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Post by Krazilid on Jan 1, 2005 9:21:27 GMT -5
[glow=blue,2,300]Krazilid's Str/Vit/Dex spear Knight guide [/glow]
Contents 1. What is so good about a spear Knight? 2. Some information you might want to know about statistics (stats) (a)Str (b)Agi (c)Vit (d)Int (e)Dex (f)Luk 3. Stat points for a job 50 Swordsman/Swordswomen 4. Stat points for a job 50 Knight 5. Stat points for a job 50 Lord Knight 6. Becoming a Swordsman/Swordswomen 7. Becoming a Knight 8. Skill use (a) Swordsman/Swordswomen Skills (b) Quest Skills (c) Knight Skills 9. Beginning stats for a knight 10. What sort of stats the str/vit spear knight should have 11. Equipment (a) The rich mans items (b) The poor mans items (c) Cards for armour sections 12. Weapons (a) One handed spears (b) Two handed spears (c) Weapon cards 13. Card Compounding 14. Elemental weapons 15. Levelling 16. PvP (a) Knight (b) Assassin (c) Hunter (d) Wizard (e) Priest (f) Blacksmith
(g) Crusader (h) Rogue (i) Bard (j) Dancer (k)Sage (l) Monk (m) Alchemist 17. WoE 18. Acknowledgements 19. Updates
Introducion Well since my favourite class in Ragnarok is the Knight, it was in my interest to learn more about them, mostly looking and different guides on the internet and a bit while playing. The guide is to try and help people to understand some basic’s when it comes to building a Knight. Though I’m not very experienced at RO so I might make mistakes, feel free to add some constructive criticism.
Keep in mind that I’ll most likely be only talking about Spear knights, instead of the Sword knight. Even though using swords is much better for PVM (Person Vs. Monster), Spear Knights excel at WoE (War of Emperium), PVP (Player Vs. Player), MVP (Killing ‘bosses’) and in my opinion, easier to level at high levels, at least in terms of MvP, PvM is a nightmare.
Also, I will not go on about the Lord knights, mostly because not all of their skills work. Though I might add something about that stats such as the lovely +15 to str.
Feel free to copy this guide or what not, but please don't claim it as your own, or use it for financial gain (not that i can see how you can possible do that).
1. What is so good about a spear Knight? Spear knights main strength is the use of the spear skills, unlike sword who mainly rely on their aspd from two-hand quicken, Spear Knights must use spear skills in order to use them to their maximum potential, epically since the aspd with a spear is quite slow (If you do want to use a spear quickly go make a crusader.). Also, even though the Spear knight cannot dodge like agility (agi) hunters, assasins, or agi knights, they make up their survivability rate with the use of a high vitality (Vit), in some way it’s better then agi since you can handle mobs though you be using a lot more potions (pots). Knights have the highest Vit to health (hp) ration in the game (surprisingly assassins have the second, not crusaders) so be sure to make great use of this by pumping it up.
In official Knights also have the highest defence (def), even though the crusader armour is better, it’s more rare to see a +7 or higher legion plate then you would a full plate. Because of the great hp and def, Knights make great tanks, though it’s debatable whether they are the best tanks because priest can heal themselves as well as heal/buff the one being tanked. The ultimate tank would be a mental strength monk, having 90 def/mdef is godly.
2. Some information you might want to know about statistics (stats): (a) Str: Most important stat for a spear knight as it adds a lot of damage. Strength is calculated in terms of a group of 10. i.e 40,70, etc. Each str added adds an extra attack. There is a bonus when str is made into groups of ten. The calculations are (Str/10^2) which means with a str of 100, you get and extra 100 added to the already attack of 100 from adding to str, making a total of 200.
Str also adds 30 to maximum weight per str.
(b) Agi: Agi is used for faster aspd, and dodge. Some classes make great use of this, like sword knights, it’s a great stat, but spear knights don’t need this unless you plan to go hybrid (agi spear knights aren’t effective)
Extra: Seems like gravity nerfed my favourite skill in the game, spear boomerang. Now it’s has a greater cast delay, though it can be shortened, it depends on agi. As much as I hate this, I can’t do anything about it. (Curse you Gravity!) So if you live and breath spear boom and not really care about piece or brandish, feel free to go make a hybrid. (I would say more about Gravity, there might be under 15 or so.)
(c) Vit: This is the second most important stat for a Spear knight, this raising vit def and increasing the maximum hp. This also increases the amount that pots heal you, added with hp recovery, it’s quite a lot. There is a hidden bonus of +1 Int style MDEF per 2 points though I’m not sure if this is true or not.
Increasing vit also decreases the chance of being afflicted by the negative status affects of Poison, Silence and Stun. With a vit of 100 it’s rumoured your immune to stun, not that it matters since once you do get stunned, it won’t last half a second.
There is a bonus to vit def at every 20 or 30 levels, though it only adds one so it’s perfectly aright to have a vit of 78 instead of 80.
(d) Int: I’ll just list the things important for a knight. Since a spear knight without spear skills is very bad, running out of sp would be just that. Even though piece is quite cheap being only 7 sp, if your going to go level, it takes up quite a lot of sp. Though there are more important stats, but if there is any spare, then feel free to add some to int, it makes levelling so much more easier.
Every 6 and 10 level of int raises the sp recovery which is what spear knights want, for best results have 30,60,90. Not that you should go that high since your other stats will suffer.
Increasing INT also decreases the chance of being afflicted by the negative status affects of Blind, Sleep and Stone Curse.
(e)Dex: This is probably the third most important stat for a spear knight. Dex has a few effects:
1. It increases the minimum damage, so your max hit and your min hit will be very close, this actually improves your average damage (dmg) quite a bit, so it’s a good stat to invest in after str and vit.
2. Increases hit rate, this is good for hitting high flee monsters, even though you do get hit from your base level (blvl) if you want to go MVPing you should have a high dex to hit the monsters. Another way to solve hit is using mummy card (or phreeomi but that’s a mvp card so good luck). But it makes you have less slots so you do a lot less damage.
3. Increases your aspd, not as much as agi would but its still there.
4. It give more attack though a lot less then strength, but since you need dex anyway, there is no reason not to like the extra damage.
5. Increases the speed of some skills, such as piece and spear boomerang. Not as much as agi would but with a high enough dex, you can spam piece quite fast, though spear boom is still unfortunately quite slow.
Dex also lessens the casting time of spells, quite useless to a knight.
(f) Luk: Well, this is useful to those going the path of critical like crit assassins, or agi/luk sword knights. It’s quite useless for a spear knight as critical does not work with skills. Luck makes the chances of being crit less.
