Showing posts with label Ragnarok Professor guide. Show all posts
Showing posts with label Ragnarok Professor guide. Show all posts

Saturday, May 30, 2009

Woe Professor Guide by Hallucinogen

I'll make a guide based mostly in WoE, not leveling. I will post some things about leveling, but this won't be my intention, because leveling here is easy.

Also, do NEVER, go as a bolter prof to WoE, support can do much more better things. Bolter Profs suck.

Novice

Talk to the npcs in the beggining, get some items, equip those and kill porings etc...

Mage
Go to some map with porings, below Prontera for example and get firebolt level 3 or 4.
After that, go to Einbroch city and 1 map up and firebolt a metaling. You wont 1-shot it but it's fine, do the firebolt, walk away its range until it is not aggressive anymore and do the same thing over and over until it is dead.

When you are a bit higher level, do geographers on the same map.

Sage : Level until level 80 in seals, you will get that fast. After that, go to stings and firebolt them, as you will need 2x glove(1) if you don't have the money to buy them.

If you like trying something new, I like getting autocast build and try ice dungeon. It is kinda expensive at the beggining, as you will have to marry your linker and if likely, have a swordfish card geared on. If so, just get 99 int, 99 agi, kaahi yourself with your linker and sage link. Use autocast and hit some ice titans. You don't need dex, as the autocast does NOT need to hit something to be activated.


REBORN

High Novice : Prontera and 1 map down, kill everything untill you get the level to get to high mage.

High Mage : same as normal mage.

Professor : Same as sage, but if you are rich get leech from thors, it is fast. Anyways, you can go bolter prof to level, but ONLY for that.


Skill Description

I've decided that I will put only skills that are usefull for WoE.

Health Conversion

Converts 10% of your HP into SP. The higher the skill level the more effective the conversion will be. The conversion rate is 1:1 modified by SkillLV, so a 2000 HP Professor with Health Conversion LV 3 would gain 2000*10%=200 SP plus 30%, total 260 SP.

Level Description
1 10% More Effective
2 20% More Effective
3 30% More Effective
4 40% More Effective
5 50% More Effective


Soul Burn

This skill will burn all SP the target has, thus damaging it with its own SP. Since this damage is done to the mental system, it will be decreased by the target's MDEF. If you fail this skill, YOUR SP will be drained, and you will damage yourself. The damage is equal to twice the removed SP.

Level Description
1 40% Success Rate
2 50% Success Rate
3 60% Success Rate
4 70% Success Rate
5 70% Success Rate, Damage=2x SP

Soul Change

Exchange SP of the target with your SP. With this exchange it's not possible for any of the partners to exceed their Maximum SP. If you use this on a monster, you regain 3% of your SP. You can't use this skill on a monster again that already had Soul Change. You can use this skill in Siege Mode (WoE).

Mind Breaker

Attack the mind of the enemy to cause mental breakdown. This decreases enemy's MDEF, but it ups their MATK. Success chance is 55%+5*SkillLV%. This is basically Provoke for Magicians.
Level Description
1 MATK +20%, MDEF -12%, 60% success
2 MATK +40%, MDEF -24%, 65% success
3 MATK +60%, MDEF -36%, 70% success
4 MATK +80%, MDEF -48%, 75% success
5 MATK +100%, MDEF -60%, 80% success


Spiderweb

Summon a spider web on a 3x3 target area to make any victim that step on it unable to move (like the Hunter skill Ankle Snare), also reduces the victim's Flee Rate by half. If this web is hit by any fire elemental skill, then the web will burn away, and cause 2x more damage than the skill itself alone would have done. You can only catch one enemy with each cast and you can not have more than 3 webs active at the same time.

Item required : 1 Cobweb

Land Protector

Shields an area from all area spells. Any skills that target the ground do not deal damage or do their effect. Skills such as Storm Gust, Hammer Fall, Fire Wall, etc. will do nothing. Also removes any area spells already placed in the area. Requires 1 Yellow Gemstone and 1 Blue Gemstone to use.
Level Description
1 7x7 Area
2 7x7 Area
3 9x9 Area
4 9x9 Area
5 11x11 Area

Item required : 1 Yellow Gemstone, 1 Blue Gemstone

Dispell

Cancel all magical effects on target. Chance of success based on skill level and enemy MDEF with a base chance of 50%+10*SkillLV%. Requires 1 Yellow Gemstone to use.
Level Description
1 60% Base Success Rate
2 70% Base Success Rate
3 80% Base Success Rate
4 90% Base Success Rate
5 100% Base Success Rate

Item required : 1 Yellow Gemstone


Memorize

The next five Spells you cast have their casting time reduced by 1/2. This effect will last as long as you don't use spells, but will be dispelled upon your death. Multiple Memorize casts do not stack, recasting resets the counter to 5.

