or not.

1. You can dance/cancel this skill.





Raging Palm strike/Palm Push strike
Use your palm to push enemies back 3 cells. Damage will be inflicted after 1 second. Only works when under Fury status. Does not consume Spirit Spheres.
SP cost: (2*SkillLV)
Cast time: None
Cast Delay: 0.3 s

Palm Push strike is a skill that is highly exploitable, it has a knock back animation that activates after 1 second, but the Cast cool-down is 0.3 s. Which means that you can alternatively use another skill before the knock back animation starts, this grants the opportunity for a lot of weird combinations which I will explain to you later.
Palm Push strike has a lot of uses, from Pushing somebody out of Safety Wall/ Pneuma or just to connect another attack after Palming.
The knock back effect of Palm Push strike can only be negated by the RSX card and War of Emperium arenas. Standing in Safety wall will prevent damage, but not the knock back effect.
Please note, to combo into another attack you’ll have to use an *Awakening potion first.
*I lied, you are able to combo into another attack without Awakening potions, but you have to time it exactly which is quite hard. Awakening potions make it a lot easier since they reduce attack delay by 15%.
The amount of Palm Push strikes you can stack, human finger wise, is 4. You can however stack 9 if you have poem and if you are able to spam buttons at 150 m/s.

1. You can stack multiple Palm Push strikes.
2. Can only be used under the Fury status.
3. Card effects like hydra and zipper bears work with this skill.
4. *You can dance/cancel this skill.



Investigate/Occult impaction
Consumes 1 Spirit Sphere per cast. Inflicted damage increases in proportion with the enemy's VIT DEF and Armor DEF. Occult Impaction is always of the Neutral element regardless of an equipped weapon's elemental attribute. Occult Impaction always hits.
SP Cost: 10-20
Cast time: 1 Second (Not Interruptible)
Cast delay: 0.5 Seconds

Investigate is a rather weird skill, a skill that isn't used a lot in PvP but has potential to do high damage by means of dance/cancelling the skill.
Because of the cast delay being 0.5, but you're stunned for 1 second, you can cancel the 'animation stun' of 0.5 seconds ( 1-Castdelay[0.5]) by summoning a spirit or moving.
This skill can be combo'd after Palm Push strike.

1. Card effects like hydra and zipper bears work with this skill.
2. Investigate will do more damage when you use an Evil Druid card in your Armor.
3. Investigate never misses ( excluding Safety wall )
4. Element is always neutral and can not be altered
5. **You can dance/cancel this skill.


Root/Blade stop
Root is the Monk's version of the Knight skill Counter Attack. Once Root is cast, it allows the caster to "catch" an enemy if they use a normal attack against the caster during the skill's Catch Time. If Root is successfully cast, then both the Monk and enemy are thrown into the "Root" status. During the Root status, only Monks can attack, by use of skills, and what skills they can use are determined by the level of Root they have learned. Root only works on physical attacks and requires 1 Spirit Sphere per cast.
SP Cost: 10
Cast time: *0.5-1.3 s
Cast delay: 0.5 s

Pretty exploitable skill and will fit in amazingly handy against ASPD Assassins and berserk Lord Knights.
*Blade stop's cast time is actually instant but the seconds put there are actually the 'catch' time, with this I mean the time you will remain in the pre-blade stop animation. While you're in the pre-blade stop animation, any melee attack that hits you will be 'blade-stopped'.
Blade stop only works against melee and will fail to work against skills like Cart termination and Bash. It does, however, work against Sacrifice.
While your opponent is blade-stopped, you can use Raging Quadruple Blow, Finger offensive and Asura strike. Please note that your blade-stop level has to be at least level 2 to cast Finger Offensive and level 5 for Asura strike.
Since this skill does not create an actual 'status' there are no known ways to recover from it by means of skills like Recovery or Blessing except for dispell. To get out of blade stop, the original caster using an attack ( Or if you blade-stopped a champion he/she can use his/her skills too) or if one of the two dies.
When you have blade-stopped somebody, both you and your opponent can be hit from incoming attacks and yes you can be separated from each other.



Decrease AGI
Decreases AGI of target by 2 + SkillLV and reduces movement speed by 25%. The skill can fail and success is indicated by the text "AGI down" on the target at the time of casting.
SP Cost: (20+(SkillLV*10))
Cast Time: 1 s
Cast Delay: 1 s

Decrease AGI is one heckuva' handy skill, it can cancel increase AGI, Adrenaline Rush, Two-Hand quicken, One Hand quicken, Spear quicken and Cart boost.
You can make a berserk Lord knight useless and prevent Whitesmiths from using Cart termination and it makes your opponents easier to hunt down while you're chasing them.
This skill is a must have.

