Flame of Annihilation - An Inquisitor Guide by Cruro

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Flame of Annihilation
an Inquisitor guide by Cruro

I try my best to keep the guide updated and keep in touch with other Inquisitor mains, but I still recommend to double check with the community before making any big commitments: See #acolyte in muhro-discord

Prologue

Inquisitor is the 4th job class that follows the tree of: Acolyte -> Monk/Champion -> Sura -> Inquisitor

As such it retains some of the useful utility skills that Priests enjoy, like Teleport/Warp/Pneuma and buffs like Agi Up/Blessing, while gaining new powerful offensive options.

Their acolyte-heritage should not be confused with a support class though, Inquisitor is first and foremost a dps class with some utility options on top.

Strengths Weaknesses
  • Fastest movement in the game with Snap
  • Active and engaging gameplay that can feel satisfying to use
  • Very fast and decently strong farmer with self-targeted AOE (Explosion Blaster)
  • Very strong, AP-dependant, melee, big damage number nuke (Third Flame Bomb)
  • Hybrid build is possible to cover either builds weaknesses for the most part
  • Third Flame Bomb build has very high sustain due to scaling with health (useful in endgame)
  • Very expensive to gear if you want to utilize both builds
  • Far from a one-button class -> can be tiring in long farming sessions
  • Third Flame Bomb gets countered by reflect, NPC_AGIUP, or simply dying (loss of AP)
  • Third Flame Bomb can be mechanically tricky to use consistently
  • Getting dispelled stops most momentum until you rebuff (Third Flame Bomb-related buff is not dispellable though)


Beginner Chapter: Basic Techniques

Stats and Traits

  • Str: As a knuckle (or mace) wearer, this increases status-atk by a high amount. It also helps with carrying more loot. Recommended: 90 - 120 (120 when using 300271.png Happy Card (300271) -combo).
  • Agi: Increases aspd and flee. Aspd is important to fluently chain skills. Recommended: Whatever is needed to hit 190+ aspd with consumables (might only be possible with later gears that also give aspd)
  • Vit: Increases your maximum health and resistance to certain status effects. Recommended: 90 - 120.
  • Int: Reduces variable cast time (half as efficient as dex) and increases maximum SP as well as SP recovery. Recommended: 60 - 90.
  • Dex: Reduces variable cast time and increases hit. Recommended: 90 - 120 (120 when using 300270.png Empathize Card (300270) -combo).
  • Luk: Increases crit-rate (Cri), slightly increases status-atk and gives resistance to curse. Recommended: 30 - 120 (depending on Cri-needs)

For traits, only the following matter for offense:

  • Pow: Every 3 Pow increases P.Atk by one. P.Atk is a new final damage modifier (similar to range%, melee% and crit-damage%) that has been introduced with 4th jobs. Recommended: 100
  • Con: Additionally, every 5 Con also increase P.Atk and give some secondary stats like hit, flee. Recommended: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).
  • Crt: Increases C.Rate, a new final modifier similar to P.Atk but for critical damage only (not to be confused with your critical hit chance, aka. "Cri"). Recommended: Either 35, 45, 90 or 100 (depends on build/gears, see specific chapters).


Relevant Skills

Buffs and utility skills

  • 264.png Body Relocation (Snap): This is the reason to play this class. It grants you the fastest movement in the game, but it also aids as an additional tool to fight position bugs - the cell you snap to is definitely where you character is standing.

Hint: Make sure to set /camera to disable camera smoothing (you will want your character to always be dead-center of the screen) for much simpler snapping.

Movement speed stops mattering entirely if you can simply chose where to exist in space. Once you unlock Snap, you will never walk again.

  • 2338.png Rising Dragon: Bumps your sphere-limit to 15 and spawns all of them immediately, grants additional HP/SP, and puts you into "Explosion Spirits"-state which removes sphere-consumption from Snap.

The first skill you are going to press before doing anything and mandatory to keep up.