Wall of Fog

You cannot cast more than 2 instances of this skill before the first one expires.
Effect: Creates a wall of fog of 5 x 3 cells perpendicular to the caster (triple the area of the Wizards Ice Wall). Anyone attempting ranged attacks or ranged skills through or into but not OUT OF the fog. Those inside are blinded (Status effect: Blind) for 30 seconds. For non ground targeted spells, there's a 75% chance that it will miss completely. Ranged attacks have a -75% damage penalty, and -50 HIT penalty. The wall lasts for 20 seconds, and cannot be cast on top of Sage's other ground based skills such as Volcano, Land Protector, and Violent Gale, but you may cast this over Deluge. If this skill is cast over Deluge, it will last for 40 seconds. You can cast this on top of monsters and you can not have more than 2 Wall of Fog active at any time.




Heaven's Drive

Hits every enemy in a 5x5 cell area around the target cell with 1 Spike per SkillLV for 1*MATK damage each.

Deluge

In the area of effect all Water elemental attacks are amplified and the Maximum HP of anyone who is wearing water armor (i.e. Swordfish carded) is increased. You can only have one area enchantment out. Waterball and Aqua Benedicta can be cast on a Deluge. Also note that using these skills on Deluge will deplete the cells of water in it. This skill (like the others) cannot be cast over one another or double cast on top of itself. Ice Wall cannot be cast on a Deluge. Requires 1 Yellow Gemstone to use.

Level Description
1 +10% DMG from Water Attacks / +5% Maximum HP for Water Armor
2 +14% DMG from Water Attacks / +9% Maximum HP for Water Armor
3 +17% DMG from Water Attacks / +12% Maximum HP for Water Armor
4 +19% DMG from Water Attacks / +14% Maximum HP for Water Armor
5 +20% DMG from Water Attacks / +15% Maximum HP for Water Armor

Violent Gale

In a Violent Gale, all Wind elemental attacks get amplified and the Flee Rate of Wind elemental players (i.e. Dokebi carded armor wearers) is increased. Also, Fire Wall lasts 150% longer in a Violent Gale. You can't cast Ice Wall on a Violent Gale. You can only have one area enchantment out. This skill (like the others) cannot be cast over one another or double cast on top of itself. Requires 1 Yellow Gemstone to use.

Level Description
1 +10% DMG for Wind Attacks / +3 Flee Rate for Wind Armor
2 +14% DMG for Wind Attacks / +6 Flee Rate for Wind Armor
3 +17% DMG for Wind Attacks / +8 Flee Rate for Wind Armor
4 +19% DMG for Wind Attacks / +12 Flee Rate for Wind Armor
5 +20% DMG for Wind Attacks / +15 Flee Rate for Wind Armor

Volcano

This skill enchants an area and buffs up all Fire elemental attacks inside of it and the attacks of those who are Fire elemental, i.e. wearing Pasana carded armor. This skill (like the others) cannot be cast over one another or double cast on top of it. You can only have one area enchantment out. Ice Wall can't be cast on a Volcano. It will last SkillLV minutes. The skill level determines the % Fire elemental attacks get amplified, the amount of ATK Fire elemental armor wearers get. Requires 1 Yellow Gemstone to use.

Level Description
1 +10% DMG for Fire Attacks / +10 ATK for Fire armor wearer
2 +14% DMG for Fire Attacks / +20 ATK for Fire armor wearer
3 +17% DMG for Fire Attacks / +30 ATK for Fire armor wearer
4 +19% DMG for Fire Attacks / +40 ATK for Fire armor wearer
5 +20% DMG for Fire Attacks / +50 ATK for Fire armor wearer

Spell Breaker

This skill lets you cancel any skill with Cast Time (ANY skill). When an enemy spell is canceled, the target gets 2% of its Maximum HP as damage and the Sage absorbs a percentage of the SP used for the broken spell, also if the SkillLV is 5, the sage will also absorb half the Physical damage done to the target. The success rate of this skill against Bosses is 10%. If this Spell is cast on an other Sage that uses Magic Rod, Magic Rod is not broken and the Spell Breaker caster looses 20% SP.

