Rakugaki's PvM Hyper Novice: Difference between revisions
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|{{#Skill:270}} | |{{#Skill:270}} | ||
| | |In MuhRO, casting Fury is weird and convoluted. | ||
Unlike the normal Critical Explosion, it gives +50 CRIT instead of +20, and doesn't require Spirit Spheres or anything. It will work only in increments of 10% Base EXP (10.0%, 20.5%, 30.3%, 40.7%, etc.) or at max level. Very useful for Melee builds, especially those focusing on Mega Sonic Blow. | |||
Enter the following text in '''public chat''' (Send to all) to gain Critical Explosion status: | |||
* Dear angel, can you hear my voice? | * Dear angel, can you hear my voice? | ||
* I am <Your Name Here without the brackets> Super Novice~ | * I am <Your Name Here without the brackets> Super Novice~ | ||
* Help me out~ Please~ T_T | * Help me out~ Please~ T_T | ||
* Insert random text here | * Insert random text here | ||
To quickly cast, put these lines in macro (ALT+M). ' | To quickly cast, put these lines in macro (ALT+M). To cast it: | ||
1 - Spam the chant 5x to trigger. There will be a 1-minute cooldown afterwards. If it doesn't work at all even at max level, see step 4. | |||
2 - Spam the chant 2x so there will be a consistent 1-minute cooldown. | |||
3 - When changing maps or relogging, repeat step 1. | |||
4 - There will be a few occasions where it will not work at all for some reason. If this happens, change maps and try again. | |||
Click on this GIF of GaoSuper activating his fury from within. HAIL GAOSUPER!!! | |||
[[File:HAIL GAOSUPER.gif|thumb|left]] | |||
|- | |- | ||
|Bonus stats | |Bonus stats | ||
Line 81: | Line 96: | ||
== Mage == | == Mage == | ||
[[File: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:Mage HN .jpg|thumb|Placeholder screenshot.]] | [[File:Mage HN .jpg|thumb|Placeholder screenshot.]] | ||
'''(Description WIP)''' - The Super Novice can take one of two routes - Mage 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 the Rules along the way, they triumph, going from Super to Hyper, and I got writer's block. I still wonder what rules are they breaking... The rules of physics, the rule of law... or the rule of er... I don't know. | '''(Description WIP)''' - The Super Novice can take one of two routes - Mage 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 the Rules along the way, they triumph, going from Super to Hyper, and I got writer's block. I still wonder what rules are they breaking... The rules of physics, the rule of law... or the rule of er... I don't know. | ||
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|AGI | |AGI | ||
|60-80 | |60-80 | ||
|Used mainly for reducing flinching animation time and the chances of getting inflicted by Bleeding and | |Used mainly for reducing animation and flinching animation time and the chances of getting inflicted by Bleeding and Sleep. Try to get 100 Total AGI for full immunity against Bleeding and Sleep. | ||
|- | |- | ||
|VIT | |VIT | ||
|70- | |70-90 | ||
|Increases Max HP while reducing the chances of getting inflicted by Poison. | |Increases Max HP while reducing the chances of getting inflicted by Poison. Try to get 100 Total VIT for full immunity against Poison. | ||
|- | |- | ||
|INT | |INT | ||
Line 111: | Line 126: | ||
|- | |- | ||
|LUK | |LUK | ||
| | |60-80 | ||
|Leftover. Marginally increases MATK while reducing the chances of getting cursed as well as reducing its duration. | |Leftover. Marginally increases MATK while reducing the chances of getting cursed as well as reducing its duration. Try to get 100 Total LUK for full immunity against Curse. | ||
|- | |- | ||
|} | |} | ||
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|POW | |POW | ||
|0 | |0 | ||
|Not needed. | |Not needed. Using magic sticks to whack things is not the best idea... | ||
|- | |- | ||
|STA | |STA | ||
|0 | |0-72 | ||
| | |After getting 110 SPL and CON, adjust STA or WIS depending on which area needs a boost - physical or magical resistance, RES or MRES. | ||
|- | |- | ||
|WIS | |WIS | ||
|0 | |0-72 | ||
| | |After getting 110 SPL and CON, adjust STA or WIS depending on which area needs a boost - physical or magical resistance, RES or MRES. | ||
|- | |- | ||
|SPL | |SPL | ||
| | |110 | ||
|Primary trait. Max this for the highest possible Magic Damage. | |Primary trait. Max this for the highest possible Magic Damage. | ||
|- | |- | ||
|CON | |CON | ||
| | |110 | ||
| | |Secondary trait. Max this for even more Magic Damage and marginally increased survivability thanks to increased Flee. | ||
|- | |- | ||
|CRT | |CRT | ||
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|Shield | |Shield | ||
|Lighthalzen Armory | |Lighthalzen Armory | ||
| | |Illusion Silver Guard, Magic Absorber, Glacier Shield or Mad Bunny-LT still out of reach? The Novice Shield is still decent, thanks to its 20% resistance against all elements except Neutral. It may also help in reducing, or even fully negating Lasgand's Earth and Fire element attacks when paired with the right equipment and cards. | ||
|- | |- | ||
|{{#item:28942|Cursed Knight's Shield }} | |{{#item:28942|Cursed Knight's Shield }} | ||
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|[[Horror Toy Factory]], +9 {{#item:18848|Vibrant Rose }} and 1000 {{#item:7642|Bloody Coin}} | |[[Horror Toy Factory]], +9 {{#item:18848|Vibrant Rose }} and 1000 {{#item:7642|Bloody Coin}} | ||
|Part of the Celine set. Each enemy killed by magic restores 200 HP. Drains 50 HP every 5 seconds, but that shouldn't be a problem at this point. | |Part of the Celine set. Each enemy killed by magic restores 200 HP. Drains 50 HP every 5 seconds, but that shouldn't be a problem at this point. | ||
|- | |||
|{{#item:410092}} | |||
|Middle Headgear | |||
|[[Rudus]] (0.05%) | |||