  • 401.png Dangerous Soul Collect (Zen): Instantly calls the maximum amount of spheres. If you're missing spheres, this is the basic tool to gain them back, pretty straight-forward.

Cast can be cancelled, so it requires either -1s FCT to remove cast time entirely, or you can snap away from a mob to not get interrupted so easily and snap back. Alternatively you can also just cast 2338.png Rising Dragon again if it's off cooldown as it has no cast time that can be interrupted.

  • 2340.png Power Absorb: Consumes all your spheres and grants back 1% SP for each sphere that has been consumed. With Rising Dragon active, this is a handy tool to regain 15% SP immediately.
  • 26.png Teleport: Essential for field/dungeon farming. Allows you to teleport to a random spot (put Lv1 on your hotkeybar to avoid the popup-window).
  • 29.png Increase Agility: The increased movementspeed is irrelevant to us, but the additional Agi helps our attack speed, which is absolutely welcome.
  • 34.png Blessing: A nice +10 boost to Str/Int/Dex. However, it also clears Curse-status from yourself and others, and Stone-Curse-status from others.
  • 2345.png Gentle Touch-Cure: Removes various negative status effects, with the more important ones being: Freeze, Stone Curse and Hallucination (upside-down screen). This skill can even be casted while Frozen/Stone-cursed yourself, which is extremely rare and valuable.


  • 2348.png Gentle Touch-Revitalize: Increases Max HP by 10% and also boosts Def/HP-recovery. Second-best option for HP-scaling skills like 2330.png Tiger Cannon and 5252.png Third Flame Bomb. Cannot be used together with 2347.png Gentle Touch-Change (which is still a slightly better offensive option).
  • 2347.png Gentle Touch-Change: Increases Atk% and flat Atk. Useful for all attack-skills that do not scale with HP. Cannot be used together with 2348.png Gentle Touch-Revitalize.


  • 5238.png Powerful Faith: Adds +15 P.Atk. Especially noticable during early- and mid-game where there are not many sources of P.Atk from gears yet. Cannot be used together with 5239.png Firm Faith (which after recent hp% buff fixes is not worth using anymore for either build).


  • 5246.png First Faith Power: Self-buff that removes sphere consumption of Fallen Empire. Mainly only used as a stepping-stone for 5247.png Judge.
  • 5247.png Judge: AP-consuming self-buff that additionally removes sphere consumption of Flash Combo. Mainly only used as a stepping-stone for 5254.png Third Exorcism Flame.
  • 5254.png Third Exorcism Flame: AP-consuming self-buff that additionally removes sphere consumption of Tiger Cannon. Mainly only used to enable usage of 5252.png Third Flame Bomb-combo.


Attack Skills

  • 5241.png Oleum Sanctum: Not a strong skill on its own, but it applies a heavy debuff on the targets that will make them receive +50% more damage from all range attacks (including your own).

Very useful in party scenarios with range-attackers or yourself on Explosion Blaster build.

  • 5244.png Explosion Blaster: Strong, self-targeted 9x9 Aoe attack that scales with range% and crit-modifiers. Base damage formula becomes even bigger against targets that are afflicted with the 5241.png Oleum Sanctum debuff.

This lets you effectively double-dip on Oleum: You deal +50% more damage due to the applied debuff, and you also get the increased damage formula. This usually results in twice the damage for Explosion Blaster.

For more in-depth information, check Intermediate Chapter: Explosion Blaster.

  • 5243.png Massive Flame Blaster: Only worth getting when going pure ranged build, meaning not (fully) skilling into Third Flame Bomb and when also using the new Time Dimensions Rune Crown + Dimensions Judgement Claw combo to actively boost this skill.

That combo boosts Massive Flame Blaster enough to be noticably stronger than 5244.png Explosion Blaster. However, due to its remaining 3s cooldown it can still only be weaved inbetween Explosion Blaster casts. This skill is not worth getting when using e.g. Dim Glacier weapon which boosts Explosion Blaster exclusively (Massive Flame Blaster will be weaker than Explosion Blaster, while also costing AP and having cooldown).


