Thunder and Rain HN Luxury Sub-Guide by Sophie/Joan
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Introduction
<page under construction (last update 10 Dec 2025)>
Hello I'm Sophie/Joan (Guide Start Date: 10/Dec/2025). You would often see me playing in D1/D2/LoF/ToT/Mjol/Bio_Temple with my Hyper Novice char R.ClickToRename261960 or with characters of other jobs. Feel free to hit me up to join my #LFG calls.
This guide is merely what I do on my magic build HN centered around wind element
Jupitel Thunderstorm (main focus as we will opt to be using
[MVP] Gioia Card (4576) ) and water element
Jack Frost Nova but is not optimized (dm me on discord/In-game if you can improve upon it). Making this character have been on my mind for a long time after I got my
C. God of Thunder (60410) (check it out guys it is very cool). The reason that I found the class attractive is that HN builds and gameplay are inherently very flexible internally within themselves, allowing various adjustments and styles to be viable and possibility of the utilization of various niche and non-meta equipment, which in my opinion could almost seem to be like a signature, unique to every single one of HN players in this server. HN's trait of flexibility and creativity shines when there's difference in requirements and priorities on the tasks and challenges and the team composition (e.g. you can go full glasscannon when there is devo in a ToT party and you can go tankier HN build when you are going solo HoL or Poring Village hard in contrast). However the flexibility also comes with inherent disadvantage of the build namely the low HP base, and the shape of the skill tree of which left a lot to be desired (as there's less degree of freedom in the skill tree compared to other classes such as WH and DK which leave many skill points even after you grabbed the vital skills), so I would advice you readers to familiarize yourself with the more common builds min-maxxing before self experimenting with spectrum of niche builds of this class.
Scope/For Whom this guide is Intended for
End game luxury of nice to have and fun to do things for those players who have reached end game and have collected most if not all BiS gears or their equivalent or those who skips TDRC and trying around various classes after getting their highly refined
Yorscalp Crown of Judgment [1] (400724) and various Episode 21 Past Heroes cards. This guide is not intended to be a stand-alone and more of practical/hands on/pedagogical complimentary (statements written in this guide is from live testing and personal experiences) for other more comprehensive HN guides such as Rakugaki's PvM Hyper Novice (also for returning players, y'all can refer to this guide as the continuation of the old meta of Psoron's Magic Hyper Novice Guide). This guide is very subjective and intuitive as I do not provide exact numbers and optimization, but for that case you can find me to test out or experiment with any gears/luxuries that are listed/mentioned within this guide, unless I specifically stated to not have them. In this guide you are assumed to have already worn BiS (Best in Slot) equipment or incomplete BiS (enchanting in progress).
End game optimization problem is that for some people, some gear/enchant/MVP setups suit them better as it touches the specifics of their playing styles, HN build, and consumables consumption patterns (e.g. with
[MVP] Dark Guardian Kades Card (4580) you will want to use
Novice Shield [1] (2113) ) and all the elemental proof potions, while making
[MVP] Golden Thief Bug Card (4128) almost redundant most of the time while freeing up the precious shield card slot. So we will not assume a narrow-minded stance on this issue and would tolerate a bit lesser or bigger DPS in defining the BiS towards itemization choices, and whatnots and that the BiS designation probably should also consider other aspects beside damage on HN case and as long as things work well (shout out to get the DPS envy immunity people!).
General Overview
Stats&Traits
The actual distribution of stats and traits is more loosely defined (this is not a starter player's guide) but we aim to fulfill these Objectives (by priority):
- Instant Cast: hurt others faster than they can hurt you and also you don't want to be hurt because of the small HP pool.
- <Only For Farming otherwise this can be skipped> One Hit (OH) damage capability: This is less of an issue for HN because the single instance of any of the skills in the rotation (
Jupitel Thunderstorm (1.8s CD),
Jack Frost Nova (3s CD), and
Ground Gravitation (5s CD)) have big damage. - <Only For Bossing otherwise this can be skipped> DPS: ASPD is only need for 184 for
Napalm Vulcan Strike and is not a concern for the rotational skills, acd% at 40% for
Napalm Vulcan Strike but is not needed for the rotational skills. - Survivability, HP pool, damage resistance in general, and/or evasion (HN varies in their modes of survivability which somehow makes the more tankier builds, both HP tank and high resistance tank, and some niche builds like evasion build viable to a degree).
