Rakugaki's PvM Hyper Novice: Difference between revisions
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! style=" width: 80% " | Notes | ! style=" width: 80% " | Notes | ||
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|{{Item | |{{#Item:27310}} | ||
{{Item | {{#Item:4600}} <br> | ||
{{Item | {{#Item:4586}} <br> | ||
{{Item | {{#Item:4597}} <br> | ||
{{Item | {{#Item:4599}} <br> | ||
{{Item | {{#Item:4598}} <br> | ||
|Headgear | |Headgear | ||
|These cards increase elemental damage. Put them in high refine headgears. | |These cards increase elemental damage. Put them in high refine headgears. | ||
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*Yellow: Ghost | *Yellow: Ghost | ||
|- | |- | ||
|{{Item | |{{#Item:300251}} | ||
{{Item | {{#Item:300259}} <br> | ||
{{Item | {{#Item:300255}} <br> | ||
{{Item | {{#Item:300257}} <br> | ||
{{Item | {{#Item:300256}} <br> | ||
|Headgear | |Headgear | ||
|These cards increase elemental damage at the cost of slightly increasing SP Consumption. Put them in low refine or slotted middle headgears. | |These cards increase elemental damage at the cost of slightly increasing SP Consumption. Put them in low refine or slotted middle headgears. | ||
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*Fillia: Fire | *Fillia: Fire | ||
|- | |- | ||
|{{Item | |{{#Item:27328}} | ||
|Headgear | |Headgear | ||
| | |Early-game card. It can be paired with multiple cards for more bonuses. | ||
|- | |- | ||
|{{Item | |{{#Item:300359}} | ||
|Headgear | |Headgear | ||
| | |Increases Water Element Magic Damage at the cost of increasing SP consumption. Further increases MATK when paired with {{#item:300361}}. Works best with Jack Frost Nova. | ||
|- | |- | ||
|{{Item | |{{#Item:300174}} | ||
|Headgear | |Headgear | ||
|If you can already deal tons of damage but want a little more survivability, use this card. Increases HP by 10%. | |If you can already deal tons of damage but want a little more survivability, use this card. Increases HP by 10%. | ||
|- | |- | ||
|{{Item | |{{#Item:4241}} | ||
| | |Headgear | ||
| | |Doubles HP and SP recovery is Base LUK is 77 and above. Helps mitigate some of the sky-high SP consumption at the end-game. | ||
|- | |- | ||
|{{Item | |{{#Item:300308}} | ||
|Armor | |Armor | ||
| | |The more generalist card. At the cost of increased SP consumption, gain 4% all property magic damage every 3 refine rate. Try to +12 the armor this card is slotted into. Best paired with a {{#Item:300424}} card. | ||
|- | |- | ||
|{{Item | |{{#Item:300361}} | ||
|Armor | |Armor | ||
| | |Increases Water Element Magic Damage. When paired with {{#item:300359}}, MATK +10%. Good for Jack Frost Nova. | ||
|- | |- | ||
|{{Item | |{{#Item:300376}} | ||
|Armor | |Armor | ||
| | |Requires a +12 level 2 armor to bring out its full potential. Gives a lot of RES and MRES and is one of the best defensive cards. If you already deal a ton of damage but want some more survivability, get this card. | ||
|- | |- | ||
|{{Item | |{{#Item:300254}} | ||
|Armor | |Armor | ||
| | |Boosts HP by 10%. Adds 10% more HP at level 200 and above. | ||
|- | |- | ||
|{{Item | |{{#Item:4023}} | ||
|Armor | |Armor | ||
|MATK | |Early-game cheap card which can be paired with the {{#item:27328}} for increased MATK. | ||
|- | |- | ||
|{{Item | |{{#Item:4392}} | ||
|Armor | |Armor | ||
|When paired with an Eldest card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike. | |When paired with an Eldest card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike. | ||
|- | |- | ||
|{{Item | |{{#Item:27196}} | ||
|Weapon | |Weapon | ||
|Early-mid game card that boosts damage against small monsters. | |Early-mid game card that boosts damage against small monsters. | ||
|- | |- | ||
|{{Item | |{{#Item:27289}} | ||
|Weapon | |Weapon | ||
|Early-mid game card that boosts damage against Medium-sized monsters. | |Early-mid game card that boosts damage against Medium-sized monsters. | ||
|- | |- | ||
|{{Item | |{{#Item:27286}} | ||
|Weapon | |Weapon | ||
|Early-mid game card that boosts damage against Large monsters. | |Early-mid game card that boosts damage against Large monsters. | ||
