Rakugaki's PvM Hyper Novice: Difference between revisions

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m (→‎Skills Overview: Gao super is not a meme but super OP :pandaadmirewizard: :pray: /ene)
(→‎Mage: Added more stuff)
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[[File:Mage SN in Depth 2.jpg|thumb|Mage build Hyper Novice spelunking in Depth 2. Using Safety Wall against Duneyrr's Spider Web saved his life.]]
[[File:Mage SN in Depth 2.jpg|thumb|Mage build Hyper Novice spelunking in Depth 2. Using Safety Wall against Duneyrr's Spider Web saved his life.]]
[[File:Mage HN .jpg|thumb|Placeholder screenshot.]]
[[File:Mage HN .jpg|thumb|Placeholder screenshot.]]
Click here for a more specialized and in-depth guide on Magic Hyper Novices: [[Psoron's Magic Hyper Novice Guide]] <br>
Click here for a more specialized and in-depth guide on Magic Hyper Novices: '''[[Psoron's Magic Hyper Novice Guide]]''' <br>
'''(Description WIP)''' - The Super Novice can take one of two routes - Mage or Physical. The Mage Hyper Novice will go through many difficult trials along the way, but by transcending above the challenges, learning from other classes and Breaking the Rules along the way, they triumph, going from Super to Hyper, and I got writer's block. I still wonder what rules are they breaking... The rules of physics, the rule of law... or the rule of er... I don't know.
'''(Description WIP)''' - The Super Novice can take one of two routes - Mage or Physical. The Mage Hyper Novice will go through many difficult trials along the way, but by transcending above the challenges, learning from other classes and Breaking the Rules along the way, they triumph, going from Super to Hyper, and I got writer's block. I still wonder what rules are they breaking... The rules of physics, the rule of law... or the rule of er... I don't know.
===Stats and Traits===
===Stats and Traits===
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|DEX
|DEX
|120+ or 1-9 (Judge / Conjurator Card Combo)
|120+ or 1-9 (Judge / Conjurator Card Combo)
|At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum. When using the Judge/Conjurator card combo, leave DEX below 10 so SP cost won't get too expensive. However, doing this requires 100% VCT reduction, which is possible with the help of the Circulation of Life Garment and Accessory, and the Spell Star Signet.
|At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum. When using the Judge/Conjurator card combo, leave DEX below 10 so SP Cost won't get too expensive. However, doing this requires 100% VCT reduction, which is possible with the help of the Circulation of Life Garment and Accessory, and the Spell Star Signet.
|-
|-
|LUK
|LUK
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|CRT
|CRT
|0-72
|0-72
|After getting 110 SPL and CON, adjust STA, WIS, or CRT.  Thanks to a buff making Heal spammable, investing into CRT instead of STA or WIS is now viable. 72 CRT almost doubles healing (e.g. 5500 to 9750), and with enough ACD, one can spam heal to save on a lot of potions. However, a decent amount of ACD reduction (40%+) is needed for it to be effective.
|After getting 110 SPL and CON, adjust STA, WIS, or CRT.  Thanks to a buff making Heal spammable, investing into CRT instead of STA or WIS is now viable. 72 CRT almost doubles healing (e.g. 5500 to 9750), and with enough ACD, one can spam heal to save on a lot of potions. However, a decent amount of ACD reduction (40%+) and ASPD are needed for it to be effective.
|-
|-
|}
|}
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|{{#Skill:9}}
|{{#Skill:9}}
|5-10
|5-10
|Compensates for the Super Novice's very low SP pool at the early game and helps save some SP at the end-game when SP cost skyrockets due to certain equipment and cards.
|Compensates for the Super Novice's very low SP pool at the early game and helps save some SP at the end-game when SP Cost skyrockets due to certain equipment and cards.
