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Introduction
This guide serves as a basic overview of the Magic DPS Hyper Novice, including Leveling, Gear Progression and just some things here and there. This guide should help you to the gist of it and then go on from there.
Please note: If you are planning to make your first character a Hyper Novices, you are going to have some trouble in the early game due to Super Novices lack of actual Skills. It is still possible to reach Hyper Novice eventually, it just takes a while longer. Luckily, reaching Level 200 has been made easier some time ago, so it's not too bad anymore.
General Overview
Hyper Novices are the 4th Job of the Novice. Breaking the tradition of learning Skills from all Basic Jobs, Hyper Novices instead learn completely new Skills, based on existing 2nd Job Skills, finally making them a class on their own instead of a meme Job. This unfortunately makes them less unique than before, however it's still possible to come up with unique builds. While Hyper Novices can be either played as a Physical or as a Magic DPS Class (or even both!), this guide mainly focuses on the Magic DPS Build.
If you are looking for a more Physical oriented Build, please refer to this Guide by Jetago. For a more Generalized Overview, refer to this Guide by Rakugaki.
It might also not to hurt to give Choi's Guide To Magic a read, as it goes way more in-depth.
Status and Traits
Provides some extra carrying capacity if you so desire, but this can be mitigated with Gym Pass (6286) + Pushcart. | |||||
Usually not relevant early since you need those points elsewhere, but can be increased to 80~100+ later. | |||||
We are quite fragile :< So everything helps, especially in the early game. | |||||
yeag. | |||||
This is rather flexible due to the amount of Dex we get from Improve Concentration and Owl's Eye. | |||||
Provides a little bit of Status Matk. |
Pow does not contribute to our damage, so we don't put any points into it. | |||||
You are most likely to get hit by spells rather physical attacks. But you can put some points into it if you want. | |||||
See above. | |||||
yeag | |||||
yeag 2 | |||||
Similar to Pow, It does not increase our damage, therefore we don't put points into it. |
Status Overview
If you want a complete overview of Status and Trait Points, refer to this page: Stats.
But basically for Status Points:
- Str: Increases Melee (and marginally Ranged) Physical Damage. As a caster, we don't need that. However, Str also has the benefit of increasing our weight capacity. This is usually not needed since we have access to Enlarge Weight Limit and Pushcart.
- Agi: Increases Aspd and provides us with some additional Flee and SoftDef. You'd think increasing our Attack Speed is useless, however having an increased Attack Speed let's us finish our casting animation faster (any animation your character does is tied to Aspd) and allows us to cast, well faster. However with most 4th Job Skills, we are also bound by ACD.
- Vit: Increases our MaxHP by +1% per point. It also increases our SoftDef and also Healing Item effectiveness.
- Int: Our main Status. It increases our MaxSP, our SoftMDef and most importantly, our Matk. It also slightly decreases cast time by a tiny bit.
- Dex: Very important Status. It decreases our cast time by a lot and also provides us with a little bit of Matk and Aspd. It also slightly increases our SoftMDef.
- Luk: Increases Critical, Flee and Perfect Dodge and also, Matk. More than Dex in fact.
For Trait Points:
- Pow: Increases P.Atk, so it's useless.
- Sta: Provides a lot of Res, which reduces the amount of Physical Damage we take.
- Wis: Similar to Sta, except it increases our MRes which reduces Magic Damage.
- Spl: Very important. It increases our S.Matk which is basically Matk but better.
- Con: Increases Hit, Flee and most importantly S.Matk. Oh, and P.Atk, but we mainly put points into it for more S.Matk.
- Crt: Increases Critical Damage and Healing. Neither increases our damage so we don't want it.
Skills Overview
As a Hyper Novice, you have access to almost all 1st and 2nd Job Skills. This gives Hyper Novice a lot of utility since they have access to many Skills such as:
- Acolyte: Heal, Increase Agility, Blessing, Teleport
- Merchant: Enlarge Weight Limit, Pushcart, Discount, Overcharge, Repair Weapon
These are just a few, they have a lot more, but I wouldn't call them "useful" for convenience.
