Thunder and Rain HN Luxury Sub-Guide by Sophie/Joan: Difference between revisions

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Hello I'm Sophie/Joan (Guide Start Date: 10/Dec/2025). You would often see me playing in D1/D2/LoF/ToT/Mjol/Bio_Temple with my Hyper Novice char R.ClickToRename261960 or with characters of other jobs. Feel free to hit me up to join my #LFG calls.  
Hello I'm Sophie/Joan (Guide Start Date: 10/Dec/2025). You would often see me playing in D1/D2/LoF/ToT/Mjol/Bio_Temple with my Hyper Novice char R.ClickToRename261960 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 magic build HN centered around wind element {{#skill:5456}} (main focus as we will opt to be using {{#item:4576}}) and water element {{#skill:5457}}  but is not optimized (dm me on discord/In-game if you can improve upon it). Making this character have been on my mind for a long time after I got my {{#item:60410}} (check it out guys it is very cool). The reason that I found the class attractive is that HN builds and gameplay are inherently very flexible internally within themselves, allowing various adjustments and styles to be viable and possibility of the utilization of various niche and non-meta equipment, which in my opinion could almost seem to be like a signature unique to every single one of HN players. HN's trait of flexibility and creativity shines when there's difference in requirements and priorities on the tasks and challenges and the team composition (e.g. you can go full glasscannon when there is devo in a ToT party and you can go tankier HN build when you are going solo HoL or Poring Village hard in contrast). However the flexibility also comes with inherent disadvantage of the build namely the low HP base, and the shape of the skill tree of which left a lot to be desired (as there's less degree of freedom in the skill tree compared to other classes such as WH and DK which leave many skill points even after you grabbed the vital skills), so I would advice you readers to familiarize yourself with the more common builds min-maxxing before self experimenting with spectrum of niche builds of this class.
This guide is merely what I do on my magic build HN centered around wind element {{#skill:5456}} (main focus as we will opt to be using {{#item:4576}}) and water element {{#skill:5457}}  but is not optimized (dm me on discord/In-game if you can improve upon it). Making this character have been on my mind for a long time after I got my {{#item:60410}} (check it out guys it is very cool). The reason that I found the class attractive is that HN builds and gameplay are inherently very flexible internally within themselves, allowing various adjustments and styles to be viable and possibility of the utilization of various niche and non-meta equipment, which in my opinion could almost seem to be like a signature, unique to every single one of HN players in this server. HN's trait of flexibility and creativity shines when there's difference in requirements and priorities on the tasks and challenges and the team composition (e.g. you can go full glasscannon when there is devo in a ToT party and you can go tankier HN build when you are going solo HoL or Poring Village hard in contrast). However the flexibility also comes with inherent disadvantage of the build namely the low HP base, and the shape of the skill tree of which left a lot to be desired (as there's less degree of freedom in the skill tree compared to other classes such as WH and DK which leave many skill points even after you grabbed the vital skills), so I would advice you readers to familiarize yourself with the more common builds min-maxxing before self experimenting with spectrum of niche builds of this class.


= Scope/For Whom this guide is Intended for =
= Scope/For Whom this guide is Intended for =
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