Rakugaki's PvM Hyper Novice: Difference between revisions

→‎Cards and Pets: Copy-pasted cards from SE guide and made adjustments, because it's so borked hahahaha
(→‎Equipment: OMG I forgot the Not Dim Glacier set... AGAIN! Now it's here)
(→‎Cards and Pets: Copy-pasted cards from SE guide and made adjustments, because it's so borked hahahaha)
Line 2,617: Line 2,617:
! style=" width: 80% " | Notes
! style=" width: 80% " | Notes
|-
|-
|{{#item:4468}}
|{{#item:300150}}<br>{{#item:4524}}
{{#item:4458}}
|Headgear
|Headgear
|Early-game ATK-boosting card. Both give +10 ATK. Dark Pinguicula adds a chance of dropping Guillotine Cross (GX) poison herbs, while Duneyrr adds a chance of increasing ASPD.
|Early to mid game cards that boost ATK. Place {{#item:4524}} at slotted mid headgears.
|-
|-
| {{#item:30150}}
|{{#item:300459}}
|Headgear
|Headgear
|One of the best Headgear cards, especially when paired with the Deep Sea Merman Card. Insert this in high refine headgears. Max HP -5%, ATK +1% for every 3 refine rate.
|Best paired with {{#item:300461}}.
|-
|-
|{{#item:40015}}
|{{#item:300360}}
|Headgear
|Headgear
|Boosts ATK in exchange for reduced HP and SP. If you don't have a Deep Sea Merman card, use two of this card. If you have a Deep Sea Merman card to pair with Deep Sea King Dramoh, insert this in a slotted middle headgear.
|Best card for Physical Damage at the cost of increased SP cost. Best placed in +11 Headgears.
|-
|-
|{{#item:27328}}
|{{#item:300456}}
|Headgear
|Headgear
|Early-game card dropped by all [[Bios Island]] non-boss monsters. Increases maximum HP by 500 and maximum SP by 50 at the cost of receiving 50% more damage from Angel Race monsters. For this build, it is best paired with a Desert Wolf Card.
|Use if more ACD is needed. Can be placed in slotted mid headgears, but is best in upper headgears. Can be paired with {{#item:300455}}
When equipp?ed with Orc Baby Card, reduces damage taken from neutral property by 5%, Flee + 5.
|-
 
|{{#item:27396}}
When equipped with Baby Desert Wolf Card, Int + 3, MaxSP + 100, Matk + 5%.
|Headgear
 
|Use if more ACD is needed.
When equipped with Familiar Card, Atk + 15, increase physical damage against shadow property enemies by 20%.
|-
 
|{{#item:4241}}
When equipped with Orc Warrior Card, reduce damage taken from demihuman race enemies by 15%.
|Headgear
 
|Doubles HP and SP recovery if Base LUK is 77 and above. Helps mitigate SP consumption when farming at lower level areas if you're really <s>kuripot</s> stingy with zeny and refuse to buy SP-recovering stuff, like me.
'''When equipped with Desert Wolf Card, increases physical damage against medium and large enemies by 15%.'''
|-
 
|{{#item:4393}}
When equipped with Phen Card, reduces variable casting time by 25%.
|Armor
 
|Best paired with {{#item:300271}}{{#item:300271}}{{#item:300271}} :3 for significantly increased Melee damage.
When equipped with Orc Zombie Card, Hit + 15, Flee + 15, i?ncrease critical damage by 15%.
|-
 
