Talisman Soul Ascetic Luxury Sub-Guide by Sophie/Joan and Hybrid Dragon Knight Luxury Sub-Guide by Sophie/Joan: Difference between pages

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[[Category:Soul Ascetic]]
[[Category:Dragon Knight]]


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! colspan="6" style="background-color:#FF8512; " | '''R.ClickToRename254519'''
! colspan="6" style="background-color:#FF8512; " | '''R.ClickToRename213123'''
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| colspan="6" |[[File:monkigirl.jpg|250px]] <div style="text-align: center;">
| colspan="6" |[[File:screenMuhRO523.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> '''Dragon Knight''' </center>
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= Introduction =
= Introduction =
<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: 29/Aug/2025). You would often see me playing in D1/D2/HoL/LoF/ToT/CT/Villa/Mjol/Alice Hard with my Dragon Knight char R.ClickToRename213123 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 with my Dragon Knight on Alice Hard and ToT (tested well until lvl 51) which is to make 2 builds, namely '''Draconic Breath''' (DcB) DK and '''Storm Slash''' (SS) DK build coexist within a single character, but it is not optimized (dm me on discord/In-game if you can improve upon it). The foundation of reason of why I tried to craft the Hybrid Build while risking being bad in ToT is that: even if it is only 50% the performance of the pure build, if you perform twice, your end contribution will be 100% again, at the very minimum. The result was promising; the hybrid build dishes out DPS around 80-85% minimum compared to the pure builds even without much optimization, making you almost twice as useful as other people, utilitarianistic speaking. The reason might be that on the end game part of the spectrum, it is very much more gear dependent than character inert stats dependent. All in all, as a Hybrid of both DcB build and SS build, most of the mechanic is simply the matter of full gear swapping, while grabbing the most you can from stats and skills distribution. And thus I would advice you readers to familiarize yourself with gears swapping (even more easy now that there's custom skill created for that very purpose). I would also advice the readers to first familiarize themselves with both DcB DK and SS DK builds separately or ideally to master them first somewhat, before trying to build the hybrid variant, as this is now in the area where straightforward optimization is too complex to be blindly applied because there are too many parameters to consider, and such I must leave the details to everyone's own taste and only concern myself with the big picture.


= 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. This guide is not intended to be a stand-alone and more of complimentary for other more comprehensive DK guides (e.g. [[Cheverlotte%27s_Guide_to_becoming_a_daring_Dragon_Knight|Cheverlotte's Guide to becoming a daring Dragon Knight]]). Alternatively you can treat the 2 '''gears''' parts of this guide separately as luxury recommendations for your own pure DcB/pure SS builds. 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 not to have them. In this guide you are assumed to have already worn BiS (Best in Slot) equipment or incomplete BiS (enchanting in progress). <br>


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 gears/enchants/MVP setups suit them better as it touches the specifics of their playing styles and build requirements (e.g. if you are wearing {{#item:300473}} instead of {{#item:4679}} you will want to wear {{#item:24339}} and {{#item:24340}}) and 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 works well (shout out to get the DPS envy immunity people!).  


[[File:leap_monki.gif|300px]]
[[File:Omnimon Hybrid.gif|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 are 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 (dish out bigger DPS, mostly for DcB part of the build)
# Damage (in general) and OH capability (mostly for area talisman build)
# ACD% and ASPD requirements (mostly for SS part of the build)
# ASPD (SA talisman skills have no '''After Cast Delay''' so your bottleneck will be ASPD)
# 217 Critical rate (mostly for SS part of the build)
# 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, sp pool, survivability)


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


* STR - 80-100; Carry weight. (talisman bundles are heavy)
* STR - 100-120; Carry weight, SS damage
 
* AGI - 70-110; ASPD for SS (DcB part are already good with ASPD because of {{#item:450171}})
 
* VIT -  70-110; DcB damage, SS survivability


* 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.
* INT - 70-110; For Instant Cast, SP pool.


