Talisman Soul Ascetic Luxury Sub-Guide by Sophie/Joan and Gale Windhawk Luxury Sub-Guide by Sophie/Joan: Difference between pages

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[[Category:Soul Ascetic]]
[[Category:Wind Hawk]]


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! colspan="6" style="background-color:#FF8512; " | '''R.ClickToRename254519'''
! colspan="6" style="background-color:#FF8512; " | '''R.ClickToRename242812'''
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| colspan="6" |[[File:monkigirl.jpg|250px]] <div style="text-align: center;">
| colspan="6" |[[File:screenMuhRO510.jpg|250px]] <div style="text-align: center;">
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| colspan="6" style="background-color:#2A76E8;" | <center> '''not Soul Ascetic skin tho''' </center>
| colspan="6" style="background-color:#2A76E8;" | <center> '''WindHawk''' </center>
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<page under construction>
<page under construction>


Hello I'm Sophie/Joan (Guide Date: 2/Sep/2025). You would not see me that often playing in D1/Biosphere Venom/Biosphere Temple with my Soul Ascetic (SA) char R.ClickToRename254519. I think I will play SA more though because I think my flight hours on this character is lacking (you can expect more sporadic future updates as I discover stuff). Magic build speaking I still play on my EM more but this job definitely offers niches that EM doesn't have namely mobility and harder hitting single target skills. To think again I really should have telling people to play SA instead as starting class whenever someone asks in #global because the barrier of the requirements are easier to fulfill compared say to the likes of EM because SA talisman build doesn't need acd% and therefore doesn't need {{#item:4403}} or the likes (and that managing ASPD is easier).
Hello I'm Sophie/Joan (Guide Date: 28/Aug/2025). You would often see me playing in D1/D2/HoL/LoF/ToT/CT/Villa/Mjol with my Windhawk char R.ClickToRename242812 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 talisman SA and is not optimized (dm me on discord/In-game if you can improve upon it). I just tried to write it out because I think other SA mains guide writers are inactive (retirement/hiatus) while the guide/discussion demands from new players are as high as ever (as of 2/Sep/2025) and I saw many new faces playing SA within the last 1-2 months. Also I have to state that: there's not really different playstyle or skill/stats allocation between Talisman of Blue Dragon Build ('''Single Target Talisman Build''') vs Talisman of White Tiger Build ('''Area Talisman Build''') so you should definitely have both at the same time on your general to go build. The exception might be if you want to maximize Single Target Talisman Build on skills while also grabbing {{#skill:5432}} of which probably you will do in instances like HoL but in situation that there is no other SA available. Between both builds, most of it is simply the matter of gear swapping (most significantly between the weapons), so I would advice you readers to familiarize yourself with gear swapping (even easier now that there's a custom skill created for that very purpose).
This guide is merely what I do on my gale storm WH and is not optimized (dm me on discord/In-game if you can improve upon it). I just tried to write it out to satisfy the demand after seeing some people asking in the #archer channel for a Gale Storm build guide from time to time. There's different requirements and priorities with GS build vs CB build (e.g. %acd reduction is not really needed for GS build, while 50% is needed for CB build) and the aim of GS build is strictly for farming (it is not for bossing). However between both builds, most of it is simply the matter of gear swapping (most significantly between the weapons and gambler's seal), so I would advice you readers to familiarize yourself with gear swapping (even easier now that there's a custom skill created for that very purpose).


= Scope/For Whom this guide is Intended for =
= 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 (y'all can refer to this guide as the complementary to the more comprehensive guides such as [[Mango%27s_guide_to_leveling_and_farming_with_SA|Mango's guide to leveling and farming with SA]] and [[Choi%27s_Soul_Ascetic_Guide|Choi's Soul Ascetic 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) and have reached 100% Vct (Variable cast time) reduction via item bonus (because those 120 Dex better be put elsewhere). Also you are required to like to '''Leap''' (this is a warning).
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 (for returning players, y'all can refer to this guide as the continuation of the old meta of [[Set%27s_End_Game_Journey_for_Windhawks|Set's End Game WH guide]]). This guide is not intended to be a stand-alone and more of complimentary for other more comprehensive WH guides. 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) and have moved away from wearing {{#item:300261}} on garment because 125 LUK is bad for your stat balance.  


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 and currently owned assets (e.g. with {{#item:312700}} in your {{#item:400544}} you might want {{#item:310860}}) to in your {{#item:460020}}), so we will not assume a narrow-minded stance on this issue and would tolerate a bit lesser or bigger DPS and whatnots as long as things work well (shout out to get the DPS envy immunity people!).  
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 and consumables consumption patterns (e.g. with {{#item:300473}} you will want to consume {{#item:14536}}), so we will not assume a narrow-minded stance on this issue and would tolerate a bit lesser or bigger DPS and whatnots as long as things work well (shout out to get the DPS envy immunity people!).  


