Rakugaki's PvM Hyper Novice: Difference between revisions

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→‎Tips and Tricks: Expanded D1 and D2 strategy when having merely adequate equipment, added WIP buffing and skill rotations, added easter egg hidden story of what ALWAYS causes Rakugaki to die in Depth2, and it's glorious "teamwork" by the Depth2 mobs ahahahahahaha
(→‎Equipment: Added some future equipment that will maybe arrive 1 year from now kekw emote, modified wording on Glacier Guard at 230-275)
(→‎Tips and Tricks: Expanded D1 and D2 strategy when having merely adequate equipment, added WIP buffing and skill rotations, added easter egg hidden story of what ALWAYS causes Rakugaki to die in Depth2, and it's glorious "teamwork" by the Depth2 mobs ahahahahahaha)
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<u>Hyper Novice</u>
<u>Hyper Novice</u>
WORK IN PROGRESS!!! Break the Rule of Er and destroy all who bring you down. Don't let them go, let them gravitate to you. Devastate their mental health, freeze them to the core, shock them with baleful thunder and call forth the wrath of the skies until they're no more. until they're no more. Beat the already dead horse by summoning the wrath of the skies and command the earth to swallow it whole, driving them down to a place worse than the deepest depths of the darkest hell.
 
WORK IN PROGRESS!!! Break the Rule of Er and destroy all who bring you down. Don't let them go, let them gravitate to you. Devastate their mental health, freeze them to the core, shock them with baleful thunder and call forth the wrath of the skies until they're no more. Beat the already dead horse by summoning the wrath of the skies and command the earth to swallow it whole, driving them down to a place worse than the deepest depths of the darkest despair.
 
'''WIP:'''
 
Buffing rotation:<br>
Every 90 seconds: Magni, Impo, Shield Spell, Cart Boost<br>
Every 180 seconds: Improve Concentration, Increase AGI, Blessing, Magni, Impo, Shield Spell, Cart Boost
 
 
Skill rotation (Based on the skill build above, ~100% VCT reduction and 1.5sec FCT reduction, 30% or better ACD reduction):<br>
(start) JFN > JT > GG > JT // JFN > JT > HD > JT > HDx2 (end)(repeat from the start)


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! style="background-color:#ADD8E6; color:Black;  width: 100% " |Strategy Depth 1 (WIP, some info may be wrong)
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Strategy Depth 1
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|1 - get powerful equips (check Equipment 240-275)
|The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no D1 parties at the moment.
 
2 - Use {{#item:23204}} so you won't get 1-shot by some mobs, especially the dwarves and gangrene fishermen.
 
3 - The demented dwarf has powerful Lightning Bolt and Thunderstorm skills and will either deal huge damage or cause certain death. It will ALWAYS initiate with Lightning Bolt but it can be interrupted. Once you see a dwarf, attack it first to interrupt its lightning bolt. High priority! Once you see a dwarf, shut it up and kill it ASAP!
 
4 - The gang green fisherman has a powerful Water Ball attack but it can be interrupted. Always keep this thing in Ground Gravitation or bombard it with Meteor Storm Buster so it always interrupts Water Ball.
 
5 - The gator guy has sonic blow and a much more powerful water-element skill which is 99% certain death even with a {{#item:23204}}, but it is used only when within melee range. Stay away and kill it from a distance.
 
6 - The frisky frog is badly influenced by Ifrit's lustful love, lust and desire of stripping people naked, so it will strip your equipment one by one if you're within melee range. It will ALWAYS target your shield first. Stay away and kill it from a distance.
 
7 - The screaming man can cast Dark Grand Cross when you're in melee range for too long. Stay away and kill him from a distance.
 
8 - The overly emo goth angel in white may cast Grand Cross when you're within melee range for too long. Stay away and kill her from a distance.
 
9 - The tree thing has a strong CRIT attack when you're within melee range for too long. Safety Wall negates it. Stay away and kill it from a distance.


10 - The dragon fly and archer skeleton can hook you to their location. This is usually a bad thing because there will be lots of monsters nearby.
1 - Get powerful-enough equips (check Equipment 230-275 above) and have at least 60,000HP.