Level Description
1 0% SP Absorbed
2 25% SP Absorbed
3 50% SP Absorbed
4 75% SP Absorbed
5 100% SP Absorbed, 1% HP Absorbed

Stone Curse

Has a (20% + 4%*SkillLV) chance of causing the Stone Curse effect to the targeted enemy. The Stone Curse effect changes the targets element into Earth 1, gives +25% MDEF and -50% Def and reduces the targets HP by 1% of Maximum HP every 5 seconds (cannot drop below 25% of Maximum HP). Boss monsters cannot be Stone Cursed. Lex Aeterna and Steal cannot be used on a Stone Cursed target. Range is 2!! cells. From LV 6 on it no longer uses up a Gemstone if it fails.

Level Description
1 24% Success Chance 25 SP
2 28% Success Chance 24 SP
3 32% Success Chance 23 SP
4 36% Success Chance 22 SP
5 40% Success Chance 21 SP
6 44% Success Chance 20 SP
7 48% Success Chance 19 SP
8 52% Success Chance 18 SP
9 56% Success Chance 17 SP
10 60% Success Chance 16 SP


Sight

Nullifies the Hide, Tunnel Drive and Cloaking effects within range.

Safety Wall

Creates a Safety Wall effect in 1 cell. The effect will protect anyone standing on that cell from 1+SkillLV Physical attacks. The attacks do not have to hit to count against the total number of protected hits. Multiple Safety Walls do not stack on one cell. Skills from monsters closer than 4 cells are considered as melee attacks.

Level Description
1 2 Protected Hits
2 3 Protected Hits
3 4 Protected Hits
4 5 Protected Hits
5 6 Protected Hits
6 7 Protected Hits
7 8 Protected Hits
8 9 Protected Hits
9 10 Protected Hitst
10 11 Protected Hits

Energy Coat

Reduces damage from Physical attacks (punching, weapons and skills using weapons) by draining SP. Damage reduction is better and SP lost is higher with higher SP.



Those are the WoE skills you'll be using.

I'll do some personal notes on the skills to clarify their use.

Health Conversion : When you have good vit, it'll swap a low amount of health to a huge amount of sp. Pretty good.

Soul Burn : I don't really enjoy this skill because I honestly have bad luck, as it can burn my own sp, but its good to do that on HWs, because they take good damage and dont have much str to carry sp pots.

Soul Change : Godly. If you soulburn someone and get your SP to 0, just use 1 strawberry/grape and use soul change with an enemy. You have alot of sp and he has nothing. Its also good to swap your friends SP when they need, as for example champs so they dont use many sp pots. But, do NOT do this in middle of a battle, tell your friends to get his own SP pots because you have much more important things to do in a battle.

Mind Break : Awesome. Use it on people that income your precast or leave your guild to pump your HWs mATK.

Spiderweb : Godly. Use it when dangerous people are coming near you or to stop whole lots of people entering precast. It is kind of self explanatory this skill. If you have a sinX who uses fire converters, you can 1-shot almost everything with this.

Land Protector : The skill that defines professors. When in field battles, put it underneath your guild IF you are being attacked by magic. If attacked by AD or grimtooth, remove it with deluge/gale/volcano so your priests can pneuma.
Remove other guild's loki's with this skill.
Remove other professors LPs with it, just cast once on the enemy's LP and deluge/gale/volcano.

Memorize : Half cast for 5 seconds. Godly. Use it when entering precasts to lay down LPs.

Dispell : Dispell everyone in your front. Dispell champions so they can't cast asura. Dispell every enemy, but beware, you can dispell your own allies. Only dispell them if they ask, as a berserked LK to remove it.

Safety Wall : Safety Wall your allies when they are going to get asura. Safety enemies when they want to cast pneuma because they are getting attacked by grimtooth/AD and they wont be able to cast pneuma. Safety Wall the emperium. Note, emperium HAS ONLY 1 CELL, not 4 as some think. To know which one it is, just cast sanctuary on it and see which cell is being healed, that one you must safety wall.

Energy Coat : Have it always on as it reduces damage taken, period.