  • 5245.png First Brand: Initial starter for Third Flame Bomb combo. Applies "Brand"-status on all monsters around the target in a 7x7 Aoe (needed for the next combo-step).
  • 5248.png Second Flame: Second step in Third Flame Bomb combo. Can only be casted on targets afflicted with the "Brand"-status. Applies the upgraded "Judgement Brand"-status on all monsters around the target in a 7x7 Aoe. Requires 5254.png Third Exorcism Flame to be active.
  • 5252.png Third Flame Bomb: Finisher of the Third Flame Bomb combo. Can only be casted on targets afflicted with the "Judgement Brand"-status. Deals very high damage on all monsters around the target in a 7x7 Aoe. Requires 5254.png Third Exorcism Flame to be active.

This skill scales with max HP, melee and attack modifiers. It deals three hits if 15 spheres are active (but does not consume any). Beware that it deals 0 hits with 5 or less spheres (e.g. when Rising Dragon runs out).

For more in-depth information, check The Final Chapter: Third Flame Bomb.


Sphere Management

While other classes may have consumables like arrows or gemstones, Monk class uses a sphere-system that needs to be managed like a resource in order to be able to use certain skills or at least to use them at their full strength.

This used to be a limiting factor during Monk-era with skills like 266.png Investigate, 267.png Finger Offensive and most notoriously 271.png Asura Strike, but it also carried on into Sura-era with skills like 2330.png Tiger Cannon and 2343.png Gate of Hell.

Those skills could only be used as long as you still have the needed amount of spheres (varies by skill). With insufficient spheres, they can be re-called using either 261.png Call Spirits, or more likely its successor 401.png Dangerous Soul Collect (Zen) which will refill the maximum amount of spheres instantly.

Another important skill to mention here is the bread and butter 264.png Body Relocation which normally also consumes spheres, unless you're in "Explosion Spirits"-state (usually by using 2338.png Rising Dragon, or if it's currently in cooldown, alternatively 270.png Explosion Spirits).

For that reason alone, the "Explosion Spirit"-state should be kept up at all times.

The original maximum spheres used to be 5 spheres, at least until you're Sura and have access to Lv10 2338.png Rising Dragon which will bump the limit to 15 Spheres.

One very useful trick to maintain your SP is by occasionally using 2340.png Power Absorb to consume all 15 spheres, and in return grant an immediate 15% SP back.


With these things out of the way, sphere-management has been simplified a lot as Inquisitor. Neither of the main damage skill consume spheres at all, however Third Flame Bomb will scale its damage based on the amount of spheres currently active. So it's highly recommended to use 401.png Dangerous Soul Collect (Zen) or 2338.png Rising Dragon whenever spheres might have been consumed (as Inquisitor that's usually just by Gentle-Touch buffs or Power Absorb).

On top of that, the Inquisitor-specific AP-consuming buffs even remove sphere consumption on most Sura skills (that we tend to not use anymore at this point though).


Intermediate Chapter: 5244.png Explosion Blaster

EB farming showcase using droprate gears (reduced damage/aftercastdelay)

Explosion Blaster is a 9x9 AOE based on ranged dmg and crit.

It is highly recommended to build for Aftercastdelay-reduction (ACDR), even far beyond the point needed to reduce the 1s ACD to match its 0.7s CD.

While the former would only require 30% ACDR, getting 50% and higher will allow you to snap away to the next target noticably faster.


Stats

  • Str: 120
  • Agi: 60 - 90
  • Vit: 90+
  • Int: 60 - 90
  • Dex: 120

Needed when using 300270.png Empathize Card (300270) combo, can be lower otherwise.