Every ten levels you get a perfect dodge, perfect dodge can dodge even critical attacks.
Increasing LUK also decreases the chance of being afflicted by any negative status affect, I think all, but a lot less then either Vit or Int.
3. Stat points for a job 50 Swordsman/Swordswomen: Str: +7 Agi: +2 Vit: +4 Int: +0 Dex: +3, Luk: +3
4. Stat points for a job 50 Knight: Str: +8 Agi: +2 Vit: +10 Int: +0 Dex: +6, Luk: +4
5. Stat points for a job 50 Lord Knight: STR+15 (Best stat increase for lord knight) AGI+8 (now agi knights get a good increase in stats) VIT+8 (less now, but str easily makes up for it) INT+2 (actully has an increase now, quite good for spear knights) DEX+9 (3 more dex, so getting to 60/70 is a lot easier) LUK+3 (bah, luck isnt' useful for majority of knights)
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Post by Krazilid on Jan 1, 2005 9:28:21 GMT -5
6. Becoming a Swordsman/Swordswomen: (Spoilers) Must be job lvl 10. Go to izlude and go to the building on west building. Quite simple really, just go through the maze. Don’t fall.
7. Becoming a Knight: (Spoilers) There are a few parts to this, though you must be level 40-50. The building to become a knight is in Prontera, ask a guide NPC and you’ll find where the building is. Talk to the NPC’ in the building called Chivalry Captain or Herman. He’ll ask you to speak to the NPC’s in the room.
He’ll direct you to find some items for him.
First NPC is Sir Andrew, you’ll have to collect something for him unless your job level 50 which I strongly recommend since you’ll want to skills points in endure and provoke. However, if you want to change before 50, you’ll have to play virtual scavenger hunt. I personally hate this quest, I don’t like having to waste ages on this one which is why I repeat, try to go job 50.
Task 1, Bug Leg (5) Argos drops the Bug Leg.
Task 2. Maneater blossoms (5) Flora drop the Maneater blossoms
Task 3 Heart of Mermaid (5). Obeaune drops the heart of mermaid
Task 4. Clam Flesh (5). Shellfish and sea otter drop the clam flesh. (Though I don’t think sea otters are such as good idea since their quite tough, though shellfish are easily killed.)
Task 5. Old Frying Pan (5). Magnolia Drops the Old Frying Pan
Item#6. Snail Shell (5ea). Ambernite drops the shells.
It’s a pain to get, but it’s not hard, just a pain. So go job 50 if you can.
The second NPC Sir Siracuse, he just ask you questions about things. Quite easy especially compared with some of the other NPC quests.
Answer#1> FLAMBERGE is not affected by 2-hand Quicken. Answer#2> PROVOKE lv.10 is not required for Bowling Bash. Answer#3> SPEAR BOOMERANG lv.3 is not neccessary to learn Brandish Spear. Answer#4> ZEPHYRUS can attack a Nightmare. Answer#5> 80% is the correct amount. Answer#6> TELL THE NOVICE a reasonable hunting area. Answer#7> PROTECT EVERYONE in the front of the Battle. Answer#8> HONOR is the most important value of a knight.
The third NPC is Sir Windsor, this one is quite hard, actually, it’s the hardest of all the NPC’s quest for becoming a Knight. You are teleported to a room and have to kill everything in the set time given.
Round#1> Argos(2),Dustiness(4),Andre(2),?(2) Round#2> Desert Wolf(2).Drainliar(4),Frilldoras(2) Round#3> Goblin(6),Steam Goblin(1) Please inform me if there is something wrong and to fill out the blanks.
The forth NPC is Lady Amy, she asks a few questions. Really easy.
#1> OPEN #6> INQUIRE #2> OBSERVE #7> TELL #3> BLOCK #8> LEAD #4> INFORM #9> WOULD #5> DECIDE #10> ASK
The fifth NPC is Sir Edmund, now… this is either the hardest quest, or the easiest quest. Just depends on your patients. Basically, your send to a room full of passive weak monsters, and you are not allowed to kill them. Just stand there till the times runs out, five minutes about.
This will either make your pull out your hair screaming “Just one! All I ask is to let me murder that one poring!” Or you could go get a can of coke, of talk to friends. Anyway after a few minutes your free and can go murder some porings and lunatics now.
The sixth and last NPC is Sir Grey just answer his questions and you’ll be fine.
#1> Stronger. #2> to Protect others. #3> there are those waiting for me. #4> friends.
Though some other answers are perfectly fine, though these are the ones that Gravity want you to pick.
The last thing I will add is that there is a NPC called jobchange, that’ll do the same thing for a small fee. The reason I added it last was, if you did the entire quests and then read this part, and you feel stupid and angry because you didn’t want to do it officially, it’ll teach you to read before you do something. Though I recommend you to do it officially for the sake of feeling better. Though the NPC does take only a few seconds.
8. Skill use: Before I begin, let me say that I am not going to add the skill description of the skill or the increase of whatever it does per level. There are many sites that do that already, including the main one. Though I might, if people want me too, though it might be outdated later.
What I will do however is say what use it might have and how many levels is recommended. And any other thing I might like to add.
Since the only skill from novice that is useable is first aid, I’ll skip it. When you have above 10k health, healing 5hp per first aid is really a pain, unless you like clicking thousand of times and having your finger turned hard.
(a) Swordsman/Swordswomen Skills: Increase HP Recovery (passive): The heal regeneration is really handy while levelling, and the extra health you gain from pots is extremely good for any purpose at all. (PVM, PVP, MVP, WoE) Recommended Level: 10
One Handed Sword Mastery (Passive): Even though you’ll be using spears as a spear knight (duh) you’ll still need to level as a swordy, and spears are bad without the spear skills which you don’t have, so go for swords. Go either this or two handed sword mastery. Recommended Level: 1 or 10
Two Handed Sword Mastery (Passive): This is an alternative to one handed sword mastery, or just one point to have counter. Though I’d recommend going one handed as it saves skill points. Recommended Level: 0, 1 (if going for counter), 10 Bash (Active): This is a great skill as it does provide some good attack, it also adds +5 hit per level making +50 hit as level 10. Even though you should max this, use level 5 until your sure you can handle the mana (sp) costs. This skill is even useful after you turned into a knight because with fatal blow, you have a 30% change to stun a target (depends on their vit) Recommended Level: 10
Magnum Break (Active): Well, I used to think this skill wasn’t that good, and after Gravity changed it recently, I can be glad to say I think its horrible now. Though it’s the only mob skill as a swordy, I would leave it at 0. Recommended Level: 0 or 3 (If your going for bowling bash)
Provoke (Active): This skill is very useful for agi sword knights as you can hit them for a lot, and can still dodge them. The vit spear knight can also use this, as some monsters have low attack but a load of hp and def. Still be careful when you use it. It can also be used in PVP or WoE on classes that don’t use attack such as wizards. Recommended Level: 5 (for endure), 6-10
Endure (Active): This skill is quite good as you don’t flinch, but Gravity may make it so it wears off after 7 hits making this skill only useful for escaping only. Though if they don’t, it’s quite a good skill to invest in. Recommended Level: 1 (For PecoRiding), 2-10
(b) Quest Skills: Even though there is a NPC to get all of them, the big problem is, you get ALL of them, including the dreaded auto berserk. So you man consider doing moving HP recovery and attack weak point on their own.