* VIT - 90-120; Can put minimum amount when in a party with devo.
* DEX - 100-120; For Instant Cast, DcB damage.


* INT - 100-120; MATK, SP pool. (SA have high SP consumption problem)
* LUK - 80-100; For Curse Immunity, Critical rate.


* DEX - 1 (all remaining points here);


* LUK - 89-110; For Curse Immunity, MATK.


Example (My stats for general farming):
Example (My stats when wearing {{#item:4679}} and {{#item:300515}}:


* STR - 100
* STR - 120


* AGI - 120
* AGI - 78


* VIT - 108
* VIT - 90


* INT - 120
* INT - 90


* DEX - 2
* DEX - 120


* LUK - 89
* LUK - 89
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====== Traits ======
====== Traits ======


* SPL - 110; Damage
* POW - 110; Damage (both DcB and SS)
* CON - 110; Damage (and a bit of survivability)
* CRT - 110; Damage (for SS)
* WIS/STA - 72; Survivability
* CON - 72; Damage (both DcB and SS)


=== Core Skills ===
=== Core Skills and Consumables ===


===== 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.
{{#item:22540}}: Boosts both DcB and SS.


{{#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).
{{#item:12731}}: Boosts SS.


{{#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:60}}: Boosts ASPD for SS.


{{#skill:2597}}Shadow Soul: We care about the ASPD bonus.
{{#skill:5210}}: Boosts DcB damage.


{{#skill:2599}}Fairy Soul: We care about the Vct% reduction bonus.
{{#skill:7}}: 20% fire-elemental bonus damage outside all other sources it is just simply hits above its weight after you have exhausted every other damage% modifier sources.


{{#skill:2596}} Golem Soul: More DEF and MDEF, mostly used for party play.
{{#skill:45}} lvl3: For helping Instant Cast / ASPD (optional, from {{#item:50035}}).


{{#skill:425}}: Changing element of your talisman skills (Earth/Wind/Water/Fire/Ghost/Shadow/Holy).
{{#skill:5201}} lvl1: For helping AP recovery mostly on DcB.


{{#skill:462}}: You buff with this and type @die when you want to reset soul/mild wind to neutral again.  
Other buffs ({{#skill:2001}}, {{#skill:355}}, {{#skill:357}}, {{#skill:356}}): Probably nice to have but idk if it is significant anymore.


{{#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.
===== Active Skills =====
 
{{#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: Swap between DcB and SS part of the build.


===== Active Skills =====
{{#skill:1001}}: Mobility.


Swap Equip: You can just swap between Single Target Talisman Build vs Area Talisman Build by simply switching the weapons.
{{#skill:5213}} lvl5: The only Melee Skill you use because there is not enough skill points left to be put in {{#skill:5208}} (HnS) lvl10.


{{#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:6001}} lvl10: The Ranged Skill.


{{#skill:5426}}: Main Single Target DPS skill. auto-casts Red Phoenix (TD combo).
= Gears and Min-Max Technicalities =


{{#skill:5427}}: Main Area skill. auto-casts Black Tortoise (TD combo).
=== About Physical Damage Modifiers For Hybrid DcB-SS DK Build ===


= Gears and Min-Max Technicalities =
The general aim of the min-maxxing process (as of Date: 28/Aug/2025) is to equalize these damage modifiers while maximizing their overall multiplicative result. You should be aware of diminishing returns as you adds up a single damage modifiers. The contextual reason of the importance on this matter is that we want to maximize DPS because everything else is already covered by Dragon Knight's strength in general.