|- | |- | ||
|{{Item | |{{#Item:4394}} | ||
|Weapon | |Weapon | ||
|When paired with a Smile Giver card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation. | |When paired with a Smile Giver card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation. | ||
|- | |- | ||
|{{Item | |{{#Item:27384}} | ||
|Weapon | |Weapon | ||
|Expensive late-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card. | |Expensive late-game card that substantially boosts magic damage against medium and large-sized enemies. Best paired with Mutated Khalitzburg Knight card. | ||
|- | |- | ||
|{{Item | |{{#Item:300114}} | ||
{{Item | {{#Item:300140}} <br> | ||
{{Item | {{#Item:300010}} <br> | ||
{{Item | {{#Item:27324}} <br> | ||
{{Item | {{#Item:300124}} <br> | ||
{{Item | {{#Item:27320}} <br> | ||
{{Item | {{#Item:300106}} <br> | ||
{{Item | {{#Item:300009}} | ||
|Weapon | |Weapon | ||
|These cards boost elemental damage, especially at high refines. | |These cards boost elemental damage, especially at high refines. | ||
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*Spectral Plasma: Ghost | *Spectral Plasma: Ghost | ||
|- | |- | ||
|{{Item | |{{#Item:300442}} | ||
|Weapon | |||
|Boosts all-element Magic Damage, meaning it's all the weapon element cards above merged into one. It matches the above cards by giving a 30% bonus at +12 and level 200. One of the best weapon cards. Dead sera sera, whatever will be, will be. | |||
|- | |||
|{{#Item:27356}} | |||
|Shield | |Shield | ||
|The cheap, slightly inferior version of Khalitzburg Knight and Mutated Khalitzburg cards. Get | |The cheap, slightly inferior version of Khalitzburg Knight and Mutated Khalitzburg cards. Get it if you're on a tight budget. 25% damage reduction from Medium and Large monsters, but receive 5% more damage from small monsters. | ||
|- | |- | ||
|{{Item | |{{#Item:27385}} | ||
|Shield | |Shield | ||
|Best paired with Mutated White Knight Card. Gives 25% damage reduction against Physical and Magical damage from Medium and Large Monsters (30% if paired with MWK) plus additional MDEF. Increases overall survivability as long as the monster isn't Small. | |Best paired with Mutated White Knight Card. Gives 25% damage reduction against Physical and Magical damage from Medium and Large Monsters (30% if paired with MWK) plus additional MDEF. Increases overall survivability as long as the monster isn't Small. | ||
|- | |- | ||
|{{Item | |{{#Item:4413}} | ||
|Shield | |||
|Reduces damage from Small, Medium and Large mobs by 15%. It also has a chance to increase Perfect Dodge by 30 if you're attacked. | |||
|- | |||
|{{#Item:300379}} | |||
|Shield | |Shield | ||
| | |A Hodremlin Card, but better... if your shield is a level 2, like {{#item:460020}}, and is refined to +12. | ||
|- | |- | ||
|{{Item | |{{#Item:27176}} | ||
|Garment | |Garment | ||
|A decent garment card, good for early-mid game. MATK +3 and ASPD +1% for every 10 base INT. If base INT is 120 and above, MATK +40. Increases ASPD, making spell spamming faster. | |A decent garment card, good for early-mid game. MATK +3 and ASPD +1% for every 10 base INT. If base INT is 120 and above, MATK +40. Increases ASPD, making spell spamming faster. | ||
|- | |- | ||
|{{Item | |{{#Item:300123}} | ||
{{Item | {{#Item:4629}} <br> | ||
{{Item | {{#Item:300149}} <br> | ||
{{Item | {{#Item:27167}} <br> | ||
{{Item | {{#Item:4657}} <br> | ||
{{Item | {{#Item:300372}} <br> | ||
|Garment | |Garment | ||
|These cards reduces Neutral element damage while boosting elemental magical attacks. The higher the refine level, the better. | |These cards reduces Neutral element damage while boosting elemental magical attacks. The higher the refine level, the better. | ||
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*Cave Flower (not implemented): Ghost | *Cave Flower (not implemented): Ghost | ||
|- | |- | ||
|{{Item | |{{#Item:300269}} | ||
|Garment | |Garment | ||
|When paired with a Dame of Sentinel card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike. | |When paired with a Dame of Sentinel card at level 200+ and with at least 120 Base INT, Ghost element damage is increased. Good for Napalm Vulcan Strike. | ||