Stone Curse : Only people with ED won't get stone cursed, but stone curse people with Ghostring card, as it will leave them earth element, easy to kill with asura, or fire converted SB.

Spell Break : For this one, you must have sharp eyes. Spell break enemies trying to use Land Protector, Storm Gust, Meteor Storm etc etc etc... But the thing you must be looking is to spell break Emergency Recall.

Violent Gale/Deluge/Volcano : Use this to cancel other LPs or your owns. To cancel enemy LP just use your LP over it and then cast one of the 3 skills mentioned above. If your precast is water property damage, use Deluge in your own HWs. If its Meteor Storm, use volcano as it increases fire damage properties.

Heaven's Drive : Use it to reveal hide etc etc... Godly

Sight : same as above, just sight is attached to ur body and has no cast time.

Wall of Fog (WoF) : Godly. Use it on your allies to prevent from AD/Grimtooth and other skills, as those have a high chance to fail. But beware, your own priests for example will sometimes fail on casting things on WoF, such as pneuma. If you don't need it, just cancel with an LP.


Gears for WoE :


Ulles with gibbet card or stalactic golem card, good for MS precasts, Or you could use F.beret

Sunglasses Nightmare or S.Golem Card

Lower Headgear

Valk Armor with marc and one with ED. Use marc to enter precast, as ED is undead property, and will take 150% damage from fire, aka Meteor Storm.

Tidal Shoes with Green Ferus or Verit, your choice

Wool Scarf with raydric card

Combat Knife - If you don't have one, go for fabre rod if you dont have much vit or drops rod for dex

Accesories : Those a quite a bunch. 2x Zerom Gloves for DEX, 2x Alligator Rosaries to enter precast, 1x Errende Ebecee rosary to cast pneuma, 1x Smokie rosary to hide.

A few extras

Garments :

Jakk card for fire resistance, example Meteor Storm

Dustiness card for wind resistance, example LoV or JT or Sonic Blow with wind scroll

Marse card for water resistance, example Storm Gust


Armor :

Pasana card for fire resistance, example Meteor Storm

Swordfish card for water resistance, example Storm Gust

Dokebi card for wind resistance, example LoV or JT or Sonic Blow with wind scroll


This extras really help you out in some situations. You should get them as soon as possible.





Skill Build : http://web.hc.keio.ac.jp/~fk061999/himeyasha/skill3/pro.html?20eEarfkeKcskFdPgRkDrAdAqCandx

About soulburn, if your guild is small, drop a few points on Land Protector and add more in SoulBurn, as you don't need much space to fit your guildies in LP

Stat Build : You have to play a bit around with it, do how you like.
A few bases are:

9x Dex
3~4x Str
7~8x Vit
2x Int

Just remember, always do matches of 10 with Dex


Usables :

Use box of gloom in field battles and before entering precasts, as it'll higher your dex.

Use dex foods, I really enjoy +8 DEX food, as it is so easy to hunt.

Vit foods are good, camp some hydros and use +10 vit foods.

Box of Sunlight is godly, use it if you have a few. Very good to catch guildleaders and sinXs sneaking by.

Took the skill description + pictures from RMS. Rest written by me.

NOTE : NEVER PLAY BOLTER PROF IN WOE, NEVER.

Your comments are appreciated! If you like the guides, please subscribe via email or feeds. Read quality guides only here at Ragnarok Job Guides!

Friday, May 1, 2009

Professor Guide

Professor Guide
By: Disox, your friendly neighborhood black man from ZNRO

This Guide is for Full Support Profs (because bolting is terrible right Baco?) and is more PvP/WoE oriented.

Introduction:

There have been quite a few events like these but I haven't seen anyone post a prof guide so why not. This is my first time making a guide though D:

I've only been playing prof for a year but I think that it's the best and most fun class to play but they can be hard to use at first. If used correctly, a prof can counter pretty much every class in any situation. Every guild needs a good prof both in PvM and PvP/WoE. There's nothing better than completely disabling someone and watching them get destroyed by your guildmates. The only real thing that I see other profs aren’t doing is not paying attention to what’s going on (during WoE mainly). The reason I chose not to include a Bolting build in this guide is because I don't feel it is a very good choice in PvP or WoE but it's ok to mess around with.

Is This the Right Class for You?
If you like to:
  • Support people.
  • Harass people.
  • Disable people.
  • PvP/WoE (because this is where a prof is really needed)

Then you should try playing a professor.