=== About Magical Damage Modifiers for Talisman SA Build ===
Listed from most precious to least worthy. Type @bs in game to see yours:


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. You should be aware of diminishing returns as you adds up a single damage modifier. The contextual reason of the importance on this matter is because of the aforementioned '''DPS''' and '''One Hit''' (OH) Objectives, that we want each hit of our talisman skills damage to be as high as possible (the DPS for '''blue dragon''' and the single burst instance of skill for '''white tiger''').
* '''Class%:''' Hardest and most expensive to get. Generally speaking, you will have around 15%-70%. Main Sources: {{#item:4529}},{{#item:300474}}, {{#item:300473}}, Demigod Set, HoL accessories and enchantments, Abysmal Knight Pet, {{#item:300532}}.
* '''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%-90%. Main Sources: 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 limited as of episode 21. You will have around 90%-135%. Main source: TDRC and Dimensions Weapons for DcB and is already mandatory, {{#item:300585}} for SS with Yorscalp combo.
* '''Enemy_Race%:''' Not very rare but getting the right ones could be costly. You will easily have 100%-200%. Main Sources: {{#item:4679}}, HoL accessories and enchantments, various equipments.
* '''Enemy_Size%:''' Easy to get and cheap. You will have 45%-170%. Main Sources: Cards on Weapon slots, TDRC, Shadow Gears, {{#item:22540}}.
* '''Res_Ignore%:''' Only source for now is the Bow/Fatal/Sword Master Shadow Gears for 20% and {{#item:400723}} for 10% modifier. The effect is only roughly 5-10% pure damage increase every 20% '''Res_Ignore%''' modifier, though it is nice, because it is outside all other modifiers calculations.
* Other '''non-critical related modifiers''' like POW, P.ATK. Main Sources: Shadow Gear enchantments, Varmundt boots/garment 3rd slot enchantments, {{#item:300533}}.
* '''Critical%''' and other '''critical related modifier''' like C.RATE: You will have around 250-450% Critical% and 80-140 C.RATE. Main Sources: various for Critical%, Shadow Gear Enchantments for C.RATE.
* '''Melee%:''' Easy to get and cheap. You will have around 200-350% Melee%. Main Sources:{{#item:300474}}, various other sources.
* '''Range%:''' Easy to get and cheap. You will have around 250-450% Range%. Main Sources: {{#item:300473}}, various other sources.
* '''MAXHP%:''' Easy to get and cheap. You will have around 150%-300% MAXHP%. Main Sources: {{#item:4302}}, various other sources.


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


* '''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)
===DcB Gears===
* '''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.
* '''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).
* '''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_Size%:''' Easy to get and cheap. You will easily have more than 65%-120%. 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.
* '''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.
* '''Spl''': You will have around 200-250 or more. Main Sources: {{#item:470204}}, Shadow Gear enchantments,
*'''S.MATK''': You will have around 350 or more. Main Sources: various equipments,
* '''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.


===Gears===
Recommended gears (as of Date: 29/Aug/2025):
Recommended gears (as of Date: 2/Sep/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:400529}}
|  
|  
<small>  
<small>  
*{{#item:300377}}
*{{#item:4529}}
*{{#item:4148}}
*{{#item:300528}}
*{{#item:4366}}
*{{#item:300174}}
*{{#item:4583}}(or any that suits your farm)
</small>
</small>
|
|
*Enchanted with {{#item:312763}}, {{#item:312700}}.
*Enchanted with {{#item:312783}}, {{#item:312706}}.
*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)
*Alternatively with the combinations of either or both of {{#item:312743}}(Experimental) and/or {{#item:312703}}(Experimental).
|- style=height:11em
|- style=height:11em
|'''Middle'''
|'''Middle'''
Line 149: Line 150:
|  
|  
<small>
<small>
*{{#item:4148}}
*{{#item:300174}}
*{{#item:4366}}
*{{#item:4583}}(or any that suits your farm)
 
</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)
**MaxHP +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 physical attack +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'''
|'''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''': Long range physical attack +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:450171}}
|  
|  
<small>
<small>
*{{#item:300472}} (BiS)
*{{#item:4302}} (BiS)
*{{#item:300529}} (Combo with {{#item:300521}} or {{#item:300522}} on garment)
*{{#item:4602}} (Experimental)
 