|-
|-
|{{#Skill:28}}
|{{#Skill:28}}
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|{{#Skill:9}}
|{{#Skill:9}}
|10
|10
|Increases SP recovery over time. If Super Novice Shadow Gauntlet is equipped, max this, because each level gives 3% MDEF pierce to normal mobs, a maximum of 30% at level 10.
|Increases SP recovery over time.
|-
|-
|{{#Skill:28}}
|{{#Skill:28}}
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|{{#Skill:29}}
|{{#Skill:29}}
|10
|10
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily.
|The increased movement speed and AGI means you'll be more mobile and be able to evade and/or escape attacks easily. Or make Lake of Fire runs a little faster.
|-
|-
|{{#Skill:22}}
|{{#Skill:22}}
|5
|5
|Prerequisite for Blessing. Reduces damage from Demon and Undead race enemies.
|Prerequisite for Blessing. Slightly reduces damage from Demon and Undead race enemies.
|-
|-
|{{#Skill:34}}
|{{#Skill:34}}
|10
|10
|Grants STR, INT and DEX bonuses. Very useful buff.
|Grants STR, INT and DEX bonuses.
|-
|-
|{{#Skill:24}}
|{{#Skill:24}}
|1
|1
|Essentially an improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|An improved Sight skill. Deals Holy Element magic damage to revealed enemies.
|-
|-
|{{#Skill:26}}
|{{#Skill:26}}
|1
|1
|Save weight, money, inventory space, the grind for a Creamy Card and crafting Teleport Shadow Armors! So much zeny saved in the long run!
|Save weight, money, inventory space, the grind for a Creamy Card, crafting Teleport Shadow Armors, and burning obscene amounts of Fashion Points for a {{#item:25228}}! So much zeny and fashion points saved!
|-
|-
|{{#Skill:12}}
|{{#Skill:12}}
|Optional
|Optional
|Requires Level 7 Napalm Beat and Level 5 Soul Strike. While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking physical attacks at melee range, it can also prevent armor from getting broken from melee Armor Break attacks and shadow equipment from getting stripped. It can also block attacks reflected by Max Pain at melee range too!
|Requires Level 7 Napalm Beat and Level 5 Soul Strike. While it's optional, it is still a very handy skill and can be a life-saver in a pinch. Aside from blocking melee physical attacks, it can also prevent armor from getting broken from melee Armor Break attacks and shadow equipment from getting stripped. It can also block attacks reflected by Max Pain at melee range too!
|-
|-
|{{#Skill:43}}
|{{#Skill:43}}
|10
|3 or 10
|Prerequisite for Vulture's Eye. Highly recommended to max to more easily achieve 100% Variable Cast Time reduction.
|Prerequisite for Vulture's Eye. Highly recommended to max to more easily achieve 100% Variable Cast Time reduction. When using the Yordos Judge / Yortus Conjurator combo, leave it at level 3.
|-
|-
|{{#Skill:44}}
|{{#Skill:44}}
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|{{#Skill:45}}
|{{#Skill:45}}
|10
|10
|Your main source of DEX and AGI. Max this one for reduced cast times.
|Your main source of DEX and AGI. Max this one for reduced VCT and increased Flee.
|-
|-
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Expanded Super Novice'''
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Expanded Super Novice'''
|-
|-
|{{#Skill:66}}
|{{#Skill:66}}
|Optional
|5
|Provides additional ATK and MATK to you and the whole party.
|Provides additional ATK and MATK to you and the whole party.
|-
|-
|{{#Skill:74}}
|{{#Skill:74}}
|Optional
|5
|Doubles SP Regeneration of the caster and the party. When combined with the skill Increase SP Recovery, SP consumption becomes almost a non-issue, which means less zeny spent, big weight savings and most importantly, very little to no fear of spamming spells.
|Doubles SP Regeneration of the caster and the party. This and maxing Increase SP Recovery can compensate for the increased SP Cost from late-game equips.
|-
|-
|{{#Skill:248}}
|{{#Skill:248}}
|Optional
|Optional
|Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP and Holy resistance are needed.