|{{#item:300362}}
When equipped with Verit Card, MaxHP + 4%, MaxSP + 4%.
|Armor
 
|Increases Physical Damage. When paired with {{#item:300360}}, ATK +10%.
When equipped with Magalodon Card, Def + 100.
|-
|{{#item:300376}}
|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.
|-
|-
|{{#item:27288}}
|{{#item:300524}}
|Armor
|Armor
|Early-mid game card. Increases Hit and ATK.
|Significantly increases Melee Damage when paired with {{#item:300515}} but OH MY GOODNESS the CRIT RATE reduction! Very good for DBB. But if you can find a way to increase CRIT rate, it's the best for MSB.
|-
|-
|{{#item:4393}}
|{{#item:300523}}
|Armor
|Armor
|Every 18 Base STR = +1 INT. When paired with {{C#item:300271 Happiness Giver}}, it further increases Melee Physical Damage by 15% and for every 40 Base STR.
|Increases CRIT and and CRIT DMG, especially at higher refines.
|-
|-
|{{#item:4392}}
|{{#item:300646}}
|Armor
|Armor
|Every 18 Base VIT = +1 DEX. When paired with {{C#item:300270 Empathizer}}, it further increases Ranged Physical Damage by 15% and for every 40 Base DEX.
|Provides a good amount of Melee and Ranged Damage, some CRIT and slightly increased survivability in the form of Flee +30. Combo with {{#item:300644}} for even more damage.
|-
|-
|{{#item:300310}}
|{{#item:300665}}
|Armor
|Armor
|Increases melee and ranged physical damage by 4% every 3 refine rate. If having 120 Base STR or DEX is a bit too much and you want more stat flexibility, this is a very good alternative, especially when paired with {{C#item:300422 }} for melee builds or {{C#item:300426}} for ranged builds. Try to +12 the armor this card is slotted in. All of these bonuses come at a cost of 10% increased SP Consumption.
|Increases Physical and Magical damage against Boss monsters at the cost of 25% reduced Max HP. Best paired with {{#item:300661}} and {{#item:300659}}. With the full combo, it deals about 10% more damage vs. the {{#item:300646}} + {{#item:300644}} combo, but at the cost of survivability (e.g. from 162k down to 124k, level 5 {{#skill:5505}})
|-
|-
|{{#item:4082}}
|{{#item:300533}}
|Weapon
|Armor
|ATK +5 and increases damage to Small monsters by 15%. When combined with the '''Corrupt Life Card''', damage to Medium and Large monsters is increased by 15%. If you don't have the zeny or Contaminated Magic to get the White Knight and Khalitzburg Knight cards, this is a cheap alternative.
|A TANtalizing MVP card that greatly boosts physical damage against boss-type enemies at the cost of reduced HP. TANtalizingly TANtalizing against late-game enemies. Tan.
|-
|-
|{{#item:4117}}
|{{#item:4608}}
|Weapon
|Weapon
|Enables Double Attack when using non-dagger weapons, scaling by the level learned.
|Boosts damage against Medium and Large monsters. Pair it with {{#item:4609}}
|-
|-
|{{#item:4115}}
|{{#item:27361}}
|Weapon
|Weapon
|Use this card if more survivability is needed. Adds a 3% chance to leech HP from enemies based on 15% of the amount of damage dealt.
|Boosts damage against Medium and Large monsters. That's about it.
|-
|-
|{{#item:31024}}
|{{#item:300455}}
|Weapon
|Weapon
|Boosts attack and adds a small chance to autocast Level 5 Ignition Break while physically attacking, resulting in sporadic bursts of damage. Good for autoattack builds but is heavily reliant on RNG.
|Boosts damage against Small and Medium monsters. Can be paired with {{#item:300457}}.
|-
|-
|{{#item:27339}}
|{{#item:300461}}
|Weapon
|Weapon
|This card is good for One-Handed swords, as it fully compensates for their size penalty against Small and Large monsters. If you have a Hypocrisy Machine, use this until you refine it to +9, then find better cards.
|Increases Melee Damage, even moreso when paired with {{#item:300459}}
|-
|-
|{{#item:300231}}
|{{#item:300240}}
|Weapon
|Weapon
|This card is good for good for one-handed Axes as it compensates for their size penalty against Small and Medium-sized monsters. If you have a Purified Knight's Shield with the "Remove weapon's size penalty" enchant, then look for better cards. '''Now for the big question. Is there a decent One-Handed Axe a Hyper Novice can use?'''