*{{#item:4493}}
*{{#item:300376}}
*{{#item:300533}} (Experimental)
*{{#item:4408}}
*{{#item:300007}}
*{{#item:300021}}
*{{#item:300445}}
</small>
</small>
|
|
*Enchanted with {{#item:310688}}, {{#item:310738}}(BiS) or {{#item:310744}}(Experimental), and {{#item:4714}}(BiS) or {{#item:4744}}.  
*Enchanted with {{#item:310682}},  
*{{#item:310744}} or {{#item:310732}},  
*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:630041}}
|  
|  
<small>
<small>
*{{#item:27384}}  
*{{#item:300532}}  
*{{#item:300455}}
*{{#item:27361}}
*{{#item:300519}}
*{{#item:300506}}
*{{#item:300240}}
*{{#item:300241}}
</small>
</small>
|
|
|- style=height:20em
*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.
|'''Shield'''
*Can be carded with the following combo:
| align="center" | +11 to +12 [C] {{#item:460040}} <br> or <br> +12 to +14 [A] {{#item:460020}}
**{{#item:300532}} & {{#item:27361}}
**{{#item:300519}}& {{#item:300506}}
**{{#item:300240}} & {{#item:300240}}
**{{#item:300532}} & {{#item:300240}}
**etc
|- style=height:21em
|'''Garment'''
| align="center" | +12 to +15 [A] {{#item:480350}}
|
<small>
*{{#item:4679}} (BiS)
*{{#item:300473}} (Experimental)
*{{#item:300426}}
*or any other cheap Bio5 MVP card e.g. {{#item:4677}}
</small>
|
 
*Enchanted with {{#item:313015}}, {{#item:312538}}, and {{#item:312479}}.
*The reason any Bio5 MVP card works is because it is only a difference of 15% '''Enemy_race%''' (we don't really care about Bio5 Seyren card's +2 ASPD bonus) when wearing {{#item:450171}} and that the stat bonus from Bio5 Seyren conferred most of the utility that the card is sought after.
*The reason I stated Seyren as the BiS is from my own testing. The reason might be because {{#item:300473}}'s '''Ranged%''' bonus saturates the whole '''Ranged%''' modifier at +15 {{#item:450171}} that the +20 all stats bonus and the 15% '''Enemy_race%''' bonus becoming more significant instead.
 
|- style=height:16em
|'''Shoes'''
| align="center" | +11 [C] {{#item:470073}} (BiS) <br> and/or <br> +12 [A] {{#item:470174}}
|
<small>
*{{#item:300091}}
*{{#item:300177}}
*{{#item:300280}}
*{{#item:27383}}
*{{#item:300511}}
*{{#item:300510}}
*{{#item:300508}}
*{{#item:300509}}
*{{#item:300514}}
*{{#item:300516}}
</small>
|
*'''Papila Card''' or '''Midnight Archi 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 while the MaxHP% bonus, even though is big, is most likely already saturated at this point of end game, while the bonus 200 VIT from {{#item:470073}} is becoming more significant instead.
|- style=height:14em
|'''Accessory (Right)'''
| align="center" | <br> {{#item:490133}}(BiS) or {{#item:490132}}
|
<small>
*{{#item:300077}}
*{{#item:300249}}
*{{#item:300467}}
 
 
</small>
|
*Enchanted with {{#item:313028}},  {{#item:310721}}, or {{#item:310701}}.
**For more info on how to enchant, check this [[Constellation_Tower_Enchants|page]].
|-
|'''Accessory (Left)'''
| align="center" | {{#item:490484}}
|
<small>
*{{#item:300077}}
*{{#item:300249}}
*{{#item:300471}}(Experimental)
</small>
|
*Enchanted with {{#item:312991}} and {{#item:312981}}.
**For more info about purchasing and enchanting the accessory, check this [[Circulation_of_Life_Accessories|page]].
|}
 
*Shadow Gears:
**Double Maximum Mammoth combo: very strong if not BiS, theoritically explained by the 12% gain in Enemy_Element% modifier
**Not needing full penetration/infinity
 