[[File:leap_monki.gif|300px]]
[[File:OPM fist.jpg|300px]]


=General Overview=
=General Overview=
=== Stats&Traits ===
=== 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):
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 (very important for both builds: you want to DPS hard with single target talisman  build and instant-cast leap+skill with area talisman build)
# Instant Cast (hurt others faster than they can hurt you)
# Damage (in general) and OH capability (mostly for area talisman build)
# One Hit (OH) damage capability and 217 critical rate (if they're dead they can't hurt you)
# ASPD (SA talisman skills have no '''After Cast Delay''' so your bottleneck will be ASPD)
# Survivability, HP pool and evasion (one might get hurt by lag/mishap/bad luck face spawn but somehow have to survive it)
# Survivability, HP pool (mostly for when doing single target talisman  build)
# Curse immunity
# Curse immunity
# Non-priority niches (carry weight, SP pool, SP consumption)
# Non-priority niches (carry weight, ASPD, Gale Storm spammability)


====== Stats ======
====== Stats ======


* STR - 80-100; Carry weight. (talisman bundles are heavy)
* STR - 50-100; Carry weight


* AGI - 110-120; reaching 185-187 ASPD would still not be that easy. Also some people have utilized builds with even more ASPD but I have yet to fathom their usage.
* AGI - 80-120; (all remaining points here); reaching 183 ASPD should be easy


* VIT -  90-120; Can put minimum amount when in a party with devo.
* VIT -  77-110; Should adjust it yourself so that you don't get yeeted by D1/D2 mobs that facespawn on you. Can put minimum amount when in a party with devo


* INT - 100-120; MATK, SP pool. (SA have high SP consumption problem)
* INT - 100-120; For Instant Cast, SP pool.


* DEX - 1 (all remaining points here);
* DEX - 120-130; For Instant Cast, Damage.


* LUK - 89-110; For Curse Immunity, MATK.
* LUK - 80-100; For Curse Immunity, Critical rate.


Example (My stats for general farming):
Example (My stats when wearing {{#item:300530}} or {{#item:300473}}:


* STR - 100
* STR - 80


* AGI - 120
* AGI - 82


* VIT - 108
* VIT - 77


* INT - 120
* INT - 110


* DEX - 2
* DEX - 130


* LUK - 89
* LUK - 99


====== Traits ======
====== Traits ======


* SPL - 110; Damage
* POW - 110; Damage (non-crit related)
* CON - 110; Damage (and a bit of survivability)
* CRT - 110; Damage (crit related)
* WIS/STA - 72; Survivability
* CON - 72; Little more damage and evasion/survivability, otherwise can be put into WIS or STA (so far no content needs it though)


=== Core Skills ===
=== Core Skills ===


===== Buff/Debuff and Passives =====
===== Buff =====


{{#skill:5420}}: More damage from skills with talismans (what we really care) and a bit of S.MATK (we don't really care). Very important because it is 10-20% damage difference when I tested it after maxxing everything (seriously go max it). Still better damage addition than '''Soul of Heaven and Earth''' if you can only pick one.
{{#skill:45}}: For Instant Cast


{{#skill:5431}}: More damage from skills with talismans. To activate it, you cast Blue Dragon-->White Tiger-->Red Phoenix-->Black Tortoise-->Circle of Direction and Elementals. For single target talisman spam, it is around 15-35% damage difference than without the buff (tested with full gear).
{{#skill:380}}: Additional Critical Rate


{{#skill:5417}}: Up to +10 Spl not bad but not that good either. Just put points here if you can't reach {{#skill:5432}} with your remaining skill points.
{{#skill:383}}: MS and FLEE rate


{{#skill:2597}}Shadow Soul: We care about the ASPD bonus.
{{#skill:5328}} / {{#skill:5002}}: Makes Gale Storm crit ('''Calamity Gale''' only) and adds an additional 350% ranged% damage (both)


{{#skill:2599}}Fairy Soul: We care about the Vct% reduction bonus.
{{#skill:7}} (optional, from {{#item:4084}}): 20% fire-elemental bonus damage outside of all other sources. It simply hits above its weight after you have exhausted every other damage% modifier source


{{#skill:2596}} Golem Soul: More DEF and MDEF, mostly used for party play.
===== Active Skills =====
 
{{#skill:425}}: Changing element of your talisman skills (Earth/Wind/Water/Fire/Ghost/Shadow/Holy).
 
{{#skill:462}}: You buff with this and type @die when you want to reset soul/mild wind to neutral again.
 
{{#skill:2601}}: Debuff a target to make it take increased damage from Shadow element (mild wind lvl 6). Rarely used it though for some reason.
 
{{#skill:5423}}: More Enemy_Element% damage modifier against water, wind, earth, fire, and neutral element mobs (very strong so always use it).