Table of Contents:
(If you want to skip to a certain part, just CTRL + F to find it)
1. Stats/Gear
2. Skills
3. PvM
4. PvP
5. WoE
6. Links
7. Notes


1. Stats/Gear:

Stats:

Here are the stat bonuses you get:


Strength:
The strength is just for holding more materials during WoE. You can play around with this if you want.

Agility:
Unless you plan on doing some auto-bolting during WoE, leave this alone.

Vitality:
Having at least 85 total VIT will give you good enough resistance to Stun but I personally go with 100 because I like having more HP. With all of the reductions that you will have from gear (and Energy Coat), Acid Demonstration won't be a problem. Just remember to fill up your sp all the time.

Intelligence:
There are two things that you should be thinking of when you are putting stat points into INT:
a. Having more SP is good because other classes like High Wizards and Champions will always have more SP than you so if you get more INT, you won’t have to Soul Exchange them as much.

b. To get the full 30% reduction from Energy Coat, you must have at least 81 – 100% SP. Having low INT makes it easier to keep your SP high (because you will have a low SP pool) when using Health Conversion/Indulge (you only have to use it twice to get full SP) because every time you get hit while Energy Coat is on, your SP drops by 3%.

For PvM, the first point would be more important but for WoE, you should go with the latter. You should also have enough INT to be able to damage people with Heaven’s Drive to get them out of Hide/Cloak/Chase Walk.

Dexterity:
Having 130 DEX gives you a fast enough cast time to lay Magnetic Earth/Land Protector’s down easily (especially with Bragi/Strings and Suff). If you run into Gospel/Battle Chant and get +20 stats, you will have 150 DEX (Instant Cast) so you don’t need anymore than that.


Luck:
nope sry sucks

Gear:
Other things that you will need (that aren't in the picture above) for swapping are:
Unfrozen Armor (+7 Valk armor or +7 Glittering Jacket)
Dex Survivor's Rod (with a drops card in it)
Orleans Glove/Expert Ring/Clip/Whatever (with a smokie card in it and the other one with a )

A +7 Glittering Jacket gives 1 more DEF than a +7 Valk armor does but valk armor gives +1 all stats and is indestructible so it's up to you.

You can just play around with most gears. remember to check www.ratemyserver.com for the best equips.

Swapping Gear:
Swapping gears is easy once you've learned how to use battlemode. The only things I swap are armors (between Marc and ED) and accessories (between Nimbles and a hiding accessory). If you manage to get a GR/Deviling or something rare like that, then you'll have to learn when to swap in different situations. You should not default GR.

2. Skills:

Profs have the most skills in all of RO. I will talk about some of the more important ones but if you want to read up on them, click here.

First off, here's a great build to use for PvP/WoE.

Mage:


Professor:




Now for some details on the more important skills:

Safety Wall:
Safety Wall is a great skill that blocks 10 melee hits OR skills (at level 10). Skills that have multiple hits (i.e. Sonic Blow which is 8 consecutive strikes) only count as one hit.

Stone Curse:
Stone Curse is one of the many ways profs can disable other people. The only problem is knowing who to use it on. Mainly SinX's and LK's default Evil Druids so using it on them isn't the best choice. Instead, aim for the High Priests, High Wizards, Champions and other supportive classes. Most of the "better" players will have both an ED and a marc so you might get unlucky. Do not spam Stone Curse on one person for a long time, if it fails after 2 or 3 tries, move on. If you use Stone Curse on someone who is already Stone Cursed, you will break it so make sure you watch out for that.

Energy Coat (Quest Skill):
Always have Energy Coat on and keep your SP high (81 ~ 100% for the full 30% damage reduction).

Magic Rod:
If a wizard tries to JT you or a bad prof tries to bolt you, use it.

Spell Breaker:
Spell Breaker cancels ANY SKILL WITH A CAST TIME (THAT MEANS URGENT CALL/EMERGENCY CALL). If you successfully spell break someone, they will not be able to cast until the move so this is great when rushing precasts.