|Boosts all elemental Magic Damage while reducing Variable Cast Time and After-Cast Delay. The slotted version's bonus is a bit less. Pair with {{#item:420003}} for more Magic Damage, but try not to whack stuff and trigger Soul Strike and its ACD. Unlike the three mid-headgears below, it cannot be enchanted. | |||
|- | |- | ||
|{{#item:410080}} | |{{#item:410080}} | ||
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|Lower Headgear | |Lower Headgear | ||
|[[Rudus]] (0.05%) | |[[Rudus]] (0.05%) | ||
|Boosts all elemental Magic Damage when paired with {{#item:410092}}, but try not to whack stuff and trigger Soul Strike and its ACD. | |Boosts all elemental Magic Damage when paired with {{#item:410092}}, but try not to auto-whack stuff and trigger Soul Strike and its ACD. | ||
|- | |||
|{{#item:420066}} | |||
|Lower Headgear | |||
|Rock Ridge | |||
|Lower headgear that boosts magical damage while reducing variable casting time. | |||
|- | |- | ||
|{{#item:450128}} | |{{#item:450128}} | ||
Line 840: | Line 865: | ||
|[[Illusion of Twins]] | |[[Illusion of Twins]] | ||
|A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to refine this to +11 and get 2 Spellbound Nives. | |A good alternative to the Cursed Knight's Shield and Purified Knight's Shield, it reduces Variable Casting Time and Aftercast Delay and can be enchanted. Highly recommended to refine this to +11 and get 2 Spellbound Nives. | ||
|- | |||
|{{#item:460005}} | |||
|Shield | |||
|[[Geffen Night Arena]] | |||
|Increases Magical Damage and provides some MDEF. Can be enchanted. Try getting enchants that ignore the MDEF of Normal or Boss monsters, preferably Boss monsters. | |||
|- | |- | ||
|{{#item:480021}} | |{{#item:480021}} | ||
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|An improved version of the Illusion Battle Chip. Choose between {{#item:1000140|Automatic Module (Magic Soul)}}, {{#item:1000115|Automatic Module (Spell)}}, {{#item:1000116|Automatic Module(Attack Speed)}} and {{#item:1000144|Automatic Module (All Force)}}. | |An improved version of the Illusion Battle Chip. Choose between {{#item:1000140|Automatic Module (Magic Soul)}}, {{#item:1000115|Automatic Module (Spell)}}, {{#item:1000116|Automatic Module(Attack Speed)}} and {{#item:1000144|Automatic Module (All Force)}}. | ||
|- | |- | ||
|{{#item:490052}} | |||
{{#item:490064}} | |||
|Accessory (Right) | |||
|[[Thanatos Tower]] | |||
|These two are almost virtually identical to each other. Both give additional MATK and ASPD. Best paired with their necklace counterparts for the ACD and FCT reduction. | |||
|- | |- | ||
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 240- | |{{#item:490053}} | ||
{{#item:490065}} | |||
|Accessory (Left) | |||
|[[Thanatos Tower]] | |||
|These two are almost virtually identical to each other. Both give additional MATK and VCT reduction. Best paired with their ring counterparts for the ACD and FCT reduction. | |||
|- | |||
|- | |||
|- | |||
| style="background-color: #ADD8E6; text-align: center;" colspan="4" | '''Hyper Novice 240-275''' | |||
|- | |- | ||
|{{#item:400111}} | |{{#item:400111}} | ||
|Upper Headgear | |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 B for the 0.5-second FCT reduction, so you can replace {{#item:25067}}, {{#item:25170}} and {{#item:1000521}} for something better. | ||
|- | |- | ||
|{{#item: | |{{#item:400545}} | ||
| | |Upper Headgear | ||
| | |Depth 2 | ||
| | |One of the best upper headgears for this build and can be used in Physical builds. When the upcoming wand {{#item:550152}} releases, this may be the best in slot headgear once the theorycrafting is proven right. | ||
|- | |- | ||
|{{#item: | |{{#item:410233}} | ||
|Middle Headgear | |Middle Headgear | ||
| | | | ||
| | | | ||
|- | |- | ||
|{{#item: | |{{#item:420213}} | ||
| | |Lower Headgear | ||
| | | | ||
| | | | ||
|- | |- | ||
|{{#item:450284}} | |||
|Armor | |||
|[[Varmundt's Biosphere Depth]] | |||
|One of the best armors for this build. Grants copious amounts of MATK and magical damage, especially at higher grades and higher refines. | |||
|{{#item:450284}} | |||
|Armor | |||
|[[Varmundt's Biosphere Depth]] | |||
|One of the best armors for this build. Grants copious amounts of MATK and magical damage, especially at higher grades and higher refines. | |||
|- | |- | ||
|{{#item:550089}} | |{{#item:550089}} | ||
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|Shield | |Shield | ||
|Alice | |Alice | ||
| | |The more offensive oriented shield. Upgrade it to at least Grade D for the damage reduction, but it is highly recommended to max it out at Grade A and refine it to +12 to take advantage of the {{#item:300379}}. | ||
|- | |- | ||
|{{#item: | |{{#item:460040}} | ||
|Shield | |Shield | ||
| | |Episode 20 | ||
| | |The more defensive oriented shield. Upgrade it to Grade C and refine it to +12 to take advantage of {{#item:300379}}'s damage reduction bonuses. Focusing on the more defensive enchants provides A LOT of damage reduction plus a HUGE quality of life improvement - over 100 Hard MDEF, which means complete immunity to a myriad of annoying bad status effects like Stone Curse, Freeze, and more! | ||
|- | |- | ||
|{{#item:480233}} | |{{#item:480233}} | ||
|Garment | |Garment | ||
|[[Varmundt's Biosphere]] | |[[Varmundt's Biosphere]] | ||
|A powerful manteau that grows stronger the higher its refinement and grade. | |A powerful manteau that grows stronger the higher its refinement and grade. The 10% After-Cast Delay reduction at Grade A makes skill rotation a lot easier, especially when Ground Gravitation is part of the rotation. | ||
|- | |- | ||
|{{#item:470204}} | |{{#item:470204}} | ||
|Footgear | |Footgear | ||
|Sunken Ship | |Sunken Ship | ||
