Lily's Biolo Research Report
About that page
Any scientific article begins with a justification of why these studies are conducted at all.
This article is notes on the way to study the Biolo job and is intended to preserve and transfer the experience gained and accumulated by playing that class and talking to MuhRO's Merchants community.
This article bears my name, but this title is akin to the Guinness Book of Records, which, generally speaking, is not about Guinness at all. The author expects that this work will be supplemented by active members of the community, each of whom will be able to subscribe to the part developed by them (if desire so).
Therefore, if you have any interesting or curious information that you would like to share with the community, or with newcomers, helping them on their difficult path, feel free to supplement this article with your blocks.
Just please follow the rules of intelligence, and the rules approved on this wiki, and also avoid disrespect and vandalism. No one needs it.
About Biolo
Genetic | Biolo |
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There is a widespread misconception in the community that playing a Merchant Class requires a lot of capital investment, and that this is an expensive process that is not suitable for beginners.
I will say right away, all this is not true. This class is great for new players and for people who like to earn and save zeny.
Advantages | Disadvantages |
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Choosing build
First of all, I will give a summary table that shows the current builds for each Job.
However, please note that builds of the third Job listed here are intended not only for leveling as Genetic.
Please keep in mind that playing with the skills of the third Job at fourth Job is possible, but it has its own features:
- Most likely, the upper damage threshold that you can develop will be lower than the one that you could develop using the skills of the fourth profession
- Most likely, the cost of a full-fledged development of such a build will be at least no less, and most likely comparable to the cost of developing a build of the fourth Job
- At the moment, it is unknown whether these builds will be developed and supported in the future or not
- Playing build of the third Job has features for which they are worth choosing. Usually these are narrowly defined builds for certain purposes
- Use and choose this build only if you are absolutely sure that you need it and you will benefit from it. Well, or choose them just for fun and new adventures.
Job \ Role | Physical Ranged | Special Physical Ranged | Physical Melee |
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3rd Job Genetic |
Spore Explosion | Cart Cannon Ignores Flee, Def & Res |
Cart Tornado |
4th Job Biolo |
Acidified Zone Water Acidified Zone Ground Acidified Zone Wind Acidified Zone Fire |
Mayhemic Thorns Can do critical damage |
Explosive Powder |
Details about builds | |||||||||||||||||||||
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The builds listed here are listed in decreasing order of their relevance. This means that the higher the build in the list, the more useful and popular it is, and the lower, the more questionable its choice is (although it may be justified).
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Mayhemic Thorns
Stat Build Example | ||||||||||||||||||||||||||||
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There should be explanation of choosing stats. STR is important, because it scales weapon ATK and affects your damage output. AGI is mainly used to get ASPD (you do not need much, like 2 hits per second). Faster ASPD is, faster casting animation is, it helps to spam faster. Second usage of AGI is for some statuses resistance. VIT is for HP. It should be 92 at least to have stun immunity. The more HP you have, the better, but do not sacrifice too much here. INT is important stat. It scales your SP pool (you will need it), it boosts your variable casting time. DEX is used for accelerating variable cast time and for some card combos. LUK scales your Critical Rate (chance of dealing critical damage). You will probably have a lot of Cri from equipment, so LUK stat is not first priority. You should note that some equipment and cards are scaled by LUK, so, if you have them, you should get more LUK. LUK helps to resist some statuses too. Traits POW is your main source of damage output, so it should be maxed out no matter what. CRT boosts C.Rate (that stat boosts your final critical damage modifier). For now CRT is main source of C.Rate, because C.Rate equipment modifiers are kinda rare and quite modest. CON should be used to max out damage output, because it gives P.Atk. But since P.Atk is not hard to get, while C.Rate is hard to get, you should not dump too much trait points here. There is also option to use those points for defense stats instead of CON. WIS gives MRes (final reduction of incoming magic damage). Since enemies' magic hits really hard, that trait becomes truly important. You can invest here instead of CON, if you need more survivability. STA gives Res (final reduction of incoming physical damage). You can invest here to boost your resistance to physical damage, if you need it. But STA trait is not very important, so it should be balanced with WIS or ignored.
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Skill Build Example |
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Core Skills |
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Early game Equipment |
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Middlegame Equipment |
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Endgame Equipment |
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Tactics, Tips & Tricks |
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Interesting notes
About Homunculus |
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About Merchant skills |
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About Crafting skills |
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Most usable crafting recipies |
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How to get ingredients |
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How to get drop rate equipment |
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Who Wants to Be a Billionaire? |
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Useful links |
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Special thanks
With great respect, I express my gratitude to the administrators of this wonderful project: Muh, Icecold and all of their team and stuff, the community of merchants, as well as Espresso, whos support is incomparable, Schier, whos wisdom is great, Spike, who made my first introduction to a job, Маюша Вреднюша, who inspired me to make my first biolo, and a guy who keeps buying all the acid bottles from paradise market a moment when they appears (I hope you sleep well at nights).
List of authors
Currently contributed to the page:
- Lilith