Rakugaki's PvM Hyper Novice: Difference between revisions
(→Equipment: Major changes to equipment, but it's still unfinished. More to come) |
(→Equipment: Fixed some typos and added a 'lil more stuff. Still unfinished) |
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|[[Illusion]] | |[[Illusion]] | ||
|Max SP +200. Adds 20 SP every 2 refine rate. Enchant with either {{Item List |id=39531|item=Modification Orb (Vital)}} for more survivability or {{Item List |id=39530|item=Modification Module (Mental)}} for more SP, and {{Item List |id=39541|item=Modification Module(Fixed Casting)}}. | |Max SP +200. Adds 20 SP every 2 refine rate. Enchant with either {{Item List |id=39531|item=Modification Orb (Vital)}} for more survivability or {{Item List |id=39530|item=Modification Module (Mental)}} for more SP, and {{Item List |id=39541|item=Modification Module(Fixed Casting)}}. | ||
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|{{#Item:22238}} | |||
|Footgear | |||
| | |||
|An obsolete and ancient pair of boots gets a modern touch-up, making it GREAT. This pair of shoes gives a lot of bonuses, especially at high refines. Best paired with a {{#item:550081}}. Try to refine this to +11, then use the {{#item:100747}} to turn it to a +10 Hero Boots-LT. | |||
|- | |- | ||
|{{#item:42209}} | |{{#item:42209}} | ||
Line 784: | Line 789: | ||
|Middle Headgear | |Middle Headgear | ||
|[[Verus]] | |[[Verus]] | ||
|A cool-looking slotted Middle Headgear that can be enchanted. Try to get MATK enchants. | |A cool-looking slotted Middle Headgear that can be enchanted. Reduces Variable Cast Time. Try to get MATK enchants. | ||
|- | |- | ||
|{{#item:400002}} | |{{#item:400002}} | ||
|Middle Headgear | |Middle Headgear | ||
|[[Amicitia]] (0.05%) | |[[Amicitia]] (0.05%) | ||
| | |A cool-looking slotted Middle Headgear that can be enchanted. Reduces After-Cast Delay. Try to get MATK enchants. | ||
|- | |- | ||
|{{#item:410092}} | |{{#item:410092}} | ||
Line 806: | Line 811: | ||
|An improved version of the Illusion Armor, it gives a large increase in MATK (+125), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines. Choose between {{Item List |id=1000128|item=Automatic Module (Magical Force)}}, {{Item List |id=1000134|item=Automatic Module (Delay after skill)}}, {{Item List |id=1000123|item=Automatic Module (Magic)}} and {{Item List |id=1000168|item=Automatic Module (Shadow Spell)}}. | |An improved version of the Illusion Armor, it gives a large increase in MATK (+125), even more MATK at higher refines and can be enchanted. While the modules have better stats, further boosting requires higher refines. Choose between {{Item List |id=1000128|item=Automatic Module (Magical Force)}}, {{Item List |id=1000134|item=Automatic Module (Delay after skill)}}, {{Item List |id=1000123|item=Automatic Module (Magic)}} and {{Item List |id=1000168|item=Automatic Module (Shadow Spell)}}. | ||
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|{{#item:450207}} | |||
|Armor | |||
|[[Issgard]] | |[[Issgard]] | ||
|A much better version of the Automatic Armor Type-B and Gray Wolf Robe, thanks to higher stats and the ability to choose which enchants you want. No RNG shenanigans. | |A much better version of the Automatic Armor Type-B and Gray Wolf Robe, thanks to higher stats and the ability to choose which enchants you want. No RNG shenanigans. | ||
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|[[Sage's Legacy]] | |[[Sage's Legacy]] | ||
|Improved version of the Illusion Engine Wing. Choose between {{#item:1000136}}, {{#item:1000125}} and {{#item:1000126}}. | |Improved version of the Illusion Engine Wing. Choose between {{#item:1000136}}, {{#item:1000125}} and {{#item:1000126}}. | ||
|- | |||
|{{#Item:480125}} | |||
|Garment | |||
|[[Convertible Wings]] | |||
|A significantly upgraded version of the Excellion Wing, tuned to greatly boost magic power, especially when refined and paired with either Deep Blue Sungasses and Victory Wing Ears. | |||
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|{{#Item:470094}} | |||
|Footgear | |||
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|The current final form of the Ancient Hero Boots, this pair of shiny shoes gives quite a lot of bonuses, especially at high refines and better grades. It's an upgrade over the Automatic Leg B-type at high refines AND when paired with the {{#Item:550082}}. Try to aim for a +11 Grade C at least. | |||