|Adds up to 2000HP and increases Holy resistance by up to 50%. Get this when more HP and Holy Resistance are needed.
|-
|-
|{{#Skill:249}}
|{{#Skill:249}}
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|{{#Skill:5076}}
|{{#Skill:5076}}
|1
|1
|Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When a party needs help to get out of a bad situation, this can help quite a lot. Beware of the ridiculously long 5-minute cooldown, so use this wisely.
|Restores 1000 HP and 350 SP per second for 20 seconds, for a grand total of 20,000 HP and 7,000 SP. Affects self and all party members within a 31x31 area. When {{#item:1001329}} is equipped, using the skill grants a 15% boost to All Element Magic Damage for the duration of its cooldown - 5 minutes.
|-
|-
|{{#Skill:5075}}
|{{#Skill:5075}}
|5
|5
|Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5. If even more HP is needed, get this skill.
|Passive skill. Increases HP, SP, ATK and amount of healing received. Sizeable jump in bonuses from level 4 to 5.
|-
|-
|{{#Skill:5077}}
|{{#Skill:5077}}
|5
|5
|Passive skill. Increases HP, SP, MATK and healing power. Sizeable jump in bonuses from level 4 to 5. Increases MATK, HP, SP and healing power. A must-have.
|Passive skill. Increases HP, SP, MATK and healing power. Sizeable jump in bonuses from level 4 to 5.
|-
|-
|}
|}


All skills except for Rule Break in the Hyper Novice mage tree have 10 points. Feel free to choose which skills you want to speceialize in. I went for a mix of Wind and Water elements and got Rule Break for even more damage.
All skills except for Rule Break in the Hyper Novice mage tree have 10 points. Feel free to choose which skills you want to specialize in. I went for a mix of Wind and Water elements and got Rule Break for even more damage.


{| class="wikitable" width="100%"
{| class="wikitable" width="100%"
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| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Hyper Novice'''
| style="background-color: #B0E0E6; text-align: center;" colspan="4" | '''Hyper Novice'''
|-
|-
|{{#Skill:248}}
|{{#Skill:5450}}
|7+
|5+
|Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
|Passive that adds up to 10 S.MATK. Higher levels increase the damage of all skills in the Mage tree.
|-
|-
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|-
|-
|{{#Skill:5456}}
|{{#Skill:5456}}
|9
|9 or 10
|Jupitel Thunder and Thunderstorm combine together to summon a targeted Wind element electric storm. AoE is 9x9 at levels 9-10.
|Jupitel Thunder and Thunderstorm combine together to summon a targeted Wind element electric storm. AoE is 9x9 at levels 9-10.
Fixed Cast Time: 1 second<br>
Fixed Cast Time: 1 second<br>
Skill cooldown: 2 seconds<br>
Skill cooldown: 2 seconds, 1.5 seconds with {{#item:550152}}<br>
Max AoE of 9x9 and max of 10 hits at level 9. Very short Aftercast Delay
Max AoE of 9x9 and max of 10 hits at level 9. Very short Aftercast Delay
|-
|-
|{{#Skill:5457}}
|{{#Skill:5457}}
|10
|10
|A strong Water element spell that lingers in a 9x9 area at max level. Hits 12 times at max level. Inflicts the Bitter Cold status to enemies, increasing damage taken from Water element attacks. Hits 12 times.
|A strong Water element spell that lingers in a 9x9 area at max level. Hits 12 times at max level. Inflicts the Bitter Cold status to enemies, increasing damage taken from Water element attacks.