{{#skill:5432}}: A party buff that provides a large damage modifiers: Physical melee% and ranged%, and Magical Ele%. Used to be more godly now is kinda meh for solo play because Ele% saturates fast after the CoL Autumn gives a lot of Ele%. (Refer to the next part if you're confused about the meh Ele% vs the precious Enemy_Element%)
Swap Equip: You will want to swap into CB build when Calaminity Gale/Unlimit is not active to recover AP.


===== Active Skills =====
{{#skill:2247}}: Survivability.


Swap Equip: You can just swap between Single Target Talisman Build vs Area Talisman Build by simply switching the weapons.
{{#skill:2241}}: MS and Survivability.


{{#skill:426}}: Best mobility skill after Monk's snap. I'd say go play EM or AM if you don't like leaping mechanism (not everyone does).
{{#skill:130}}: Useful on some maps like D2.


{{#skill:5426}}: Main Single Target DPS skill. auto-casts Red Phoenix (TD combo).
{{#skill:5334}}: Your secondary hard hitting skill in case the enemy gets too close and a way to recover AP while still hitting hard.


{{#skill:5427}}: Main Area skill. auto-casts Black Tortoise (TD combo).
{{#skill:5330}}: Your hard hitter, but is useless without Calamity Gale/Unlimit active.


= Gears and Min-Max Technicalities =
= Gears and Min-Max Technicalities =


=== About Magical Damage Modifiers for Talisman SA Build ===
=== About Physical Damage Modifiers for Gale WH Build ===


The general aim of the min-maxing process (as of Date: 2/Sep/2025) is to equalize these damage modifiers while maximizing their overall multiplicative result. 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 talisman skills damage to be as high as possible (the DPS for '''blue dragon''' and the single burst instance of skill for '''white tiger''').
The general aim of the min-maxing process (as of Date: 28/Aug/2025) is to equalize these damage modifiers while maximizing their overall multiplicative result. The contextual reason of the importance on this matter is because of the aforementioned '''One Hit''' (OH) Objective, that we want each hit of our Gale Storm damage to be as high as possible (to be clear it is the '''single instance of the damage''', not the DPS).


Listed from most precious to least worthy, type @bs in game to see yours:
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: {{#item:300472}}, Demigod Set, HoL accessories and enchantments, White Knight Pet. (This is probably why {{#item:300472}} was so expensive in contrast to the physical builds which have plethora of '''Class%/Boss%''' sources)
* '''Class%:''' Hardest and most expensive to get, generally speaking. You will have 30%-85%. Main Sources: {{#item:300533}}, {{#item:4602}} combo, {{#item:4529}}, {{#item:300473}}, Demigod Set, HoL accesories and enchantments, Abysmal Knight Pet.
* '''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%-100%. Main Sources: CoL Autumn garment and its 2nd slot enchantment, Dimensions/Time Gap Weapons 3rd slot enchant, Jitterbug combo and proc.
* '''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%-130%. Main Sources: {{#item:27126}}-like MVP cards on body slot, Maximum Mammoth Shadow gears, HoL garment 2nd slot enchant, Varmundt Boots 2nd slot enchant, Dimensions/Time Gap Weapons 3rd slot enchant, Jitterbug combo and proc.
* '''Skill%:''' Quite hard to get as the source is only from TDRC and Dimensions/Time Gap Weapons for Talismans skill and is already mandatory. You will have around 70%-130%. Haven't tested yet for Yorscalp headgear + {{#item:300600}} combo (the red phoenix and talisman of four bearing god skill).
* '''Skill%:''' Quite hard to get as the source is only from TDRC and Dimensions/Time Gap Weapons for Gale Storm skill and is already mandatory. You will have 35%-95%.
* '''Enemy_Race%:''' kinda rare for magical racial modifier. You will have 50%-130%. Main Sources:{{#item:4441}}-like MVP cards on shoes, HoL accessories and enchantments, various equipments.
* '''Enemy_Race%:''' Not very rare but getting the right ones could be costly. You will easily have 70%-200%. Main Sources: {{#item:27126}}-like MVP cards on body slot, HoL accessories and enchantments, various equipment.
* '''Enemy_Size%:''' Easy to get and cheap. You will easily have more than 65%-120%. Main Sources: Cards on Weapon slots, TDRC, Shadow Gears.  
* '''Enemy_Size%:''' Easy to get and cheap. You will have 45%-170%. Main Sources: Cards on Weapon slots, TDRC, Shadow Gears.  
* '''MRes_Ignore%:''' Only '''relevant''' source for now is the Magical/Spell/Sorcery Master Shadow Gears for 20%. The effect is only roughly 5-10% pure damage increase, though it is nice, because it is outside all other modifier calculations.
* '''Res_Ignore%:''' Only '''relevant''' source for now is the Fatal Master Shadow Gears for 20%. The effect is only roughly 5-10% pure damage increase, though it is nice, because it is outside all other modifier calculations.
* '''MATK%''': You will have more than 150-250% MATK%. Main Sources: {{#item:450173}}, Shadow Gear Enchantments for MATK%, {{#item:4441}}-like MVP cards on shoes, various equipments.
* '''Critical%''': and other '''critical related modifier''' like C.RATE: You will have around 300-550% critical% and 80-140 C.RATE. Main Sources: various for Critical%, Shadow Gear Enchantments for C.RATE
* '''Spl''': You will have around 200-250 or more. Main Sources: {{#item:470204}}, Shadow Gear enchantments,
* Other '''non-critical related modifiers''' like POW, P.ATK. Main Sources: Shadow Gear enchantments, Varmundt boots/garment 3rd slot enchantments, {{#item:300533}}
*'''S.MATK''': You will have around 350 or more. Main Sources: various equipments,
* '''Range%:''': We already have a lot thanks to Calamity Gale/Unlimit, so adding on this is generally redundant. You will have above 350%, around 450-550% or above.
* '''Ele%''': You will easily have around 300-500% or more. Main Sources: {{#item: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 {{#item:27362}}-like MVP cards on garment was felt bigger because the 100% ele is of bigger ratio.
 