|Increases damage against Large monsters. Daggers have a BIG 50% penalty against Large enemies. This can help fix some of that while waiting for something like a {{#item:24386}}. <!-- It is clear that the sequence of cards is kinda lifted straight out of [[Melee Hyper Novice Guide by Jetago|Jetago's guide]] -->
|-
|-
|{{#item:300420}}
|{{#item:300659}}
|Weapon
|Weapon
|This card is good for Maces and especially good for daggers as it compensates for their size penalty against Large monsters. If you have a Purified Knight's Shield with the "Remove weapon's size penalty" enchant, then look for better cards.
|One of the best cards for Melee Physical Builds, because it has a damage modifier against Boss monsters. If the weapon is Grade A, it adds the rare Physical Damage against all enemy elements modifier. Best paired with {{#item:300661}} to add a damage modifier to Normal monsters.
|-
|-
|{{#item:4608}}
|{{#item:300661}}
|Weapon
|Weapon
|Best paired with Khalitzburg Knight card. Gives +20% more damage to Medium and Large monsters. When comboed with Khalitzburg Knight, it gives 15% more damage and also reduces 5% more damage from Medium and Large monsters.
|One of the best cards for Melee Physical Builds, because it has a damage modifier against Normal monsters. If the weapon is Grade A, it adds a Physical Damage against all sizes modifier. Best paired with {{#item:300659}} to add a damage modifier to Boss monsters.
|-
|-
|{{#item:300263}}
|{{#item:27356}}
|Weapon
|Shield
|When inserted in daggers and one-handed swords, it increases ATK and Melee Physical Damage, even moreso if you're level 200+ and the weapon is highly refined.
|The cheap, 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.
|-
|-
|{{#item:4609}}
|{{#item:4609}}
|Shield
|Shield
|Gives 25% damage reduction from Medium and Large Monsters (30% if paired with WK) plus additional DEF. Greatly increases overall survivability as long as the monster isn't Small.
|Best paired with {{#item:4608}}. Gives 25% damage reduction from Medium and Large Monsters (30% if paired with WK). Increases overall survivability as long as the monster isn't Small.
|-
|-
|{{#item:300240}}
|{{#item:4413}}
|Shield
|Shield
|A much cheaper version of the expensive Mutated Khalitzburg card with slighty worse effects, namely the 5% increased damage taken from Small monsters.
|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.
|-
|-
|{{#item:4413}}
|{{#item:300379}}
|Shield
|Shield
|A good all-around damage reducing card. 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.
|A Hodremlin Card, but better... if your shield is a level 2, like {{#item:460040}}, and is refined to +12.
|-
|-
|{{#item:4588}}
|{{#item:300465}}
|Garment
|Shield
|Early-game damage boosting card. +5 ATK for every 10 base STR. If you have 120 base STR, it means +60 ATK.
|Probably the best-in-slot shield card? Provides decent damage reduction while increasing offensive power at the same time. That LUK -25 though...
|-
|-
|{{#item:27176}}
|{{#item:27176}}
|Garment
|Garment
|Mid-game damage boosting card. +3 ATK and +1% ASPD for every 10 base STR. If base STR is 120 and above, +40 ATK. If you have 120 base STR, that means +70 ATK and +12% ASPD.
|A decent garment card, good for early-mid game. ATK +3 and ASPD +1% for every 10 base STR. If base STR is 120 and above, ATK +40.
|-
|-
|{{#item:300271}}
|{{#item:300261}}
|Garment
|Garment
|One of, if not the best card for Melee Physical builds. Increases Melee Physical Damage at the cost of reducing Max SP. Melee Physical Damage is further increased when paired with a {{C#item:4393 Mistress of Shelter}} and every 40 Base STR.
|Provides CRIT every 10 Base LUK and an extra 30% CRIT DMG if Base LUK is 125. If CRIT is a problem, you can use this in the meantime.
|-
|-
|{{#item:300270}}
|{{#item:300271}}<br>
{{#item:300271}}<br>
{{#item:300271}}
|Garment
|Garment
|One of, if not the best card for Ranged Physical builds. Increases Ranged Physical Damage at the cost of reducing Max SP. Ranged Physical Damage is further increased when paired with a {{C#item:4393 Mistress of Shelter}} and every 40 Base DEX.