Moving HP Recovery (Passive): Well, this is quite useful, but not essential. The rate is still slow, but there are no bad effects to this. Just need patients to get the bottles.
Attack Weak Point (Passive) Very useful if you have a level 10 bash. It gives 30% change to stunning something (based on vit) I’m not sure if monster vit has an effect on this, but I do know players effect does. So if an assassin in PvP doesn’t have any vit, just stun them, and re-stun them until they die.
Auto Berserk (Passive): This one may be aright for agi sword knights since they don’t get hit while they can do a lot of damage, this one means death for a vit knight. Vit knight depends on def and health to keep him/her alive. And halving the def is a really bad thing, especially if you’re on low health. I really recommend skipping this quest unless you’re a agi sword knight.
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Post by Krazilid on Jan 1, 2005 9:28:56 GMT -5
(c) Knight Skills: Two Handed Quicken (active) This skill raises your attack aspd quite a lot, it’s actually really good. Too bad you need a two handed sword to use. Recommended level: 0 or 10 (if ago sword knight)
Pecopeco Riding (passive): A must have for spear knights as it increases the spear damage with spear mastery. Also you need to have this to be able to have brandish spear. And be riding on a peco to use it.
Pecopeco also makes your knight a lot faster, so travelling isn’t as big as a pain, however, the best use of a peco, is that it makes the spears penalty of only 75% damage to medium back to the full 100%. Which is great since the majority of monsters in the game are medium. Small monsters are still a pain as the penalty of 75% still applies, to add insult, piece only hits them once.
Cavalier Mastery (passive): Increases your asdp back to normal while riding on a peco. Without this, your aspd is even slow then it already was. However, since it’s the spear skills that make spears great, you can leave this along if your sure you have enough sp to last all the time.
However, I’m not sure if this affects the speed of piece and other spear skills or not, I might have to test it later. If it does, then max this without a doubt. Recommended Level: 5
Counter Attack (Active): I really don’t know much about this skill, I tried it on a wanderman and it missed all the time, so I don’t like this much. Though someone might find a good use for this, but until then…<br>Recommended level: 0 or 5 (For bowling bash)
Bowling Bash (Active) The highest damaging skill a knight has, though if you are using spear, brandish is a much better mob skill. Plus it’s much better for PvP and WoE as it can attack more then one player. Even if it was better the brandish, it wouldn’t be worth getting, as it takes a load of skill points to get too. Recommended Level: 0 or 10
Spear Mastery (passive) This adds a lot of damage to your spear especially if you’re riding on a pecopeco. Recommended Level: 0 or 10 (for spear knight)
Pierce (active): A very good skill as it does quite a lot of damage, especially to large sized monsters. Though bash does the same to medium size monsters and stuns the monsters, Pierce can be spammed much better and so the monster flinches more, plus compared to the sp cost of 22 for bash, it’s only 7 for pierce. Making it better then bash for medium. Though you still want bash for small as pierce only hits it once. (Thank goodness Gravity didn’t nerf this skill as they have done with the likes of spear boomerang.) Recommended Level: 0 or 10
Spear Stab (active): This skill doesn’t do much damage, spear boomerang does more. However it does push the target back. So you can spear stab, then spear boom a few times then spear stab again. It’s also good in case a monster mobs you in the wrong direction so brandish won’t hit all the monsters. Though this doesn’t work in WoE, not that I can see why you would want to. Recommended Level: 0, 3 (to get brandish), 4-10
Brandish Spear (active): This is an excellent mob control skill, hitting things from even four tiles away though at a cost of lower damage. This can also hit cloaked hostiles, though you’ll have to hit a non-cloaked hostile first and have the cloaked hostile in the range. Just to clear up some things. The damage of Brandish spear is NOT 300% at close range. It does more damage the spear boomerang at close range. The real damage is about 550% so it’s only a little bit behind bowling bash’s damage. But the penalty for monster a few tiles away still apply. Recommended Level: 0 or 10
Spear Boomerang (active): Well, this used to be my favourite before Gravity screwed it up by giving it a massive delay time. This makes this skill not as good as it used to be. The spear stab, spear boomerang trick is no longer good as you’ll have to wait before you can use spear stab again. The damage is still the same which is quite good. Even though it’s nerfed it’s still a good skill and should be maxed. Recommended Level: 0 or 5
9. Beginning stats for a knight I recommend starting off with 9 agi, 9 str, and 9 vit. This way you will have an easy time levelling as you have high damage, high vit def and health, and good dodge. The best thing is that this suits agi sword knights and str/vit spear knights. Though I wish that I could start with 9 dex, 9 str and 9 vit, for a spear knight, the agi does help levelling at lower levels and makes skills faster such as pierce and spear boomerang.
10. What sort of stats the str/vit spear knight should have By no means do you have to follow this, but it gives a slight idea of what stats to build up to.
Strength: 100 or 110. The extra damage added is quite a lot, and couped with the spear skills, it does a lot of damage. With less then 100 str, your spear output damage will be much to low, making levelling or fighting other players incredible bad. It’s not too hard to get 100 str, as you get +8 str at job level 50.
Agility: 9+? = ? No need to add any more agi then what you have from the start, agi is not as important as the str, vit and dex. Though it does help you attack faster and lessens the cast delay of spells like spear boomerang, it’s not worth placing any stat points into.
Vitality = 80, 90 or 100 Since vit bonuses at either 20 or 30 (hearing different things from different places, though I could test this out later). But it is not essential to have it at a decimal of either 20 or 30, reason being, it only adds on vit defence which is not that useful at higher levels. Though you will still need around 80 to have a good hp, and the high vit def is still important, though normal defence is much better.
Though you can have vit at 100, I don’t recommend it since your stats will greatly suffer, though if you only want to party with others and be the tank, go for it, though it’s most likely you won’t be the MVP unless you get hit a lot. Another good reason to have vit at 100 is that it makes you immune to stun.