Fixed Cast Time: 1.5 seconds<br>
Fixed Cast Time: 1.5 seconds<br>
Skill cooldown: 3 seconds<br>
Skill cooldown: 3 seconds<br>
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|-
|-
|{{#Skill:5459}}
|{{#Skill:5459}}
|7 - 9
|7 - 10
|An upgraded version of Gravitational Drive, Ground Gravitation summons an awesome-looking space-age symbol that causes Neutral element damage to all enemies within a 9x9 area at level 7 and above. Enemies affected receive increased damage while slowing them down.
|An upgraded version of Gravitational Drive, Ground Gravitation summons an awesome-looking space-age symbol that causes Neutral element damage to all enemies within a 9x9 area at level 7 and above. Enemies affected receive increased damage while slowing them down.
Fixed Cast Time: 1.5 seconds<br>
Fixed Cast Time: 1.5 seconds<br>
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|{{#Skill:5505}}
|{{#Skill:5505}}
|Optional
|Optional
|Overcoming Crisis is a super-duper skill that increases Max HP, adds PATK and SMATK, and fully restores HP. It costs a mere 50 AP to cast and has a 60-second cooldown. A fantastic panic button to prevent a terrible fate. Due to skill point constraints, physical builds won't have problem with it. But mage builds will be forced to compromise and make decisions on what skills to get.
|Overcoming Crisis is a super-duper skill that increases Max HP, adds PATK and SMATK, and fully restores HP. It costs a mere 50 AP to cast and has a 60-second cooldown. A fantastic panic button to prevent a terrible fate. Due to skill point constraints, mage builds will be forced to compromise and make decisions on what skills to get.
|-
|-
|}
|}
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|'''Paradise Set'''
|'''Paradise Set'''
|Chest
|Chest
|[[Beginners Guide|Eden Academy]], Base Level 100
|[[Beginners Guide|Eden Academy]], Base Level 10
|'''HIGHLY RECOMMENDED!''' Upon reaching Base Level 10, get the full set by going to @go 16. Go one room up, find '''Paradise Equipment''' and talk to '''Lothaire''' to get the set '''FOR FREE'''. It will serve you well until around level 100, when you'll get better version. There are other options below, but this is one of, if not the best one to use from level 10-100.
|'''HIGHLY RECOMMENDED!''' Upon reaching Base Level 10, get the full set by going to @go 16. Go one room up, find '''Paradise Equipment''' and talk to '''Lothaire''' to get the set '''FOR FREE'''. It will serve you well until around level 100, when you'll get better version. There are other options below, but this is one of, if not the best one to use from level 10-100.
|-
|-
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|Equipment Set
|Equipment Set
|20 {{#item:25669}} per piece. Obtained by completing the [[17.1_Illusion]] questline.
|20 {{#item:25669}} per piece. Obtained by completing the [[17.1_Illusion]] questline.
|Best by level 200, but these will still serve you well even at level 250 if you still don't have enough resources to get the best equipment. An upgraded version of the Imperial set, this is the pinnacle of Eden Academy equipment. Each piece costs 20 {{#item:25669}} while the {{#item:100130}} costs 20 {{#item:25723}}.
|Best by level 200, but these will still serve you well even at level 250 if you still don't have enough resources to get the best equipment. Each piece costs 20 {{#item:25669}} while the {{#item:100130}} costs 20 {{#item:25723}}.
|-
|-
|{{#item:550044}}
|{{#item:550044}}
|Rod
|Rod
|[[Beginners Guide|Eden Academy]], Base Level 100 and above
|[[Beginners Guide|Eden Academy]], Base Level 100 and above
|Go back to where you got the Paradise Set and pay Labraham 10 {{#item:25223}}. Initially gives decent MATK but leveling up makes it significantly better. It is surprisingly strong, dealing more damage than a +15 Crimson Rod and a +8 Fortified Rod. This humble Rod will serve you well, even beyond level 200 if much better rods are still out of reach. The glaring downsides - no slots and it can't be refined.
|Go back to where you got the Paradise Set and pay Labraham 10 {{#item:25223}}. Initially gives decent MATK but leveling up makes it significantly better. The glaring downsides - no slots and it can't be refined.