|- | |- | ||
|{{Item | |{{#Item:300273}} | ||
|Garment | |Garment | ||
|When paired with a Lady Solace card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation. | |When paired with a Lady Solace card at level 200+ and with at least 120 Base INT, Neutral element damage is increased. Good for Ground Gravitation. | ||
|- | |- | ||
|{{Item | |{{#Item:300260}} | ||
|Garment | |Garment | ||
|The garment cards above are specialized to boost a particular element. This one however, boosts all elements simply by giving LOTS of MATK but under the condition of having 125 Base INT. Use this for a more all-around damage increase across all skills. | |The garment cards above are specialized to boost a particular element. This one however, boosts all elements simply by giving LOTS of MATK but under the condition of having 125 Base INT. Use this for a more all-around damage increase across all skills. | ||
|- | |- | ||
|{{Item | |{{#Item:300375}} | ||
|Garment | |||
|Requires a +12 level 2 Garment to reach its full potential. Increases damage of Holy, Shadow, Neutral and Ghost elements. Good for Napalm Vulcan Strike and Ground Gravitation. | |||
|- | |||
|{{#Item:300424}} | |||
|Garment | |Garment | ||
| | |Best paired with the armor card {{#Item:300308}} for a 5% all property magic damage bonus. Compared to the specialized elemental garment cards above, it deals a very teeny-tiny bit less damage (around 2%), but it is made up by boosting all elements significantly at the cost of reduced Neutral Element resistance. Increases all property magic damage by 5%, and is further increased by 4% every 2 refine rate. Try to +12 the garment this card is slotted into. | ||
|- | |- | ||
|{{Item | |{{#Item:27249}} | ||
|Footgear | |Footgear | ||
|Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the [[Geffen Magic Tournament]]. | |Max HP +500, ATK, MATK, Hit and Flee +15. A good all-around footgear card. Obtained at the [[Geffen Magic Tournament]]. | ||
|- | |- | ||
|{{Item | |{{#Item:300177}} | ||
|Footgear | |Footgear | ||
|A better version of the original Arhi. Increases physical AND magic damage to all size enemies by 5%, HP +1000 and Flee +35. Obtained at the [[Geffen Night Arena]]. | |A better version of the original Arhi. Increases physical AND magic damage to all size enemies by 5%, HP +1000 and Flee +35. Obtained at the [[Geffen Night Arena]]. | ||
|- | |- | ||
|{{Item | |{{#Item:4658}} | ||
|Footgear | |Footgear | ||
|Boosts MATK, especially at high refines. Good for a more even spread of damage across all elements. | |Boosts MATK, especially at high refines. Good for a more even spread of damage across all elements. | ||
|- | |- | ||
|{{Item | |{{#Item:27255}} | ||
|Footgear | |Footgear | ||
|Good for Wind and Water focused builds. | |Good for Wind and Water focused builds. | ||
|- | |- | ||
|{{Item | |{{#Item:27253}} | ||
|Footgear | |Footgear | ||
|Good for Fire focused builds. | |Good for Fire focused builds. | ||
|- | |- | ||
|{{Item | |{{#Item:27250}} | ||
|Footgear | |Footgear | ||
|Good for Neutral and Earth focused builds. | |Good for Neutral and Earth focused builds. | ||
|- | |- | ||
|{{Item | |{{#Item:27179}} | ||
|Footgear | |Footgear | ||
|Early-game card that prevents cast interruption with no penalties to Variable and Fixed Cast Time, but at the cost of reduced Max HP and SP. | |Early-game card that prevents cast interruption with no penalties to Variable and Fixed Cast Time, but at the cost of reduced Max HP and SP. | ||
|- | |- | ||
|{{Item | |{{#Item:4077}} | ||
{{Item | {{#Item:4327}} | ||
|Accessory | |Accessory | ||
|These cards prevent cast interruption at the cost of increasing Variable Cast Time. A good early-game card until Fixed and Variable Cast Times are reduced to a minimum. | |These cards prevent cast interruption at the cost of increasing Variable Cast Time. A good early-game card until Fixed and Variable Cast Times are reduced to a minimum. | ||
|- | |- | ||
|{{Item | |{{#Item:27026}} | ||
|Accessory | |Accessory | ||