  • Luk: 30 - 120

Heavily depends on your Cri-needs (see Secondary Stats below)


Traits

  • Pow: 110
  • Con: 72
  • Crt: 110

Beware that if you plan to use any Nebula Armor with 310682.png Star Cluster of Concentration Lv.3 (310682) , it should be Con: 105 and Crt: 67 instead


Secondary Stats

  • Cri: 140+

The actual amount of Cri needed depends on the target monster. In an ideal scenario 100 Cri would equal to 100% critical hit chance. However, enemy Luk will lower your chances of critting, that's why overshooting 100 Cri is often necessary. Concrete values can be checked by using @mi <monster-name-or-id> ingame and check for the crit-shield value. With the recommended Cri-value of 140, any target with a crit-shield of 40 and lower will always be critted. Certain endgame places may require even higher values, but that's relatively rare.

  • Aftercastdelay reduction: 30 - 86%

30% is the bare minimum to use EB on cooldown (50% when using dimension combo), however in order to be able to snap to the next target, at least 50% or higher is recommended for farming.


Gears

Endgame

Slot Items Cards Notes
Headgear (Top) Ideally the respective Jewel-enchant should be gotten first, to then go for the determined special enchant (for either headgear). Going for ACDR cards may be preferable when dropping Dim Glacier (and it's 15% ACDR enchant)
Headgear (Mid)

410233.png Gambler's Seal [1] (410233)
ACDR, Range%, or Crit% enchants

Any other mid headgear with ACDR-enchant can also be useful here
Headgear (Low) - Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable
Armor Engraved Ice Storm Rune Suit is currently the best-in-slot option
However, at this point in time I'd recommend going Nebula of Concentration instead when starting from scratch, as it will likely be best-in-slot when Hall of Life is released (soon™). Still needs testing vs Nebula of Creative
Weapon 4608.png White Knight Card (4608) (+ 27361.png Polluted Wander Man Card (27361) for Dimension weapon)

Fully enchanted +12 A Dim Glacier is about 1.4% (depending on gears) stronger than +12 A Dimensions weapon,
while also having useful secondary stats like ACDR and aspd.
However, this changes when Dimensions Crown comes into play with it's unique effect of reducing Explosion Blaster cooldown, and additional damage modifiers.

Shield

+12 [A] 460020.png Mad Bunny-LT [1] (460020)
310853.png After Cast Delay Lv.3 (310853)

4609.png Khalitzburg Knight Card (4609) -
Garment

+12 [A] 480174.png Pirate Captain's Coat [1] (480174)

Empathize Card is mandatory when using Observation Card in Armor
Shoes

+12 [A] 470175.png Ice Rune Boots [1] (470175)

300380.png Entangled Intermediate Rgan Card (300380)

Rgan can only be used with +12 gear
Accessories

Gray Wolf Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.


Future gears (currently not obtainable)

Slot Item Notes
Garment

Hall of Life
480352.png Circulation of Life: Winter [1] (480352)
312488.png Physical Seed Lv10 (312488)
312503.png Physical Leaf Lv5 (312503)
312513.png Physical Flower Lv5 (312513)
312538.png Physical Fruit Lv20 (312538)
312638.png Life of Winter Lv20 (312638)

Circulation of Life: Winter
Info by Sigma
No idea yet how these enchants work, how they level, which slots etc.
Accessories

Hall of Life
490486.png Signet of Circulation: Winter [1] (490486)
312981.png Token of Life (312981)
313006.png Signet of Creative Lv5 (313006) / 312991.png Signet of Concentration Lv5 (312991)
313023.png Life of Winter (Creative) (313023) / 313022.png Life of Winter (Concentration) (313022)

Signet of Circulation: Winter
Info by Sigma
Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.