|Climbing noises not included. One of, if not the best-in-slot footgear due to the huge FCT reduction and MATK bonuses, but at the cost of increased SP consumption. It is highly recommended to give this thing a C-grade at the very least for the big 1-second Fixed Cast Time reduction. | |Climbing noises not included. One of, if not the best-in-slot footgear due to the huge FCT reduction and MATK bonuses, but at the cost of increased SP consumption. It is highly recommended to give this thing a C-grade at the very least for the big 1-second Fixed Cast Time reduction. Grade A is definitely the best, because SPL is one of the major factors affecting all of the skills' damage. | ||
|- | |- | ||
|{{#item: | |{{#item:490304}} | ||
|Accessory (Right) | |Accessory (Right) | ||
|[[Thanatos Tower]] | |[[Thanatos Tower]] | ||
| | |One of, if not the best-in-slot accessories. VERY EXPENSIVE to enchant! | ||
|- | |- | ||
|{{#item: | |{{#item:490307}} | ||
|Accessory (Left) | |Accessory (Left) | ||
|[[Thanatos Tower]] | |[[Thanatos Tower]] | ||
| | |One of, if not the best-in-slot accessories. VERY EXPENSIVE to enchant! | ||
|- | |- | ||
|} | |} | ||
|} | |} | ||
===Cards and Pets=== | |||
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | {| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | ||
|- | |- | ||
! style="background-color:#ADD8E6; color:Black; width: 100% " | | ! style="background-color:#ADD8E6; color:Black; width: 100% " |'''Cards and Costume Stones''' | ||
|- | |- | ||
| | | | ||
{| class="wikitable" width="100%" | {| class="wikitable" width="100%" | ||
! style=" width: 20% " | | ! style=" width: 20% " | Card | ||
! style=" width: 10% " | | ! style=" width: 10% " | Slot | ||
! style=" width: | ! style=" width: 80% " | Notes | ||
|- | |- | ||
|{{#item: | |{{#item:27310}} | ||
{{#item:4600}} <br> | |||
{{#item:4586}} <br> | |||
{{#item:4597}} <br> | |||
{{#item:4599}} <br> | |||
{{#item:4598}} <br> | |||
{{#item: | |||
|Headgear | |Headgear | ||
|These cards increase elemental damage. Put them in high refine headgears. | |||
*Plaga: Neutral | |||
*Green: Earth | |||
*Tikbalang: Wind | |||
*Blue: Water | |||
*Red: Fire | |||
*Yellow: Ghost | |||
|These cards increase elemental damage. Put them in high refine headgears. | |||
*Plaga: Neutral | |||
*Green: Earth | |||
*Tikbalang: Wind | |||
*Blue: Water | |||
*Red: Fire | |||
*Yellow: Ghost | |||
|- | |- | ||
|{{#item:300251}} | |{{#item:300251}} | ||
Line 1,061: | Line 1,038: | ||
|{{#item:300308}} | |{{#item:300308}} | ||
|Armor | |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. | ||
|- | |- | ||
|{{#item:300361}} | |{{#item:300361}} | ||
Line 1,069: | Line 1,046: | ||
|{{#item:300376}} | |{{#item:300376}} | ||
|Armor | |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 cards. If you already deal a ton of damage but want some more survivability, get this card. | |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: | |{{#item:300472}} | ||
|Armor | |Armor | ||
| | |At the cost of reduced Max HP, it grants a large amount of SPL and MATK, and a sizeable 40% increased damage against Boss-type monsters, perfect for the end-game. If offense is the best defense, get this card... if you have tons of luck or zeny, or are willing to farm Lasgand with tons of alts for hours on end almost everyday. | ||
|- | |- | ||
|{{#item:4023}} | |{{#item:4023}} | ||
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|{{#item:27384}} | |{{#item:27384}} | ||
|Weapon | |Weapon | ||
| | |Mid-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card. | ||
|- | |- | ||
|{{#item:300114}} | |{{#item:300114}} | ||
Line 1,125: | Line 1,102: | ||
|Weapon | |Weapon | ||
|Boosts all-element Magic Damage, meaning it's all the weapon element cards above merged into one. It matches the above cards by giving a 30% bonus at +12 and level 200. One of the best weapon cards. Dead sera sera, whatever will be, will be. | |Boosts all-element Magic Damage, meaning it's all the weapon element cards above merged into one. It matches the above cards by giving a 30% bonus at +12 and level 200. One of the best weapon cards. Dead sera sera, whatever will be, will be. | ||
|- | |||
|{{#item:300455}} | |||
|Weapon | |||
|A card that increases magical damage against cute little enemies. But when inserted into a Level 5 weapon, it can also deal increased magical damage against medium-sized enemies. When paired with {{#item:300458}}, it can also deal magical damage against big bad enemies. | |||
|- | |- | ||
|{{#item:27356}} | |{{#item:27356}} | ||
Line 1,140: | Line 1,121: | ||
|{{#item:300379}} | |{{#item:300379}} | ||
|Shield | |Shield | ||
|A Hodremlin Card, but better... if your shield is a level 2, like {{#item: | |A Hodremlin Card, but better... if your shield is a level 2, like {{#item:460040}}, and is refined to +12. | ||
|- | |- | ||
|{{#item:27176}} | |{{#item:27176}} | ||
Line 1,180: | Line 1,161: | ||
|Garment | |Garment | ||
|Best paired with the armor card {{#item:300308}} for a 5% all property magic damage bonus. Compared to the specialized elemental garment cards above, it deals a very teeny-tiny bit less damage (around 2%), but it is made up by boosting all elements significantly at the cost of reduced Neutral Element resistance. Increases all property magic damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted into. | |Best paired with the armor card {{#item:300308}} for a 5% all property magic damage bonus. Compared to the specialized elemental garment cards above, it deals a very teeny-tiny bit less damage (around 2%), but it is made up by boosting all elements significantly at the cost of reduced Neutral Element resistance. Increases all property magic damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted into. | ||
|- | |||
|{{#item:27362}} | |||
|Garment | |||