|An early-game card that greatly boosts Fire Ball damage. Best to have two of these for an easier early-game. | |An early-game card that greatly boosts Fire Ball damage. Best to have two of these for an easier early-game. | ||
|- | |- | ||
|{{Item | |{{#Item:4577}} | ||
{{Item | {{#Item:300222}} <br> | ||
{{Item | {{#Item:27125}} <br> | ||
{{Item | {{#Item:300364}} <br> | ||
{{Item | {{#Item:27161}} <br> | ||
{{Item | {{#Item:300216}} <br> | ||
{{Item | {{#Item:300211}} <br> | ||
{{Item | {{#Item:27262}} <br> | ||
{{Item | {{#Item:300218}} <br> | ||
{{Item | {{#Item:300006}} <br> | ||
{{Item | {{#Item:300267}} <br> | ||
{{Item | {{#Item:300268}} <br> | ||
|Accessory | |Accessory | ||
|These cards boost elemental damage. | |These cards boost elemental damage. | ||
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*Firewind Kite: Wind (35%) Left accessory | *Firewind Kite: Wind (35%) Left accessory | ||
*Headless Mule: Water (20%) | *Headless Mule: Water (20%) | ||
*Calmaring: Water (35%) | *Calmaring: Water (35%) | ||
*Mavka: Fire and Earth (20%) | *Mavka: Fire and Earth (20%) | ||
*Lava Toad: Fire (35%) Left accessory | *Lava Toad: Fire (35%) Left accessory | ||
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*Ashhopper: Neutral (35%) Left accessory | *Ashhopper: Neutral (35%) Left accessory | ||
*Dwigh: Neutral (20%) | *Dwigh: Neutral (20%) | ||
*Jewelry Ant (Left accessory only): Neutral (30% but needs to be paired with {{Item | *Jewelry Ant (Left accessory only): Neutral (30% but needs to be paired with {{#Item:4336}} | ||
*Crow Baron (level 200+): Fire and Wind (15%) | *Crow Baron (level 200+): Fire and Wind (15%) | ||
*Crow Duke (level 200+): Water and Earth (15%, MATK +5%) | *Crow Duke (level 200+): Water and Earth (15%, MATK +5%) | ||
|- | |- | ||
|{{Item | |{{#Item:300243}} | ||
|Accessory | |Accessory | ||
|Boosts MATK. Use two of these for a more even spread of damage across all elements. | |Boosts MATK. Use two of these for a more even spread of damage across all elements. | ||
|- | |- | ||
|{{Item | |{{#Item:1000857}} | ||
{{Item | {{#Item:1000859}} <br> | ||
{{Item | {{#Item:25709}} | ||
|Upper costume headgear, | |Upper costume headgear, low costume headgear, garment costume | ||
| | |The more offensive set. Despite not being an Archbishop, Hyper Novices can gain its magic damage bonuses with these three. | ||
|- | |- | ||
|{{Item | |{{#Item:25170}} | ||
{{Item | {{#Item:25067}} | ||
|Garment costume | |Garment costume | ||
|These two reduce | |These two reduce Fixed Cast Time by 0.3 and 0.5 seconds respectively. Replace these with something better once your equipment can substantially reduce Fixed Cast Time. | ||
|- | |- | ||
|{{Item | |{{#Item:1001329}} | ||
|Lower costume headgear | |Lower costume headgear | ||
|This lower headgear costume stone is not yet implemented. | |This lower headgear costume stone is not yet implemented. | ||
|- | |- | ||
|{{Item | |{{#Item:1001327}} | ||
{{Item | {{#Item:25454}} <br> | ||
{{Item | {{#Item:1001326}} | ||
|Upper costume headgear, mid costume headgear, garment costume | |Upper costume headgear, mid costume headgear, garment costume | ||
| | |This garment costume stone is not yet implemented. When paired with the High Wizard Stone and another not yet implemented costume stone for the upper headgear, its bonuses are not yet implemented. Not yet implemented. | ||
|- | |- | ||
|} | |} | ||
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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. | 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. | ||
*{{Item | *{{#Item:9104}}: MATK +3%. Don't have the time, patience and money to get an Am Mut? Get this Hyena instead. | ||
*{{Item | *{{#Item:9089}}: MATK +4%. The mainstream go-to pet for mage builds. | ||
*{{Item | *{{#Item:9134}}: MATK +5%, SMATK +2, increases magical damage against Boss monsters by 5%. The best pet for magic builds. Evolve a {{#Item:9133}} to get this. | ||
*{{#Item:9088}}: Max HP +2%, Heal Bonus +8%. For slightly increased survivability and healing, a guardian made out of Odin's sweat with wings. | |||
|- | |- | ||
|} | |} |