- Curse immunity
- Non-priority niches (carry weight, ASPD, Lucky Flee, etc)
Stats
- STR - 0-90; Carry weight but you already have inc. weight skill and can add even more with gym vouchers.
- AGI - 80-130; Allocate some to reach 184 ASPD in case you want to also spam
Napalm Vulcan Strike without resetting stats (to farm on certain spots like nif2) otherwise just put minimum amount for some ASPD. HN in general have ASPD problem but it doesn't really matter as the skill cooldowns are huge as well (all rotational skills are above 1 sec cooldown).
- VIT - 84-130; Put just enough for stun immunity minimum. Can put minimum amount when in a party with devo. Put more when going solo or in a unreliable pub party as HN have small base HP.
- INT - 100-120; SP pool (HN have SP consumption/pool problem but not as severe as SA).
- DEX - 0; Not really needed because you want the instant cast to come purely through items.
- LUK - 84-100; For Curse Immunity.
Example (My stats for general play in D1/D2/casual harder maps with pub or solo, fully glass cannon):
- STR - 90
- AGI - 115
- VIT - 120
- INT - 120
- DEX - 2
- LUK - 84
Traits
- SPL - 90-110; Magic Damage
- CON - 90-110; Magic Damage, Evasion
- WIS/STA - 72-112 total; MRES/RES/Survivability
Core Skills
Passive Skills
Self Study Sorcery: Your most important passive skills that increases all the HN magical skills damage.
Overcoming Crisis: Very good skill for you to be tanky that it adds HP pool and a little P.ATk and MATK, but if you take this you will sacrifice a lot of skill points that could potentially be put in active/damage skills.
Buff
Improve Concentration,
Angelus,
Increase Agility,
Blessing: Standard Job 1 Buff
Auto Guard: Nice to have and makes you a bit more tanky but it staggers you.
Angel, Help me!: Party wide HP recovery. More damage when wearing
Super Novice Stone (Low) (1001329)
Rule Break: Your most important buff. 50-70% damage increase for affected skills seems to be in the form of skill base damage or formula modification (?unconfirmed but you can check @bs) instead of simple skill% modifier. This means the gain most likely to be closer to the pure number they are said to be increasing.
Active Skills
You will rotate
Jupitel Thunderstorm (1.8s CD),
Jack Frost Nova (3s CD), and
Ground Gravitation (5s CD) lets define them 3 as rotational skilla and it is the utmost of importance on this build; each of these skills hits very hard like a slow big cannon. While
Napalm Vulcan Strike is a skill spammable by itself and function as some sort of side arms that could be useful to clear weak targets on some farming spots and also act as AA-like attack types against plants types when you are spamming it using turbo. I play it like this and this is the reason why the Objective parts was formulated as such. But I am not saying that this is the only correct way to play around with HN skills rotations/combinations. If you want to modify this playstyle, you only need to alter and adapt the objectives accordingly yourself.
Swap Equip: You might want to quickly swap between pure glass cannon magic build and into tank build depending on the map/instance.
Jupitel Thunderstorm (1.8s CD): Your main bread and butter. Wind element locked.
Jack Frost Nova (3s CD): Your main bread and butter. Water element locked.
Ground Gravitation (5s CD): Neutral element locked. Self target cast and very useful when defending by killing mobs that trying to come near. Can also be use offensively but may be risky.
Napalm Vulcan Strike: Your secondary skill doesn't hit hard but spammable to a very high degree.
Gears and Min-Max Technicalities: Jupitel Thunderstorm-Jack Frost Nova Build
About Magical Damage Modifiers for Jupitel Thunderstorm-Jack Frost Nova HN Build
The general aim of the min-maxing process (as of Date: 12/Dec/2025) is to equalize these damage modifiers while maximizing their overall multiplicative result. You should be aware of diminishing returns as you add up a single damage modifier. The contextual reason of the importance on this matter is because of the aforementioned DPS and One Hit (OH) Objectives, that we want each hit of our magical skills damage to be as high as possible whenever allowed.