|When paired with a {{#item:4393}} card at level 200+ and with at least 120 Base STR, Melee Physical Damage is increased.
|-
|-
|{{#item:300422}}
|{{#item:300515}}
|Garment
|Garment
|If having 120 Base STR is a bit too much and you want more stat flexibility, use this card over the Happiness Giver. Best paired with the armor card {{C#item:300310 Helmut Lugenburg}} for a 5% melee physical damage bonus. Increases melee physical damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted in. All of these bonuses come at a cost of 10% reduction in Neutral Element resistance.
|Significantly increases Melee Physical Damage, especially when paired with {{#item:300524}} but OH MY GOODNESS the CRIT RATE reduction! Very good for DBB. But if you find ways to further increase your CRIT rate, this is the best for MSB.
|-
|-
|{{#item:300426}}
|{{#item:300644}}
|Garment
|Garment
|If having 120 Base DEX is a bit too much and you want more stat flexibility, use this card over the Empathizer. Best paired with the armor card {{C#item:300310 Helmut Lugenburg}} for a 5% ranged physical damage bonus. Increases ranged physical damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted in. All of these bonuses come at a cost of 10% reduction in Neutral Element resistance.
|Greatly raises Melee Physical Damage and pairs with {{#item:300646}} to provide even more damage and some survivability on the side as well.
|-
|-
|{{#item:27249}}
|{{#item:300144}}
|Footgear
|Footgear
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the [[Geffen Magic Tournament]].
|Increases ATK. When paired with {{#item:300150}}, increases CRIT DMG. Good early-mid game card.
|-
|-
|{{#item:27251}}
|{{#item:300177}}
|Footgear
|Footgear
|Critical Damage +3%, ASPD 5%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the [[Geffen Magic Tournament]].
|A better version of the original Arhi. Increases physical AND magic damage to all size enemies by 5%, HP +1000 and Flee +35. Obtained at the [[Geffen Night Arena]].
|-
|-
|{{#item:27252}}
|{{#item:300457}}
|Footgear
|Footgear
|Critical Damage +5%, ASPD 3%. The increased critical damage synergizes well with Super Novice Fury. Obtained at the [[Geffen Magic Tournament]].
|Complements the {{#item:300455}} quite nicely. Good for DBB builds.
|-
|-
|{{#item:27258}}
|{{#item:300380}}
|Footgear
|Footgear
|ATK+3%, increases ASPD by 5%. Makes this build hit harder and faster. Obtained at the [[Geffen Magic Tournament]].
|A two-way tie for the best-in-slot footgear card for MSB, but requires a +12 Level 2 Footgear to bring out its full potential.
|-
|-
|{{#item:27256}}
|{{#item:300557}}
|Footgear
|Footgear
|ATK+3%, increases long ranged physical damage by 5%. Obtained at the [[Geffen Magic Tournament]]. Good for ranged builds.
|A two-way tie for the best-in-slot footgear card for MSB, providing almost identical damage to {{#item:300380}}, dealing either 0.5% more or less damage at +12.  
While {{#item:300380}} is on your main footgear, this card can be in your drop rate footgear, like {{#item:22055}}, preferably +12.
|-
|-
|{{#item:30144}}
|{{#item:300223}}<br>{{#item:300220}}
|Footgear
|ATK +4 every 15 Base STR. When combined with {{#item:30150}}, increases Critical Damage by 15%.
|-
|{{#item:27183}}
|Accessory
|Accessory
|ATK+20. If Base STR is 120 and above, additional ATK+20. Comes at the cost of decreased ASPD (-3%).
|These two cards boost Melee damage.
|-
|-
|{{#item:300108}}
|{{#item:300365}}<br>{{#item:300367}}
|Accessory
|Accessory
|Increases HP and Fatal Menace damage. Further increases Fatal Menace damage when comboed with {{#item:27172}} and {{#item:300097}} cards. This combo is best used when your main weapon is a Patent Blessed Knife or Blessed Knife-LT. Very good for leveling from 175 onwards, but not the best for the end-game.
|These two cards boost Melee damage and reduces VCT.
|-
|-
|{{#item:27171}}
|{{#item:300526}}
{{#item:300527}}
|Accessory
|Accessory
|STR +4, ATK +4%. Further increases your attack power, especially when combined with the Shotgun Buffalo Bandit Card (STR+3 and ATK+3%). Place the accessory equipped with this card on the right side.