===SS Gears===
 
Recommended gears (as of Date: 29/Aug/2025):
 
{| class="wikitable mw-collapsible mw-collapsed" style="width:85%;"
!Type
!Item
!Card
!Enchants and Notes
|- style=height:13em
|'''Upper'''
| align="center" | +15 [A] {{#item:400723}} (BiS) <br> or <br> +12 to +15 {{#item:400529}} (Old BiS)
|  
|  
<small>  
<small>  
*{{#item:4128}}  
*{{#item:4529}}
*{{#item:300239}}
*{{#item:300377}}
*{{#item:27298}}  
*{{#item:4403}}
*{{#item:27385}}  
*{{#item:4480}}
*{{#item:300379}}  
*{{#item:27396}}
*{{#item:300360}}
 
</small>
</small>
|
|
*'''Glacier Guard''' enchanted with {{#item:312095}}, {{#item:312093}} or {{#item:312092}}, and {{#item:312091}}.
*{{#item:400529}} enchanted with {{#item:312753}}, {{#item:312697}}(BiS) or {{#item:312712}}(BiS) or {{#item:312700}}(experimental).
*'''Mad Bunny-LT''' enchanted with {{#item:310860}} or {{#item:310856}}.


|- style=height:11em
|'''Middle'''
| align="center" | {{#item:410233}}
|
<small>
*{{#item:4529}}
*{{#item:4403}}
*{{#item:4480}}
*{{#item:27396}}
*{{#item:300360}}
</small>
|
*Enchanted with any of the following:
**Critical Atttack +8~10%
**After cast delay -8~10%
**Melee physical damage +8~10%
|-
|'''Lower'''
| align="center" | {{#item:420210}} (BiS) <br> and/or <br> {{#item:420269}} (Experimental)
| <center><small> N/A </center></small>
|
*Enchanted with any of the following:
**'''1st line''': STR +5  or LUK +5 or AGI +5 or VIT +5
**'''2nd line''': Critical Atttack +6~7% ''or''  Melee physical damage +6~7%
|- style=height:9em
|'''Armor'''
| align="center" | +12 to +15 [A] {{#item:450172}}
|
<small>
*{{#item:300533}} (BiS)
*{{#item:4602}}
*{{#item:27126}}
*{{#item:4408}}
*{{#item:300007}}
*{{#item:300021}}
*{{#item:300445}}
*{{#item:300362}}
*{{#item:300524}}
*{{#item:300525}}
</small>
|
*Enchanted with {{#item:310676}}, {{#item:310735}}, and {{#item:4704}} or any.
**For more info on how to enchant, check this [[Constellation_Tower_Enchants|page]].
|- style=height:18em
|'''Weapon'''
| align="center" | +15 [A] {{#item:600031}}(BiS) <br> and/or <br> +12 to +15 [A] {{#item:600054}}(Old BiS)
|
<small>
*{{#item:300585}} (BiS)
*{{#item:4399}}
*{{#item:27361}}
*{{#item:300519}}
*{{#item:300506}}
*{{#item:300240}}
*{{#item:300241}}
</small>
|
*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:300585}} & {{#item:4399}}
**{{#item:300585}} & {{#item:27361}}
**{{#item:4399}} & {{#item:27361}}
**{{#item:300519}}& {{#item:300506}}
**{{#item:300240}} & {{#item:300240}}
**{{#item:4399}} & {{#item:300240}}
**etc
|- 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:300474}} (BiS)
*{{#item:300145}}
*{{#item:300515}} (Combo with '''Yoscopus Sorcerer Card''' or '''Yoscopus Guardian Card''')
*{{#item:300382}}
*{{#item:300422}}
*{{#item:27362}}
 
*{{#item:300521}}(Combo with '''Yoscopus Conjurator Card''' on body)
*{{#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}}.
 