Midgame

Slot Items Cards Notes
Headgear (Top)

18979.png Old Blazing Soul [1] (18979)
29085.png Acute Lv5 (29085) , any stats

300150.png Abysmal King Dramoh Card (300150)

Bio5 headgear with acute is a decent filler until Temporal Circlet
Headgear (Mid)

27396.png Isaac Wigner Card (27396)

Any other mid headgear with ACDR-enchant can also be useful here
Headgear (Low) - Blood sucker helps a lot with sustain, and would be the prefered choice for farming when a minor damage-loss is usually acceptable
Armor

+11 450177.png Gray Wolf Suit [1] (450177)
310533.png Wolf Orb (Angle Shot) (310533)
310508.png Wolf Orb (Shooter) Lv.3 (310508)
310505.png Wolf Orb (Shooter) Lv.2 (310505)

4392.png Observation Card (4392)

-
Weapon

+9 560032.png Glacier Knuckle (560032)
311352.png Glacier Flower Spell (Physical - Element) (311352)
311350.png Glacier Flower Spell (Physical - Size) (311350)
311348.png Glacier Flower Spell (Physical - Race) (311348)
311342.png Glacier Flower Spell (ATK) (311342)

- -
Shield

+11 460018.png Illusion Silver Guard [1] (460018)
4995.png Rune of Strength Lv2 (4995)
4995.png Rune of Strength Lv2 (4995)

4609.png Khalitzburg Knight Card (4609) Illusion Silver Guard is close to the best-in-slot option in raw damage
Garment

+9 480174.png Pirate Captain's Coat [1] (480174)

300270.png Empathize Card (300270)

-
Shoes

+11 470066.png Illusion Sprint Shoes [1] (470066)
4995.png Rune of Strength Lv2 (4995)
4995.png Rune of Strength Lv2 (4995)

300144.png Abysmal Merman Card (300144)

300144.png Abysmal Merman Card (300144) requires to also use 300150.png Abysmal King Dramoh Card (300150) in headgear
Accessories 300278.png Void Mimic Card (300278)

Automatic Boosters are pretty close to Varmundt Accessories at a fraction of the price if you can find the modules
At least 1xGW Ring with +30 Cri can help a lot when leaning towards TFB stat-build which lacks natural cri.


Shadow Gears and Costume Stones

Slot Item Notes
Headgear (Top) 1000968.png Sura Stone (Top) (1000968) -
Headgear (Mid) 1000969.png Sura Stone (1000969) -
Headgear (Low) 1000970.png Sura Stone (Low) (1000970) -
Armor +10 24679.png Maximum Mammoth Shadow Armor (24679) -
Weapon +10 24386.png Infinity Shadow Weapon (24386) -
Shield +9/10 24746.png Separate Reload Shadow Shield (24746) -
Garment 1001738.png Inquisitor Stone (Garment) (1001738) and 1000855.png Critical Stone (Dual) (1000855) 5240.png Will of Faith Lv10 is necessary for maximum benefit
Shoes +10 24680.png Maximum Mammoth Shadow Shoes (24680) -
Accessories +9/10 24661.png Full Penetration Shadow Earring (24661) and +9/10 24662.png Full Penetration Shadow Pendant (24662) -


Buffs and Consumables

  • 2347.png Gentle Touch-Change (Sura): Minor attack (flat and percentage) boost
  • 5238.png Powerful Faith (Inquisitor): Nice +15 P.Atk for free


The Final Chapter: 5252.png Third Flame Bomb

Third Flame Bomb vs COGH Level 10 Amdarais

Third Flame Bomb is a three-step combo that ends in a 7x7 AOE finisher based on melee dmg and your total health.

To be able to use the combo, it's necessary to activate the following three buffs in order: 5246.png First Faith Power -> 5247.png Judge -> 5254.png Third Exorcism Flame

While the first buff does not cost AP, upgrading to the final buff will consume a total of 100 AP (if the skills are maxed, if they are not, more AP is consumed). When done correctly, a bright golden circle appears behind the character.

The easiest tool to recover AP (when there is no healer NPC nearby) is casting Explosion Blaster. Since it's a self-targeted skill it can be used at anytime without requiring a target monster. However, this is usually only necessary when dying inside an instance. Using the Third Flame Bomb combo repeatedly will quickly recover any AP lost by activating the buffs to begin with.