Revision as of 09:42, 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 three different kinds of builds - Mage, Physical, and Hybrid.
These builds are here for reference. You don't necessarily need to follow everything here exactly. Be free, experiment and tinker until you've built the Super Novice that suits you best.
Mage
(Description WIP) - The Super Novice can take one of two routes - Mage or Physical. The Mage Hyper Novice will go through many difficult trials along the way, but by transcending above the challenges, learning from other classes and Breaking the Rules along the way, they triumph, going from Super to Hyper, and I got writer's block. I still wonder what rules are they breaking... The rules of physics, the rule of law... or the rule of er... I don't know.
Stats and Traits
Stat | Amount | Notes |
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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
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The example build below is an HP-leech focused build that sacrifices a little bit of power in exhcnage for increased survivability. It is ideal for slaughtering hordes of mobs, especially when a lack of power is compensated by increased survivability. Heal one's self by hurting others. The more, the merrier. But in exhcnage, become a slave to the RNG gods.
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Equipment
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You can use Eden Gear or choose from the list below...
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Cards and Pets
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Pets |
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The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System on how to obtain and feed a pet.
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Tips and Tricks
Strategy (WIP) |
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The Physical Build Hyper Novice is about repeatedly spamming a variety of skills berserker style, shredding enemies into Chef's Kiss mincemeat.
When in a party... I have writer's block.
In a party setting, I also get writer's block!
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Hybrid (Work in progress)
(Description WIP) - The late-game Hybrid build combines the best of both worlds. While it doesn't have access to AP skills, it more than makes up in versatility, especially in certain places where both physical and magical attacks are required.
Stats and Traits
Stat | Amount | Notes |
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STR | 1+ | Leftover. Mainly used for increased carrying capacity. |
AGI | 60-80 | Used mainly for reducing flinching animation time and the chances of getting inflicted by Bleeding and sleep. |
VIT | 70-80 | Increases Max HP while reducing the chances of getting inflicted by Poison. |
INT | 120+ | Main stat. At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum. |
DEX | 120+ | At least 120 INT and DEX are recommended for reducing Variable Cast Time to a minimum. |
LUK | 1+ | Leftover. Marginally increases MATK while reducing the chances of getting cursed as well as reducing its duration. |
Trait | Amount | Notes |
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POW | 0 | Not needed. |
STA | 0 or 30-97 | Add points if more survivability is needed by increasing Physical Resistance. However, CON is of greater value. |
WIS | 0 or 30-97 | Add points if more survivability is needed by increasing Magic Resistance. However, CON is of greater value. |
SPL | 100 | Primary trait. Max this for the highest possible Magic Damage. |
CON | 0 or 30-97 | Highly recommended secondary trait. Increases Magic Damage while also providing a bit more survivability in the form of Flee. |
CRT | 0 | Not necessary unless stronger heals are needed... ? Might be good for a creative meme support Hyper Novice build... if that exists... I guess? |
Skills
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After switching to Hyper Novice and reaching around Job Level 10+, reset all skills. Your main sources of damage will be Hyper Novice skills, augmented by 1st and 2nd job skills.