Land Protector:
One of the main things you will be doing in WoE. Land Protector (LP or ME) can save your guild but can also get them killed depending on where you put it. It removes all ground spells (Safety Wall, Wall of Fog, Pnuema will still be visible but it will not work, etc) and prevent AoE skills (Storm Gust, Meteor Storm, etc) from doing damage. 99.9% of the time, you WILL need Land Protector to break a precast (the 0.1% would be if the other guild is complete trash). There are a lot of situations where LP can be good or bad (especially in WoE: SE) and I will explain some of them later in the WoE section. Do NOT get Lv. 5 LP, it's way too big. Go with Level 3 or 4.

Dispell:
The main reason why people hate profs. Getting dispelled <> and everyone will hate you for it. The only classes you cannot dispel are:
Stalkers that are linked.
Soul Linkers
People with GTB

Health Conversion:
You will need to use this to keep your SP high so you can give SP to people with Soul Change and to keep Energy Coat up. If you need to put skill points in other things, get Health Conversion Lv. 3 and move on (you don't really need level 5)

Lvl 1 SP = 20% of HP used (2% of your actual HP)
Lvl 2 SP = 40% of HP used (4% of your actual HP)
Lvl 3 SP = 60% of HP used (6% of your actual HP)
Lvl 4 SP = 80% of HP used (8% of your actual HP)
Lvl 5 SP = 100% of HP used (10% of your actual HP)

Soul Change:
Personally, I hate giving SP to people but it is one of the things a prof must do. It isn't too bad when then person you are giving SP to has more than 5 SP left before they ask you because you will be able to use Health Conversion right after instead of having to use an SP recovery item. To make it easier on yourself, find a clown for bragi when giving SP to people.

Soul Burn:
This is the last skill that I would get out of all of the skills. It sounds like it's a great skill but I rarely use it in WoE. Using this on High Wizards, High Priests, Champs and other Profs is the best choice (but in most cases, they will just pot back up). This skill is better for PvP, not WoE.

Memorize:
The next 5 spells you cast after you use Memorize will have their cast time reduced by 1/2. Using memorize before walking into an emp room is great for putting LP's down (in WoE: FE).

Wall of Fog:
"Creates a wall of fog of 5 x 3 cells perpendicular to the caster (triple the area of the Wizards Ice Wall). Anyone attempting ranged attacks or ranged skills through or into but not OUT OF the fog. Those inside are blinded (Status effect: Blind) for 30 seconds. For non ground targeted spells, there's a 75% chance that it will miss completely. Ranged attacks have a -75% damage penalty, and -50 HIT penalty."

Overpowered.

Spider Web:
Another skill that pisses people off. Webbing someone will prevent them from moving for 4 seconds (in WoE or on Boss Monsters). Great for getting pesky champs away from you or just to keep someone from going anywhere until someone kills them. If someone gets webbed and is hit by a fire elemental skill, they will take 2x the damage (Stone Curse + Spider Web + Fire = raped). You can also set webs down like traps by SHIFT + Clicking on a guildmate and it will appear on their tile.

3. PvM:

I might add a leveling guide later or something but you might as well leech yourself with a priest or archer.

A profs main role in PvM parties is to provide SP to other members and maybe do some mob control. Just stay near the bard/clown that is doing bragi while using Health Conversion and wait for someone to ask for SP from you. When the party gets settled, you can probably start SPing people without them having to ask. You should also carry cobwebs with you so that you will be able to web any extra monsters that may pose a threat to your party and disable them until your party is ready to deal with it. Cobwebs last for 8 seconds (4 seconds on boss monsters) so you'll have plenty of time but you can only have 3 down at a time.

For some MvPs, you might have to lay LP down to prevent skills such as Evil Land from damaging your group.

4. PvP:

Since you can't really solo in PvP as a FS prof, you will have to assume that there is somebody there to kill the person after you are done with them. Profs can counter pretty much every class so I will go through them all.

Lord Knight:
LK's aren't a huge threat to profs (unless it's Mutt). As long as you fiber lock and dispel them, they won't manage to get a hit on anyone. If they do manage to get near you, you can either Safety Wall yourself or simply move back and fiber lock them.

High Wizard:
High Wizards can't do ANYTHING to profs as long as you watch what their next move is and act before they finish. If they JT, use Magic Rod or put a Wall of Fog on yourself. If they try to Storm Gust, you can either spell break it (if their cast time isn't too fast) or lay a LP down. If the HWiz is with a clown, don't even worry about using Spell Breaker and lay a LP down under yourself and your party before they manage to get a Storm Gust off on you. After that, you can move in and Dispel/Stone Curse them or Soul Siphon them and watch them stand there.