Brand Mechanic

The combo itself uses a "brand"-mechanic. This is a kind of mark that is applied to all targets that are hit by a combo skill. The general flow is:

  • 5245.png First Brand will apply "Brand"-status on all monsters in a 7x7 area around the target
  • 5248.png Second Flame can only be used against targets with "Brand"-status. When hitting the target, all monsters in a 7x7 area receive the "Judgement Brand"-status (regardless if they had any brand on them previously). This will remove the "Brand"-status.
  • 5252.png Third Flame Bomb can only be used against targets with "Judgement Brand"-status. When hitting the target, all monsters in a 7x7 area will receive drastic damage. This will remove the "Judgement Brand"-status.

With the brand-mechanics in mind, the following two limitations may appear:

  • On especially mobby maps, it can happen that the sprite of a monster with no brand or incorrect brand covers the correctly "branded" monsters, which can make it tricky or impossible to properly continue the combo. This can be fixed by simply restarting the combo from step 1, to ensure that all brands are applied in the right order.
  • Multiple TFB Inquisitors against one target can steal each others brand, which interrupts the combo of the others. This is an unfortunate one :(


Third Flame Bomb with Dimensions gear

With the introduction of Dimensions gear (400538.png Time Dimensions Rune Crown(Inquisitor) [1] (400538) + 560060.png Dimensions Judgment Knuckle [2] (560060) ) from Depth 2 dungeons, there are now two alternative ways of casting Third Flame Bomb, each with their own advantages/disadvantages:

  • One-Button TFB: This is the more obvious use of the new Depth gear combo, as it allows you to autocast the full combo by just using the initial skill (First Brand). Since First Brand doesn't need any AP buff, and autocasted skills ignore the buff requirements, this allows the usage of TFB at any time - effectively negating the need of AP buffs or AP in general. The downsides are, that auto-casted skills also don't gain any AP, and more importantly, First Brand CD increases by 1.5s to a total of 1.8s. This results in a dps loss as the additional damage from the newer gears cannot mitigate the heavily reduced rate at which the skill can be used. That being said, one-button TFB still has its uses when you anyway oneshot a monster and the fights are spaced out a little (e.g. Geffen Nightmare Arena).
  • Gear-Swap combo: The recommended way of incorporating the new Dimensions gear, is by switching gears mid-combo. The autocasts work like a chain, meaning First Brand will cast Second Flame, and when Second Flame is casted, it will cast Third Flame Bomb. This means that using First Brand will result in all three skills being autocasted, but it's also possible to use Second Flame and only autocast Third Flame Bomb. This is the key to success, as it allows to use First Brand without the gear combo in place (= no increased cooldown on First Brand), then swap back to the gear combo and use Second Flame for an autocasted Third Flame bomb. That approach has multiple advantages: TFB is now possible every 0.7s, it can be easier to use consistently (with a good smart-keys setup), benefitting from the higher damage of newer gears without downside.
Red slots use smart-keys

See related image for an example smart-keys setup. The hotkey-slots marked in red need to have smart-keys active in order to automatically have a click on the target when the key is pressed. When setup correctly, it's possible to simply press both keys above, followed by both keys below, to perform the full combo while also swapping gears back and forth. Having Third Flame Bomb on the bar is not necessary anymore as it'll be autocasted after Second Flame. The example shows swapping of weapons, but usually it's better to swap headgears instead to not lose any potential endows. Swapping the weapons allows for multiple Dimension Headgears to be in the inventory at the same time (e.g. if swapping between Explosion Blaster build and Third Flame Bomb build). This whole idea has been adopted from players on kRO.


Stats

  • Str: 120
  • Agi: 60 - 90

Getting to 190+ aspd is highly recommended for a smoother combo

  • Vit: 120+
  • Int: 60 - 90
  • Dex: 90
  • Luk: 30


Traits

  • Pow: 110
  • Con: 110
  • Crt/Wis/Sta: 72

After maxing Pow/Con, the remaining points can be put into any defensive trait. However, I would recommend putting it into Crt if planning to use Explosion Blaster with the same stat-build.