Trivia:
* '''ATK%''': this is useless tier damage modifier and should just be ignored for physical build (different case with MATK% of the magical build) unless someone can prove me wrong. Also was tested but not thorough (and I already yeeted the 10% ATK% gambler's seal I'm so sorry)


===Gears===
===Gears===
Recommended gears (as of Date: 2/Sep/2025):
 
Recommended gears (as of Date: 28/Aug/2025):


{| class="wikitable mw-collapsible mw-collapsed" style="width:85%;"
{| class="wikitable mw-collapsible mw-collapsed" style="width:85%;"
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|- style=height:13em
|- style=height:13em
|'''Upper'''
|'''Upper'''
| align="center" | +12 to +15 [A] {{#item:400544}}
| align="center" | +12 to +15 [A] {{#item:400539}}
|  
|  
<small>  
<small>  
*{{#item:4529}}
*{{#item:300377}}
*{{#item:300377}}
*{{#item:4148}}
*{{#item:300363}}
*{{#item:4366}}
*{{#item:4583}}(or any that suits your farm)
</small>
</small>
|
|
*Enchanted with {{#item:312763}}, {{#item:312700}}.
*Enchanted with {{#item:312753}}, {{#item:312712}}.
*You can use {{#item:312718}} but it means you will find other ways to enhance your ASPD (while there's easier options for Vct% problem)
*The reason we don't use {{#item:312700}} is because we dont need '''acd%''' for this build. Instead you just swap out for {{#item:400723}}(BiS for CB Build).
|- style=height:11em
|- style=height:11em
|'''Middle'''
|'''Middle'''
Line 149: Line 142:
|  
|  
<small>
<small>
*{{#item:4148}}
*{{#item:4529}}
*{{#item:4366}}
*{{#item:300363}}
*{{#item:4583}}(or any that suits your farm)
*{{#item:4198}}
 
</small>
</small>
|
|
*Enchanted with any of the following:
*Enchanted with any of the following:
**MATK% +8-10% (Ele% falls in grace as CoL Autumn and HoL acc set and combo gives a lot of that Ele% modifier compared to previous meta)
**Critical Atttack +8-10%
**Vct% reduction +8-10% (only if you still have Vct% problem, see here there's no ASPD/reduce delay after attack option)
**Long Range Atttack +8-10%
**MaxHP +8-10% (Experimental), the reason is sometimes additional HP is simply better when you already have saturated every other damage source modifiers.
**MaxHP +8-10% (Experimental), the reason is sometimes additional HP is simply better when you already have saturated every other damage source modifiers.
|-
|-
|'''Lower'''
|'''Lower'''
| align="center" | {{#item:420213}} (BiS) <br> and/or <br> {{#item:420269}} (Experimental)
| align="center" | {{#item:420220}} (BiS) <br> and/or <br> {{#item:420269}} (Experimental)
| <center><small> N/A </center></small>
| <center><small> N/A </center></small>
|
|
*Enchanted with any of the following:
*Enchanted with any of the following:
**'''1st line''': VIT +5 / INT +5 / any (stats are not that important)
**'''1st line''': DEX +5
**'''2nd line''': Ele% +6-7% ''or''  S.MATK +6-7% (BiS) ''or'' %increases attack speed (reduces delay after attack) (Experimental)
**'''2nd line''': Critical Atttack +6-7% ''or''  Long Ranged Atttack +6-7%
|- style=height:9em
|- style=height:9em
|'''Armor'''
|'''Armor'''
| align="center" | +12 to +15 [A] {{#item:450173}}
| align="center" | +12 to +15 [A] {{#item:450172}}
|  
|  
<small>
<small>
*{{#item:300472}} (BiS)
*{{#item:300533}} (BiS)
*{{#item:300529}} (Combo with {{#item:300521}} or {{#item:300522}} on garment)
*{{#item:4602}}
 