Hyper Novice Skill Trees
Since Hyper Novice don't have a 3rd Job Skill, it still referred to as their 4th Skill Tree. The first Job contains some of the basic 1st Job Skills and the second contains some of the 2nd Job Skills. Their 4th Job Skill Tree contains new and unique Skills, specifically tailored for them. It's divided between Physical and Magic Skills.
Relevant 4th Job Skills
I assume you already know what all 1st and 2nd Job Skills do, so I will only go into their 4th Skills in detail.
Self Study Tactics: Prerequisite for Overcoming Crisis.
Self Study Sorcery: Increases the damage of all our Skills + it increases our S.Matk by 1 per Skill Point.
Rule Break: Increases the damage of all your Magic Skills by a lot for 5 minutes. This should always be up or your damage suffers immensely. Costs 150 AP to use.
Meteor Storm Buster: Deals Fire damage in an area. Nice Skill and has nice effects, but unfortunately it tends to miss a lot due to RNG (similar to Meteor Storm). [Rule Break increase +50%]
Jupitel Thunderstorm: Deals Wind to the targeted enemy and everyone around it. Very good skill since it deals good damage and and doesn't require to ramp up. [Rule Break increase +70%]
Jack Frost Nova: Deals Water damage in an area. Very strong skill and our strongest due the amount of hits (1 + 24 in total at Level 10!). The initial cast deals slightly less damage than the explosion. All enemies (except Boss Type) also take additional damage from Water after getting hit by it. [Rule Break increase +70%]
Hell's Drive: Deals Earth damage around you. At Level 10 it has a pretty quick ACD (quite spammable) but the damage is on low end. Good to farm tho if you can one shot mobs with it. [Rule Break increase +70%]
Ground Gravitation: Deals Neutral damage in an area around you and lingers around for 5 seconds, dealing damage every 0.5 seconds. The aoe looks deceptively large but it's just 9x9 at Level 10 (similar to Jack Frost Nova). Initial burst deals quite a bit of damage it and the field that lingers deals also nice damage but just takes too long to get any value imo. Similar to Jack Frost Nova, enemies hit by it take additional Magic Damage (except Boss), they also are slowed a bit. "Technically" your second strongest skill in terms of numbers, but there's a catch... [Rule Break increase by only +50%]
Napalm Vulcan Strike: Deals Ghost damage to the targeted enemy and everyone around it. Very spammable and damage is ok, however it's your weakest Skill. Good for farming low level enemies from a far. [Rule Break increase +40%]
Overcoming Crisis: Increases your HP by A LOT + gives a some P.Atk and S.Matk. Costs 50 AP to use.
Gear Progression
There are already many guides to Gear Progression. If you want an in-depth look please refer to Madame Celery's Guide to MuhRO and/or Choi's Guide To Magic as mentioned earlier. My guide will only focus on my recommendations.
Beginner
The Eden Equipment is enough to blaze through the beginning of the game. You can also grab the Eden Shadow Gear for 3 Eden Coins once you have completed enough Quests. Noteworthy is that we pick Paradise Dagger instead of Paradise Staff for our starting Weapon. We cannot cast Spells yet so Matk is useless. Better to get more extra Atk. Once you've become a Super Novice, get Paradise Super Novice Staff .
Eden | |||||
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Early Game
There are no new upgrades for us to get. However, we now can get Paradise Super Novice Staff . , you can also grab the Eden Shadow Gear now.
Eden | |||||
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Eden |
Early Game
There are no new upgrades for us to get. However, we now can get Paradise Super Novice Staff . Once you have completed enough Quests, you can also grab the Eden Shadow Gear now.
Eden | |||||
Eden | |||||
Npc | |||||
Eden | |||||
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Eden |