Hybrid Dragon Knight Luxury Sub-Guide by Sophie/Joan and Gale Windhawk Luxury Sub-Guide by Sophie/Joan: Difference between pages

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[[Category:Dragon Knight]]
[[Category:Wind Hawk]]


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! colspan="6" style="background-color:#FF8512; " | '''R.ClickToRename213123'''
! colspan="6" style="background-color:#FF8512; " | '''R.ClickToRename242812'''
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| colspan="6" |[[File:screenMuhRO523.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> '''Dragon Knight''' </center>
| colspan="6" style="background-color:#2A76E8;" | <center> '''WindHawk''' </center>
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= Introduction =
= Introduction =
<page under construction>
<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.  
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 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.
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. 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 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 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:Omnimon Hybrid.gif|300px]]
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!).  


= General Overview =
[[File:OPM fist.jpg|300px]]


=General Overview=
=== Stats&Traits ===
=== 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):
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 (dish out bigger DPS, mostly for DcB part of the build)
# Instant Cast (hurt others faster than they can hurt you)
# ACD% and ASPD requirements (mostly for SS part of the build)
# One Hit (OH) damage capability and 217 critical rate (if they're dead they can't hurt you)
# 217 Critical rate (mostly for SS part of the build)
# Survivability, HP pool and evasion (one might get hurt by lag/mishap/bad luck face spawn but somehow have to survive it)
# Curse immunity
# Curse immunity
# Non-priority niches (carry weight, sp pool, survivability)
# Non-priority niches (carry weight, ASPD, Gale Storm spammability)


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


* STR - 100-120; Carry weight, SS damage
* STR - 50-100; Carry weight


* AGI - 70-110; ASPD for SS (DcB part are already good with ASPD because of {{#item:450171}})
* AGI - 80-120; (all remaining points here); reaching 183 ASPD should be easy


* VIT -  70-110; DcB damage, SS survivability
* 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 - 70-110; For Instant Cast, SP pool.
* INT - 100-120; For Instant Cast, SP pool.


* DEX - 100-120; For Instant Cast, DcB damage.
* DEX - 120-130; For Instant Cast, Damage.


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


Example (My stats when wearing {{#item:300530}} or {{#item:300473}}:


* STR - 80


Example (My stats when wearing {{#item:4679}} and {{#item:300515}}:
* AGI - 82
 
* STR - 120
 
* AGI - 78


* VIT - 90
* VIT - 77


* INT - 90
* INT - 110


* DEX - 120
* DEX - 130


* LUK - 89
* LUK - 99


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


* POW - 110; Damage (both DcB and SS)
* POW - 110; Damage (non-crit related)
* CRT - 110; Damage (for SS)
* CRT - 110; Damage (crit related)
* CON - 72; Damage (both DcB and SS)
* 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 and Consumables ===
=== Core Skills ===


===== Buff =====
===== Buff =====


{{#item:22540}}: Boosts both DcB and SS.
{{#skill:45}}: For Instant Cast


{{#item:12731}}: Boosts SS.
{{#skill:380}}: Additional Critical Rate


{{#skill:60}}: Boosts ASPD for SS.
{{#skill:383}}: MS and FLEE rate


{{#skill:5210}}: Boosts DcB damage.
{{#skill:5328}} / {{#skill:5002}}: Makes Gale Storm crit ('''Calamity Gale''' only) and adds an additional 350% ranged% damage (both)


{{#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: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:45}} lvl3: For helping Instant Cast / ASPD (optional, from {{#item:50035}}).
===== Active Skills =====
 
{{#skill:5201}} lvl1: For helping AP recovery mostly on DcB.


Other buffs ({{#skill:2001}}, {{#skill:355}}, {{#skill:357}}, {{#skill:356}}): Probably nice to have but idk if it is significant anymore.
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: Swap between DcB and SS part of the build.
{{#skill:2241}}: MS and Survivability.


{{#skill:1001}}: Mobility.
{{#skill:130}}: Useful on some maps like D2.


{{#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:5334}}: Your secondary hard hitting skill in case the enemy gets too close and a way to recover AP while still hitting hard.


{{#skill:6001}} lvl10: The Ranged Skill.
{{#skill:5330}}: Your hard hitter, but is useless without Calamity Gale/Unlimit active.