Intelligence: anything a decimal of 6 or 10. Or leave at 1. This is mainly for a small increase of sp, and sp regeneration which is what knights want as they spam skills like pierce. If you have good items, then you might have some left over stat skills, if so, int is a great investment as it makes levelling much easier since you don’t have to wait for sp to recover and less zeny on buying pots. It’s also useful for WoE as you want to be spamming skills and white pots instead of blues or honey.
Dexterity: 50, 60 or 70 At least have a dex of 50 to make levelling easier, with anything less, hitting things without an ancient weapon (mummy cards) is a pain. Though over 70 is overkill and will effect your other stats. There are a few reasons why to have such a high dex, most are mention in the dex section above. Although it’s a great skill, concentrate on str and vit before you get dex very high (although you still need a bit of dex at the start to level on).
Luck: 1 Leave it at the base, you will not need luck whatsoever in a str/vit spear knight build. Though you could make it so it adds up to 10 for a perfect dodge, I would rather spend the extra stat points on intelligence.
The following stat build is my own in case anyone wants to know. Mind you, this is with items, not including items such as Indian spiritual hat or lord kaho sort of items. Str: 92 +8 +8 +1+1 = 110 Agi: 9 + 2 +1 = 12 Vit: 70 +10 = 80 Int: 26 Dex: 64 + 6 = 70 Luk: 1 +3 = 4
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Post by Krazilid on Jan 1, 2005 20:32:37 GMT -5
11. Equipment The spear knight is a very strong class to play and is very versatile, however, making a good spear knights are extremely expensive and takes many zeny to get these items. Though they may be expensive, having them will make you a one man army (though you’ll still love to have a full support priest/priestess (Heal Slave)), in terms of levelling. WoE you need to work as a team with many classes.
Anyway, I’ve included some items for godly rich people, and one for slightly less. I didn’t add a poor mans guide to items because unfortunately, a poor spear knight isn’t that good, it will even lose to many high end monsters and players.
Weapons will have its own section because it’s just too long.
I didn’t include some refine, I recommend you over upgrade. Though I recommend you do whatever you want. It’s for a general idea, don’t blame me when you wasted a few hundred million zeny trying to get a +10 socketed full plate. Also middle, lower, and assories cannot be refined.
Most importantly, I did not include godly items such as GM items or guild items such as helm of god, lord kaho horns, etc. If you happen to have one, then you should know enough what to swap around and adjust your stats accordingly.
A ‘S.’ in from of a item name such as ‘S.Helm.’ means that the item is socketed.
(a) The rich mans items (The best items you can get for a spear knight)
Helm 1 (Upper): Bone helm, S.Helm, poopoo hat. Bone helm may be expensive to over upgrade but the extra one defence is great. The extra damage you take from dark is negligible unless you MVPing, still, it doesn’t matter that much. Socket helm is the best helmet if you can over-upgrade it, put in a Deviruchi card in it if you can for the +1 str, which is very handy. And also to keep your from being blind, which is annoying and spear boom isn’t effective anymore.
Helm 2 (Middle): S.Sunglasses, Fin helm, Masquerade The sunglasses will be a pain to find since you can only get it from old purple boxes or old violet boxes, I’m not sure which. Though it has to defence, you can add cards to make it a very good item. A good card is Deviruchi (combined with S.Helm the 2 str means an extra 20 stat points to go to dex, vit or int.)
If you want def instead of the extra str go for fin helm, 2 def for middle is the best you can get. Masquerade adds a bit of damage though a S.Sunglasses would be better imo as well as fin helm. Though if you want to go all out damage or have some sort of fetish, go use it.
Helm 3 (Lower): Iron chain It’s called iron cain in RO though it’s a typo. It’s one def but it’s the best you can get as a lower helm. Though if you think it’s too ugly and you don’t mind losing one def, you can leave it or add something to make you look good. In WoE and PvP however, looks doesn’t mean anything, you’ll look better wearing and iron chain then be lying dead.
Armour: S.Full plate, S.Silk robe. Simply the highest def amour a knight can get. (Highest is legion armour which only crusaders can wear) Though it is expensive to over-upgrade it’s worth it with it’s high def, and you can put many cards in it. It’s also a pain to get as only hard monsters drop it like doppelganger, bloody knight and arch-angeling. Hmm... Good luck getting one.
I did include silk robe, it’s horrible for levelling, but quite useful for WoE against those wizards.
Shields: S.Shield, S.Mirror Shield. Well this items aren’t expensive, but they sure are useful. Though the MUST be socketed to have any use at all. For general purposes, all you need is a shield since there are not many monsters that use magic spells on you. Though you might consider using a mirror shield instead if you like WoE and have a thing for killing wizards.
Garment: S.Manteau, Ragmuffin Manteau S.Manteau provide the most defence and has a socket. Best for levelling and other purposes. Like so many armours, there is a choice to have a high mdef low def item. The Ragmuffin Manteau is good for wizards and WoE if you want to stop them.
Footwear: S.Boots, crystal pumps. Boots provide the highest def beshides safety boots, but have a socket which makes it far more superior. *Sigh* Once again we have a high mdef item called crystal pumps. Though this one is different as only female’s can wear them.
Accessory: Safety Ring, S.Ring Safety ring adds 3 def and mdef which makes this ring the best accessory for a knight if you don’t want strength. However, if you do want str (which you almost certainly want) is S.Ring or ancient ring. It adds +1 str and can be socked to add even more str. Warning though, getting a S.Ring is one of the hardest items you can get as only mobster (mini-boss I think, it’s rate is like 0.01%), stormy knight who happens to be a very hard MVP for a knight because of their incredibly high flee, or if your lucky enough to be a Guild leader of a guild occupying a castle, and really lucky to have it drop, it can be found in the guild treasure boxes. Though if you manage to get one, it’s really worth it.
(b)The poor mans items (The items aren’t cheap, but their poor for a spear knight)
Helm 1 (Upper): Helm, Majestic goat, Sphinx hat, poopoo hat. Helm can be brought from the shops so over-upgrading it isn’t such a pain. Majestic goat isn’t that easy to get, it’s 5 def is aright and the +1 str is good, but the rich man helms are much better. Sphinx is the same as the majestic goat except it has +2 str but also takes up the middle socket. So I don’t recommend this at all unless you have no fin helm. Poopoo hat is great for WoE, it’s not that expensive (or at least, shouldn’t be) but if your items are sub-par, you might not want to be in the WoE anyway.
Helm 2 (Middle): Fin helm Since Byalan (Biblian, izlude dungeon) is such a great levelling spot for swordy’s, getting a fin helm isn’t that hard. It’s pretty good as it adds 2 defence.