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|{{#item:470023}} | |{{#item:470023}} | ||
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|[[Sage's Legacy]] | |[[Sage's Legacy]] | ||
|Improved version of the Illusion Leg. Enchant with the following: {{#item:1000147}}, {{#item:1000151}} and {{#item:1000135}}. | |Improved version of the Illusion Leg. Enchant with the following: {{#item:1000147}}, {{#item:1000151}} and {{#item:1000135}}. | ||
|- | |- | ||
|{{#item:490026}} | |{{#item:490026}} | ||
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|Upper Headgear | |Upper Headgear | ||
|Juperos F2 near entrance | |Juperos F2 near entrance | ||
|Currently the best-in-slot headgear for this build. Refining and grading | |Currently the best-in-slot headgear for this build. Refining and grading it results in a significant increase in damage. Grade it to B for the 0.5-second FCT reduction, so you can replace {{#item:25067}}, {{#item:25170}} and {{#item:1000521}} for something better. | ||
|- | |- | ||
|{{#item:410092}} | |{{#item:410092}} | ||
|Middle Headgear | |Middle Headgear | ||
|[[Rudus]] (0.05%) | |[[Rudus]] (0.05%) | ||
|Boosts all elemental Magic Damage while reducing Variable Cast Time and After-Cast Delay. The slotted version's bonus is a bit less. Pair with {{#item:420003}} for more Magic Damage, but try not to whack stuff and trigger Soul Strike and its ACD. | |Boosts all elemental Magic Damage while reducing Variable Cast Time and After-Cast Delay. The slotted version's bonus is a bit less. Pair with {{#item:420003}} for more Magic Damage, but try not to whack stuff and trigger Soul Strike and its ACD. Unlike the three mid-headgears below, it cannot be enchanted. | ||
|- | |||
|{{#item:410080}} | |||
|Middle Headgear | |||
|[[Verus]] | |||
|A cool-looking slotted Middle Headgear that can be enchanted. Reduces Variable Cast Time. Try to get MATK enchants. | |||
|- | |||
|{{#item:400002}} | |||
|Middle Headgear | |||
|[[Amicitia]] (0.05%) | |||
|A cool-looking slotted Middle Headgear that can be enchanted. Reduces After-Cast Delay. Try to get MATK enchants. | |||
|- | |- | ||
|{{#item:410017}} | |{{#item:410017}} | ||
|Middle Headgear | |Middle Headgear | ||
|[[Rudus]] (0.05%) | |[[Rudus]] (0.05%) | ||
| | |A microchip head implant slotted Middle Headgear that can be enchanted. Slightly raises ATK and MATK. Try to get MATK or elemental magic bonuses. | ||
|- | |- | ||
|{{#item:420003}} | |{{#item:420003}} | ||
|Lower Headgear | |Lower Headgear | ||
|[[Rudus]] (0.05%) | |[[Rudus]] (0.05%) | ||
|Boosts all elemental Magic Damage when paired with {{#item:410092}}, but try not to whack stuff and trigger Soul Strike and its ACD. | |Boosts all elemental Magic Damage when paired with {{#item:410092}}, but try not to auto-whack stuff and trigger Soul Strike and its ACD. | ||
|- | |- | ||
|{{#item:420066}} | |{{#item:420066}} | ||
Line 911: | Line 933: | ||
|[[Varmundt's Biosphere]] | |[[Varmundt's Biosphere]] | ||
|A powerful manteau that grows stronger the higher its refinement and grade. | |A powerful manteau that grows stronger the higher its refinement and grade. | ||
|- | |- | ||
|{{#item:470204}} | |{{#item:470204}} | ||
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|Footgear | |Footgear | ||
|Payon Dungeon F5, center | |Payon Dungeon F5, center | ||
|Compared to the Moan of Corruption, this gives less power, more survivability | |Compared to the Moan of Corruption, this gives less power, more survivability, no SP cost increase, and no climbing noises. Grade it to C and refine it to +11 at least. | ||
|- | |- | ||
|{{#item:490052}} | |{{#item:490052}} |
Revision as of 07:30, 24 January 2024
WARNING | This guide is still a work in progress |
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Some of the info here is outdated or incorrect, and is currently being updated and corrected. |
Super Novice | |
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Job base: | Novice |
Written By: | Rakugaki |
Overview
Work in progress
The Hyper Novice (HN for short) is a generalized specialist (or specialized generalist?) sort of class, focused on damage and armed with a wide variety of 1st and 2nd job skills to further enhance its capabilities while also greatly improving quality of life. This guide will hopefully help you get through the many great difficulties on the road to becoming a Hyper Novice. It is made in a way as if Hyper Novice is the first or one of the first characters you've created.