Secondary Stats

  • Aftercastdelay reduction: 0% or 40%+

The recent rebalance added 0.7s aftercastdelay to Third Flame Bomb, the last step of the combo. I found 40%+ to be a decent enough value to perform the combo just fast enough. Fortunately, this can already be achieved with offensive endgame gears without intentionally sacrificing damage for it: 15% (Dim Enchant) + 15% (Grade A Glade Rune Manteau) + 10% (Depth Armor) Separate Reload Shadow Shield can also be used to compensate missing gears to some extend. However, when using the new Dimension Gear combo and autocasting Third Flame Bomb after either First Brand or Second Flame (with the swap technique), then 0% aftercastdelay reduction is needed.


Gears

Endgame

Slot Items Cards Notes
Headgear (Top) 300174.png Melted Poring Card (300174)

When using the gear-swapping technique, Dimensions crown is easily best in slot as it yields higher dps in both ways: higher damage per hit, and more frequent usages of TFB. Crown of Beelzebub is only here for players that prefer to use the full manual combo (but it's highly recommended to learn the swap-way instead).

Headgear (Mid) 410233.png Gambler's Seal [1] (410233)
Melee% or HP% enchants
300174.png Melted Poring Card (300174) Alternatively any mid-headgear with hp% enchants
Headgear (Low) - Blood Sucker is especially strong on TFB build - extremely high sustain
Armor Engraved Flame Earth Armor is currently the best-in-slot option
However, at this point in time I'd recommend going Nebula of Power instead when starting from scratch, as it will be best-in-slot when Hall of Life is released (soon™).
Use Two Eyes Dollocaris Card only if armor is +12, otherwise Shelter Card unless you have these MVP cards
Weapon Judgement Knuckle (without enchants) beats fully enchanted Dim Glacier weapon by roughly 3~5% at +12 A.
However Dim Glacier also grants valuable utility with its +15% acdr and +15% aspd.
Judgement Knuckle will mostly start shining when combined with headgear (see headgear section for details).
With my current setup I found Wanderer Card to be about 0.5% stronger, but Punch Bug also works against small monsters.
Shield Illusion Guard is still best-in-slot for raw damage, but Glacier Guard can be a good compromise between damage and survivability in tougher content.
Garment +11 [A]480231.png Glade Rune Manteau [1] (480231)
310922.png Power of Varmundt Lv3 (310922)
Happy Card is required when using Shelter Card in Armor
Shoes Boots of Unknown Life have the highest damage potential when the effect procs (which it does relatively consistently when mobbing), but Glade Rune Boots can be a great option to ensure consistent damage in all sitations.
E.g. with my current gears, Boots of Unknown Life will deal around 1.6b damage without proc, and 2.8b damage with proc. Where as with Glade Rune Boots, damage is consistently at 2b.
Accessories 300076.png Broken Beta Guards Card (300076) -


Future gears (currently not obtainable)

Slot Item Notes
Garment

Hall of Life
480349.png Circulation of Life: Spring [1] (480349)
312488.png Physical Seed Lv10 (312488)
312503.png Physical Leaf Lv5 (312503)
312513.png Physical Flower Lv5 (312513)
312538.png Physical Fruit Lv20 (312538)
312578.png Life of Spring Lv20 (312578)

Circulation of Life: Spring
Info by Sigma
No idea yet how these enchants work, how they level, which slots etc.
Accessories

Hall of Life
490483.png Signet of Circulation: Spring [1] (490483)
312981.png Token of Life (312981)
312986.png Signet of Power Lv5 (312986)
313012.png Life of Spring (Power) (313012)

Signet of Circulation: Spring
Info by Sigma
Again, unsure how the enchanting system will work. These enchants will most likely make Nebula best for armor-slot again.