Helm 3 (Lower): Iron chain It’s shouldn’t be that expensive, Raydrics drop it and so do zombie prisoner so getting one shouldn’t be that hard as quite a few classes kill those monsters. Though if you don’t get it, it’s only one def.
Armour: Full plate, S.Chain mail, Formal Suit If you want high defence go for overupgrade full plate. Though if you insist on getting a socket to put your card into, go for S.Chain male or Formal suit, though formal suit as a lot less def then the other two, it is a lot lighter so you can bring in more whites.
Shield: S.Shield, Mirror shield. You can get S.Shield of a monster in byalan, so getting it isn’t hard at all, mirror shield might be, but you don’t need it if you have a shield.
Garment: Manteau, S.Muffler If you want defence go for Manteau, though if you want a socket go for Muffler. Though the best thing you can socket it them is so expensive, you might not want to waste it on a muffler (unless you have other chars who need it).
Shoes: Boots, S.Boots If you can kill Argiope, which you should at higher levels, getting a S.Boot shouldn’t be that hard at all. It’s also a quite popular levelling spot for archers and mages since they can snipe, so they might be selling it.
Accessory: Clip, Ring If you want str a normal ring adds +2 str, or you can use a clip to socket something.
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Post by Krazilid on Jan 1, 2005 22:19:17 GMT -5
(c) Cards for armour sections Since the list isn’t too long I’ll add the rich man and the poor man’s section into the one.
Helm 1 (Upper): Rich man: Deviruchi Card, Orc Hero Card Poor man: The only two useful cards are in the rich man section, also, if your poor, chances are you won’t get a socketed helm of any kind.
Deviruchi is adds +1 str and makes you immune to darkness, a very good card. Orc hero makes you immune to stun and adds +3 ( ? ) to vit. Though you most likely won’t be afraid of stun due to your high vit, having an extra 3 vit is very nice, plus the extra effect of no stun is still good no matter your vit. Though getting this is rare.
Helm 2 (Middle): Rich man: Same as Upper Poor man: Same as Upper
Helm 3 (Lower): Rich man: No sockets Poor man: No socketes
Armour: Well there are quite a few cards, but I’ll list those that are useful according to me. Also this will be quite long due to the many choices of the cards. Rich man: Angelring Card, Ghostring Card, Marc Card, Orc Lord Card Poor man: Marc Card, Picky Card, Savage Card, Steel Chonchon Card
I guess everyone has heard of angeling and ghostring card, but I’ll just add something. Ghostring may sound great, I mean, taking only 25% of the total damage, this includes your other items, which means you’ll be taking only 50-150 when it should be 1500-2000 (this couped with other items of corse). However the main problem is it only works in PvP and WoE, and then the only useful people are physical like swordies, thiefs, mercy classes, archers aren’t included since they mostly use silver arrows, which mean you take full damage. Angeling makes all elements of fire, wind, water, and eath down to 75% which is very good, you take extra damage from dark, but I don’t see anyone using that at all. It also makes you immune to holy, so anyone using a holy weapon, holy light, holy cross and Grand cross will have no effect on you. It’s also more subtle, as most people attack the person wearing a ghostring (which you can tell easily who is wearing it, angeling however is much harder to detect unless your some magic guru). Though it may seem like angeling is better, it depends who your against.
Orc Lord card is rare, though it reflects back 30% physical back, it’s not as useful as the others, I’d rather have a ghostring against physical people. But it does have it’s uses though I won’t know since I’m using it hypothetically, I’ve never actually used it before.
Marc card isn’t that hard to find, as it’s also in Byalan. It is however very useful in PvP and WoE since you don’t frozen, however, you take full hits from storm gust from wizards, so run the hell out of their!
The other cards add some stats like str, vit and def, choise whichever will suit you the most.
Shield: Rich man: Golden Thiefbug Card, Thara Frog Card Poor man: Ambernite Card, Andre Egg Card
Anyone whose been playing in a community will most likely have heard of the golden thiefbug card, and why not? It’s overpowered. Immune to all spells. This will make wizards useless unless they manage to get a +10 double bloody, double boned rod or something. However, your spells takes up twice the amount of sp, so be careful of getting it drained, and buffs and heals will fizzle on you, meaning you wont’ get those benefits. But it’s not a bad thing, espically in WoE where you can go past the pre-cast and kill the wizards to let your guild mates in. Though there is talk of nerfing it so it only adds 70 mdef instead if immunity.
Well I’m not too sure on cards that reduce damage from a certain type, they are useful for levelling, especially thara frog since you’ll level a lot on demi-human monsters such as High-Orcs and it’s the best thing you can have in PvP and WoE as people are demi-human. They are however, not as rare as you might think. Thara frogs are in byalan, (Gravity seems to encourage swordy’s to go there, since of all the items, and it’s in izlude.)
Well the poor man’s card mostly add hp and what not.
Garment: Rich man: Raydric Card, Whisper Card, Frilldora card Poor man: Well there are cards you CAN use, not any that I’ll put in a S.Manteau however.
Both are hard to get, but not impossible. Whichever card you use pretty much comes down to what sort of knight you are, if you’re a agi sword knight, whisper for that extra flee. But if you’re a vit knight, flee is useless and since you want to take less damage, Raydric is the way to go. Since this is a guide on str/vit spear knights, go for raydric.
You can use frilldora for the cloak or hide (can’t remember), but I don’t see why you would want a spear knight be cloaked.
Shoes: Rich man: Eddga Card, Moonlight Flower Card , Matyr Card Poor man: Eggrya Card
Don't use mvp cards for boots for a SVD knight, it's not as good as matyr or verit.
Matyr card adds 10% to your maximum health, it can make your hp go to 16hp at high levels and is very good, the +1 agi is an icing on the cake.
There is also verit card, which adds 8% to hp and sp. Now the question is which one to choose from matyr or verit. Well it depends on your build and how you play.
For agi, matyr hands down, extra sp is not needed (since it's basically click click click non stop), but for a SVD(strenth vit dex) knight it's quite different
Some calculations, with around 14k health at 99, the extra 2% from matyr adds 300 hp, while the verit adds around 50-100 sp (give or take). The sp will help you pierce a lot more resulting in better leveling.
I guess it depents which one you like, the sp is greatly favored for me, but if agi increases pierce and spear boom, then i'll take matyr, if not, verit for the lovely sp bonus.
Eggra adds 10% sp, kidna pale since the top two adds around 2k of hp.
Accessory: Rich man: Mantis Card, Osiris Card, Vitata Card Poor man: Creamy Card, Smokie Card, Horong Card, Tarou Card
Osiris isn’t worth having, there is a heal npc in town anyway to heal you to full. Even then it doesn’t do anything until you die, I’d rather stay alive.