Listed from most precious to least worthy, type @bs in game to see yours:
- Class%/Boss%: Hardest and most expensive to get, generally speaking. You will have around 20%-100%. Main Sources:
[MVP] Demigod Lasgand Card (300472) , Demigod Set, HoL accessories and enchantments, White Knight Pet. (This is probably why
[MVP] Demigod Lasgand Card (300472) was so expensive in contrast to the physical builds which have plethora of Class%/Boss% sources) - Enemy_Element%: Rare modifier mostly seen on more modern iterations of items (post 2016), but is less expensive than Class%. You will have around 40%-120%. Main Sources: CoL Autumn garment and its 2nd slot enchantment, Dimensions/Time Gap Weapons 3rd slot enchant, Jitterbug combo and proc,
Yorscalp Crown of Judgment [1] (400724) Proc. - Enemy_Size%: Kinda hard to get now (compared to TDRC meta) because one of the card slot on right hand is occupied by Past Heroes card. You will have around 45%-140%. Main Sources: Cards on Weapon slots,
Yorscalp Crown of Judgment [1] (400724) and its Proc, Shadow Gears. - Skill%: Easier to get now with Yorscalp Crown and Past Heroes card combo. You will have around 147%. Main Sources:Weapon,
Yorscalp Crown of Judgment [1] (400724) and Past Heroes card combo, Shadow Gears. - Enemy_Race%: You will have 60%-180%. Main Sources:
[MVP] Falling Bishop Card (4441) -like MVP cards on shoes, HoL accessories and enchantments, various equipments. - MRes_Ignore%: The effect is only roughly 5-10% pure damage increase, though it is nice, because it is outside all other modifier calculations. The source is: the Magical/Spell/Sorcery Master Shadow Gears for 20%,
Yorscalp Crown of Judgment [1] (400724) and its Proc. - MATK%: You will have more than 150-250% MATK%. Still a bit harder to get than Spl so we are prioritizing this above it. Main Sources:
Nebula Robe of Spell [1] (450173) , Shadow Gear Enchantments for MATK%,
[MVP] Falling Bishop Card (4441) -like MVP cards on shoes,
Lude Gal Card (300243) that can be used on both accessories slot, various other cards and equipments. - Spl: You will have around 200-250 or more. Main Sources:
Moan of Corruption [1] (470204) , Shadow Gear enchantments, - S.MATK: You will have around 350-400 or more. Main Sources: various equipments,
- Ele%: You will easily have around 300-500% or more. Main Sources:
[MVP] Polluted Queen Spider Card (27362) -like MVP cards on garment, various equipments. Used to be less on previous meta (around 100-250% top), that is why additional damage boost from
[MVP] Polluted Queen Spider Card (27362) -like MVP cards on garment felt bigger, because the 100% ele is of bigger ratio.
Gears
Recommended gears (as of Date: 2/Sep/2025):
| Type | Item | Card | Enchants and Notes |
|---|---|---|---|
| Upper | +15 [A] |
|
|
| Middle |
|
| |
| Lower | and/or |
| |
| Armor | +12 to +15 [A] |
|
|
| Weapon | +12 to +15 [A] |
|
|
| Shield | +11 to +12 [C] or +12 to +14 [A] |
|
|
| Garment | +12 to +15 [A] |
|
|
| Shoes | +12 to +14 [A] |
|
|
| Accessory (Right) |
|
| |
| Accessory (Left) |
|
|
- Pets:
White Knight Egg (9134) - Shadow Gears:
- Magical Spell Shadow Shield+Shadow Weapon combo with Full Spell Armor-Shoes Combo: very strong, most likely old BiS.
- Needing Full Tempest acc combo for 100% magic penetration.
- Otherwise double +10/+10 Magical/Spell/Sorcery Master Shadow Gears is not bad.
Vulcan Jack Shadow Earring (24944) ,
Vulcan Jack Shadow Pendant (24945) ,
Thunder Buster Shadow Armor (24946) ,
Thunder Buster Cannon Shadow Shoes (24947) seems very strong on paper and likely will be new BiS but i haven't tested it. Be aware that we already have a lot of skill% modifier so it is not guaranteed BiS. Exhaustive practical testing still take precedence.
- Currently not-haves list:
[MVP] Ultra Limacina Card (300377) ,
Vulcan Jack Shadow Earring (24944) ,
Vulcan Jack Shadow Pendant (24945) ,
Thunder Buster Shadow Armor (24946) ,
Thunder Buster Cannon Shadow Shoes (24947) .
[MVP] Dark Guardian Kades Card (4580) .