Notice: This guide is tailor-made for MuhRO. There are things here which may not be found in other servers.
Skills Overview
Hidden Skills | ||||||||
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Builds
With almost all first job skills and some second job skills at their disposal, Hyper Novices can be built in many different ways. This section will tackle four different kinds of builds - Mage, Physical, Autocast and Flee Tank.
These builds are here for reference. You don't necessarily need to follow everything here exactly. Be free, experiment and tinker until you've built the Super Novice that suits you best.
Mage
(Description WIP) - The Super Novice can take one of two routes - Mage or Physical. The Mage Hyper Novice will go through many difficult trials along the way, but by transcending above the challenges, learning from other classes and Breaking the Rules along the way, they triumph, going from Super to Hyper, and I got writer's block. I still wonder what rules are they breaking... The rules of physics, the rule of law... or the rule of er... I don't know.
Stats and Traits
Stat | Amount | Notes |
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STR | 1+ | Leftover. Mainly used for increased carrying capacity. |
AGI | 60-80 | Used mainly for reducing flinching animation time and the chances of getting inflicted by Bleeding and sleep. |
VIT | 70-80 | Increases Max HP while reducing the chances of getting inflicted by Poison. |
INT | 120+ | Main stat. At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum. |
DEX | 120+ | At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum. |
LUK | 1+ | Leftover. Marginally increases MATK while reducing the chances of getting cursed as well as reducing its duration. |
Trait | Amount | Notes |
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POW | 0 | Not needed. |
STA | 0 or 30-97 | Add points if more survivability is needed by increasing Physical Resistance. However, CON is of greater value. |
WIS | 0 or 30-97 | Add points if more survivability is needed by increasing Magic Resistance. However, CON is of greater value. |
SPL | 100 | Primary trait. Max this for the highest possible Magic Damage. |
CON | 0 or 30-97 | Highly recommended secondary trait. Increases Magic Damage while also providing a bit more survivability in the form of Flee. |
CRT | 0 | Not necessary unless stronger heals are needed... ? Might be good for a creative meme support Hyper Novice build... if that exists... I guess? |
Skills
Skills: Super Novice | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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After switching to Hyper Novice and reaching around Job Level 10+, reset all skills. Your main sources of damage will be Hyper Novice skills, augmented by 1st and 2nd job skills.
Skills: Hyper Novice (Example build - Jack Frost Nova) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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There will be skill points remaining, so spend them on whichever is most beneficial to you. In my case, I chose to use the extra skill points on Safety Wall and Faith for more survivability and Enlarge Weight Limit to compensate for having Noodle Arms.
All skills except for Rule Break in the Hyper Novice mage tree have 10 points. Feel free to choose which skills you want to speceialize in. I went for a mix of Wind and Water elements and got Rule Break for even more damage.
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Equipment
Equipment | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Super Novice
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Sample equipment builds (Coming soon!) | |||||||||||||||||||||||||||||||||||
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Super Novice
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Cards and Pets
Cards and Costume Stones | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Pets |
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The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System on how to obtain and feed a pet.
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Tips and Tricks
Strategy (WIP) |
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The Mage Build Hyper Novice is quite a challenge to level up due to Super Novice magic spells dealing adorable damage unless there's heavy investment involved. However, upon becoming Hyper Novice, the damage increases exponentially, and that's when its true power starts showing.
When soloing, I get writer's block! In a party setting, You'll be the secondary support, providing crowd control and extra buffs and heals. Quagmire, Storm Gust and Sightrasher will be your main crowd control skills. Once you see the tank and its lures approaching, cast Quagmire on the mobs to slow them down in order for the DPSes more easily dispose of them. Also watch out if the tank lured too many or if there are monsters coming from the side and rear - use Sightrasher to push them away or Storm Gust to freeze them in place. From time to time, you may also buff your teammates, provide additional heals with your cute Heals.
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Physical
(Description WIP) - The Super Novice can take one of two routes - Mage or Physical. The Physical Hyper Novice will have to deal with the inherent limitations of the Super Novice, having lower HP and SP than most other classes. However, by learning from other classes and improving their most notable skills, they Break through the Super Novice's Limits, transcending from Super into Hyper, and I got writer's block.