Mantis is the card you want, it adds +3 str, and with an ancient ring (socketed), you have a total of +4 str, and this is just one accessory, slot, you can have two of these.
Tarou is a poor mans version of a mantis card, feel free to use it on a clip if you don’t have a normal ring, but DO NOT WASTE IT ON A S.RING.
Vitata is useful for a wizard, but we don’t have enough int to heal our massive hp. Even then, pots to a better job for a knight.
I added creamy, smokie and horong to the poor man sections, it doesn’t mean it’s cheap, just that I don’t ‘know where to place it.
The Teleport, sight and hide are useful, but not really needed. Though you might want sight for those annoying assassins, just remember to change it once you see them.
12. Weapons I will only being doing spears, and only the spears you need. Since if I add items that a knight can use, I’ll be writing a long list and more then half would be irrelevant. This might have a few sections since there are different types. There is no poor man or rich man guide except in the cards section, although pole axe is very expensive.
(a) One handed spears There are more then just two one handed spears, but I’m not going to list them since you won’t make a +10 quad bloody javelin unless you want people to see how ignorant you are.
On general, one handed spears are much better then two handed because it allows you do have a shield which makes killing anything so much easier.
Pike – I love this weapon, it is the best weapon you can possible have for a spear knight. When you look at it, it’s only 60 attacks, it seems quite small. But it’s a level one weapon so upgrading it to +10 isn’t that hard. Plus wormtails seem to drop it quite readily. But the best thing about this is that it has four sockets, which with a lot of strength can dish out quite a lot of damage. It’s also quite reliable since the minimum and maximum damage is quite close, even more so if you have high dex.
Poleaxe – I’m not to sure about this weapon, the attack of 160 seems good, especially the bonus +1 str, +2 dex and+2 int. The problem is it’s a level 4 weapon, and only has one socket. With 110 strength, and the right cards, you will do about 50% more damage then you will with a pole axe, and combine this with spear skills, pike does a much better job at killing then a pole axe. It’s also heavy, though it may seem bad, there is a lord knight skill called spiral piece that does more damages depending on the weapons weight, it is rumoured to do 21k damage with one bloody card in it. Whether this is true or not, I can’t test it out since it’s bugged. As much as I love knights, having a skill this strong is too unbalanced in the game.
(b) Two handed spear There are many two handed spears, but like the one handed spear sections, I’ll only list two, the most important ones.
Trident – It has an attack of 150 and has three sockets, with the right cards this can do a lot of damage, maybe even more then the pike. But the thing is it’s two handed so you cannot use a shield. It is however, good for levelling against monsters with low attack but high hp or MvPing when you have another tanker like the mental strength monk. But you’ll most likely die quickly in PvP and WoE without a cranial shield (Thara frog card)
Lance – Has an attack of 185 but no sockets, this weapon is actually quite bad but it shines when it is an elemental weapon.
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Post by Krazilid on Jan 1, 2005 22:20:28 GMT -5
(c) Weapon cards Mind you, I will not add cards such as doppelganger and choco cards because 1. They are overpowered and make life too easy. 2. They are now banned from myRO 3. Doppelgangers might be able to drop their cards (or at least used to), but choco can only be gotten from GM’s as Gravity has no implemented the monster choco to drop such a card.
As before, poor man does not mean, the card isn’t rare or good, it’s just that compared to MvP and mini-boss cards, they are cheaper.
If I were to name any card of importance it will take a long time, so any cards that increase damage to a certain race, type, size, I will leave out unless it has to do with PvP, WoE, and maybe MVP.
Abysmal Knight Card - Rich man card: This gives 20/25% extra damage to MVP, this makes this card the best card to MvP with, though finding one is quite hard. It only works for MvP, so if you decide to socket it in a weapon, make sure their weapon is purely for MvPing.
Andre Card – Poor man card: Adds about 20 ( ? ) attack, though there is a rumour that gravity will make it +30-50 making this card very good. Though I’d rather use racial, type, size cards, andre card is good when levelling at a low level.
Baphomet Card – Rich man card: Well, this is MvP of all MvP (unless you count doppelganger or dark lord but bare with me), I’d expect this card to be good. It’s not. It might sound useful hitting more then one monster with one attack, but it only works with normal attack, so it’s not with a spear knight as you use spear skills, it also does not increase damage, so brandish is a lot better.
Dracula Card – Rich man card: Well I don’t know what to think of this, getting back life is good. But I would rather have increase damage cards instead of gaining back life, I always have pots to do that for me. Though I never used it before (and it’s not likely I ever will unless Gravity changes it) so I can’t say how good or bad it is.
Drake Card – Rich man card: This card tricked me, I though it was good, but a few things. 1. The only monster which spear knights do not do 100% damage while riding on a pecopeco is small, and the only monsters that are small that I would think are a threat are bapho jr. and mistress. 2. If you put this on a dagger sin, you will still do more if you replace the drake card with a size, type, racial damage type card. 3. It’s d**n rare and so bad, why did they make this a MvP card?
Golem Card – Poor man card: Weapon breaking isn’t a good thing, but it also doesn’t happen often, only time I can see it ever breaking during an important moment is during MvP (rare) or alarmists throwing potions at you, in which case your not going to waste a card slot for them.
Hunter Fly Card – Poor man card: If I understand correctly, if you set off the chance to use the ability, the next attack you absorb 50% on your total attack on them. This card is a bit different from Dracula card, and not any better. I wouldn’t waste a socket on this.
Hydra card – Poor man card: This is a racial card, it does 20% more damage to demi-human, players are demi-human so this card is excellent during PvP and WoE. I listed this card because it’s a stable from physical attacks against players. (Noticed how so many good things come from Byalan that swordmen/swordwomen can use? Hydra’s are abundant in level 1, 2 and 3)
Marina Card – Poor man card: You may want to use this card to freeze people as it also works when you use skills, though I don’t think you would really need to use this.
Metaller Card – Poor man card: Out of all the ‘change to hit does _____’ cards, this one has a chance to silence the enemy. Thought this may not be useful in PvM, it’s very useful in WoE or PvP, you can spear boom a priest or a wizard and there is a chance they will be silenced. You might consider using this, but I’d still before hurting them.
Mummy Card – Poor man card: This card adds +20 hit, this is very useful as you can add a few to your weapon and then hit assassins 95% of the time (though it depends on their flee and your dex and base level) but mostly likely you won’t be missing them every time as you did before.