Midgame

Slot Items Cards Notes
Headgear (Top) +9 400110.png Crown of Beelzebub [1] (400110) 4582.png Bungisngis Card (4582) -
Headgear (Mid) Any slotted midheadgear
Melee% or HP% enchants
27351.png Rigid Sky Deleter Card (27351) -
Headgear (Low) - Blood Sucker is especially strong on TFB build - extremely high sustain
Armor

+11 450177.png Gray Wolf Suit [1] (450177)
310542.png Wolf Orb (Melee Duple) (310542)
310509.png Wolf Orb (Warrior) Lv.3 (310509)
310506.png Wolf Orb (Warrior) Lv.2 (310506)

4393.png Shelter Card (4393)

-
Weapon +9 560032.png Glacier Knuckle (560032)
311352.png Glacier Flower Spell (Physical - Element) (311352)
311350.png Glacier Flower Spell (Physical - Size) (311350)
311348.png Glacier Flower Spell (Physical - Race) (311348)
311342.png Glacier Flower Spell (ATK) (311342)
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Shield +11 460017.png Illusion Guard [1] (460017)
29010.png Rune of Vitality Lv2 (29010)
29010.png Rune of Vitality Lv2 (29010)
300465.png Elite Rgan Guardian Card (300465) -
Garment +11 480124.png Convertible Physical Wing [1] (480124)

300271.png Happy Card (300271)

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Shoes +9 470115.png Snow Flower Boots [1] (470115)
311120.png Ice Flower Spell (Unlimited Vital) (311120)
311119.png Ice Flower Spell (Physical Force) (311119)
311113.png Ice Flower Spell (Vital) (311113)

4381.png Green Ferus Card (4381)

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Accessories

490056.png Brilliant Light Ruby Ring [1] (490056) / 490057.png Brilliant Light Ruby Necklace [1] (490057)
310236.png Solace Lv5 (310236)

300076.png Broken Beta Guards Card (300076) -


Shadow Gears and Costume Stones

Slot Item Notes
Headgear (Top) 1000968.png Sura Stone (Top) (1000968) -
Headgear (Mid) 1000969.png Sura Stone (1000969) -
Headgear (Low) 1000970.png Sura Stone (Low) (1000970) -
Armor +10 24679.png Maximum Mammoth Shadow Armor (24679) -
Weapon +10 24386.png Infinity Shadow Weapon (24386) -
Shield Durable Shadow Shield is prefered, unless manual TFB combo is used and the ACDR of Reload Shadow Shield is needed
Garment 1001738.png Inquisitor Stone (Garment) (1001738) and Keep in mind that 5240.png Will of Faith Lv10 is necessary for Inquisitor Stone combo to be beneficial for TFB build
Shoes +10 24680.png Maximum Mammoth Shadow Shoes (24680) -
Accessories +9/10 24661.png Full Penetration Shadow Earring (24661) and +9/10 24662.png Full Penetration Shadow Pendant (24662) -

Note: I believe Infinity Shadow Weapon is necessary since we use Knuckles (100/100/75 size-mods), but was told that the partial RES-pierce of fully enchanted Master Shadow Set does outperform blue shadow gears in most endgame-places.

Huge thanks to Binho who was able to provide some numbers here: Fully upgraded/enchanted Master Shadow Gear can be up to 5~7% stronger in extreme cases (625 RES) and starts to shine at around 300 RES (e.g. Depth monsters), otherwise blue shadow gears are the easier and stronger choice. Additionally, blue shadow gears allow for flexibility to swap single pieces for utility without having to break def-pierce, and are not locked to a single skill like Master.


Buffs and Consumables

  • 2347.png Gentle Touch-Change (Sura): A slightly stronger option than 2348.png Gentle Touch-Revitalize while also buffing aspd slightly.
  • 5238.png Powerful Faith (Inquisitor): After hp% from buffs have been fixed, +15 P.Atk is our best option.
  • 5246.png First Faith Power -> 5247.png Judge -> 5254.png Third Exorcism Flame (Inquisitor): Required in order to be able to perform the Third Flame Bomb combo at all.


Thanks

Special thanks to these players which helped me along the road with build discussions, theory-crafting and hints:

  • Binho
  • IntrepidEnigma
  • Rgasm
  • Toru
  • Zapallo

And another huge thanks to the GM team and their dedication!