|Grants a HUGE 100% bonus to Water and Earth magical damage, perfectly complementing a Dim Glacier Wand with 2 Hell's Jack enchants. If you have tons of luck or tons of money, try getting this. | |||
|- | |||
|{{#item:4576}} | |||
|Garment | |||
|Grants a HUGE 100% bonus to Wind and Ghost magical damage, half-perfectly complementing a Dim Glacier Wand with 2 Meteor Thunder enchants. If you have tons of luck or tons of money, try getting this. | |||
|- | |- | ||
|{{#item:27249}} | |{{#item:27249}} | ||
|Footgear | |Footgear | ||
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the [[Geffen Magic Tournament]]. | |Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card for the early game. Obtained at the [[Geffen Magic Tournament]]. | ||
|- | |- | ||
|{{#item:300177}} | |{{#item:300177}} | ||
Line 1,208: | Line 1,197: | ||
|Footgear | |Footgear | ||
|Early-game card that prevents cast interruption with no penalties to Variable and Fixed Cast Time, but at the cost of reduced Max HP and SP. | |Early-game card that prevents cast interruption with no penalties to Variable and Fixed Cast Time, but at the cost of reduced Max HP and SP. | ||
|- | |||
|{{#item:300458}} | |||
|Footgear | |||
|At the cost of increased SP Consumption, it grants some nice bonuses, especially when paired with a {{#item:300455}}. Insert this into a Level 2 Footgear, like {{#item:470204}}. Again, that pair of shoes does not come with climbing noises. | |||
|- | |- | ||
|{{#item:4077}} | |{{#item:4077}} | ||
Line 1,262: | Line 1,255: | ||
|{{#item:1001329}} | |{{#item:1001329}} | ||
|Lower costume headgear | |Lower costume headgear | ||
|This lower headgear costume stone | |This lower headgear costume stone grants bonus +15% Magic Element damage for 5 minutes after using Angel Help Me! | ||
|- | |- | ||
|{{#item:1001327}} | |{{#item:1001327}} | ||
Line 1,268: | Line 1,261: | ||
{{#item:1001326}} | {{#item:1001326}} | ||
|Upper costume headgear, mid costume headgear, garment costume | |Upper costume headgear, mid costume headgear, garment costume | ||
| | |Using these costume stones grants access to Judex. High Wizard Stone increases Judex's damage. It can help make leveling more tolerable, especially at level 150 when paired with a +7 {{#item:550081}}. | ||
|- | |||
|{{#item:1001327}} | |||
{{#item:1001328}}<br> | |||
{{#item:1001329}}<br> | |||
{{#item:1001489}} | |||
|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. | |||
|- | |- | ||
|} | |} | ||
Line 1,283: | Line 1,283: | ||
*{{#item:9104}}: MATK +3%. Don't have the time, patience and money to get an Am Mut? Get this Hyena instead. | *{{#item:9104}}: MATK +3%. Don't have the time, patience and money to get an Am Mut? Get this Hyena instead. | ||
*{{#item:9089}}: MATK +4%. The mainstream go-to pet for mage builds. | *{{#item:9089}}: MATK +4%. The mainstream go-to pet for mage builds. | ||
*{{#item:9088}}: Max HP +2%, Heal Bonus +8%. For slightly increased survivability and healing, a guardian made out of Odin's sweat with wings. | *{{#item:9088}}: Max HP +2%, Heal Bonus +8%. For slightly increased survivability and healing, a guardian made out of Odin's sweat with wings. | ||
*{{#item:9134}}: MATK +5%, SMATK +2, increases magical damage against Boss monsters by 5%. The best pet for magic builds. Evolve a {{#item:9133}} to get this. The best pet for this build. | |||
|- | |- | ||
|} | |} | ||
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|} | |} | ||
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | |||
|- | |||
! style="background-color:#ADD8E6; color:Black; width: 100% " |Strategy Depth 1 (WIP, some info may be wrong) | |||
|- | |||
|1 - get powerful equips (check Equipment 240-275) | |||
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. | |||
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. | |||
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. | |||
{| class="wikitable" | 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~ | ||
! style="text-align: center; font-weight: bold; width: 100px" | Stat | |- | ||
! style="text-align: center; font-weight: bold; width: auto" | Amount | |} | ||
! style="text-align: center; font-weight: bold; width: auto" | Notes | |||
{| class="mw-collapsible wikitable mw-collapsed" style="width:100%" | |||
|- | |||
! style="background-color:#ADD8E6; color:Black; width: 100% " |Strategy Depth 2(WIP) | |||
|- | |||
|1 - get powerful equips (check Equipment 240-275) | |||
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! | |||
3 - Blue Acidus is annoying due to its strong wind element skills. While it's casting, interrupt it, then kill it quick! | |||
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. | |||
5 - Salamander will always open with a strongk Fire Ball. Keep distance and kite to avoid its powerful Earthquake. | |||
6 - Fire witch thing and two-eyes dollocaris can be hiding and will ambush. Watch out! | |||
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. | |||
|- | |||
|} | |||
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== Physical == | |||
[[File:PhysHN .jpg|thumb|Physical build Hyper Novice treating dangerous monsters as if they're bowling pins.]] | |||
[[File:PhysHN .jpg|thumb|Placeholder screenshot]] | |||
'''For a better and more comprehensive guide on Physical Build Hyper Novices, check out [[Melee Hyper Novice Guide by Jetago]]''' | |||
'''(Description WIP)''' - The Super Novice can take one of two routes - Mage or Physical. The Physical Hyper Novice will have to deal with the inherent limitations of the Super Novice, having lower HP and SP than most other classes. However, by learning from other classes and improving their most notable skills, they Break through the Super Novice's Limits, transcending from Super into Hyper, and I got writer's block. | |||
