Rakugaki's PvM Hyper Novice: Difference between revisions

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→‎Tips and Tricks: Added random Toxit lore after listening to Maurice Ravel's Le Gibet, because Toxit are overpowered drunken Gibbets XD
(→‎Tips and Tricks: Added random Toxit lore after listening to Maurice Ravel's Le Gibet, because Toxit are overpowered drunken Gibbets XD)
 
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! style="text-align:center; {{#if:{{{bg|}}} | This guide is still a work in progress
! style="text-align:center; {{#if:{{{bg|}}} | This guide is still a work in progress
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|style="text-align:center;| The Magical section is updated! But the Physical and Hybrid sections are still outdated and have erroneous (wrong) info.
|style="text-align:center;| The Magical section is up to date for the most part. But the Physical and Hybrid sections are still outdated and have erroneous (wrong) info.
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== Mage ==
== Mage ==
[[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:HN in Eroded Badlands.jpg|thumb|Mage build Hyper Novice exploring the Eroded Bad Lands known as Eroded Gefenia.]]
<!--[[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.]]-->
'''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>
The Super Novice can take one of two routes - Magic 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 Rules along the way, they acquired a newfound power by improving existing skills and by combining two or more skills to form even more potent skills. ''I still wonder what rules are they breaking... The rules of physics, the rule of law... or the rule of er... or the rule of the letter s at the end of the plural form of rule, which is rules, but it can also be a verb attached to a singular nou- (perfectly cut nonsense blabbering).''
The Super Novice can take one of two routes - Magic 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 Rules along the way, they acquired a newfound power by improving existing skills and by combining two or more skills to form even more potent skills. ''I still wonder what rules are they breaking... The rules of physics, the rule of law... or the rule of er... or the rule of the letter s at the end of the plural form of rule, which is rules, but it can also be a verb attached to a singular nou- (perfectly cut nonsense blabbering).''
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|Sunken Ship
|Sunken Ship
|Climbing and/or moaning noises not included. Refine to +14 or higher for the best results.
|Climbing and/or moaning noises not included. Refine to +14 or higher for the best results.
|-
|{{#item:470337}}
|rowspan="2"| Footgear
|[[Chapter 1]]
|Boosts magic power and almost all elemental magic damage except for Undead and Ghost. Increases overall magic power by itself, but enchanting it makes it SIGNIFICANTLY more powerful. This cold and wet pair of shoes is the successor to the {{#item:470204}} when fully enchanted. The moaning stops. The cold wet socks start.
|-
|{{#item:470338}}
|[[Chapter 1]]
|Boosts magic power and almost all elemental magic damage except for Water and Poison. Increases overall magic power by itself, but enchanting it makes it SIGNIFICANTLY more powerful. This hot and sweaty pair of shoes is the successor to the {{#item:470204}} when fully enchanted. The moaning stops. The acrid, foul smell starts.
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|{{#item:490136}}
|{{#item:490136}}
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|{{#item:400991}}
|{{#item:400991}}
|Headgear
|Headgear
|???
|[[Chapter_1#Zero_Cell_Sector]]
|Headgear that greatly boosts the Hyper Novice's ability to effectively manipulate Wind and Water. Significantly boosts Wind and Water Magic Damage and the equivalent skills {{#skill:5456}} and {{#skill:5457}}. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 {{#item:550177}}. Pairing them will result in {{#skill:5462}} granting an extra effect to the two aforementioned skills for half of its duration (150 seconds). {{#skill:5456}} will autocast Level 5 {{#skill:2453}} on the target. {{#skill:5457}} will autocast Level 5 {{#skill:5216}} where you stand. This is the best-in-slot headgear for Wind and/or Water-focused Hyper Novices.
|Headgear that greatly boosts the Hyper Novice's ability to effectively manipulate Wind and Water. Significantly boosts Wind and Water Magic Damage and the equivalent skills {{#skill:5456}} and {{#skill:5457}}. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 {{#item:550177}}. Pairing them will result in {{#skill:5462}} granting an extra effect to the two aforementioned skills for half of its duration (150 seconds). {{#skill:5456}} will autocast Level 5 {{#skill:5227}} on the target. {{#skill:5457}} will autocast Level 5 {{#skill:5216}} where you stand. This is the best-in-slot headgear for Wind and/or Water-focused Hyper Novices.
|-
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|{{#item:550177}}
|{{#item:550177}}
|Weapon
|Weapon
|???