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


=== About Physical Damage Modifiers For Hybrid DcB-SS DK Build ===
=== About Physical Damage Modifiers for Gale WH 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 modifier. 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.
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. 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 '''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%:''' 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}}.
* '''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%-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.
* '''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 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.
* '''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 100%-200%. Main Sources: {{#item:4679}}, 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 have 45%-170%. Main Sources: Cards on Weapon slots, TDRC, Shadow Gears, {{#item:22540}}.  
* '''Enemy_Size%:''' Easy to get and cheap. You will have 45%-170%. Main Sources: Cards on Weapon slots, TDRC, Shadow Gears.  
* '''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.
* '''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.
* 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 300-550% critical% and 80-140 C.RATE. Main Sources: various for Critical%, Shadow Gear Enchantments for C.RATE
* '''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.
* Other '''non-critical related modifiers''' like POW, P.ATK. Main Sources: Shadow Gear enchantments, Varmundt boots/garment 3rd slot enchantments, {{#item:300533}}
* '''Melee%:''' Easy to get and cheap. You will have around 200-350% Melee%. Main Sources:{{#item:300474}}, various other sources.
* '''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.
* '''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.


Trivia:
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)
* '''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===
===Gears===


Recommended gears (as of Date: 29/Aug/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%;"
Line 135: Line 127:
|- style=height:13em
|- style=height:13em
|'''Upper'''
|'''Upper'''
| align="center" | +12 to +15 [A] {{#item:400529}}
| align="center" | +12 to +15 [A] {{#item:400539}}
|  
|  
<small>  
<small>  
*{{#item:4529}}
*{{#item:4529}}
*{{#item:300528}}
*{{#item:300377}}
*{{#item:300174}}
*{{#item:300363}}
</small>
</small>
|
|
*Enchanted with {{#item:312783}}, {{#item:312706}}.
*Enchanted with {{#item:312753}}, {{#item:312712}}.
*Alternatively with the combinations of either or both of {{#item:312743}}(Experimental) and/or {{#item:312703}}(Experimental).
*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 150: Line 142:
|  
|  
<small>
<small>
*{{#item:300174}}
*{{#item:4529}}
*{{#item:300363}}
*{{#item:4198}}
</small>
</small>
|
|
*Enchanted with any of the following:
*Enchanted with any of the following:
**MaxHP +8~10%
**Critical Atttack +8-10%
**Long range physical attack +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'''
|'''Lower'''
Line 163: Line 158:
*Enchanted with any of the following:
*Enchanted with any of the following:
**'''1st line''': DEX +5   
**'''1st line''': DEX +5   
**'''2nd line''': Long range physical attack +6~7%
**'''2nd line''': Critical Atttack +6-7% ''or''  Long Ranged Atttack +6-7%
|- style=height:9em
|'''Armor'''
| align="center" | +12 to +15 [A] {{#item:450171}}
|
<small>
*{{#item:4302}} (BiS)
*{{#item:4602}} (Experimental)
*{{#item:4493}}
*{{#item:300376}}
*{{#item:300533}} (Experimental)
*{{#item:4408}}
*{{#item:300007}}
*{{#item:300021}}
*{{#item:300445}}
</small>
|
*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]].
|- style=height:18em
|'''Weapon'''
| align="center" | +12 to +15 [A] {{#item:630041}}
|
<small>
*{{#item:300532}}
*{{#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.
*Can be carded with the following combo:
**{{#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>
*{{#item:4529}}
*{{#item:300377}}
*{{#item:4403}}
*{{#item:4480}}
*{{#item:27396}}
*{{#item:300360}}
 
</small>
|
*{{#item:400529}} enchanted with {{#item:312753}}, {{#item:312697}}(BiS) or {{#item:312712}}(BiS) or {{#item:312700}}(experimental).
 