<!---[[File:Raid SN Juperos.png|300px|right|thumb|Melee build Super Novice farming in Juperos.]] [[File:Raku Meteor Strike OGH Norm.png|300px|right|thumb|Meteor Strike Super Novice in Old Glast Heim Normal.]] [[File:File:Melee SN HTF.png|300px|right|thumb|Meteor Strike Super Novice soloing Horror Toy Factory.]] ---> | |||
=== Stats and Traits === | |||
{| class="wikitable" | |||
! style="text-align: center; font-weight: bold; width: 100px" | Stat | |||
! style="text-align: center; font-weight: bold; width: auto" | Amount | |||
! style="text-align: center; font-weight: bold; width: auto" | Notes | |||
|- | |- | ||
|STR | |STR | ||
|100-120 | |100-120 | ||
|Main stat. Increases ATK and carrying capacity. | |Main stat. Increases ATK and carrying capacity. | ||
|- | |- | ||
|AGI | |AGI | ||
|60-100 | |60-100 | ||
|Increases Attack Speed for greater damage and Flee for increased survivability while reducing the chances of getting inflicted by Bleeding and Sleep. | |Increases Attack Speed for greater damage and Flee for increased survivability while reducing the chances of getting inflicted by Bleeding and Sleep. Try to get 100 total AGI for full immunity against Bleeding and Sleep. | ||
|- | |- | ||
|VIT | |VIT | ||
|70-80 | |70-80 | ||
|Increases Max HP while reducing the chances of getting Poisoned. | |Increases Max HP while reducing the chances of getting Poisoned and Stunned. Try to get 100 total VIT for full immunity against Poison and Stun. | ||
|- | |- | ||
|INT | |INT | ||
|70-80 | |70-80 | ||
|Increases Max HP while reducing the chances of getting Silenced. | |Increases Max HP while reducing the chances of getting Silenced. Try to get 100 total INT for full immunity against Blind and Silence. | ||
|- | |- | ||
|DEX | |DEX | ||
|60-80 / 120 (Ranged Hyper Novice builds) | |60-80 / 120 (Ranged Hyper Novice builds) | ||
|Increases Hit rate and minimum damage. For ranged builds, it is highly recommended to get sufficient INT and DEX to minimize Variable Cast Time when spamming Shield Chain Rush and Spiral Pierce Max. | |Increases Hit rate and minimum damage. For ranged builds, it is highly recommended to get sufficient INT and DEX to minimize Variable Cast Time when spamming Shield Chain Rush and Spiral Pierce Max. | ||
|- | |- | ||
|LUK | |LUK | ||
|60-80 / 120 (Mega Sonic Blow builds) | |60-80 / 120-125 (Mega Sonic Blow builds) | ||
|Increases CRIT Rate for even more damage and Perfect Dodge for even more survivability. Marginally increases Flee, Hit and overall damage as well. For Mega Sonic Blow builds, raise LUK to 120 to get as much CRIT Rate as possible while waiting for level | |Increases CRIT Rate for even more damage and Perfect Dodge for even more survivability. Marginally increases Flee, Hit and overall damage as well. For Mega Sonic Blow builds, raise LUK to 120 (or 125 with {{#item:300261}}) to get as much CRIT Rate as possible while waiting for level 275 to access the Super Novice chant (see Hidden Skills above). | ||
|- | |- | ||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
! style="text-align: center; font-weight: bold; width: 100px" | Trait | ! style="text-align: center; font-weight: bold; width: 100px" | Trait | ||
! style="text-align: center; font-weight: bold; width: auto" | Amount | ! style="text-align: center; font-weight: bold; width: auto" | Amount | ||
! style="text-align: center; font-weight: bold; width: auto" | Notes | ! style="text-align: center; font-weight: bold; width: auto" | Notes | ||
|- | |- | ||
|POW | |POW | ||
| | |110 | ||
|Primary trait. Max this for the highest possible damage. | |Primary trait. Max this for the highest possible damage. | ||
|- | |- | ||
|STA | |STA | ||
| | |Optional | ||
| | |If more RES is needed and there are still some points to spare, grab a few points here. | ||
|- | |- | ||
|WIS | |WIS | ||
| | |Optional | ||
| | |If more MRES is needed and there are still some points to spare, grab a few points here. | ||
|- | |- | ||
|SPL | |SPL | ||
|0 | |0 | ||
| | |'''Absolutely unnecessary''', because screaming out "Mega Sonic Blow !!" again and again in a berserk rage doesn't really conjure violent earthquakes, howling blizzards, scary lightning storms, or world-ending meteor showers. It just makes eliminating enemies a lot more satisfying. | ||
|- | |- | ||
|CON | |CON | ||
| | |72-110 | ||
|Highly recommended secondary trait. Increases Physical Damage and Hit while also providing a bit more survivability in the form of Flee. | |Highly recommended secondary trait. Increases Physical Damage and Hit while also providing a bit more survivability in the form of Flee. Those leaning more towards Double Bowling Bash may max this Trait. | ||
|- | |- | ||
|CRT | |CRT | ||
| | |72-110 | ||
|Highly recommended secondary trait for those focused on Mega Sonic Blow, its CRIT DMG dependent on this trait. | |Highly recommended secondary trait for those focused on Mega Sonic Blow, its CRIT DMG dependent on this trait. Those leaning more towards Mega Sonic Blow may max this Trait. | ||
|- | |- | ||
|} | |} | ||
Line 2,019: | Line 2,074: | ||
|{{#item:24318|Super Novice Shadow Shield }} | |{{#item:24318|Super Novice Shadow Shield }} | ||
|Shadow Gear | |Shadow Gear | ||
| | |go 15 | ||
|Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Owl's Eye to reduce Variable Casting Time and if necessary, max Double Attack for faster ASPD. | |Highly recommended to get this, as it provides a lot of nice bonuses depending on which skills are leveled. Max Owl's Eye to reduce Variable Casting Time and if necessary, max Double Attack for faster ASPD. | ||
|- | |- | ||
Line 2,025: | Line 2,080: | ||
{{#item:24151|Infinity Shadow Bracer }} | {{#item:24151|Infinity Shadow Bracer }} | ||
|Shadow Gear | |Shadow Gear | ||