|-
|{{#item:550080}}
|Rod
|[[Bioresearch Laboratory]], Base Level 100 and above
|An ancient rod. See the link above for more info on patenting it.
|-
|-
|{{#item:5897}}
|{{#item:5897}}
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|[[Cash Shop]]
|[[Cash Shop]]
|A good mid game headgear that provides a lot of bonuses.
|A good mid game headgear that provides a lot of bonuses.
|-
|{{#item:15068}}
|Armor
|Reno (@go 36), 20 Pure Energy Crystals
|MDEF+30
When complete, the Advanced Angel's Set gives even better bonuses compared to the normal version, though the HP and SP boost remains the same. There is a small chance Lv. 1 Assumptio will be autocast if you're under attack. Beware of the After Cast Delay that happens each time the skill is autocast.
|-
|{{#item:1680}}
|Rod
|Bathory, Laurell Weinder
|Gives a good amount of MATK at high refines. Better to use this as material for making other things instead of refining it to +15.
|-
|-
|{{#item:2113}}
|{{#item:2113}}
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|Lighthalzen Armory
|Lighthalzen Armory
|One of the best early-game shields the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
|One of the best early-game shields the Super Novice could ever have - gives 20% resistance to all elements except Neutral.
|-
|{{#item:20718}}
|Garment
|[[Faceworm's Nest]]
|Gives lots of DEF, some MDEF and various stats.
Get at least a +10 with a mix of DEX (bigger priority) and INT enchants for reduced variable cast time.
|-
|-
|{{#item:22008}}
|{{#item:22008}}
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|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice 175-200'''
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Expanded Super Novice 175-200'''
|-
|{{#item:19428}}
{{#item:20948}}
{{#item:32239}}
{{#item:32238}}
|Equipment Set
|[[Illusion of Labyrinth]]
|Early-mid game set. It can be further boosted with an {{#item:550030}} but it requires {{#skill:451}} to use.
For this level range, try to get both the Hood and Shawl to at least +7. This can be done easily by obtaining or buying {{#item:100423}}, which will refine them at +7 - 10 at random.
|-
|-
|{{#item:400054}}
|{{#item:400054}}
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|Armor
|Armor
|[[Illusion]]
|[[Illusion]]
|This is an upgrade over the Grace set but only at high refines (+9) and with modification modules. Gives a large increase in MATK (+100), even more MATK at higher refines and can be enchanted. {{#item:39540}} and two {{#item:39535}} are recommended.
|An upgrade over the Grace set but only at high refines (+9) and with modification modules. Gives a large increase in MATK (+100), even more MATK at higher refines and can be enchanted. {{#item:39540}} and two {{#item:39535}} are recommended.
|-
|-
|{{#item:550044}}
|{{#item:550044}}
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|Rod
|Rod
|[[Bioresearch Laboratory]]
|[[Bioresearch Laboratory]]
|An upgraded version of {{#item:550080}}. Refine it to +7 to gain access to level 5 {{#skill:2449}}, which will make leveling and killing monsters significantly easier.
|An upgraded version of {{#item:550080}}. Refine it to +7 to gain access to level 5 {{#skill:2449}}, which will make leveling and killing monsters a lot easier.
|-
|{{#item:550030}}
|Rod
|[[Illusion of Twins]]
|Mid game rod that gives a lot of bonuses, especially when paired with an {{#item:19428}}. For this level range, refine both to at least a +7.