*{{#item:27126}}
*{{#item:4408}}
*{{#item:300007}}
*{{#item:300021}}
*{{#item:300445}}
*{{#item:300524}}
*{{#item:300525}}
*{{#item:300381}}
</small>
</small>
|
|
*Enchanted with {{#item:310688}}, {{#item:310738}}(BiS) or {{#item:310744}}(Experimental), and {{#item:4714}}(BiS) or {{#item:4742}}.  
*Enchanted with {{#item:310685}}, {{#item:310735}}, and {{#item:4723}}.  
**For more info on how to enchant, check this [[Constellation_Tower_Enchants|page]].
**For more info on how to enchant, check this [[Constellation_Tower_Enchants|page]].
|- style=height:18em
|- style=height:18em
|'''Weapon'''
|'''Weapon'''
| align="center" | +12 to +15 [A] {{#item:550131}}(Single Target DPS) <br> and/or <br> +12 to +15 [A] {{#item:550132}}(Area Damage)
| align="center" | +12 to +15 [A] {{#item:700108}} <br> and/or <br> +12 to +15 [A] {{#item:700093}}
|  
|  
<small>
<small>
*{{#item:27384}}  
*{{#item:4399}}  
*{{#item:300455}}
*{{#item:27361}}
</small>
*{{#item:300519}}
|
*{{#item:300506}}
|- style=height:20em
*{{#item:300240}}
|'''Shield'''
*{{#item:300241}}
| align="center" | +11 to +12 [C] {{#item:460040}} <br> or <br> +12 to +14 [A] {{#item:460020}}
|
<small>
*{{#item:4128}}  
*{{#item:300239}}
*{{#item:27298}}  
*{{#item:27385}}  
*{{#item:300379}}  
</small>
</small>
|
|
*'''Glacier Guard''' enchanted with {{#item:312095}}, {{#item:312093}} or {{#item:312092}}, and {{#item:312091}}.
*'''Mad Bunny-LT''' enchanted with {{#item:310860}} or {{#item:310856}}.
*For a list of possible enchants, refer to [[Varmundt%27s_Biosphere_Depth_2#Dimensions_Weapons_Enchants|this]]. Enchants of your choice will vary depending on your needs, and the race/elemental property of the mobs you're going to prioritize.
*For a list of possible enchants, refer to [[Varmundt%27s_Biosphere_Depth_2#Dimensions_Weapons_Enchants|this]]. Enchants of your choice will vary depending on your needs, and the race/elemental property of the mobs you're going to prioritize.
*Can be carded with the following combo:
**{{#item:4399}} & {{#item:27361}}
**{{#item:300519}}& {{#item:300506}}
**{{#item:300240}} & {{#item:300240}}
**{{#item:4399}} & {{#item:300240}}
|- style=height:21em
|- style=height:21em
|'''Garment'''
|'''Garment'''
| align="center" | +12 to +15 [A] {{#item:480351}}
| align="center" | +12 to +15 [A] {{#item:480352}}
|  
|  
<small>  
<small>  
*{{#item:27381}}  
*{{#item:300530}} (BiS)
*{{#item:300145}}
*{{#item:300473}} (Experimental)
*{{#item:300382}}
*{{#item:4676}} (old BiS)
*{{#item:27362}}
*{{#item:300426}}
4576
*{{#item:300517}}(Combo with '''Yoscopus Sorcerer Card''' or '''Yoscopus Guardian Card''')
*{{#item:300521}}(Combo with '''Yoscopus Conjurator Card''' on body)
*or any other cheap Bio5 MVP card e.g. {{#item:4677}}
*{{#item:300522}}(Combo with '''Yoscopus Conjurator Card''' on body)
   
   
</small>
</small>
|
|


*Enchanted with {{#item:313018}}, {{#item:312558}}, and {{#item:312489}}.
*Enchanted with {{#item:313023}}, {{#item:312538}}, and {{#item:312479}}.
 
*The reason any Bio5 MVP card works is because it is only a difference of CRI +20 (we don't really care about Bio5 Shecil card's 15% ranged physical damage bonus) and is easily solved by {{#item:14536}}
*Also use {{#item:14536}} when using {{#item:300517}} or {{#item:300473}}