| | |go 15 | ||
|Nullifies all annoying and pesky weapon size penalties if both have a total refine of 15 and above. If getting the "Remove weapon's size penalty" enchant on a PKS is too elusive or if the PKS isn't the best for you, then these two will do the trick. | |Nullifies all annoying and pesky weapon size penalties if both have a total refine of 15 and above. If getting the "Remove weapon's size penalty" enchant on a PKS is too elusive or if the PKS isn't the best for you, then these two will do the trick. | ||
|- | |- | ||
Line 2,354: | Line 2,409: | ||
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== Hybrid (Work in progress) == | == Hybrid (Work in progress) == |
Revision as of 05:00, 28 November 2024
WARNING | This guide is still a work in progress |
---|---|
Some of the info here is outdated or incorrect, and is currently being updated and corrected. |
Super Novice | |
---|---|
Job base: | Novice |
Written By: | Rakugaki |
Overview
Work in progress
The Hyper Novice (HN for short) is a generalized specialist (or specialized generalist?) sort of class, focused on damage and armed with a wide variety of 1st and 2nd job skills to further enhance its capabilities while also greatly improving quality of life. This guide will hopefully help you get through the many great difficulties on the road to becoming a Hyper Novice. It is made in a way as if Hyper Novice is the first or one of the first characters you've created.
Notice: This guide is tailor-made for MuhRO. There are things here which may not be found in other servers.
Skills Overview
Hidden Skills | ||||||||
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|
Builds
With almost all first job skills and some second job skills at their disposal, Hyper Novices can be built in many different ways. This section will tackle three different kinds of builds - Mage, Physical, and Hybrid.
These builds are here for reference. You don't necessarily need to follow everything here exactly. Be free, experiment and tinker until you've built the Super Novice that suits you best.
Mage
(Description WIP) - The Super Novice can take one of two routes - Mage 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 the Rules along the way, they triumph, going from Super to Hyper, and I got writer's block. I still wonder what rules are they breaking... The rules of physics, the rule of law... or the rule of er... I don't know.
Stats and Traits
Stat | Amount | Notes |
---|---|---|
STR | 1+ | Leftover. Mainly used for increased carrying capacity. |
AGI | 60-80 | Used mainly for reducing animation and flinching animation time and the chances of getting inflicted by Bleeding and Sleep. Try to get 100 Total AGI for full immunity against Bleeding and Sleep. |
VIT | 70-90 | Increases Max HP while reducing the chances of getting inflicted by Poison. Try to get 100 Total VIT for full immunity against Poison. |
INT | 120+ | Main stat. At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum. |
DEX | 120+ | At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum. |
LUK | 60-80 | Leftover. Marginally increases MATK while reducing the chances of getting cursed as well as reducing its duration. Try to get 100 Total LUK for full immunity against Curse. |
Trait | Amount | Notes |
---|---|---|
POW | 0 | Not needed. Using magic sticks to whack things is not the best idea... |
STA | 0-72 | After getting 110 SPL and CON, adjust STA or WIS depending on which area needs a boost - physical or magical resistance, RES or MRES. |
WIS | 0-72 | After getting 110 SPL and CON, adjust STA or WIS depending on which area needs a boost - physical or magical resistance, RES or MRES. |
SPL | 110 | Primary trait. Max this for the highest possible Magic Damage. |
CON | 110 | Secondary trait. Max this for even more Magic Damage and marginally increased survivability thanks to increased Flee. |
CRT | 0 | Not necessary unless stronger heals are needed... ? Might be good for a creative meme support Hyper Novice build... if that exists... I guess? |
Skills
Skills: Super Novice | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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|
After switching to Hyper Novice and reaching around Job Level 10+, reset all skills. Your main sources of damage will be Hyper Novice skills, augmented by 1st and 2nd job skills.
Skills: Hyper Novice (Example build - Jack Frost Nova) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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There will be skill points remaining, so spend them on whichever is most beneficial to you. In my case, I chose to use the extra skill points on Safety Wall and Faith for more survivability and Enlarge Weight Limit to compensate for having Noodle Arms.
All skills except for Rule Break in the Hyper Novice mage tree have 10 points. Feel free to choose which skills you want to speceialize in. I went for a mix of Wind and Water elements and got Rule Break for even more damage.
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Equipment
Equipment | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Super Novice
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Cards and Pets
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Pets |
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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.
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Tips and Tricks
Strategy (WIP) |
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The Mage Build Hyper Novice is quite a challenge to level up due to Super Novice magic spells dealing adorable damage unless there's heavy investment involved. However, upon becoming Hyper Novice, the damage increases exponentially, and that's when its true power starts showing.