To easily get to +7, refine it to +4, obtain or buy {{#item:100699|Twins Refine Box}} and it will be refined to +7 - 10 at random. There is the downside and hassle of requiring {{Skill Info|class=Soul Linker|id=451|Supernovice Spirit}} from a Soul Linker to equip and re-equip, but the copious bonuses are well worth the hassle. Hassle.
|-
|-
|{{#item:2113}}
|{{#item:2113}}
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|Illusion Silver Guard, Magic Absorber, Glacier Shield or Mad Bunny-LT still out of reach? The Novice Shield is still decent, thanks to its 20% resistance against all elements except Neutral. It may also help in reducing, or even fully negating Lasgand's Earth and Fire element attacks when paired with the right equipment and cards.
|Illusion Silver Guard, Magic Absorber, Glacier Shield or Mad Bunny-LT still out of reach? The Novice Shield is still decent, thanks to its 20% resistance against all elements except Neutral. It may also help in reducing, or even fully negating Lasgand's Earth and Fire element attacks when paired with the right equipment and cards.
|-
|-
|{{#item:28942|Cursed Knight's Shield }}
|{{#item:28942|Cursed Knight's Shield }}
|Shield
|Shield
|Cash Shop
|Cash Shop
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|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 200-240'''
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 200-250'''
|-
|{{#item:19428}}
{{#item:20948}}
{{#item:32239}}
{{#item:32238}}
|Equipment Set
|[[Illusion of Labyrinth]]
|Completing the Illusion Morpheus' Set and refining the Hood and Shawl to +9 and above gives a significant increase to MATK while reducing annoyances like Skill Interruption, Aftercast Delay and Cast Times. The set can be further boosted with an {{#item:550030}} (or Illusion TSOD for short) but it requires {{#skill:451}} to use.
For this level range, try to get a +10 Hood, +10 Shawl and +10 Illusion TSOD, then refine the weapon to +12 so you'll get most of the benefits without spending too much Zeny and dealing with too much RNG Minorous-poop. Once you're ready, refine both the Hood and Shawl to +11 and enchant them both with {{#item:29100}} or {{#item:29101}}
|-
|-
|{{#item:400263}}
|{{#item:400263}}
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|[[Illusion]]
|[[Illusion]]
|Upgraded versions of OS Headgears. Boosts magic damage, especially at high refines. Choose which one looks good without an upper headgear costume.
|Upgraded versions of OS Headgears. Boosts magic damage, especially at high refines. Choose which one looks good without an upper headgear costume.
|-
|{{#item:18849|Celine Ribbon }}
|Upper Headgear
|[[Horror Toy Factory]], +9 {{#item:18848|Vibrant Rose }} and 1000 {{#item:7642|Bloody Coin}}
|Part of the Celine set. Each enemy killed by magic restores 200 HP. Drains 50 HP every 5 seconds, but that shouldn't be a problem at this point.
|-
|-
|{{#item:410092}}
|{{#item:410092}}
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|[[Issgard]]
|[[Issgard]]
|A much better version of the Automatic Armor Type-B and Gray Wolf Robe, thanks to higher stats and the ability to choose which enchants you want. No RNG shenanigans.
|A much better version of the Automatic Armor Type-B and Gray Wolf Robe, thanks to higher stats and the ability to choose which enchants you want. No RNG shenanigans.
|-
|{{#item:550030}}
|Rod
|[[Illusion of Twins]]
|A powerful rod that gives A LOT of bonuses, especially when paired with an {{#item:19428}}. It can be enchanted by using {{#item:100004}} There is the downside and hassle of requiring {{#skill:451}} from a Soul Linker to equip and re-equip, but the copious bonuses are well worth the hassle. Hassle.
|-
|-
|{{#item:550057}}
|{{#item:550057}}
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|-
|-
|-
|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 240-275'''
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 250-275'''
|-
|-
|{{#item:400111}}
|{{#item:400111}}
|Upper Headgear
|Upper Headgear
|Juperos F2 near entrance
|Juperos F2 near entrance
|One of the best upper headgears for this build. Refining and grading it results in a significant increase in damage. Grade it to B for the 0.5-second FCT reduction, so you can replace {{#item:25067}}, {{#item:25170}} and {{#item:1000521}} for something better.
|One of the best upper headgears for this build. Refining and grading it results in a significant increase in damage. Grade it to at least B for the 0.5-second FCT reduction, so you can replace {{#item:25067}}, {{#item:25170}} and {{#item:1000521}} for something better.