*Use {{#item:14536}} if you are using {{#item:300474}} and perhaps when using {{#item:300515}} too albeit lesser critical rate penalty.


|- 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:470173}} 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''' 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:300468}}  
*{{#item:300268}}  
*{{#item:300249}}  
*{{#item:300470}}  
*{{#item:300250}}  
*{{#item:300469}}
 
*{{#item:300464}}
</small>
</small>
|
|
*Enchanted with {{#item:313038}},   
*Enchanted with {{#item:313033}},  {{#item:310706}}, and {{#item:310706}}.  
**{{#item:310711}} and {{#item:310711}}(BiS)
**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).  
**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:300471}}(Experimental)
*{{#item:300267}}
*{{#item:300249}}  
*{{#item:300216}}
*{{#item:300250}}  
*{{#item:300364}}
*{{#item:300211}}
*{{#item:300222}}
</small>
</small>
|
|
*Enchanted with {{#item:312996}} and {{#item:312981}}.
*Enchanted with {{#item:312986}} 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:400723}},{{#item:600031}},{{#item:300585}}, {{#item:300377}}, {{#item:300533}},{{#item:27126}},{{#item:4408}},{{#item:300007}},{{#item:300021}},{{#item:300445}},{{#item:300280}}


= Glossary=
= 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.
*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.
*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.
*Experimental: Strong items that could possibly be BiS on some setups, but is not widely accepted as the BiS and still needs 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 =
= Acknowledgements =

Revision as of 04:34, 3 September 2025


R.ClickToRename213123
Dragon Knight

Introduction

<page under construction>

Hello I'm Sophie/Joan (Guide Date: 29/Aug/2025). You would often see me playing in D1/D2/HoL/LoF/ToT/CT/Villa/Mjol/Alice Hard with my Dragon Knight char R.ClickToRename213123 or with characters of other jobs. Feel free to hit me up to join my #LFG calls.

This guide is merely what I do with my Dragon Knight on Alice Hard and ToT (tested well until lvl 51) which is to make 2 builds, namely Draconic Breath (DcB) DK and Storm Slash (SS) DK build coexist within a single character, but it is not optimized (dm me on discord/In-game if you can improve upon it). The foundation of reason of why I tried to craft the Hybrid Build while risking being bad in ToT is that: even if it is only 50% the performance of the pure build, if you perform twice, your end contribution will be 100% again, at the very minimum. The result was promising; the hybrid build dishes out DPS around 80-85% minimum compared to the pure builds even without much optimization, making you almost twice as useful as other people, utilitarianistic speaking. The reason might be that on the end game part of the spectrum, it is very much more gear dependent than character inert stats dependent. All in all, as a Hybrid of both DcB build and SS build, most of the mechanic is simply the matter of full gear swapping, while grabbing the most you can from stats and skills distribution. And thus I would advice you readers to familiarize yourself with gears swapping (even more easy now that there's custom skill created for that very purpose). I would also advice the readers to first familiarize themselves with both DcB DK and SS DK builds separately or ideally to master them first somewhat, before trying to build the hybrid variant, as this is now in the area where straightforward optimization is too complex to be blindly applied because there are too many parameters to consider, and such I must leave the details to everyone's own taste and only concern myself with the big picture.

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. This guide is not intended to be a stand-alone and more of complimentary for other more comprehensive DK guides (e.g. Cheverlotte's Guide to becoming a daring Dragon Knight). Alternatively you can treat the 2 gears parts of this guide separately as luxury recommendations for your own pure DcB/pure SS builds. 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 not to have them. In this guide you are assumed to have already worn BiS (Best in Slot) equipment or incomplete BiS (enchanting in progress).

End game optimization problem is that for some people, some gears/enchants/MVP setups suit them better as it touches the specifics of their playing styles and build requirements (e.g. if you are wearing 300473.png [MVP] Snow Angel Card (300473) instead of 4679.png [MVP] Rune Knight Seyren Card (4679) you will want to wear 24339.png Almighty Shadow Earring (24339) and 24340.png Almighty Shadow Pendant (24340) ) and 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 works well (shout out to get the DPS envy immunity people!).