Sniper:
Snipers can be annoying but they shouldn't be able to kill you at all. Putting a Wall of Fog on yourself will leave the sniper with a 25% chance for it's attack to actually hit you and if it does, it will receive a 75% damage penalty. Dispelling a sniper will reduce their already terrible damage even further. If a sniper is actually wasting it's time trying to kill a prof, the sniper is probably awful. Avoid Shockwave traps???

Whitesmith/Mastersmith:
WS' HATE Profs. Dispel + Fiber Lock.

Assassin Cross:
A SinX shouldn't be able to 1-shot you if you have Assumptio on (unless they have something like Incant or Double Attack from Battle Chant). If you Safety Wall yourself, the SinX will most likely try to get close enough to grimtooth you so have Sight up and get ready to Heaven's Drive right when you see them go into Hide. Once you knock them out of Hide, Dispel them to remove their link but don't waste time trying to web them because they can backslide out of it. Putting Wall of Fog on yourself will make it harder for them to grimtooth you. If you move out of Safety Wall and get hit by sonic blow, you should be able to survive it and dispel them while the SB animation is still going.

High Priest:
A High Priest can't do anything to a Prof (if they try to Lex D you, they're retarded) except for taking away your Assumptio by using Kyrie or putting Lex A on you. Disabling a High Priest is key since they keep the party alive so Dispel them and Stone Curse (they won't be wearing ED) or Soul Siphon them.

Paladin:
Make sure you Dispel a Paladin to remove their shield buffs so your party members won't get hurt when attacking them. If they try to get close to you, they are probably going to try to use Sacrifice/Martyr's Reckoning on you so Safety Wall yourself. If they try to Shield Boomerang, Shield Chain/Rapid Smiting or use Pressure/Gloria Domini on you, simply use Wall of Fog.

Professor:
This can be a pain in the ass. Facing another FS Prof will usually end up with whoever gets Stone Cursed first losing (make sure you swap to ED) or whoever gets Soul Siphon first losing. They will definitely try to dispel you right away so putting a Wall of Fog on yourself and dispelling them is the best way to go. For bolter profs, Magic Rod. For hindsight profs, fiber lock + dispel.

Clown/Gypsy:
Arrow Vulcan? Wall of Fog. Tarot? Wall of Fog. Dispel. Stone Curse. Next?

Creator:
Make sure you have Wall of Fog on yourself/party because they will be bombing you. If you happen to run into Awaken/Eyez with his overpowered Vanil, it would be best to fiber lock him and run while using magic rod so you don't get destroyed by it.

Stalker:
Stalkers can be tricky. If they are linked, they can't be dispelled so don't bother. Make sure you have Sight up and if you see footprints, Heaven's Drive near the footprints to knock them out of Chase Walk (don't give up if you miss the first time). If they try to DS you (lol?), Wall of Fog. They probably won't be able to Full Divest you on the first try because of your high DEX unless they get lucky.

Champion:
There are so many things that you can do to counter Asura Strike:
  • Dispel them which will remove their fury.
  • Safety Wall
  • Wall of Fog (if they manage to get it off while you are in WoF, it will receive the penalty)
  • Hide
  • Spell Breaker (if you can catch it)
  • Tank it (Hi roxanne)
  • Hit them (If they are absolute trash)
  • Stone Curse (last resort?)


They can snap out of webs so don't waste your time. If, for some reason, they try to occult/Investigate you, simply dispel them and soul siphon/stone curse them.

TK:
Dispel? Don't bother webbing TK's because they can Flying Side Kick out of it. Not a threat.

Soul Linker:
You can't dispel linkers at all so just stone curse them.

Gunslinger:
Handle them like you would handle a sniper. They might try to get close to you and desperado so web.

Ninja:
If they use magic, Wall of Fog and Magic Rod. Other than that, Safety Wall and Wall of Fog will protect you from them. If they put down any ground skills, just LP them.

5. WoE:

The best part of RO (imo). WoE is where the real fun is even though you won't be the one dealing the damage.

In WoE, you should always be paying attention to what is happening because a prof can change the outcome of almost any situation. However, this does not mean that a single prof can take care of an experienced guild. You can take the things I mentioned in PvP section into WoE but not everything will work out as well in WoE.