|-
|-
|{{#item:400545}}
|{{#item:400545}}
|Upper Headgear
|Upper Headgear
|Depth 2
|Depth 2
|One of the best upper headgears for this build and can be used in Physical builds. When the upcoming wand {{#item:550152}} releases, this may be the best in slot headgear once the theorycrafting is proven right.
|One of the best upper headgears for this build and can be used in Physical builds. Enchanting it is EXPENSIVE, thanks to infuriating RNG.
|-
|-
|{{#item:410233}}
|{{#item:410233}}
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|[[Varmundt's Biosphere Depth]]
|[[Varmundt's Biosphere Depth]]
|One of the best armors for this build. Grants copious amounts of MATK and magical damage, especially at higher grades and higher refines.
|One of the best armors for this build. Grants copious amounts of MATK and magical damage, especially at higher grades and higher refines.
|-
|{{#item:450173}}
|Armor
|[[Constellation Tower]]
|The best-in-slot armor, but only if all the stars align. {{#item:450284}} is a lot more powerful than this, so stay with that armor. But once you obtain a {{#item:480351}} with the {{#item:313018}} enchant, {{#item:490136}} with {{#item:313038}}, and {{#item:490485}} with {{#item:312996}}, there will be an even bigger increase in power, at the cost of some survivability. But with such power, almost everything drops dead, and that in itself is a form of "survivability" - just kill'em fast before they kill you fast.
|-
|-
|{{#item:550089}}
|{{#item:550089}}
|Rod
|Rod
|[[Issgard]]
|[[Issgard]]
|Best-in-slot weapon despite having just 1 slot. It can have three very powerful enchants of your choosing, which means no RNG nonsense. It can be easily graded as well, because it doesn't need an exorbitant amount of zeny and expensive {{#item:6635}} to refine.
|2nd best-in-slot weapon despite having just 1 slot. It can have three very powerful enchants of your choosing, which means no RNG nonsense. It can be easily graded as well, because it doesn't need an exorbitant amount of zeny and expensive {{#item:6635}} to refine.
|-
|{{#item:550152}}
|Rod
|[[Time Gap Weapons]]
|Most powerful and best-in-slot weapon, but can be difficult to obtain. It can have two powerful enchants of your choosing, no RNG nonsense. Greatly boosts JFN and JT damage when paired with {{#item:400545}}, but can feel a little "heavy" compared to {{#item:550089}} + {{#item:400111}}.
|-
|-
|{{#item:460020}}
|{{#item:460020}}
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|[[Varmundt's Biosphere]]
|[[Varmundt's Biosphere]]
|A powerful manteau that grows stronger the higher its refinement and grade. The 10% After-Cast Delay reduction at Grade A makes skill rotation a lot easier, especially when Ground Gravitation is part of the rotation.
|A powerful manteau that grows stronger the higher its refinement and grade. The 10% After-Cast Delay reduction at Grade A makes skill rotation a lot easier, especially when Ground Gravitation is part of the rotation.
|-
|{{#item:480531}}
|Garment
|[[Garden of Time]] - [[Divine Beast's Cloak: Autumn]]
|Best-in-slot Garment, becoming even stronger when all the stars align. See the {{#item:450173}} above for more info.
|-
|-
|{{#item:470204}}
|{{#item:470204}}
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|Accessory (Right)
|Accessory (Right)
|[[Thanatos Tower]]
|[[Thanatos Tower]]
|One of, if not the best-in-slot accessories. VERY EXPENSIVE to enchant!
|One of the best-in-slot accessories. EXPENSIVE to enchant!
|-
|-
|{{#item:490307}}
|{{#item:490307}}
|Accessory (Left)
|Accessory (Left)
|[[Thanatos Tower]]
|[[Thanatos Tower]]
|One of, if not the best-in-slot accessories. VERY EXPENSIVE to enchant!