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There will be skill points remaining, so spend them on whichever is most beneficial to you. In my case, I chose to use the extra skill points on Safety Wall and Faith for more survivability and Enlarge Weight Limit to compensate for having Noodle Arms.
All skills except for Rule Break in the Hyper Novice mage tree have 10 points. Feel free to choose which skills you want to speceialize in. I went for a mix of Wind and Water elements and got Rule Break for even more damage.
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Equipment
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Super Novice
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Super Novice
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Cards and Pets
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Pets |
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The following pets below are most suited for this build, with their bonuses when Loyal. Check the Pet System on how to obtain and feed a pet.
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Tips and Tricks
Strategy (WIP) |
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The Mage Build Hyper Novice is quite a challenge to level up due to Super Novice magic spells dealing adorable damage unless there's heavy investment involved. However, upon becoming Hyper Novice, the damage increases exponentially, and that's when its true power starts showing.
When soloing, I get writer's block! In a party setting, You'll be the secondary support, providing crowd control and extra buffs and heals. Quagmire, Storm Gust and Sightrasher will be your main crowd control skills. Once you see the tank and its lures approaching, cast Quagmire on the mobs to slow them down in order for the DPSes more easily dispose of them. Also watch out if the tank lured too many or if there are monsters coming from the side and rear - use Sightrasher to push them away or Storm Gust to freeze them in place. From time to time, you may also buff your teammates, provide additional heals with your cute Heals.
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Leveling
This section is undergoing renovations.
While there is a general Leveling Guide available, this section will explain leveling a Super Novice from scratch, as if you just joined MuhRO and Super Novice is the first, or one of the first characters created.
Novice
Lv1 - ??? - Work in progress
- Do the MuhRO starter quest
Super Novice WORK IN PROGRESS
Lv45 - Lv85
- Once you reach base level 45, continue the MuhRO main tutorial quest. Invest points into AGI so your Flee will go up to around 300 or so. That way, once you reach the Poring Instance, it will be relatively easy to solo, King Poring MVP included.
Lv85 - Lv99
- Work in progress
Expanded Super Novice
Work in progress
Hyper Novice
200-215
- Illusion of Labyrinth - Tons of mobs and fixed EXP means tons of EXP until around level 220. Also a decent place to earn some zeny along the way if you're looting everything.
- Illusion of Underwater 2 - Bring Coldproof potions. Beware the
JellymonDeep Sea Sedora and their unusually overpowered Storm Gust and Water Ball. It is highly recommended to do the Illusion Quests for this and Illusion of Labyrinth for equipment refinement boxes. Good until around level 220. - Niflheim Dungeon 1 - Nif1 has TONS of mobs in a relatively small space, making it a great place to level up, earn zeny and grab Etel Dusts. Watch out for Stone Curse and SP Leech by
Rubik'sGhost Cube. - Rudus 4 - Not as crowded as Nif1 mob and player wise, making it a good alternate leveling spot if Nif1 and Thana12 are way too crowded. Watch out for Giant Caput's Spiral Pierce, which may instantly kill.
200-240 (Alternate leveling)
- Thanatos Tower 12 - In Thana12, Guyak Pudding and Blue Potions are recommended due to the neverending barrage of Level 11 Decrease AGI and SP Leech from the fat chibi Horror of Thanatos. In addition, have a Genetic provide Full Chemical Protection due to some of the mobs breaking armors and weapons. There are lots of EXP from the boss-protocol monsters and a decent amount of zeny earned per hour (around 10M maybe?) when autolooting everything. Fragment of Despair can be used to make Ace's Hat of Flames.
215-230
- Amicitia Dungeon 1 - Get ready to be knocked around a lot due to the mobs spamming Jupitel Thunder and Storm Gust like they're going out of style. Highly recommended to use Shining DEF scroll here to prevent getting Frozen by Vanilaqus, the blue amorphous blob homunculus.
230-240
- 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.