Miscellaneous and Hot Tips (for HN in general)
- Get
Racing Cap (Super Novice) [1] (19204) enchanted for free guyak-like movement speed from cart boost.
Super Novice Shadow Shield (24318) is very strong. Consider getting if you have ASPD problem or Variable_Cast% reduction problem.
Sophie's Industrious Alts Mass Production Recommendation (HN)
Not going to be your typical leveling guide, because this approach will prioritize:
- Enable sharing non-core Equipment among characters of different classes Alts Mass Production (coming soon) as much as possible, while only core items for HN will be highlighted on this guide.
- Monotonous, but will be predictable. Important because this leveling is a not chill routine, but more like 30 minutes of triathlons
- Not cost conscious, though time and stress speaking it is worth it if you plan to make more than, say, 10-15 characters of various jobs (just switch out the core item) each reaching lvl 250. I will explicitly say it here that basically you are investing in multiples of low level gears, which cumulatively in total may worth up to hundreds of millions zeny just to save time around 30 minutes to 2h per character creation and leveling up to lvl 250. Only do this when you're theoretically losing more potential value from that farming hours loss.
Undergoing Assumptions:
- Exp Event ongoing and you use the
Novice Battle Manual (7803) (very important for efficiency). When
Novice Battle Manual (7803) expires you will use
HE Battle Manual (12411) or
Core Battle Manual (100351) - You spend on episode ticket 16, 17.1, and 17.2.
- You are using Guyak Pudding(very important), Eden Food buff separately /
The One Potion (50035) / or at the very least
Brilliant Protection Scroll (23204) . Teleport items, infinite fly wing, fly wing, or creamy card is mandatory. - Is leveling up single character only per attempt (different methods might be needed for mass leveling multiple chars). And that you One Hit or Two Hit most if not all mobs listed on all maps on the Steps part.
- You have done your research, mastered the basic (I leave it to your wisdom to decide which level range you want which non-core equipment will be worn and what equipment you will skip), and that you have invested and plan well for item progressions each level range, e.g.:
- +9/+11
Drooping Thanatos's Dolor [1] (400023) combo with
Thanatos' Necklace (490099) or its derivatives (red/blue but not really recommended unless you need HP/SP leech early and you don't need acd% this early) starting at level 1. - Temporal boots and manteaus for level 100 and up.
- Illusions set starting at level 120/130 up to 150/160.
- Convertible wings/Celine Set/Automatic/FWM/EDDA set starting at level 150/160/170.
- Grey Wolf set starting at level 190.
- MVP equips (e.g. +9[C] or +11[C] PCC is nice)/Good and Evil set starting at level 200/205.
- Varmundts pieces (e.g. +9[C] or +11[C] DRM is nice)/Glacier set starting at level 230.
- +9/+11
- Other methods out there might be more efficient and effective than mine, I just don't know it yet so be adaptable and don't treat this guide as if written in stone. Mine is expected to reach level 230-250 in around 30 min when I do it myself, and roughly at worst you will be able to reach lvl 250 in around to 1-2h depending on your performance and investment level.
Non-core Equipment and Secondary Skills (passives, buffs, debuffs) will not be specifically named on the phases below (this is not a newbie guide), you will just have to do the best with what you currently possess. Though result may vary if your non-core equipment are far too weaker compared to the original assumption.
Phase 1: lvl 1 to post-Rebirth lvl 100
Primary Skill:
Fire Ball
Core item:
Hypnotist's Staff [2] (1622) with 2x
Mutating White Knight Card (27384)
Estimated Time (Consumed On Battle Manual, re-gearing and resupplying time is not counted): 3-5 minutes
Steps:
1. Payon Dungeon + Eden Quest, don't claim yet.
2. Orc Dungeon + Eden Quest, don't claim yet.
3. Amatsu Dungeon + Eden Quest, don't claim yet.
4. Keep hitting either Orc Dungeon 2 mobs or the kill Novus outside Abyss Lake (is also Eden Quest) until job change to Job 3.
Phase 2: lvl 100 Job 3 to lvl 200
Primary Skill:
Psychic Wave
Core item:
- +9~+11
Freedom Stick [2] (550080) with 2x
Mutating White Knight Card (27384) at lvl 100. - +9~+11
Patent Freedom Stick [2] (550081) with 2x
Mutating White Knight Card (27384) at lvl 150.