Make sure you stock up before WoE starts and proceed to the castle with your guild.

(For WoE: SE, you can also carry the items needed to rebuild Guardian Stones)

WoE: First Edition:

In WoE: FE, each castle will have 4 rooms (1st, 2nd, 3rd (Pre-emp room), 4th (Emp room)) that you and your guild will have to run through. In order for your guild to control the castle, they must break the emperium located in the last room which will be defended by another guild (or MvPs if it's the first time that castle has been opened).

Offense:
In FE, the defending guild will mainly set up their defense in the 3rd room or emp room. On the way there, you will run into many people from other guilds trying to get to the emp room first or from the defending guild trying to pick people off. You should have your Hiding accessory on at the moment so you can dodge asuras and what not. Make sure to dispel anyone that you see to slow them down and fiber lock key targets (High Priests, High Wizards, Champions, Creators, the enemy guild leader and so on). When your guild reaches the portal to gather up before entering the precast, remember to use Foresight, walk into Bragi/Gospel and/or get suffragium from a priest. Put your Unfrozen Armor on before entering precast instead of your ED. If you only have an ED, make sure you don't have the Holy Armor buff that you get from gospel or you will get frozen when you enter (if you take off your armor, holy armor will disappear). Before you enter, use Sight so you can unhide SinX's that are inside ready to grimtooth. Enter with the rest of your guild at the same time and wait on the first cell until the 5 second immunity goes off (when you enter, you should turn effects on so you can see any duets or ninja skills and evaluate the situation).

A good precast will have at least 2 Clown/Gypsy Duets going on so you'll have to get by the Loki's Veil first before you are able to do anything. Speed pot through and put a Wall of Fog down on yourself and as close to the portal as possible as soon as you are able to use skills. This will help the guildmates that are still standing there avoid getting hit by bombs/grimtooth and also asura strikes for the people that are out of the Loki's Veil. While you are walking through, you will unhide any SinX's that are trying to EDP grimtooth on the way (so they might try to take you out when they aren't hidden). After that, cast a Land Protector beside the Clown/Gypsy duet to get rid of their song. Continue until you have placed your LP where the wizards are casting. Doing this will allow your guildmates to walk through with ease and begin wiping out the defending guild. One you break through, the defending guild will most likely try to fall back and get a recall off so watch for any Stalkers or SinX's off in a corner. If they do manage to get a recall, your guild will have to wipe them out before proceeding to the emperium, so put a LP down under your guildmates to keep them from getting hit by AoE's. The defending guild will probably have a prof doing the same thing so you can try to move up and canceling their LP by casting your own LP on top of it which will allow your wizards to take care of them (Do not stay near the other guild for too long though or you will most likely be singled out and killed). To prevent a prof from the defending guild coming to your LP and canceling it, Fiber lock him before he gets there so he can be killed. Continue to move forward with your guild until you reach the emperium. Once you are here, place a LP on top of the emperium to remove any safety walls/sanctuaries that are on it and to prevent the emp breakers from getting hit by AoE's. Try to Stone Curse High Priests/High Wizards/Champions that are around the emperium that will hinder your guilds progress. Other Profs will try to remove your LP so make sure you are paying attention to what's happening until the castle is taken.

Defense:
When you are defending, make sure you are standing in the wizard line where bragi is so you can dispel and fiber lock targets faster (Remember, you can put down webs before the enemy guild rushes by shift + clicking on a guildmate). Give SP to people if necessary. If a prof manages to get a LP down in your precast, quickly remove it so the wizards can continue to do their job. Watch out for stalkers because they can use Flying Side Kick to get to your wizard line and try to recall or run off somewhere in chase walk. Do NOT try to stop recalls with Heaven's Drive (if the stalker is Devo'd by a pally, it will not work), instead, try to spell break him. If the enemy guild manages to push you back to your emperium, remove any LP's that are on the emp, keep SinX's away by webbing them and dispel LK's that are berserked. If you die, and are coming back to the castle, use the flag outside of your castle and you will be warped inside the castle (in most castles, you will be moved to the pre-emp room but in a few, you will be sent to the 2nd room).

6. Links:

RODE: RO Calculator
Rune Nifelheim Skill Simulator
Another Professor Guide (by Battousai X / Christen)
k1 WoE Videos
doeboi/kenboi/CBD WoE Videos
DestinyX WoE Videos


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

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