|- style=height:16em
|- style=height:16em
|'''Shoes'''
|'''Shoes'''
| align="center" | +12 to +14 [A] {{#item:470204}}
| align="center" | +12 [A] {{#item:470174}} <br> and/or <br> +12 [A] {{#item:470175 }} and/or <br> +12 [A] {{#item:470197}}(Experimental)
|  
|  
<small>  
<small>  
*{{#item:300248}}
*{{#item:300177}}
*{{#item:300262}}   
*{{#item:300380}}   
*{{#item:4441}}
*{{#item:300280}}
*{{#item:300281}}  
*{{#item:27383}}  
*{{#item:300458}}  
*{{#item:300511}}
*{{#item:300510}}
*{{#item:300508}}
*{{#item:300509}}
*{{#item:300514}}
*{{#item:300516}}  
</small>
</small>
|
|
*MoC is still very strong with its +Spl bonus
*'''Midnight Archi Card''' or '''Piloted Midrange Rgan Card''' will serve as your general all-purpose card while the episode 21 racial/element cards will be for targeting specific MVPs/maps.
*The reason I did not list {{#item:470260}} or {{#item:470303}} is because it doesn't contain '''Enemy_Element%''' (more details on previous part), so I still value it less than our Varmundt Boots. Note that the mats are cheap nowadays, so resetting the 2nd slot enchantment is not as daunting as it used to be.
*Dim glacier boots are only to be paired with jitterbug combo proc. The reason is the overwhelming '''Enemy_Element%''' from the proc, so with '''Dim Glacier Boots''' you fill the '''Enemy_race%''' modifier instead.
|- style=height:14em
|- style=height:14em
|'''Accessory (Right)'''
|'''Accessory (Right)'''
| align="center" | <br> {{#item:490136}}
| align="center" | <br> {{#item:490135}}
|  
|  
<small>  
<small>  
*{{#item:4040}}  
*{{#item:300278}}  
*{{#item:4145}} (Experimental)
*{{#item:4084}}  
*{{#item:300268}}
*{{#item:300470}}
*{{#item:300469}}
*{{#item:300464}}  
</small>
</small>
|
|
*Enchanted with {{#item:313038}},   
*Enchanted with {{#item:313033}},   
**{{#item:310711}} and {{#item:310711}}(BiS)
**{{#item:310701}} and {{#item:310701}}(BiS) or
**There are some crazy fringe item like {{#item:310716}} and {{#item:310716}} but you should just avoid them if you haven't got your double {{#item:310711}} first (it's fun tho).  
**{{#item:310706}} and {{#item:310706}}.  
**For more info on how to enchant, check this [[Constellation_Tower_Enchants|page]].
**For more info on how to enchant, check this [[Constellation_Tower_Enchants|page]].
|-
|-
|'''Accessory (Left)'''
|'''Accessory (Left)'''
| align="center" | {{#item:490485}}
| align="center" | {{#item:490486}}
|  
|  
<small>  
<small>  
*{{#item:4040}}  
*{{#item:300278}}  
*{{#item:4145}} (Experimental)
*{{#item:4084}}  
*{{#item:300267}}
*{{#item:300471}}(Experimental)
*{{#item:300216}}
*{{#item:300364}}
*{{#item:300211}}
*{{#item:300222}}
</small>
</small>
|
|
*Enchanted with {{#item:312996}} and {{#item:312981}}.
*Enchanted with {{#item:313006}} and {{#item:312981}}.
**For more info about purchasing and enchanting the accessory, check this [[Circulation_of_Life_Accessories|page]].
**For more info about purchasing and enchanting the accessory, check this [[Circulation_of_Life_Accessories|page]].
|}
|}
*Pets: {{#item:9134}}
*Pets: {{#item:9132}} or {{#item:9193}}  
*Shadow Gears:
*Shadow Gears:
**Magical Spell Shadow Shield+Shadow Weapon combo with Full Spell Armor-Shoes Combo: very strong if not BiS,
**Double Maximum Mammoth combo: very strong if not BiS, theoritically explained by the 12% gain in Enemy_Element% modifier. Only wear double with {{#item:4399}} otherwise just wear one pair.
**Needing full tempest acc combo for 100% magic penetration.
**Needing full penetration/infinity otherwise wear {{#item:4399}} for 100% def pierce and {{#item:24386}} or {{#item:24733}} or {{#item:9193}} for ignore weapon size
**Otherwise double +10/+10 Magical/Spell/Sorcery Master Shadow Gears is not bad.
**Otherwise double +10/+10 Bow/Fatal/Sword Master Shadow Gears is not bad, however it will lock you into using or {{#item:9193}}. There's also possibility of using one set of +10 Bow/Fatal/Sword Master Shadow Gears and {{#item:27294}}(Experimental) and then the rest of the shadow gear will be a pair of Maximum Mammoth
*Currently not-haves list: {{#item:300145}}, {{#item:300262}},{{#item:300377}}.
**With {{#item:4399}} use +10/+7 Bow/Fatal/Sword Master Shadow Gears instead so the 50% def pierce won't trigger
*Currently not-haves list: {{#item:300377}}, {{#item:300533}},{{#item:27126}},{{#item:4408}},{{#item:300007}},{{#item:300021}},{{#item:300445}},{{#item:300280}}


= Glossary=
= Glossary=
Line 288: Line 281:
*Hurt Locker's Wind Hawk Guide character picture format was used for character picture formatting of this guide.
*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.
*Goldie's EM Guide Endgame part table format was used for gears part formatting of this guide.
*Credit to '''Yanalicious''' for personally contacting me and pointing out that on {{#item:490135}} the double {{#item:310701}} enchantment was actually the slightly better enchantment than double {{#item:310706}} enchantment (tested, around 1-2% better). (30/Aug/2025)