Phreeoni Card – Rich man card: This card adds +100 hit, which means it does the work of 5 mummy cards, have one of these in your weapon, and you’ll be able to hit things 95% of the time. Do not put more then one in your weapon (if you even have one in the first place) It’s hard to get but having it on your spear knight means you won’t miss.
Sidewinder Card – Poor man card: Has a chance to use a lvl one double attack, not useful at all since you won’t be attacking normally, but with skills.
Skeleton Worker Card – Poor man card: This card adds more damage to medium, which is far better then having one for small or large, since a large majority of monsters in the game are medium (including players).
Skeleton Soldier Card – Poor man card: This adds more crit chance, it’s good for assassin and sword knights, but since we don’t use normal and rely on crit, you won’t be using this for a spear knight.
13. Card Compounding This is a difficult subject to talk about, but if you want to have the maximum damage from cards, read on. Some of what I wrote has been from guides that I’ve read before. Card Compounding is the act of combining cards in a weapon to achieve the maximum possible damage to a specific enemy or enemy type. Monsters have a certain size, race and element right, we shall use a Thara frog as an example.
Thara Frog Element: Water Race: Fish Size: Medium
Since it is water, a wind weapon will do a lot of damage. But since I am trying to describe how cards work, will we use cards instead.
The cards that will effect the damage output to the thara frog. 1. Drainliar Card - since the thara frog is of the water Element 2. Skeleton Worker Card - because the thara frog is Medium Sized 3. Flora Card - because the thara frog is a fish race
While most people will use four of a single card, that will not archive the maximum damage output. The following will work by percentage and not the actually attack.
4:0 Compounding : Quad Saharic Pike - 4 Drainliar Cards 4:0 Compounding : 1+(4 X 20%) = 1.8 increase in pike damage
3:1 Compounding : Triple Saharic Fisher Pike - 3 Drainliar Cards, 1 Flora Card 3:1 Compounding : 1+(3X20%) = 1.6, 1.6X20% = (0.96+1.6) = 1.92 increase in pike damage
2:2 Compounding : Double Saharic Double Fisher Pike - 2 Drainliar Cards, 2 Flora Cards 2:2 Compounding : 1+(2 X 20%) = 1.4, (1.4X40%) = (0.56+1.4) = 1.96 increase in pike damage
2:1:1 Compounding: Double Saharic Fisher Boned Pike - 2 Drainliar Cards, 1 Flora Card, 1 Skel Worker Card 2:1:1 Compounding: 1+( 2X20%) = 1.4, (1.4X20%) = (0.28+1.4) = 1.68, (1.68X20%) = (0.336+1.68) = 2.016 increase in pike damage
To try and make things simpler, after a certain type of card has be taken effect, the total amount of the extra damage is then multiplied with the new card. I’ll look at humans now.
Human (Player) Race: Demi-Human Size: Medium Element: None
Since humans players have no element at all, it only leave us with two possibilities to increase the damage done towards them with cards. The two cards are hydra (bloody) and skel worker (boned). I take a strength of 100 to make things easier. Also the weapon is a pike since that’s why you should be using as a spear knight.
Mind you, beshides the extra percent skel worker adds, it also adds a set number to attack like andre card.
Str 100 = 100 + (100/10^2) = 200
Pike (4:0) 4 Hydra, 0 Skel workers. 200*(1+0.2+.2+.2+.2=1.8) = 360 Pike (3:1) 3 Hydra, 1 Skel workers. (200+10)*1.6 = 336, 336 * 1.15 386.4 Pike (2:2) 2 Hydra, 2 Skel workers. (200+20)*1.4 = 308, 308 * 1.3 = 400.4 Pike (1:3) 1 Hydra, 3 Skel workers. (200+30)*1.2 = 276, 276 * 1.45 = 400.2 Pike (0:4) 0 Hydra, 4 Skel workers. (200+40)*1.6 = 384
This is how the calculations work, however, I tried to test some of this out on a willing subject. For some reason, the (3:1) was did more damage then the other although only about 10-20 more then the (2:2), I’m guessing myRO adds the extra +10 attack AFTER the percentage, but I’m not too sure. However, go either the (2:2) or (3:1), depending on what cards you can get.
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Post by Krazilid on Jan 2, 2005 2:27:09 GMT -5
14. Elemental weapons. When I mention elemental weapons, I mean those that the job class blacksmith forge. I do realise there are certain ‘unique’ weapons that add elemental damage too, but because I don’t know all their details I will not list them here. If you do post the information for me, I will place it in the guide and will place your name in the credits. The information I want is the attack, element, maybe which monster drops it, level, secondary use such as skills, etc.
Going on, this weapons are forged by blacksmiths and can be either fire, wind, water or earth, additionally blacksmiths can make the weapon very strong, very very strong, or very very very strong (though you won’t get an element making this weapon useless for levleing). Each very strong level adds +5 attack, this attack is not added to your calculations at all, but instead is added at the very end. This never missus, even if you have 120 hit and try to hit a 280 flee assassin, it will still hit for +10 if it’s very very strong, I will explain why this is so good later.
The very strong property is not needed, all you want is the element. Since it’s also cheaper to make and get (I will not add a list on the chances to forge an item, 1. I don’t know them, 2. even if I did, it belongs in a black smith topic, 3. I would have a table, and making a table is a pain.)
In terms of what items to use, there are only two you would ask a blacksmith for. An elemental pike or lance. Pike is much easier to make, lances are harder. Though they are both useful. Though I recommend having an elemental pike because it allows the use of a shield. I do not know all the monsters in RO or what they’re weak against, msg me, or post here to say any monsters that are good experience and what their weak against, I’ll give your credit.
The Elements you would mostly want from most important to last are in this order. Fire Wind Water Earth
I don’t care about that last two, so I places it in that order. Fire is the most useful element there is because there are plenty of monsters weak against it, there are quite a few earth monsters that are great to level on such as hodes and sandman, while at higher levels, it does more damage to undead and ghosts then the other elements.
Wind is mainly used for Byalan, but if you do have a wind weapon, you can level from 30 to becoming a knight, so this is a very good element.
The only monsters I can remember that are weak to water that’s worth levelling is fire golem. There may be more, but I always level on the same monsters as a knight since they have the best experience.
Only monster I can see earth being good for is mistress which I avoid with a knight.
(I have left some space here, because i know elemental section is largly undone, and also i will put the unqi elemental types here.)
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Post by Krazilid on Jan 2, 2005 2:28:33 GMT -5
15. Levelling For what monsters to level on depends greatly on what sort of build, stats, tanker, equipment, and if you have a acolyte class helping or not. I’ll try and give a general idea, though they may be different according to you.