1. You can dance/cancel this skill at the end of the cast time.



Sphere Absorption/Absorb Spirits
Uses up all Spirit Spheres and regains 10 SP per sphere. Can be used on another Monk's Spheres in PVP with a success chance of 100%. If used against a monster it steals 2 SP per monster level with a success chance of 20% .
SP Cost: 5
Cast Time: 2 seconds
Cast delay: None

Absorb spirits has a few uses, you can steal the Spheres of other champions disabling them to use Finger Offensive, Asura strike and Investigate. The skill can also be used to slowly regain/create SP for no cost and the idea is simple, you cast Collect Soul ( costs 20 SP ) and absorb your own spirits (10*5 SP) 50-20-5, to regain 25 SP.
Whenever you absorb the Spheres of a Champion while he/she is casting Asura strike, the animation of Asura strike will continue but no damage will be dealt and you still lose all of your SP. Finger Offensive, on the other hand, will abruptly cancel at the end of the Cast Time if the Spheres are absorbed while being cast.

1. You can dance/cancel this skill at the end of the cast time.



Throw Spirit Sphere/Finger Offensive
Throws Spirit Spheres at enemy. Skill level affects number of spheres that can be thrown, damage is 125%+25*used SkillLV% ATK using the element of your current weapon. Number of thrown Spirits equals to used SkillLV and may miss depending on normal hit probabilities. It has uninterruptible cast but Pneuma will block this skill.
SP Cost: 10
Cast Time: (1+(SkillLV*1)) Not interruptible
Cast Delay: 0 - 0.2 s.

Mediocre exploitable and strenuous cast time for low/med-DEX characters, Finger Offensive has a weird damage modifier. If you have one spirit Sphere left and cast level 5 Finger Offensive, the Sphere will be level 5 (damage wise but cast time acts as level 1) and give damage according to the level it was cast with.
Finger Offensive takes over status cards so use it in conjunction with marina cards, or others, to benefit from.

1. This skill can be combo'd after Palm Push strike
2. Card effects like hydra and zipper bears work with this skill.
3. ***You can dance/cancel this skill



Snap/Body relocation
Directly teleport to any chosen cell. You can not move to or over non movable cells this way, e.g. up a cliff. Uses up 1 Spirit Sphere. If under Fury state, you can use this skill without the need for Spirit Spheres. After using this skill, you cannot use Asura Strike for the following 2 seconds.
SP Cost: 14
Cast Time: None
Cast Delay: None, except Asura strike (2 seconds)

To elaborate about the strange Cast Delay Body Relocation has with Asura Strike, whenever you Body relocate to a cell your Fury status goes into a cool-down mode which only affects Asura strike, you can see it too, Body relocate on a cell and 2 seconds later you'll glow from Fury again.
Use this skill to swiftly move from spot to spot and combo into a few moves, like Palm Push strike or Finger Offensive.
It's not a complex skill but ranges in usefulness such as retreating techniques or taunting somebody.

1. This skill can be "combo'd" after Palm Push strike.



Guillotine Fist/Asura Strike
Guillotine Fist is the Monk's ultimate attack that consumes all of their remaining SP to deal massive damage to one target. Guillotine Fist is effected by race/size/elemental cards, but always remains a Neutral property attack.
SP Cost: all
Cast Time: 4 - 2 Seconds ( Level-wise)
Cast Delay: 3 - 1 seconds ( Level-wise)

Asura Strike is by far my favourite skill, it can do massive damage and without extensive
set-up can kill any class if used correctly.
This skill makes the Champion a class to be feared even if you're wearing a Ghostring.
Just like many other skills of the Champion, to pull off Asura Strike it requires the Fury status and all 5 Spirit Spheres ( with an exception of root where you only need 4 Spheres ).
Once used, you lose all of your Spheres, the Fury status and SP.
If you quickly regenerate your SP you would be able to use another skill after 3 - 1 seconds, these seconds depend on the level that Asura Strike is.
The lower the level of Asura Strike, the higher the Cast time and Delay, the Higher the level of Asura Strike, the lower the Cast time and Delay.
A strange phenomenon occurs when you pull off Asura Strike and immediately, continually, move into a direction.
It's an ever going animation until you stand still with the exception of standing still while cancelling it into a move like heal.
It's rather complex and I'll make a video about it later.