Revision as of 15:45, 2 September 2025


R.ClickToRename242812
WindHawk

Introduction

<page under construction>

Hello I'm Sophie/Joan (Guide Date: 28/Aug/2025). You would often see me playing in D1/D2/HoL/LoF/ToT/CT/Villa/Mjol with my Windhawk char R.ClickToRename242812 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 gale storm WH and is not optimized (dm me on discord/In-game if you can improve upon it). I just tried to write it out to satisfy the demand after seeing some people asking in the #archer channel for a Gale Storm build guide from time to time. There's different requirements and priorities with GS build vs CB build (e.g. %acd reduction is not really needed for GS build, while 50% is needed for CB build) and the aim of GS build is strictly for farming (it is not for bossing). However between both builds, most of it is simply the matter of gear swapping (most significantly between the weapons and gambler's seal), so I would advice you readers to familiarize yourself with gear swapping (even easier now that there's a custom skill created for that very purpose).

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 (for returning players, y'all can refer to this guide as the continuation of the old meta of Set's End Game WH guide). This guide is not intended to be a stand-alone and more of complimentary for other more comprehensive WH guides. 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) and have moved away from wearing 300261.png Galensis Card (300261) on garment because 125 LUK is bad for your stat balance.

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 and consumables consumption patterns (e.g. with 300473.png [MVP] Snow Angel Card (300473) you will want to consume 14536.png Abrasive (14536) ), so we will not assume a narrow-minded stance on this issue and would tolerate a bit lesser or bigger DPS and whatnots 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):

  1. Instant Cast (hurt others faster than they can hurt you)
  2. One Hit (OH) damage capability and 217 critical rate (if they're dead they can't hurt you)
  3. Survivability, HP pool and evasion (one might get hurt by lag/mishap/bad luck face spawn but somehow have to survive it)
  4. Curse immunity
  5. Non-priority niches (carry weight, ASPD, Gale Storm spammability)
Stats
  • STR - 50-100; Carry weight
  • AGI - 80-120; (all remaining points here); reaching 183 ASPD should be easy
  • VIT - 77-110; Should adjust it yourself so that you don't get yeeted by D1/D2 mobs that facespawn on you. Can put minimum amount when in a party with devo
  • INT - 100-120; For Instant Cast, SP pool.
  • DEX - 120-130; For Instant Cast, Damage.
  • LUK - 80-100; For Curse Immunity, Critical rate.

Example (My stats when wearing 300530.png [MVP] Yortus Arbiter Card (300530) or 300473.png [MVP] Snow Angel Card (300473) :

  • STR - 80
  • AGI - 82
  • VIT - 77
  • INT - 110
  • DEX - 130
  • LUK - 99
Traits
  • POW - 110; Damage (non-crit related)
  • CRT - 110; Damage (crit related)
  • CON - 72; Little more damage and evasion/survivability, otherwise can be put into WIS or STA (so far no content needs it though)

Core Skills

Buff

45.png Improve Concentration: For Instant Cast

380.png True Sight: Additional Critical Rate

383.png Wind Walk: MS and FLEE rate

5328.png Calamity Gale / 5002.png Unlimit: Makes Gale Storm crit (Calamity Gale only) and adds an additional 350% ranged% damage (both)

7.png Magnum Break (optional, from 4084.png Marine Sphere Card (4084) ): 20% fire-elemental bonus damage outside of all other sources. It simply hits above its weight after you have exhausted every other damage% modifier source

Active Skills

Swap Equip: You will want to swap into CB build when Calaminity Gale/Unlimit is not active to recover AP.

2247.png Camouflage: Survivability.

2241.png Warg Rider: MS and Survivability.

130.png Detect: Useful on some maps like D2.

5334.png Crescive Bolt: Your secondary hard hitting skill in case the enemy gets too close and a way to recover AP while still hitting hard.

5330.png Gale Storm: Your hard hitter, but is useless without Calamity Gale/Unlimit active.

Gears and Min-Max Technicalities

About Physical Damage Modifiers for Gale WH Build

The general aim of the min-maxing process (as of Date: 28/Aug/2025) is to equalize these damage modifiers while maximizing their overall multiplicative result. The contextual reason of the importance on this matter is because of the aforementioned One Hit (OH) Objective, that we want each hit of our Gale Storm damage to be as high as possible (to be clear it is the single instance of the damage, not the DPS).