When soloing, I get writer's block! In a party setting, You'll be the secondary support, providing crowd control and extra buffs and heals. Quagmire, Storm Gust and Sightrasher will be your main crowd control skills. Once you see the tank and its lures approaching, cast Quagmire on the mobs to slow them down in order for the DPSes more easily dispose of them. Also watch out if the tank lured too many or if there are monsters coming from the side and rear - use Sightrasher to push them away or Storm Gust to freeze them in place. From time to time, you may also buff your teammates, provide additional heals with your cute Heals.
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Strategy Depth 1 (WIP, some info may be wrong) |
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1 - get powerful equips (check Equipment 240-275)
2 - Use Brilliant Protection Scroll (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 Brilliant Protection Scroll (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. 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. 12 - The gentlemanly muddy hand and spider are nuisances because they can cast Quagmire. Guyak Pudding (12710) solves that problem almost completely. However, the spider may cast Spider Web, but it will only do so when attacked. 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~ |
Strategy Depth 2(WIP) |
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1 - get powerful equips (check Equipment 240-275)
2 - Use Brilliant Protection Scroll (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! 3 - Blue Acidus is annoying due to its strong wind element skills. While it's casting, interrupt it, then kill it quick! 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. 5 - Salamander will always open with a strongk Fire Ball. Keep distance and kite to avoid its powerful Earthquake. 6 - Fire witch thing and two-eyes dollocaris can be hiding and will ambush. Watch out! 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. |
Physical
For a better and more comprehensive guide on Physical Build Hyper Novices, check out Melee Hyper Novice Guide by Jetago
(Description WIP) - The Super Novice can take one of two routes - Mage or Physical. The Physical Hyper Novice will have to deal with the inherent limitations of the Super Novice, having lower HP and SP than most other classes. However, by learning from other classes and improving their most notable skills, they Break through the Super Novice's Limits, transcending from Super into Hyper, and I got writer's block.
Stats and Traits
Stat | Amount | Notes |
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STR | 100-120 | Main stat. Increases ATK and carrying capacity. |
AGI | 60-100 | Increases Attack Speed for greater damage and Flee for increased survivability while reducing the chances of getting inflicted by Bleeding and Sleep. Try to get 100 total AGI for full immunity against Bleeding and Sleep. |
VIT | 70-80 | Increases Max HP while reducing the chances of getting Poisoned and Stunned. Try to get 100 total VIT for full immunity against Poison and Stun. |
INT | 70-80 | Increases Max HP while reducing the chances of getting Silenced. Try to get 100 total INT for full immunity against Blind and Silence. |
DEX | 60-80 / 120 (Ranged Hyper Novice builds) | Increases Hit rate and minimum damage. For ranged builds, it is highly recommended to get sufficient INT and DEX to minimize Variable Cast Time when spamming Shield Chain Rush and Spiral Pierce Max. |
LUK | 60-80 / 120-125 (Mega Sonic Blow builds) | Increases CRIT Rate for even more damage and Perfect Dodge for even more survivability. Marginally increases Flee, Hit and overall damage as well. For Mega Sonic Blow builds, raise LUK to 120 (or 125 with Galensis Card (300261) ) to get as much CRIT Rate as possible while waiting for level 275 to access the Super Novice chant (see Hidden Skills above). |
Trait | Amount | Notes |
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POW | 110 | Primary trait. Max this for the highest possible damage. |
STA | Optional | If more RES is needed and there are still some points to spare, grab a few points here. |
WIS | Optional | If more MRES is needed and there are still some points to spare, grab a few points here. |
SPL | 0 | Absolutely unnecessary, because screaming out "Mega Sonic Blow !!" again and again in a berserk rage doesn't really conjure violent earthquakes, howling blizzards, scary lightning storms, or world-ending meteor showers. It just makes eliminating enemies a lot more satisfying. |
CON | 72-110 | Highly recommended secondary trait. Increases Physical Damage and Hit while also providing a bit more survivability in the form of Flee. Those leaning more towards Double Bowling Bash may max this Trait. |
CRT | 72-110 | Highly recommended secondary trait for those focused on Mega Sonic Blow, its CRIT DMG dependent on this trait. Those leaning more towards Mega Sonic Blow may max this Trait. |
Skills
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The example build below is an HP-leech focused build that sacrifices a little bit of power in exhcnage for increased survivability. It is ideal for slaughtering hordes of mobs, especially when a lack of power is compensated by increased survivability. Heal one's self by hurting others. The more, the merrier. But in exhcnage, become a slave to the RNG gods.
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Equipment
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You can use Eden Gear or choose from the list below...
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Sample equipment builds (Coming soon!) | ||||||||||||||||||||||||||||||||||||||||
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Cards and Pets
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Pets |
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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.
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Tips and Tricks
Strategy (WIP) |
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The Physical Build Hyper Novice is about repeatedly spamming a variety of skills berserker style, shredding enemies into Chef's Kiss mincemeat.
When in a party... I have writer's block.
In a party setting, I also get writer's block!
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Hybrid (Work in progress)
(Description WIP) - The late-game Hybrid build combines the best of both worlds. While it doesn't have access to AP skills, it more than makes up in versatility, especially in certain places where both physical and magical attacks are required.