Stats and Traits
Stat | Amount | Notes |
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STR | 100-120 | Main stat. Increases ATK and carrying capacity. |
AGI | 60-100 | Increases Attack Speed for greater damage and Flee for increased survivability while reducing the chances of getting inflicted by Bleeding and Sleep. |
VIT | 70-80 | Increases Max HP while reducing the chances of getting Poisoned. |
INT | 70-80 | Increases Max HP while reducing the chances of getting Silenced. |
DEX | 60-80 / 120 (Ranged Hyper Novice builds) | Increases Hit rate and minimum damage. For ranged builds, it is highly recommended to get sufficient INT and DEX to minimize Variable Cast Time when spamming Shield Chain Rush and Spiral Pierce Max. |
LUK | 60-80 / 120 (Mega Sonic Blow builds) | Increases CRIT Rate for even more damage and Perfect Dodge for even more survivability. Marginally increases Flee, Hit and overall damage as well. For Mega Sonic Blow builds, raise LUK to 120 to get as much CRIT Rate as possible while waiting for level 250 to access the Super Novice chant (see Hidden Skills above). |
Trait | Amount | Notes |
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POW | 100 | Primary trait. Max this for the highest possible damage. |
STA | 0 or 30-97 | Add points if more survivability is needed by increasing Physical Resistance. However, CON or CRT are of greater value. |
WIS | 0 or 30-97 | Add points if more survivability is needed by increasing Magic Resistance. However, CON or CRT are of greater value. |
SPL | 0 | Not needed. |
CON | 0 or 30-97 | Highly recommended secondary trait. Increases Physical Damage and Hit while also providing a bit more survivability in the form of Flee. |
CRT | 0 or 30-97 | Highly recommended secondary trait for those focused on Mega Sonic Blow, its CRIT DMG dependent on this trait. |
Skills
Skills: Physical | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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The example build below is an HP-leech focused build that sacrifices a little bit of power in exhcnage for increased survivability. It is ideal for slaughtering hordes of mobs, especially when a lack of power is compensated by increased survivability. Heal one's self by hurting others. The more, the merrier. But in exhcnage, become a slave to the RNG gods.
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Equipment
Equipment | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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You can use Eden Gear or choose from the list below...
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Sample equipment builds (Coming soon!) | ||||||||||||||||||||||||||||||||||||||||
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Cards and Pets
Cards and Costume Stones | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Pets |
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The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System on how to obtain and feed a pet.
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Tips and Tricks
Strategy (WIP) |
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The Physical Build Hyper Novice is about repeatedly spamming a variety of skills berserker style, shredding enemies into Chef's Kiss mincemeat.
When in a party... I have writer's block.
In a party setting, I also get writer's block!
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Hybrid (Work in progress)
(Description WIP) - The late-game Hybrid build combines the best of both worlds. While it doesn't have access to AP skills, it more than makes up in versatility, especially in certain places where both physical and magical attacks are required.
Stats and Traits
Stat | Amount | Notes |
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STR | 1+ | Leftover. Mainly used for increased carrying capacity. |
AGI | 60-80 | Used mainly for reducing flinching animation time and the chances of getting inflicted by Bleeding and sleep. |
VIT | 70-80 | Increases Max HP while reducing the chances of getting inflicted by Poison. |
INT | 120+ | Main stat. At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum. |
DEX | 120+ | At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum. |
LUK | 1+ | Leftover. Marginally increases MATK while reducing the chances of getting cursed as well as reducing its duration. |
Trait | Amount | Notes |
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POW | 0 | Not needed. |
STA | 0 or 30-97 | Add points if more survivability is needed by increasing Physical Resistance. However, CON is of greater value. |
WIS | 0 or 30-97 | Add points if more survivability is needed by increasing Magic Resistance. However, CON is of greater value. |
SPL | 100 | Primary trait. Max this for the highest possible Magic Damage. |
CON | 0 or 30-97 | Highly recommended secondary trait. Increases Magic Damage while also providing a bit more survivability in the form of Flee. |
CRT | 0 | Not necessary unless stronger heals are needed... ? Might be good for a creative meme support Hyper Novice build... if that exists... I guess? |
Skills
Skills: Super Novice | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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After switching to Hyper Novice and reaching around Job Level 10+, reset all skills. Your main sources of damage will be Hyper Novice skills, augmented by 1st and 2nd job skills.
Skills: Hyper Novice (Example build - Jack Frost Nova) | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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There will be skill points remaining, so spend them on whichever is most beneficial to you. In my case, I chose to use the extra skill points on Safety Wall and Faith for more survivability and Enlarge Weight Limit to compensate for having Noodle Arms.
All skills except for Rule Break in the Hyper Novice mage tree have 10 points. Feel free to choose which skills you want to speceialize in. I went for a mix of Wind and Water elements and got Rule Break for even more damage.