Some stupid facts about Asura strike or random stuff:
1. Did you know Asura Strike's damage mostly comes from STR?
2. Did you know Asura's casting cell is 1 but if the opponent moves to ANY place on the map Asura strike will still hit?
3. Did you know you could instantly Body relocate after Asura Strike in the past?
4. Did you know 'Asura' is, in Hinduism, a group of power seeking deities also referred to as demons?


1. Asura strike can be interrupted
2. You need to have 5 - 4 Spheres and Fury to use this skill
3. Card effects like hydra and zipper bears work with this skill.
4. Asura never misses ( excluding Hide and Safety wall )
5. Asura is always neutral and can not be altered.
6. You can dance like a madman after the skill has been cast.


Zen/Collect Soul
Summon all 5 Spirit Spheres at once. Unlike Summon Spirit Sphere, this skill can be interrupted.
SP Cost: 20
Cast time: 2 s
Cast delay: none

Way faster than Summon Spirit Sphere and costs (5*8-20) 20 SP less. The only downside, in comparison with Summon Spirit Sphere, Collect Soul can be interrupted while Summon Spirit Sphere is non interruptible.



Fury/Critical explosion
This skill launches the caster into a state that increases the Critical Attack rating of the caster, disables natural SP Recovery, gives the caster a special aura, and allows the user to cast Guillotine Fist. Requires 5 Spirit Spheres to cast.
SP Cost: 15
Cast Time: None
Cast Delay: None

Mandatory for everything you will ever do.

1. Super novices can also cast this skill and bug it for that matter.
2. You can dance/cancel this skill.




Pneuma
Creates a 3x3 cell cloud (although the animation only appears to cover the center cell!) around the target cell that blocks all ranged Physical attacks. This means that it also blocks the bow attacks of players, so take care not to prevent any Hunters or Bow Thieves in the party from being able to do damage! Monsters count as being "ranged" if their attack has a range of 4 or more cells. Pneuma cannot be cast if it is targeted to overlap an already existing Pneuma area or a Safety Wall cell. Does not block splash damage or negate the Flee reducing effects of having multiple targets attacking you. Do note that although you can see the animation on top of a Land Protector, Pneuma will have no effect.
SP Cost: 10
Cast Time: None
Cast Delay: 1 s

Utilize the negative effects from Pneuma to your benefits such as disabling a priest to Safety Wall a certain spot.



Equipment
Mostly taken from Phen's sketch and these gears are highly advisable in PvP.

Headgears
- Apple of Archer
- Poo Poo hat
- Feather beret
- Lord Kaho Horns ( debatable )
- Morpheus's hood ( + the whole set of course )
- Sunglasses[1]
- Glasses[1]
- Opera Masque
- Gangster Mask
- Ulle Cap[1]
- Frigg's Circlet ( Valkyrie shield and Odins Blessing set )

Cards for headgears
- Maya Purple, Grants the ability to see Hidden/Cloaked/Chase walking players and monsters
- Marduk, Prevents the user from being silenced
- Willow card, Increase maximum SP by 10% the users SP. (Tested and confirmed)
- Incubus card, Increases maximum SP by 150 but decreases INT by 3.
-Kathryne Keyron, Reduce Cast time in percentage by every refine point of the headgear it is slotted in.

Armors
- Valkyrie Armor[1]
- Silk Robe[1]
- Saint's Robe[1]
- Odins Blessing[1] ( Valkyrie shield and Frigg's circlet set )

Cards for Armors
- Marc
- Evil Druid
- Ghostring
- Sasquatch
- If base intelligence > 77 = Pest, else = Dark frame

Weaponry
- +10 Mace[4] with three Hydras and 1 Skeleton Worker card.
- +10 Chain[3] with two Hydras and 1 Skeleton Worker card.
- Anything above +5 elemental stunners.



Garments
- Valkyrie Muffler
- Muffler
- Ragamin Muffler
- Morpheus's Shawl


Cards for Garments
- Raydric
- Noxious


Accessories
- Gloves[1] with Zerom cards
- Glove[1] with a Smokie card
- Morpheus's Bracelet
- Morpheus's Ring




Skills:
http://web.hc.keio.ac.jp/~fk061999/himeyas...HhOrdeFrFlfabJy



Made By: Rellics of ZNRO


For more guides and Tips and Tricks I hope you continue to visit Ragnarok Job Guides!

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