|[[Chapter_1#Zero_Cell_Sector]]
|Significantly boosts Wind and Water Magic Damage and the equivalent skills {{#skill:5456}} and {{#skill:5457}}. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 {{#item:400991}}. The combo's downside is {{#skill:5462}} must be active at all times and must be reactivated every 150 seconds for its effects to stay up and running.
|Significantly boosts Wind and Water Magic Damage and the equivalent skills {{#skill:5456}} and {{#skill:5457}}. It must be graded and refined to A and at least +12, and it must absolutely be paired with a Grade A +12 {{#item:400991}}. The combo's downside is {{#skill:5462}} must be active at all times and must be reactivated every 150 seconds for its effects to stay up and running.
|-
|{{#item:470337}}
|rowspan="2"| Footgear
|???
|Boosts magic power and almost all elemental magic damage except for Undead and Ghost. Increases overall magic power by itself, but enchanting it makes it SIGNIFICANTLY more powerful. This cold and wet pair of shoes is the most likely successor to the {{#item:470204}} when fully enchanted. The moaning stops. The wet socks start.
|-
|{{#item:470338}}
|???
|Boosts magic power and almost all elemental magic damage except for Water and Poison. Increases overall magic power by itself, but enchanting it makes it SIGNIFICANTLY more powerful. This hot and sweaty pair of shoes is the most likely successor to the {{#item:470204}} when fully enchanted. The moaning stops. The acrid, foul smell starts.
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|-
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Shadow Equipment'''
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Shadow Equipment'''
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|{{#item:300308}}
|{{#item:300308}}
|rowspan="7"| Armor
|rowspan="8"| Armor
|At the cost of increased SP consumption, gain 4% all property magic damage every 3 refine rate. Try to +12 the armor this card is slotted into. Best paired with a {{#item:300424}} card.
|At the cost of increased SP consumption, gain 4% all property magic damage every 3 refine rate. Try to +12 the armor this card is slotted into. Best paired with a {{#item:300424}} card.
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|{{#item:300529}}
|{{#item:300529}}
|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.
|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:300665}}
|Combos with {{#item:300660}} and {{#item:300662}}
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|{{#item:300472}}
|{{#item:300472}}
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|-
|{{#item:27196}}
|{{#item:27196}}
|rowspan="9"|Weapon
|rowspan="11"|Weapon
|Early-mid game card that boosts damage against small monsters.
|Early-mid game card that boosts damage against small monsters.
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|-
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|{{#item:300601}}
|{{#item:300601}}
|One of the best card for Wind and Water builds, especially when paired with a +12 and above Grade A {{#item:400724}}. Significantly boosts {{#skill:5456}} and {{#skill:5457}} damage.
|One of the best card for Wind and Water builds, especially when paired with a +12 and above Grade A {{#item:400724}}. Significantly boosts {{#skill:5456}} and {{#skill:5457}} damage.
|-
|{{#item:300660}}
|Increases magical damage against normal-type and mobs of all sizes. Slightly weaker compared to {{#item:27384}}.
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|{{#item:300662}}
|Increases magical damage against boss-type and mobs of all elements. This is a bit more preferable to Lunarina, dealing a bit more damage compared {{#item:27384}}.
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|{{#item:27356}}
|{{#item:27356}}
|rowspan="4"|Shield
|rowspan="4"|Shield
|The cheap, slightly inferior version of Khalitzburg Knight and Mutated Khalitzburg cards. Get it if you're on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters.
|The cheap, slightly inferior version of Khalitzburg Knight and Mutated Khalitzburg cards, good for those on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters.
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|{{#item:27385}}
|{{#item:27385}}
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|-
|{{#item:4413}}
|{{#item:4413}}
|Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked.
|Reduces damage from Small, Medium, and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked.
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|{{#item:300379}}
|{{#item:300379}}
|A Hodremlin Card, but better... if your shield is a level 2, like {{#item:460040}}, and is refined to +12.
|A Hodremlin Card but better... if your shield is a level 2, like {{#item:460040}} and is refined to +12.
|-
|-
|{{#item:27176}}
|{{#item:27176}}
|rowspan="11"|Garment
|rowspan="13"|Garment
|A decent garment card, good for early-mid game. MATK +3 and ASPD +1% for every 10 base INT. If base INT is 120 and above, MATK +40. Increases ASPD, making spell spamming faster.
|A decent garment card, good for early-mid game. MATK +3 and ASPD +1% for every 10 base INT. If base INT is 120 and above, MATK +40. Increases ASPD, making spell spamming faster.
|-
|-
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|{{#item:300522}}
|{{#item:300522}}
|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}}.
|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:300641}}
|Significantly boosts Fire, Neutral, Holy, Dark, Ghost, Wind, and Undead Element magic damage, but if the Garment's refine rate is less than 11. Very good earlier in the game or for those who don't want to deal with RNG nonsense and burning tons of {{#item:6635}} in the process. Best paired with {{#item:300645}}.