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Equipment
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Super Novice
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Sample equipment builds (Coming soon!) | |||||||||||||||||||||||||||||||||||
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Super Novice
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Cards and Pets
Cards and Costume Stones | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Pets |
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The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System on how to obtain and feed a pet.
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Tips and Tricks
Strategy (WIP) |
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The Mage Build Hyper Novice is quite a challenge to level up due to Super Novice magic spells dealing adorable damage unless there's heavy investment involved. However, upon becoming Hyper Novice, the damage increases exponentially, and that's when its true power starts showing.
When soloing, I get writer's block! In a party setting, You'll be the secondary support, providing crowd control and extra buffs and heals. Quagmire, Storm Gust and Sightrasher will be your main crowd control skills. Once you see the tank and its lures approaching, cast Quagmire on the mobs to slow them down in order for the DPSes more easily dispose of them. Also watch out if the tank lured too many or if there are monsters coming from the side and rear - use Sightrasher to push them away or Storm Gust to freeze them in place. From time to time, you may also buff your teammates, provide additional heals with your cute Heals.
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Leveling
This section is undergoing renovations.
While there is a general Leveling Guide available, this section will explain leveling a Super Novice from scratch, as if you just joined MuhRO and Super Novice is the first, or one of the first characters created.
Novice
Lv1 - ??? - Work in progress
- Do the MuhRO starter quest
Super Novice WORK IN PROGRESS
Lv45 - Lv85
- Once you reach base level 45, continue the MuhRO main tutorial quest. Invest points into AGI so your Flee will go up to around 300 or so. That way, once you reach the Poring Instance, it will be relatively easy to solo, King Poring MVP included.
Lv85 - Lv99
- Work in progress
Expanded Super Novice
Work in progress
Hyper Novice
200-215
- Illusion of Labyrinth - Tons of mobs and fixed EXP means tons of EXP until around level 220. Also a decent place to earn some zeny along the way if you're looting everything.
- Illusion of Underwater 2 - Bring Coldproof potions. Beware the
JellymonDeep Sea Sedora and their unusually overpowered Storm Gust and Water Ball. It is highly recommended to do the Illusion Quests for this and Illusion of Labyrinth for equipment refinement boxes. Good until around level 220. - Niflheim Dungeon 1 - Nif1 has TONS of mobs in a relatively small space, making it a great place to level up, earn zeny and grab Etel Dusts. Watch out for Stone Curse and SP Leech by
Rubik'sGhost Cube. - Rudus 4 - Not as crowded as Nif1 mob and player wise, making it a good alternate leveling spot if Nif1 and Thana12 are way too crowded. Watch out for Giant Caput's Spiral Pierce, which may instantly kill.
200-240 (Alternate leveling)
- Thanatos Tower 12 - In Thana12, Guyak Pudding and Blue Potions are recommended due to the neverending barrage of Level 11 Decrease AGI and SP Leech from the fat chibi Horror of Thanatos. In addition, have a Genetic provide Full Chemical Protection due to some of the mobs breaking armors and weapons. There are lots of EXP from the boss-protocol monsters and a decent amount of zeny earned per hour (around 10M maybe?) when autolooting everything. Fragment of Despair can be used to make Ace's Hat of Flames.
215-230
- Amicitia Dungeon 1 - Get ready to be knocked around a lot due to the mobs spamming Jupitel Thunder and Storm Gust like they're going out of style. Highly recommended to use Shining DEF scroll here to prevent getting Frozen by Vanilaqus, the blue amorphous blob homunculus.
230-240
- Amacitia Dungeon 2 - Full Chemical Protection is needed due to Lava Eater's tendency to break armors, but Safety Wall should help deal with that problem to a certain extent. Shining DEF scrolls are also recommended due to the horses frequently casting Storm Gust and causing Frozen.
230+ (Alternate leveling)
- Airship Crash - Except for the Mosquitoes, all mobs move very slowly and can be easily kited with ranged attacks. For melee builds, Safety Wall is advised when fighting Melted Poring due to Strip Shadow Gear. Shadow or Undead element armors are recommended when fighting Rotten Tree because of Dark Grand Cross.
240+
- Niflheim Dungeon 2 - Nif2 is a relatively mobby place but is manageable for the most part. It is one of, if not the fastest way to level up from 240 and above, especially with a 12-man party with Kim (Troubador with Mr. Kim's a Rich Man). For Physical Hyper Novices, watch out for the Loli's Lex Divina, which can cause Silence even with 100 INT. Also watch out for the occasional Brandish Spear, which may result in an instant kill.