|- 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
|- style=height:9em
|'''Armor'''
|'''Armor'''
Line 333: Line 171:
*{{#item:300021}}
*{{#item:300021}}
*{{#item:300445}}
*{{#item:300445}}
*{{#item:300362}}
*{{#item:300524}}
*{{#item:300524}}
*{{#item:300525}}
*{{#item:300525}}
*{{#item:300381}}
</small>
</small>
|
|
*Enchanted with {{#item:310676}}, {{#item:310735}}, and {{#item:4704}} or any.  
*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" | +15 [A] {{#item:600031}}(BiS) <br> and/or <br> +12 to +15 [A] {{#item:600054}}(Old BiS)
| align="center" | +12 to +15 [A] {{#item:700108}} <br> and/or <br> +12 to +15 [A] {{#item:700093}}
|  
|  
<small>
<small>
*{{#item:300585}} (BiS)
*{{#item:4399}}  
*{{#item:4399}}  
*{{#item:27361}}
*{{#item:27361}}
Line 356: Line 193:
*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:
*Can be carded with the following combo:
**{{#item:300585}} & {{#item:4399}}
**{{#item:300585}} & {{#item:27361}}
**{{#item:4399}} & {{#item:27361}}
**{{#item:4399}} & {{#item:27361}}
**{{#item:300519}}& {{#item:300506}}
**{{#item:300519}}& {{#item:300506}}
**{{#item:300240}} & {{#item:300240}}
**{{#item:300240}} & {{#item:300240}}
**{{#item:4399}} & {{#item:300240}}
**{{#item:4399}} & {{#item:300240}}
**etc
|- style=height:21em
|- style=height:21em
|'''Garment'''
|'''Garment'''
Line 368: Line 202:
|  
|  
<small>  
<small>  
*{{#item:300474}} (BiS)
*{{#item:300530}} (BiS)
*{{#item:300515}} (Combo with '''Yoscopus Sorcerer Card''' or '''Yoscopus Guardian Card''')
*{{#item:300473}} (Experimental)
*{{#item:300422}}
*{{#item:4676}} (old BiS)
 
*{{#item:300426}}
*{{#item:300517}}(Combo with '''Yoscopus Sorcerer Card''' or '''Yoscopus Guardian Card''')
*or any other cheap Bio5 MVP card e.g. {{#item:4677}}
</small>
</small>
|
|


*Enchanted with {{#item:313023}}, {{#item:312538}}, and {{#item:312479}}.
*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.
*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 [A] {{#item:470174}} <br> and/or <br> +12 [A] {{#item:470173}} and/or <br> +12 [A] {{#item:470197}}(Experimental)
| 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:300177}}
*{{#item:300177}}
*{{#item:300380}}
*{{#item:300380}}
*{{#item:300280}}
*{{#item:300280}}
*{{#item:27383}}  
*{{#item:27383}}  
Line 395: Line 233:
</small>
</small>
|
|
*'''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.
*'''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.
*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.
*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.
Line 404: Line 242:
<small>  
<small>  
*{{#item:300278}}  
*{{#item:300278}}  
*{{#item:300468}}  
*{{#item:4084}}  
*{{#item:300249}}
*{{#item:300250}}
 
</small>
</small>
|
|
*Enchanted with {{#item:313033}},  {{#item:310706}}, and {{#item:310706}}.  
*Enchanted with {{#item:313033}},   
**{{#item:310701}} and {{#item:310701}}(BiS) or
**{{#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]].
|-
|-
Line 418: Line 255:
<small>  
<small>  
*{{#item:300278}}  
*{{#item:300278}}  
*{{#item:4084}}
*{{#item:300471}}(Experimental)
*{{#item:300471}}(Experimental)
*{{#item:300249}}
*{{#item:300250}}
</small>
</small>
|
|
*Enchanted with {{#item:312986}} 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:9132}} or {{#item:9193}}  
*Pets: {{#item:9132}} or {{#item:9193}}  
*Shadow Gears:
*Shadow Gears:
**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.  
**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 penetration/infinity otherwise wear {{#item:4399}} for 100% def pierce and {{#item:24386}} or {{#item:24733}} or {{#item:9193}}for ignore weapon size  
**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 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.
**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
**With {{#item:4399}} use +10/+7 Bow/Fatal/Sword Master Shadow Gears instead so the 50% def pierce won't trigger
**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}}
*Currently not-haves list: {{#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 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.
*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 =
= Acknowledgements =
Line 446: 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 06:27, 3 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. 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 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)