|One of, if not the best-in-slot accessories. EXPENSIVE to enchant!
|-
|{{#item:490136}}
|Accessory (Right)
|[[Constellation Tower]]
|The best-in-slot accessory, but it is very expensive to enchant due to extremely maddening RNG. When using the Yordos Judge / Yortus Conjurator combo, this is '''HIGHLY RECOMMENDED''' due to the VCT reduction from the two {{#item:310711}} enchants. DEX can be reduced to 1, negating the combo's eye-watering SP Cost increase due to Base DEX, which can be used in boosting other stats, while also freeing up some skill points - less points to Owl's Eye can be used elsewhere.
|-
|{{#item:490485}}
|Accessory (Left)
|[[Garden of Time]] - [[Circulation of Life Accessories]]
|The other best-in-slot accessory, but it is very expensive to enchant due to extremely maddening levels of RNG. Best paired with {{#item:480531}}.
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|-
|}
|}
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|Armor
|Armor
|Requires a +12 level 2 armor to bring out its full potential. Gives a lot of RES and MRES and is one of the best defensive armor cards. If you already deal a ton of damage but want some more survivability, get this card.
|Requires a +12 level 2 armor to bring out its full potential. Gives a lot of RES and MRES and is one of the best defensive armor cards. If you already deal a ton of damage but want some more survivability, get this card.
|-
|{{#item:300472}}
|Armor
|At the cost of reduced Max HP, it grants a large amount of SPL and MATK, and a sizeable 40% increased damage against Boss-type monsters, perfect for the end-game. If offense is the best defense, get this card... if you have tons of luck or zeny, or are willing to farm Lasgand with tons of alts for hours on end almost everyday.
|-
|-
|{{#item:4023}}
|{{#item:4023}}
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|Armor
|Armor
|When paired with an Eldest card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike.
|When paired with an Eldest card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike.
|-
|{{#item:300529}}
|Armor
|At the cost of reduced HP and an abhorrently repugnant increase in SP Cost depending on Base DEX, it increases MATK. When combined with certain garment cards (see below), it greatly boosts various elements' power. It is '''HIGHLY RECOMMENDED''' to find a way to have close to or 100% VCT Reduction before using this card combo, so DEX can be kept below 10 and the extra points can be used elsewhere.
|-
|{{#item:300472}}
|Armor
|A Lasgandious MVP card that greatly boosts magic damage against boss-type enemies at the cost of reduced HP. Lasgandaciously lasgandious against late-game enemies. Lasgand.
|-
|-
|{{#item:27196}}
|{{#item:27196}}
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|Garment
|Garment
|Best paired with the armor card {{#item:300308}} for a 5% all property magic damage bonus. Compared to the specialized elemental garment cards above, it deals a very teeny-tiny bit less damage (around 2%), but it is made up by boosting all elements significantly at the cost of reduced Neutral Element resistance. Increases all property magic damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted into.
|Best paired with the armor card {{#item:300308}} for a 5% all property magic damage bonus. Compared to the specialized elemental garment cards above, it deals a very teeny-tiny bit less damage (around 2%), but it is made up by boosting all elements significantly at the cost of reduced Neutral Element resistance. Increases all property magic damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted into.
|-
|{{#item:300521}}
|Garment
|Significantly boosts Fire, Neutral, Shadow, Holy, and Ghost Element magic damage. Good for those focusing on Meteor Storm Buster, Ground Gravitation, and Napalm Soul Vulcan. Best paired with {{#item:300529}}.
|-
|{{#item:300522}}
|Garment
|Significantly boosts Wind, Water, Earth, Poison, and Undead Element magic damage. Good for those focusing on Jupitel Thunderstorm, Jack Frost Nova, and Hell's Drive. Best paired with {{#item:300529}}.
|-
|-
|{{#item:27362}}
|{{#item:27362}}
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