11 - The bad breath angel lady can cast Dark Jupitel Thunder, but it can take a while before she casts it. Kill her before she casts it.
2 - Use {{#item:23204}} so you won't get 1-shot by some mobs, especially the Fatums (dwarf) and Kapha (green fishermen). {{#item:50035}} is even better.


12 - The gentlemanly muddy hand and spider are nuisances because they can cast Quagmire. {{#item:12710}} solves that problem almost completely. However, the spider may cast Spider Web, but it will only do so when attacked.
3 - If your DPS is just merely adequate to survive here, prioritizing which monster to kill will make things easier.


13 - The dark flower girl, cute red lizard, demented laughing angel and skeleton soldier don't seem to do much, but kill them anyway. Teehee~
*'''Enemy no. 1 - Lava Toads.''' If you see even just one, KILL IT ASAP! If they get near, they will STRIP your equipment one by one. They will almost always strip your shield first, followed your armor. If you have a friend or alt Biolo that can cast {{#skill:479}}, this is still enemy no. 1 because if they get close, they can do a surprise CRIT Attack that actually hits like a truck. Again, KILL LAVA TOADS THE MOMENT YOU SEE THEM!
*'''Enemy no. 2 - Fatums.''' They have powerful Wind-Element Spells but they can be interrupted. They will often initiate with {{#skill:20}}, and it hits rather hard. If you see one, interrupt it immediately, then kill it.
*'''Enemy no. 3 - The Waterborne, Kapha and Anolian.''' Kapha usually doesn't initiate with {{#skill:86}}, but they'll eventually do it. If you see it casting, interrupt it. Anolian has two deadly skills, {{#skill:136}}, {{#skill:2447}}, but will use them only if they get close. All will usually result in death or close to it. Stay away from the Anolian. Zap'em both dead.
*'''Enemy no. 4 - The Pullers, Skeleton Archer and Dragon Tail.''' These two can occasionally cast Grasp of Death, teleporting you to their location. Skeleton Archer seems to use Grasp of Death more frequently than Dragon Tail, but Dragon Tail hits harder and has a much higher HIT rate. Grasp of Death is infuriating at best, but can result in dragging you back to the enemy mosh pit and result in death at worst. Though sometimes, they can actually save your life.
*Enemy no. 5 - The Bogdowns, Sting and Pom Spider, because they can bog you down. Stings can occasionally cast {{#skill:92}}, removing {{#skill:29}}, {{#skill:45}}, and {{#skill:2478}} and reducing DEX and AGI. Really annoying because you need to recast those skills, but {{#item:12710}} fixes that problem. Pom Spiders can occasionally cast {{#skill:405}} when attacked, sticking you in place for 8 seconds. If your character can't move for some reason, kill the spider quickly, especially if a huge horde is nearby.
*Enemy no. 6 - Retribution, Wood Goblin, Holy Skogul, Dark Pinguicula, Fire Frilldora. They're not as threatening as the others I guess, but watch out for Holy Skogul's {{#skill:18}}.
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! style="background-color:#ADD8E6; color:Black;  width: 100% " |Strategy Depth 2(WIP)
! style="background-color:#ADD8E6; color:Black;  width: 100% " |Strategy Depth 2
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|1 - get powerful equips (check Equipment 240-275)
|The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no D2 parties at the moment.


2 - Use {{#item:23204}} so you won't get 1-shot by Mosquitoes. Mosquitoes have a strong, usually 1-shot Lightning Bolt skill. Once you see a Mosquito, kill it ASAP before it kills you! VERY HIGH PRIORITY TARGET. KILL THESE BLOOD SUCKERS ON SIGHT!
1 - get powerful equips (check Equipment 230-275 above, but 275+ is recommended) and have at least 80,000HP.


3 - Blue Acidus is annoying due to its strong wind element skills. While it's casting, interrupt it, then kill it quick!
2 - Use {{#item:23204}} so you won't get 1-shot by Moskrillos and Salamanders. {{#item:50035}} is significantly better.


4 - Get ready to get stuck... A LOT! Duneyrr and Creepy Tree Thing can cast Spider Web. Spider Web can occasionally stack, causing you to get stuck for 16 seconds instead of 8. Thank goodness it got nerfed, causing -50 Flee instead of -50% Flee, but getting stuck while a Salamander is about to cast Earthquake isn't exactly the best situation... Safety Wall can help a little when being surrounded by more than 4 mobs, but it definitely won't help against ranged and magic attacks, and earthquakes of course.
3 - If your DPS is just merely adequate to survive here, prioritizing which monster to kill will make things easier.