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|{{#item:300643}}
|Significantly boosts Fire, Water, Earth, Dark, Neutral, Wind, and Poison Element magic damage, but if the Garment's refine rate is less than 11. Very good earlier in the game or for those who don't want to deal with RNG nonsense and burning tons of {{#item:6635}} in the process. Best paired with {{#item:300645}}.
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|-
|{{#item:27362}}
|{{#item:27362}}
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{{#item:1001489}}
{{#item:1001489}}
|Upper costume headgear, mid costume headgear, low costume headgear, garment costume
|Upper costume headgear, mid costume headgear, low costume headgear, garment costume
|The Hyper Novice set boosts Water, Wind, and Ghost element damage and its related skills, Jack Frost Nova, Jupitel Thunderstorm and Napalm Vulcan Strike. Max out Jack Frost Nova and Self Study Sorcery to reap its full benefits. However, reports of an upcoming skill may slightly reduce this combo's effectiveness, as it requires level 5 Self Study Tactics from the Physical Tree. Be a more powerful glass cannon, or a more tanky kind of mage with slightly less damage.
|The Hyper Novice set boosts Water, Wind, and Ghost element damage and its related skills, Jack Frost Nova, Jupitel Thunderstorm and Napalm Vulcan Strike. Max out Jack Frost Nova and Self Study Sorcery to reap its full benefits.
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|The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no EroGef (I dunno a good short name XD) parties at the moment. This is based on my experience having newly entered the Eroded Bad Land(s), so it is subject to change.
|The strategy here is mainly for those who can deal just enough damage to survive here alone and if there are no EroGef (I dunno a good short name XD) parties at the moment. This is based on my experience having newly entered the Eroded Bad Land(s), so it is subject to change.


1 - get powerful equips (275+ is highly recommended) and have at least 80,000HP.
1 - get powerful equips (decently enchanted 275+ is highly recommended) and have at least 80,000HP.


2 - Use {{#item:23204}} so you won't die due too quickly due to Toxi(t)city. {{#item:50035}} is significantly better.
2 - Use {{#item:23204}} so you won't die due too quickly when dealing with Toxit Monsters. {{#item:50035}} is significantly better.


3 - If your DPS is just merely adequate to survive here, prioritizing which monster to kill will make things easier.
3 - If your DPS is just merely adequate to survive here, prioritizing which monster to kill will make things easier.


*'''Enemy no. 1 - TOXIT. WOW, THEY ARE SO TOXIC!!! KILL ON SIGHT, even if they're alone!''' They're almost always the main reason for dying here due to Power Up, unleashing a barrage of skills, and pulling you with Phantom Thrust, usually preventing escape. Always stay away from Toxi(t)city even as it pulls you towards it, and deal with it ASAP. Still not as toxic as getting stripped by Depth Lava Toads though.
*'''Enemy no. 1 - TOXIT. WOW, THEY ARE SO TOXIC!!! KILL ON SIGHT, even if they're alone!'''<br>''(my made up) Legends say that when a Toxit is near, Ravel's Le Gibet from Gaspard de la Nuit starts playing... Those who encountered the Toxit whispers...''<br>''I mean you can try going in and let Toxit {{#skill:2020}} you. Quite fun when you get pulled around and die 2 screens away...''<br> ''I even prefer going {{#item:300379}} than {{#item:4128}} to survive Toxit...''<br>''What element is the best there? Holy? Fire?''<br>''Holy. But toxit will destroy you...''<br>Power Up is a monster skill that triples Hit AND ATK rate for 30 seconds, increasing this drunken '''toxi'''c '''t'''ree's Hit from 723 to 2169 and ATK from 28-42k to 84-126k! But it has the downside of making them easier to kill, as they take triple damage. They're almost always the main reason for dying here because they cast Power Up when they see you, followed by either Pulse Strike or pulling you in with {{#skill:2020}}, then finishing you off with Pulse Strike. Always stay away from Toxit Monsters even as it pulls you towards it, and deal with it ASAP!