|These cards increase CRIT RATE while also reducing VCT.  
|-
|-
|{{#item:27170}}
|{{#item:300278}}
|Accessory
|Accessory
|AGI +7, Hit +7. When combined with Revolver Buffalo Bandit Card, it adds an additional STR +3 and ATK +3%. A good card that increases AGI for faster ASPD and hit to further augment your already really high hit rate. Place the accessory equipped with this card on the left side.
|CRIT DMG +15%. Good for MSB.
|-
|-
|{{#item:300242}}
|{{#item:300366}}<br>{{#item:300367}}
|Accessory
|Accessory
|Boosts ATK and HP. This is the best-in-slot accessory card. Grab a pair of these incredibly cheap but incredibly effective cards for stronger bash, <!-- UNITED STATES OF -->smash, pierce and blow.
|These two cards boost CRIT RATE, CRIT DMG, and C.RATE.
|-
|{{#item:25207}}
{{#item:25208}}
|Upper costume headgear, garment costume
|If you need a bit more survivability in exchange for slightly reduced damage or if buying thousands of Concentrated Golden Syrup Potions is burning hole in your wallet, then these can help. Best paired with an Incubus Pet and other SP-leeching effects.
|-
|{{#item:25210}}
{{#item:25209}}
|Upper costume headgear, garment costume
|If you need a bit more SP leeching in exchange for slightly reduced damage or if buying thousands of Concentrated Blue Syrup Potions is burning hole in your wallet, then these can help. Best paired with a Succubus Pet and other HP-leeching effects.
|-
|{{#item:1000377}}
{{#item:1000378}}<br>
{{#item:1000379}}
|Upper costume headgear, middle costume headgear, lower costume headgear
|These three boost melee damage.
|-
|{{#item:25304}}
{{#item:25060}}<br>
{{#item:25305}}
|Upper costume headgear, middle costume headgear, lower costume headgear
|These three boost Critical Damage. Good for builds focused on Mega Sonic Blow or autoattacking.
|-
|-
|{{#item:1000375}}
|{{#item:25710}}<br>{{#item:1001328}}<br>{{#item:25492}}<br>{{#item:1001326}}
{{#item:25061}}<br>
|Costume stone combo
{{#item:1000376}}
|This combination of Costume Stones are good from early-mid game, especially in the ESN phase. Enables the use of {{#skill:2005}} and {{#skill:2038}}.
|Upper costume headgear, middle costume headgear, lower costume headgear
|These three boost ranged damage.
|-
|-
|{{#item:1001328}}
|{{#item:1002281}}<br>{{#item:1002282}}<br>{{#item:1002283}}<br>{{#item:1002284}}
|Mid costume headgear
|Costume stone combo
|This mid headgear costume stone is not yet implemented.
|The best Costume Stone combo. Boosts both DBB and MSB damage. However, {{#item:1002282}} by itself boosts Magic Element Damage. It can be replaced by {{#item:1001328}} if you focus on DBB - exchange 10% MSB damage for 10% Melee Physical Damage.
|-
|-
|{{#item:25710}}
|{{#item:1001055}}<br>{{#item:1000676}}<br>{{#item:1000524}}<br>{{#item:1000855}}<br>{{#item:1000526}}<br>{{#item:1000525}}
{{#item:25492}} <br>
|Garment Dual Costume Stones
{{#item:1001326}}
|Choose one of these six Dual Stones depending on your needs.
|Upper costume headgear, lower costume headgear, garment costume
|{{#item:2005}} This garment costume stone is not yet implemented. When paired with a Stalker Onyx and a Paladin Onyx, its bonuses are not yet implemented. However, you got to spin it to win it to know It.
|-
|-
|}
|}
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|The following pets below are most suited for this build, with their bonuses when Loyal. Check the [[Pet System]] on how to obtain and feed a pet.
|The following pets below are most suited for this build, with their bonuses when Loyal. Check the [[Pet System]] on how to obtain and feed a pet.


*{{#item:9002 }}: Hit+3, ATK+3
*{{#item:9005}}: STR+1, ATK+5
*{{#item:9090}}: ATK+4%
*{{#item:9097}}: ATK and MATK +2%, HP and SP +1%, chance autocast level 3 Fire Bolt when doing melee physical damage
*{{#item:9098}}: AGI+3, ASPD+3% (delay after attack)
*{{#item:9098}}: AGI+3, ASPD+3% (delay after attack)
*{{#item:9052}}: Add a 3% chance to drain SP based on 1% of the damage dealt.
*{{#item:9052}}: Add a 3% chance to drain SP based on 1% of the damage dealt.
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