5 - Salamander will always open with a strongk Fire Ball. Keep distance and kite to avoid its powerful Earthquake.
*'''Enemy no. 1 - Salamanders. KILL ON SIGHT, even if they're alone!''' These annoying fire lizards are almost always the main reason for dying here due to Earthquake. But if they don't cast Earthquake first, then their CRIT Attack is almost a guaranteed kill. Again, KILL ON SIGHT!!!
*'''Enemy no. 2 - The Graspers/Pullers, Frozen Gargoyle and Ancient Tree.''' In a place where mobs hit like a truck with a serious urge to isekai, and can occasionally "combo" with the Fiber Lockers, getting pulled to the wrong place at the wrong time can be certain death. Kill these two, especially the more dangerous and Grasp-Happy Gargoyle that can cast {{#skill:88}}.
*'''Enemy no. 3 - The Windborne Moskrillo and Blue Acidus.''' Prepare for trouble, and make it double! They are mostly on the same priority as The Pullers simply because they hit hard. They are deadly in their own unique ways. Moskrillo has a powerful {{#skill:20}} and an even more powerful CRIT Attack, but they're rather squishy compared to others. The Blue Acidus is tankier, but can potentially deal as much as damage as Moskrilli/Moskrillos, because they tend to cast {{#skill:21}} and {{#skill:84}} in quick succession.
*'''Enemy no. 4 - The Fiber Lockers, Duneyrr and Ancient Tree. Mostly applies to Duneyrr''' because my goodness, they cast {{#skill:405}} like it's going out of style! By themselves, they're not that threatening. But when surrounded, they can prevent escaping from a sticky situation by causing a sticky situation, especially when there are Pullers around.  


6 - Fire witch thing and two-eyes dollocaris can be hiding and will ambush. Watch out!
<!--Here's a true story that happened to my main SN Rakugaki multiple times: He attempts to escape a huge horde. Duneyrr casts Spider Web. He gets stuck for 8 seconds. Two or more Duneyrrs casting Spider Web? Make that 16 seconds because their duration stacks for some reason. A Gargoyle grasps him back but somehow he still can't move, even if the spider web is all the way over there. He breaks free of the sticky, but he has less than 100 Hard MDEF, and a Gargoyle casts Frost Nova. Or if he has less than 100 Total LUK, a Morroc Incarnation casts Wide Curse. Or he has less than 100 Hard MDEF and 100 Total LUK, and he's both Frozen and Cursed! He's Frozen in place, or can barely even move, or both, and there's a Salamander (or a huge horde) nearby. Salamander casts Earthquake, and he's STILL NOT DEAD thanks to the Hyper Novice's extra life. But because {{#skill:268}} drastically reduces movement speed, there's no escaping the massive horde stampeding towards him. One more spider web sticks him in place, the sheer amount of REALLY ANGRY monsters overwhelms his 90% damage reduction, and his fate is sealed. COMBO KILL!!! ALL THE MONSTERS IN DEPTH2 ARE CHEERING!!! THE VERDICT - 10 10 9001!!! -->


7 - Keep it steady and try not to mob too much until you're feeling confident or can deal TONS of damage. Tons of damage.
*Enemy no. 5 - Naga. They have {{#skill:57}}, but {{#skill:86}} is more threatening. Having high FLEE isn't a problem with high CON trait and AGI stat, and they usually don't initiate with Water Ball. Still, kill them quickly because they will eventually cast Water Ball.
*Enemy no. 6 - Morroc Incarnation. This false angel is a serious problem only if you have insufficient LUK. They usually initiate with Wide Curse, so have at least 100 Total LUK. That leaves Dark Grand Cross, but thankfully, it is cast only after Wide Curse is cast, and takes a good 2 seconds to do so.
*Enemy no. 7 - Dollocaris and Flame Ghost. They don't really do all that much I think. Dollocaris is kinda tanky and can cast a ghost and an earth skill. Flame Ghost is just sneaky, but don't really do that much damage.
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