General Overview

Stats&Traits

The actual distribution of stats and traits are more loosely defined (this is not a starter player's guide) but we aim to fulfill these Objectives (by priority):

  1. Instant Cast (dish out bigger DPS, mostly for DcB part of the build)
  2. ACD% and ASPD requirements (mostly for SS part of the build)
  3. 217 Critical rate (mostly for SS part of the build)
  4. Curse immunity
  5. Non-priority niches (carry weight, sp pool, survivability)
Stats
  • STR - 100-120; Carry weight, SS damage
  • VIT - 70-110; DcB damage, SS survivability
  • INT - 70-110; For Instant Cast, SP pool.
  • DEX - 100-120; For Instant Cast, DcB damage.
  • LUK - 80-100; For Curse Immunity, Critical rate.


Example (My stats when wearing 4679.png [MVP] Rune Knight Seyren Card (4679) and 300515.png Yoster Fixer Card (300515) :

  • STR - 120
  • AGI - 78
  • VIT - 90
  • INT - 90
  • DEX - 120
  • LUK - 89
Traits
  • POW - 110; Damage (both DcB and SS)
  • CRT - 110; Damage (for SS)
  • CON - 72; Damage (both DcB and SS)

Core Skills and Consumables

Buff

22540.png Lux Anima Runestone (22540) : Boosts both DcB and SS.

12731.png Turisus Runestone (12731) : Boosts SS.

60.png Two-Hand Quicken: Boosts ASPD for SS.

5210.png Dragonic Aura: Boosts DcB damage.

7.png Magnum Break: 20% fire-elemental bonus damage outside all other sources it is just simply hits above its weight after you have exhausted every other damage% modifier sources.

45.png Improve Concentration lvl3: For helping Instant Cast / ASPD (optional, from 50035.png The One Potion (50035) ).

5201.png Servant Weapon lvl1: For helping AP recovery mostly on DcB.

Other buffs (2001.png Enchant Blade, 355.png Aura Blade, 357.png Concentration, 356.png Parry): Probably nice to have but idk if it is significant anymore.

Active Skills

Swap Equip: Swap between DcB and SS part of the build.

1001.png Charge Attack: Mobility.

5213.png Storm Slash lvl5: The only Melee Skill you use because there is not enough skill points left to be put in 5208.png Hack and Slasher (HnS) lvl10.

6001.png Dragonic Breath lvl10: The Ranged Skill.

Gears and Min-Max Technicalities

About Physical Damage Modifiers For Hybrid DcB-SS DK Build

The general aim of the min-maxxing process (as of Date: 28/Aug/2025) is to equalize these damage modifiers while maximizing their overall multiplicative result. You should be aware of diminishing returns as you adds up a single damage modifiers. The contextual reason of the importance on this matter is that we want to maximize DPS because everything else is already covered by Dragon Knight's strength in general.

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 around 15%-70%. Main Sources: 4529.png [MVP] Violent Coelacanth Card (4529) ,300474.png [MVP] Rgan Chief Cleaner Card (300474) , 300473.png [MVP] Snow Angel Card (300473) , Demigod Set, HoL accessories and enchantments, Abysmal Knight Pet, 300532.png [MVP] Ghost Ship Captain Card (300532) .
  • 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%-90%. Main Sources: 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 limited as of episode 21. You will have around 90%-135%. Main source: TDRC and Dimensions Weapons for DcB and is already mandatory, 300585.png Tris Card (300585) for SS with Yorscalp combo.
  • Enemy_Race%: Not very rare but getting the right ones could be costly. You will easily have 100%-200%. Main Sources: 4679.png [MVP] Rune Knight Seyren Card (4679) , HoL accessories and enchantments, various equipments.
  • Enemy_Size%: Easy to get and cheap. You will have 45%-170%. Main Sources: Cards on Weapon slots, TDRC, Shadow Gears, 22540.png Lux Anima Runestone (22540) .
  • Res_Ignore%: Only source for now is the Bow/Fatal/Sword Master Shadow Gears for 20% and 400723.png Yorscalp Crown of Execution [1] (400723) for 10% modifier. The effect is only roughly 5-10% pure damage increase every 20% Res_Ignore% modifier, though it is nice, because it is outside all other modifiers calculations.
  • 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) .
  • Critical% and other critical related modifier like C.RATE: You will have around 250-450% Critical% and 80-140 C.RATE. Main Sources: various for Critical%, Shadow Gear Enchantments for C.RATE.
  • Melee%: Easy to get and cheap. You will have around 200-350% Melee%. Main Sources:300474.png [MVP] Rgan Chief Cleaner Card (300474) , various other sources.
  • Range%: Easy to get and cheap. You will have around 250-450% Range%. Main Sources: 300473.png [MVP] Snow Angel Card (300473) , various other sources.
  • MAXHP%: Easy to get and cheap. You will have around 150%-300% MAXHP%. Main Sources: 4302.png [MVP] Tao Gunka Card (4302) , various other sources.