*'''Enemy no. 2 - Lunarina.''' Relatively dangerous because if {{#skill:2492}} connects, your casting will slow down significantly for a duration. Having uninterruptible cast is actually BAD with them around. Imagine the insta-cast {{#skill:28}} now having a 2-second cast time or something. High VIT and/or LUK decreases the chances of getting howled on. Once you see them casting, hit'em ASAP to interrupt or keep distance.
*'''Enemy no. 2 - Lunarina.''' These souped up Loli Ruris have {{#skill:2492}}, which will SIGNIFICANTLY slow down your casting for 30 seconds if it connects, and even skills that are instant cast will suddenly have a 1 second cast time! High VIT and/or LUK decreases the chances of getting howled on, but be careful if a Succubus casts "All Stats Down". Once you see them casting, '''INTERRUPT IT ASAP''', keep distance, or one-shot them if possible. Based on my experience, they're not that much of a threat when soloing - they're quite squishy compared to others, so interrupt and kill them. But in parties, a single Lunarina has the potential to almost totally shut down a party because everyone now has a cast time, '''INCLUDING INSTANT CAST SPELLS, FOR 30 SECONDS.''' Find'em quick, kill'em quick, before everyone gets howled on. Maybe designate someone as a Lunarina spotter. When howled on, '''Lauda'''mus te. Benedecimus te. Adoramus te.
*'''Enemy no. 3 - High Incubus.''' A significantly less annoying version of the Yoscopus Sorcerer and Guardian, they can fully drain your SP pool but not on the same frequency as the cultists. Still, make sure you have SP potions ready just in case. Likes casting Soul Strike of Darkness.
*'''Enemy no. 3 - High Incubus.''' A significantly less annoying version of the Yoscopus Sorcerer and Guardian, they can fully drain your SP but not on the same frequency as the cultists. Still, make sure you have SP potions ready just in case. Likes casting Soul Strike of Darkness.
*'''Enemy no. 4 - High Succubus.''' Can cast some sort of "All Stats Down" skill, but it doesn't seem to be too frequent. Despite it, having 100% VCT Reduction and keeping distance from enemies should mitigate its effects.
*'''Enemy no. 4 - High Succubus.''' Can cast some sort of "All Stats Down" skill, but it doesn't seem to be too frequent. Having 100% VCT Reduction and keeping distance from enemies should mitigate its effects. Like the Lunarina, they're squishy, and if you think "All Stats Down" is a downer, be tempted to dispose of them quickly.
*'''Enemy no. 5 - Chief Knight of Abyss.''' Having High Flee (preferably over 900) should be enough to deal with its powerful Spiral Pierce... most of the time. They cast Earthquake at low HP, but it takes a long time for them to do so. Simply move away, which is easier said than done if puller mobs like Toxits and Shadiests are around. Or kill before it can cast Earthquake.
*'''Enemy no. 5 - Chief Knight of Abyss.''' Having High Flee (preferably over 900) should be enough to deal with its powerful {{#skill:397}}... most of the time. Because even with infinity Flee, there will ALWAYS be a 5% chance for attacks to hit. They cast Earthquake at low HP, but it takes a long time for them to do so. Simply move away, which is easier said than done if puller mobs like Toxits and Shadiests are around. Or kill before it can cast Earthquake.
*'''Enemy no. 6 - Shadiest.''' Has a pull in the form of Phantom Thrust and loves casting {{#skill:92}}. {{#item:12710}} solves the Quagmire problem, but Phantom Thrust can be deadly if it's part of a horde.
*'''Enemy no. 6 - Bloody Slasher.''' High Flee and constantly moving should solve most problems. In addition to {{#skill:2006}} from their adult forms, they have Break Equipment Skills and likes casting them too. They're the tankiest of the bunch in this Eroded Bad Land.
*'''Enemy no. 7 - Bloody Slasher.''' Has a bunch of Break Equipment skills, but as long as they don't hit, I guess it shouldn't be much of a problem. They're the tankiest of the bunch in this Eroded Bad Land.
*'''Enemy no. 7 - Shadiest.''' Has Break Armor, a pull in the form of {{#skill:2020}} and loves casting {{#skill:92}}. {{#item:12710}} solves the Quagmire problem, but {{#skill:2020}} can be deadly if it's in a horde. While it has Break Armor, it isn't used frequently. Mostly it's {{#skill:2020}} and {{#skill:92}}.
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