Favorite item (optional but all from my personal experience):
Celine's Ribbon [1] (18849) ,
Evil Thread Glove [1] (2980) ,
Celine's Brooch [1] (32237) ,
Celine's Dress [1] (450179) combo because of the great amount of vct% reduction and some FCT reduction
Temporal INT Boots [1] (22009) with
Spell Lv5 (4826) and
Runaway Magic (4876) hits above its weight, also with some vct% reduction.
Convertible Magical Wing [1] (480125) and its <mid> slot combo (pick one) hits above its weight. Buy it if there's seller who offers fair price because it took a long time with a lot of grinding effort to craft it.
Estimated Time (Consumed On Battle Manual, re-gearing and resupplying time is not counted): 10 minutes
Steps:
1. Claim previously stacked Eden Quests.
2. Do and claim Illusion of Moonlight until lvl 150.
3. Do and claim Illusion of Teddy Bear until you are strong enough for Illusion of Twins.
4. Do and claim Illusion of Twins until lvl 190.
5. Do and claim Varmundt's Powerplant2 until job 4. Should be viable if your
Psychic Wave is strong and spammable enough, otherwise just do Illusion of Twins until you get into job 4.
6. (optional, credit to Mango's guide Mango's guide to leveling and farming with SA) ) At lvl 180 do Thanatos Fragments quest from Daily Hunts NPC, buy 10 each of these
Fragment of Agony (7436) ,
Fragment of Misery (7437) ,
Fragment of Hatred (7438) and
Fragment of Despair (7439) .
Phase 3: Job 4 lvl 200 to 250 and beyond
Primary Skill:
Napalm Vulcan Strike or any other magical skill(s)
Core item:
Temporal Circlet (Super Novice) [1] (19491) with ME and +9
Glacier Wand (550069) fully enchanted at level 230. Get one with 1st slot enchant NVS if you can. Other enchantments could be double elements and physical(ATK).
Estimated Time (Consumed On Battle Manual, re-gearing and resupplying time is not counted): 10-15 minutes
Steps:
1. Do and claim Powerplant 2 until you are lvl 230. The Eden coin side farming is nice.
2. Do and claim Amiticia 2 until you are 240.
3. Do and claim either Biosphere Glade (if you can OH the Pegasus and all the other mobs) or Biosphere Death (still have to OH all mobs). Otherwise do nif2 as you are farming while leveling up (will be slower).
4. You are at maximum power at lvl 250 able to wield any equipment (e.g. your main character's best equipment). D1 or D2 runs would be great at this point provided you are in a good company. Otherwise solo is only recommended if you know what you are doing.
Glossary
- BiS: Best in Slot, refers to items/cards that are considered the best according to the ongoing meta. May be subject to change, that is why I put emphasize on dates whenever the term BiS is mentioned on that part.
- Old BiS: Old Best in Slot, was the BiS on previous meta. Some have the potential to be BiS again in the future (e.g. Bio5 MVP Ranger Shecil card in the case future Job 4 Wind Hawk Bio MVP cards will give strong combo bonus), so they are generally still top tier recommended items, though not to die for.
- Experimental: Strong items that could possibly be BiS on some setups, but are not widely accepted as the BiS and still need a lot of testing and discussion for it to be universally designated as BiS. Or items that are situationally considerably better than BiS or offering niches that are considered worth trading with the boons gained from the BiS items depending on your personal playing style.
- Core Item: Item that is characteristic of the build.
- Damage Flow (characteristics that are the underlying of your DPS): Your continuous stream of damage flowing through, it is considered good if you have only skill unique CD as your bottleneck. If your bottleneck is anything else (could be your non-instacast, your ASPD, your aftercast delay,etc) it means your damage flow is not good and you will have to improve upon that. If your bottleneck is PC power or connection (like me) well then it's too bad can't do anything about that but also it means you can be more relaxed and be a bit below theoretical values on some aspects like your acd% reduction.
Acknowledgements
- Discussions and demonstrations from Various Masters (ain't namedropping y'all but you know who you are) mostly but not limited to #archer, #swordsman, and #mage class channels of MuhRo Discord that have educated me on so many things regarding this class beyond general guides.
- Hurt Locker's Wind Hawk Guide character picture format was used for character picture formatting of this guide.
- Goldie's EM Guide Endgame part table format was used for gears part formatting of this guide.