Stats and Traits
Stat | Amount | Notes |
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STR | 1+ | Leftover. Mainly used for increased carrying capacity. |
AGI | 60-80 | Used mainly for reducing flinching animation time and the chances of getting inflicted by Bleeding and sleep. |
VIT | 70-80 | Increases Max HP while reducing the chances of getting inflicted by Poison. |
INT | 120+ | Main stat. At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum. |
DEX | 120+ | At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum. |
LUK | 1+ | Leftover. Marginally increases MATK while reducing the chances of getting cursed as well as reducing its duration. |
Trait | Amount | Notes |
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POW | 0 | Not needed. |
STA | 0 or 30-97 | Add points if more survivability is needed by increasing Physical Resistance. However, CON is of greater value. |
WIS | 0 or 30-97 | Add points if more survivability is needed by increasing Magic Resistance. However, CON is of greater value. |
SPL | 100 | Primary trait. Max this for the highest possible Magic Damage. |
CON | 0 or 30-97 | Highly recommended secondary trait. Increases Magic Damage while also providing a bit more survivability in the form of Flee. |
CRT | 0 | Not necessary unless stronger heals are needed... ? Might be good for a creative meme support Hyper Novice build... if that exists... I guess? |
Skills
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After switching to Hyper Novice and reaching around Job Level 10+, reset all skills. Your main sources of damage will be Hyper Novice skills, augmented by 1st and 2nd job skills.
Skills: Hyper Novice (Example build - Jack Frost Nova) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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There will be skill points remaining, so spend them on whichever is most beneficial to you. In my case, I chose to use the extra skill points on Safety Wall and Faith for more survivability and Enlarge Weight Limit to compensate for having Noodle Arms.
All skills except for Rule Break in the Hyper Novice mage tree have 10 points. Feel free to choose which skills you want to speceialize in. I went for a mix of Wind and Water elements and got Rule Break for even more damage.
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Equipment
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Super Novice
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Super Novice
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Cards and Pets
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Pets |
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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.
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Tips and Tricks
Strategy (WIP) |
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The Mage Build Hyper Novice is quite a challenge to level up due to Super Novice magic spells dealing adorable damage unless there's heavy investment involved. However, upon becoming Hyper Novice, the damage increases exponentially, and that's when its true power starts showing.
When soloing, I get writer's block! In a party setting, You'll be the secondary support, providing crowd control and extra buffs and heals. Quagmire, Storm Gust and Sightrasher will be your main crowd control skills. Once you see the tank and its lures approaching, cast Quagmire on the mobs to slow them down in order for the DPSes more easily dispose of them. Also watch out if the tank lured too many or if there are monsters coming from the side and rear - use Sightrasher to push them away or Storm Gust to freeze them in place. From time to time, you may also buff your teammates, provide additional heals with your cute Heals.
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Leveling
This section is undergoing renovations.
While there is a general Leveling Guide available, this section will explain leveling a Super Novice from scratch, as if you just joined MuhRO and Super Novice is the first, or one of the first characters created.
Novice
Lv1 - ??? - Work in progress
- Do the MuhRO starter quest
Super Novice WORK IN PROGRESS
Lv45 - Lv85
- Once you reach base level 45, continue the MuhRO main tutorial quest. Invest points into AGI so your Flee will go up to around 300 or so. That way, once you reach the Poring Instance, it will be relatively easy to solo, King Poring MVP included.
Lv85 - Lv99
- Work in progress
Expanded Super Novice
Work in progress
Hyper Novice
200-215
- Illusion of Labyrinth - Tons of mobs and fixed EXP means tons of EXP until around level 220. Also a decent place to earn some zeny along the way if you're looting everything.
- Illusion of Underwater 2 - Bring Coldproof potions. Beware the
JellymonDeep Sea Sedora and their unusually overpowered Storm Gust and Water Ball. It is highly recommended to do the Illusion Quests for this and Illusion of Labyrinth for equipment refinement boxes. Good until around level 220. - Niflheim Dungeon 1 - Nif1 has TONS of mobs in a relatively small space, making it a great place to level up, earn zeny and grab Etel Dusts. Watch out for Stone Curse and SP Leech by
Rubik'sGhost Cube. - Rudus 4 - Not as crowded as Nif1 mob and player wise, making it a good alternate leveling spot if Nif1 and Thana12 are way too crowded. Watch out for Giant Caput's Spiral Pierce, which may instantly kill.
200-240 (Alternate leveling)
- Thanatos Tower 12 - In Thana12, Guyak Pudding and Blue Potions are recommended due to the neverending barrage of Level 11 Decrease AGI and SP Leech from the fat chibi Horror of Thanatos. In addition, have a Genetic provide Full Chemical Protection due to some of the mobs breaking armors and weapons. There are lots of EXP from the boss-protocol monsters and a decent amount of zeny earned per hour (around 10M maybe?) when autolooting everything. Fragment of Despair can be used to make Ace's Hat of Flames.
215-230
- Amicitia Dungeon 1 - Get ready to be knocked around a lot due to the mobs spamming Jupitel Thunder and Storm Gust like they're going out of style. Highly recommended to use Shining DEF scroll here to prevent getting Frozen by Vanilaqus, the blue amorphous blob homunculus.
230-240
- Amicitia Dungeon 2 - Full Chemical Protection is needed due to Lava Eater's tendency to break armors, but Safety Wall should help deal with that problem to a certain extent. Shining DEF scrolls are also recommended due to the horses frequently casting Storm Gust and causing Frozen.
230+ (Alternate leveling)
- Airship Crash - Except for the Mosquitoes, all mobs move very slowly and can be easily kited with ranged attacks. For melee builds, Safety Wall is advised when fighting Melted Poring due to Strip Shadow Gear. Shadow or Undead element armors are recommended when fighting Rotten Tree because of Dark Grand Cross.
240+
- Niflheim Dungeon 2 - Nif2 is a relatively mobby place but is manageable for the most part. It is one of, if not the fastest way to level up from 240 and above, especially with a 12-man party with Kim (Troubador with Mr. Kim's a Rich Man). For Physical Hyper Novices, watch out for the Loli's Lex Divina, which can cause Silence even with 100 INT. Also watch out for the occasional Brandish Spear, which may result in an instant kill.