Rakugaki's PvM Hyper Novice: Difference between revisions

→‎Equipment: Added Furious equips, some minor modifications and stuff
(→‎Equipment: Moved zero cell equipment from unobtainable to obtainable)
(→‎Equipment: Added Furious equips, some minor modifications and stuff)
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| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice (230-275)'''
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice (230-275)'''
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|{{#item:400675}}
|rowspan="2"| Upper Headgear
|[[Furious Equipment]], jor_fild02 at<br>{{#navi:jor_back2|167|232}} from Angry Beetle
|While leveling up, you may have gotten some nice looking "junk" like {{#item:1001075}} and {{#item:1001084}}. You can save them and a bunch of cards to obtain this helmet. When paired with {{#skill:550148}}, you get an FCT reduction bonus. Upgrade it to +11 Grade C. The Furious equipment set looks like to be a good alternative to the Dim Glacier and Glacier sets and seems to be right in-between the two in terms of power levels.
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|{{#item:400111}}
|{{#item:400111}}
|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 at least 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.
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|[[20 The Immortal]]
|[[20 The Immortal]]
|An armor that gives a lot of power, sufficient for the late-game, but lacking in the end-game. Try getting a +11 for the Magic Element damage boost.. Currently can be purchased from player vendors at cheap prices.
|An armor that gives a lot of power, sufficient for the late-game, but lacking in the end-game. Try getting a +11 for the Magic Element damage boost.. Currently can be purchased from player vendors at cheap prices.
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|{{#item:550148}}
|Rod
|[[Furious Equipment]], jor_fild02 at<br>{{#navi:jor_back2|167|232}} from Angry Beetle
|While leveling up, you may have gotten some nice looking "junk" like {{#item:1001075}} and {{#item:1001077}}. You can save them and a bunch of cards to obtain this weapon. When paired with {{#item:400675}}, you get an FCT reduction bonus. A +10 Grade C is more than enough, but a +11 Grade B is nicer. Good for {{#skill:5456}} and {{#skill:5458}} builds.
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|{{#item:550089}}
|{{#item:550089}}
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|{{#item:450268}}
|{{#item:450268}}
|rowspan="3"| Footgear
|rowspan="4"| Footgear
|[[20 The Immortal]]
|[[20 The Immortal]]
|A pair of shoes that gives adequate power, sufficient for the late-game but lacking in the end-game. If you're on a tight budget, it's '''highly recommended''' to get this, because unlike its dim counterpart below, it's relatively easy to get the highly crucial {{#item:312076}} enchant, requiring 1M zeny, 20 {{#item:1000812}} and 30 {{#item:1001217}}. No grading required. Currently can be purchased from player vendors at cheap prices. Try to find a pair with {{#item:312076}}, preferably at +10 for the DEF and VCT bonuses. Type @ws <item name or itemid> to find who are selling, e.g. @ws Glacier Shoes. ws is short for whosells.
|A pair of shoes that gives adequate power, sufficient for the late-game but lacking in the end-game. If you're on a tight budget, it's '''highly recommended''' to get this, because unlike its dim counterpart below, it's relatively easy to get the highly crucial {{#item:312076}} enchant, requiring 1M zeny, 20 {{#item:1000812}} and 30 {{#item:1001217}}. No grading required. Currently can be purchased from player vendors at cheap prices. Try to find a pair with {{#item:312076}}, preferably at +10 for the DEF and VCT bonuses. Type @ws <item name or itemid> to find who are selling, e.g. @ws Glacier Shoes. ws is short for whosells.
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|[[20 The Immortal]]
|[[20 The Immortal]]
|A pair of shoes that gives a lot of power, sufficient for the late-game but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive {{#item:6635}} to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices. Despite its many benefits like reduced FCT, it is but a stopgap to the wonderful, wonderful moaning that's to come.
|A pair of shoes that gives a lot of power, sufficient for the late-game but lacking in the end-game. It can be easily graded, because it doesn't need an exorbitant amount of zeny and expensive {{#item:6635}} to refine. Try obtaining a +12 Grade C. Currently can be purchased from player vendors at cheap prices. Despite its many benefits like reduced FCT, it is but a stopgap to the wonderful, wonderful moaning that's to come.
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|{{#item:470265}}
|[[Furious Equipment]], jor_fild02 at<br>{{#navi:jor_back2|167|232}} from Angry Beetle
|While leveling up, you may have gotten some nice looking "junk" like {{#item:1001075}} and {{#item:1001087}}. You can save them and a bunch of cards to obtain this helmet. Upgrade it to a +11 Grade C.
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|{{#item:470204}}
|{{#item:470204}}
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|{{#item:400991}}
|{{#item:400991}}
|Headgear
|rowspan="3"| Upper Headgear
|[[Chapter_1#Zero_Cell_Sector]]
|[[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: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.
|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:400545}}
|{{#item:400545}}
|rowspan="2"| Upper Headgear
|Depth 2
|Depth 2
|One of the best upper headgears for this build and can be used in Physical builds. Enchanting it is EXPENSIVE, thanks to utterly infuriating RNG.
|One of the best upper headgears for this build and can be used in Physical builds. Enchanting it is EXPENSIVE, thanks to utterly infuriating RNG.
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|{{#item:550133}}
|{{#item:550133}}
|rowspan="2"| Rod
|rowspan="3"| Rod
|[[Varmundt%27s_Biosphere_Depth_2#Dimensions_Weapons|Depth2]]
|[[Varmundt%27s_Biosphere_Depth_2#Dimensions_Weapons|Depth2]]
|If you're level 250 and above, you can skip {{#item:550089}} and get this weapon if you like, because it's easier to enchant and has 2 slots. It can have two powerful enchants of your choosing, no RNG nonsense. Boosts {{#Skill:5455}} and {{#Skill:5458}} damage.  
|If you're level 250 and above, you can skip {{#item:550089}} and get this weapon if you like, because it's easier to enchant and has 2 slots. It can have two powerful enchants of your choosing, no RNG nonsense. Boosts {{#Skill:5455}} and {{#Skill:5458}} damage.  
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|{{#item:550177}}
|{{#item:550177}}
|Weapon
|[[Chapter_1#Zero_Cell_Sector]]
|[[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. Before obtaining this, try to get a {{#item:550137}} with a high increase in Wind, Water, or All-Element enchants, or just plain MATK, before reforming it.
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|{{#item:2113}}
|{{#item:2113}}
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