Listed from most precious to least worthy, type @bs in game to see yours:

  • Class%: Hardest and most expensive to get, generally speaking. You will have 30%-85%. Main Sources: 300533.png [MVP] Encroached Tan Card (300533) , 4602.png [MVP] Realized Amdarais Card (4602) combo, 4529.png [MVP] Violent Coelacanth Card (4529) , 300473.png [MVP] Snow Angel Card (300473) , Demigod Set, HoL accesories and enchantments, Abysmal Knight Pet.
  • 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%-130%. Main Sources: 27126.png [MVP] Boitata Card (27126) -like MVP cards on body slot, Maximum Mammoth Shadow gears, HoL garment 2nd slot enchant, Varmundt Boots 2nd slot enchant, Dimensions/Time Gap Weapons 3rd slot enchant, Jitterbug combo and proc.
  • Skill%: Quite hard to get as the source is only from TDRC and Dimensions/Time Gap Weapons for Gale Storm skill and is already mandatory. You will have 35%-95%.
  • Enemy_Race%: Not very rare but getting the right ones could be costly. You will easily have 70%-200%. Main Sources: 27126.png [MVP] Boitata Card (27126) -like MVP cards on body slot, HoL accessories and enchantments, various equipment.
  • Enemy_Size%: Easy to get and cheap. You will have 45%-170%. Main Sources: Cards on Weapon slots, TDRC, Shadow Gears.
  • Res_Ignore%: Only relevant source for now is the Fatal Master Shadow Gears for 20%. The effect is only roughly 5-10% pure damage increase, though it is nice, because it is outside all other modifier calculations.
  • Critical%: and other critical related modifier like C.RATE: You will have around 300-550% critical% and 80-140 C.RATE. Main Sources: various for Critical%, Shadow Gear Enchantments for C.RATE
  • Other non-critical related modifiers like POW, P.ATK. Main Sources: Shadow Gear enchantments, Varmundt boots/garment 3rd slot enchantments, 300533.png [MVP] Encroached Tan Card (300533)
  • Range%:: We already have a lot thanks to Calamity Gale/Unlimit, so adding on this is generally redundant. You will have above 350%, around 450-550% or above.

Trivia:

  • ATK%: this is useless tier damage modifier and should just be ignored for physical build (different case with MATK% of the magical build) unless someone can prove me wrong. Also was tested but not thorough (and I already yeeted the 10% ATK% gambler's seal I'm so sorry)

Gears

Recommended gears (as of Date: 28/Aug/2025):

Type Item Card Enchants and Notes
Upper +12 to +15 [A] 400539.png Time Dimensions Rune Crown (Wind Hawk) [1] (400539)

Middle 410233.png Gambler's Seal [1] (410233)

  • Enchanted with any of the following:
    • Critical Atttack +8-10%
    • Long Range Atttack +8-10%
    • MaxHP +8-10% (Experimental), the reason is sometimes additional HP is simply better when you already have saturated every other damage source modifiers.
Lower 420220.png Ace of Diamonds in Mouth (Ranged Physical) (420220) (BiS)
and/or
420269.png Ace of Clovers in Mouth (Defense) (420269) (Experimental)
N/A
  • Enchanted with any of the following:
    • 1st line: DEX +5
    • 2nd line: Critical Atttack +6-7% or Long Ranged Atttack +6-7%
Armor +12 to +15 [A] 450172.png Nebula Suit of Creative [1] (450172)

Weapon +12 to +15 [A] 700108.png Time Gap Wind Bow [2] (700108)
and/or
+12 to +15 [A] 700093.png Dimensions Wind Crossbow [2] (700093)

Garment +12 to +15 [A] 480352.png Circulation of Life Winter [1] (480352)

Shoes +12 [A] 470174.png Glade Rune Boots [1] (470174)
and/or
+12 [A] 470175.png Ice Rune Boots [1] (470175) and/or
+12 [A] 470197.png Dim Glacier Boots [1] (470197) (Experimental)

  • Midnight Archi Card or Piloted Midrange Rgan Card will serve as your general all-purpose card while the episode 21 racial/element cards will be for targeting specific MVPs/maps.
  • The reason I did not list 470260.png Gaebolg Boots [1] (470260) or 470303.png Yorscalp Boots [1] (470303) is because it doesn't contain Enemy_Element% (more details on previous part), so I still value it less than our Varmundt Boots. Note that the mats are cheap nowadays, so resetting the 2nd slot enchantment is not as daunting as it used to be.
  • Dim glacier boots are only to be paired with jitterbug combo proc. The reason is the overwhelming Enemy_Element% from the proc, so with Dim Glacier Boots you fill the Enemy_race% modifier instead.
Accessory (Right)
490135.png Creative Signet of Star [1] (490135)

Accessory (Left) 490486.png Signet of Circulation Winter [1] (490486)

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.

Acknowledgements

  • Special Thanks to Tmisn for editing and proofreading.
  • 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.
  • Credit to Yanalicious for personally contacting me and pointing out that on 490135.png Creative Signet of Star [1] (490135) the double 310701.png Star of Master Archer Lv5 (310701) enchantment was actually the slightly better enchantment than double 310706.png Star of Sharp Lv.5 (310706) enchantment (tested, around 1-2% better). (30/Aug/2025)