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)

DcB Gears

Recommended gears (as of Date: 29/Aug/2025):

Type Item Card Enchants and Notes
Upper +12 to +15 [A] 400529.png Time Dimensions Rune Crown (Dragon Knight) [1] (400529)

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

  • Enchanted with any of the following:
    • MaxHP +8~10%
    • Long range physical attack +8~10%
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: Long range physical attack +6~7%
Armor +12 to +15 [A] 450171.png Nebula Suit of Concentration [1] (450171)

Weapon +12 to +15 [A] 630041.png Dimensions Dragon Lance [2] (630041)

Garment +12 to +15 [A] 480350.png Circulation of Life Summer [1] (480350)

Shoes +11 [C] 470073.png Boots of Unknown Life [1] (470073) (BiS)
and/or
+12 [A] 470174.png Glade Rune Boots [1] (470174)

  • Papila Card or Midnight Archi 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 while the MaxHP% bonus, even though is big, is most likely already saturated at this point of end game, while the bonus 200 VIT from 470073.png Boots of Unknown Life [1] (470073) is becoming more significant instead.
Accessory (Right)
490133.png Stamina Signet of Star [1] (490133) (BiS) or 490132.png Power Signet of Star [1] (490132)


Accessory (Left) 490484.png Signet of Circulation Summer [1] (490484)

  • Shadow Gears:
    • Double Maximum Mammoth combo: very strong if not BiS, theoritically explained by the 12% gain in Enemy_Element% modifier
    • Not needing full penetration/infinity

SS Gears

Recommended gears (as of Date: 29/Aug/2025):

Type Item Card Enchants and Notes
Upper +15 [A] 400723.png Yorscalp Crown of Execution [1] (400723) (BiS)
or
+12 to +15 400529.png Time Dimensions Rune Crown (Dragon Knight) [1] (400529) (Old BiS)

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

  • Enchanted with any of the following:
    • Critical Atttack +8~10%
    • After cast delay -8~10%
    • Melee physical damage +8~10%
Lower 420210.png Ace of Hearts in Mouth (Melee Physical) (420210) (BiS)
and/or
420269.png Ace of Clovers in Mouth (Defense) (420269) (Experimental)
N/A
  • Enchanted with any of the following:
    • 1st line: STR +5 or LUK +5 or AGI +5 or VIT +5
    • 2nd line: Critical Atttack +6~7% or Melee physical damage +6~7%
Armor +12 to +15 [A] 450172.png Nebula Suit of Creative [1] (450172)

Weapon +15 [A] 600031.png Flush Claw Sword [2] (600031) (BiS)
and/or
+12 to +15 [A] 600054.png Dimensions Dragon Sword [2] (600054) (Old BiS)

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] 470173.png Flame Rune Boots [1] (470173) and/or
+12 [A] 470197.png Dim Glacier Boots [1] (470197) (Experimental)

  • Midnight Archi Card or Piloted Midrange Rgan 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 is not widely accepted as the BiS and still needs 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.