Also I only deal with some monsters, there are a lot more monsters in the world of RO so if there are any good experience monsters feel free to post or message me. Credit will be given. However, I don’t want monsters that are only good for other classes such as alarms for mages, they may be the best for mages, but knights have no real use for them.
1 – 12 = Outside izlude, below Prontera, go kill porings, drops, lunatic, whatever weak monsters happen to be there. Then go become a swordsman/swordswomen. If your being tanked, tell your tanker provoke, or hit once a passive monster, aggressive monsters will just attack you back if you hit them. Anacondaq and hodes are a great choice.
12 – 30 = Rockers are good from about 12 to 20
From 20, if you’re a vit swordy, then culverts is the best place to level, though the exp isn’t much for a single thief bug, the spawn rate there is among one of the highest in the game. Though be careful, sine if you attack one, they all go after you. Which is why vit are much better then agi here.
Porings are also a good choice to level, but they hit hard so bring some pots. Though if you have a fire weapon, hodes are the best experiences.
30 – 50 = Well, while vit had an easy time levelling in culverts, agi swordy’s had a bit of trouble (not much though), now agi knights can level in Byalan 1 and 2 with ease as your flee will dodge most attacks from the monsters there. If you have a wind dagger or sword, you will level incredibly fast, much more so then vit swordy’s. Beware that hydra are the worst enemies you will face not because their attack is high, but they hit quite often, and at a range with no endure, you’ll be standing there flinching all the time, it’s even worse with 2 or more hydra, besides hydra’s great spot to level in.
Byalan (or biblian) is a great place to level and to find very useful items. Such items include find helm and socketed shield for a knight, saints robe, socketed chain and a few more equipment items. Also there are some great normal loot such as mystic frozen, oridicon and elunium ores, witherless rose, and a few more items. Plus the cards dropped there are extremely useful, esplically for a vit spear knight wanting to go into PvP and WoE. Such cards include Hydra, thara frog, kukre, Marina, phen, marc, marine sphere, also there are other cards but may not be worth keeping for most builds (sell it).
If you’re a vit swordy, then continue to kill at hodes map, the experience is still quite good, but if you don’t have a fire weapon, try to go to the coal mines (dead pit) and kill Drainliars, be careful of skeleton workers, and especially the rare but dangerous evil druid.
If your confident in your dodge, agi knights can go to level 3 and kill obeunes, they hit hard, so bring pots just in case, however, vit knights should stay at hodes or Drainliars.
50 – 65 = Agi knights can go to level 4 in Byalan, though you must have good flee, having a wind weapon will make you level very fast here. Though be careful or mermen at lower levels. Though if your not sure, you can always try sohee in payon dungeon. They also also weak against wind and have good experience. Or if you have a fire weapon, you can try sandman. Lots of great places for agi knight.
This is the levels I dread most with vit knight, I cannot find a good place to level, most of the time I go sohee with a wind, though I still don’t like it that much. There is the orc dungeon map (not the dungeon, the experience is not worth how hard the monster there are) to kill orc warrior and orc ladies, if you have good items though, you might try the orc hero map and kill high orcs which have incredible exp, though you need some dex to hit them, plus they hit a bit hard. Worse though, in the same map are orc archers, great exp, though you’ll die to them, since you can’t get close and they hit hard. You might even find the dreaded orc hero around. Don’t worry though, once you turn into a knight, you’ll take revenge here.
65 – 70 = Even if you were waiting for job 50, you should be a knight by now.
If you’re an agi swordsmen/swordswomen, you can still stay and byalan 4 for some decent exp. Though if your have a party, especially a priest, you can try glast helm. Most likely you’ll move to the pyramids and kill minotaurs, bring a fire sword and you’ll level quite well here. You need around 185+ flee however.
If you’re a vit spear knight, you can go back to the orc hero map and pierce every thing that moves, now you have endure, orc archers shouldn’t be a pain anymore, more-so if you have spear boomerang to flinch them then move in with pierce. If you have a cranial shield and a quad bloody pike (hydra cards) you can go to the high orc map in the clock tower dungeon. Provided you can get past the bathory and baphomet jr. lurking around.
Sphinx is a pretty good place to level, you can kill zerom on the first level but their exp isn’t that good, but they do drop zerom cards for hunters or those who want high dex. The next level has mainly Matyr which drops elum ores, awakening pots, and Matyr leash, if your lucky you can get the Matyr card which is good for any agi char as well as high vit chars. (Best of both worlds), the exp you get from these is quite good but they attack very fast so be weary. The next level has a lot of requiems which are easy to kill and have nice experience, they also drop old blue boxes, be careful of marduks here though, they provide nice exp but they also have a deadly fire bolt, so bring pots just in case. The last level has a few hard monsters such as sidewinders and minorous, if you’re here to level, then pyramids basement 1 is much better as it has a high level of minorous. Warning about sphinx though, every level has whispers, so you’ll need an elemental weapon to kill them. Also every monster here is weak to ice, so get an ice pike or claymore and you can level so well here.
70 – 80 = Well by 70 your job level should be quite high, being 50 at base level 80 if you levelled without taxes or certain monsters that give high base lvl exp but low job level exp, or vice-versa.
For agi sword knights, if your flee is around 200 (you’ll need a whisper garment, or it means you have too much in agi meaning your damage is bad), you can go and kill zombie prisoners in glast helm, if you have a priest, exp is fantastic as well as drops.
If you’re a vit spear knight, then high orc map in clock tower, is the best place you can go, but you should have a quad bloody pike (hydra card), cranial shield and at least +4 to level well there, not saying you MUST have them, but if you do, you’ll be at 80 in no time. The items are expensive, but being a spear knight is like that.
For both agi and vit knights, at this level, you can go to chivalry (Raydric map) but you must have a party and one with a priest. The experience is great for both sides, (not much more then high orc or minotaur but the items you get are better (like pure eluminum.).
80 – 90 = Well the choices are quite limited, if your soloing, agi should stick with minotaur or if they have 200+ flee, zombie prisoners. Well I missed something, if your flee is 200+ a much better alternative is to go to seal beach near comodo. The seals hit very hard but then if you can dodge them your set for the rest of your levelling life as they are 4500 exp each. Also the mini-boss monster is here (though there is more then one at the same time I think, they may have changed their monster status like the abyss knight), the experience is good, in some ways easier then seals, but most important is they drop the S.Ring, though it’s rare, since you’ll most likely be levelling here to 99, you might have a chance to drop it. If you like there are see otters, they are only about 300 less exp each, and their attack is a lot less, but they hit is higher, so I still recommend fur seal for agi. Vit chars should stay far far away.
Vit chars should stick to High orcs or maybe the raydric area still since the exp is still good. Or if your in a party you can go MvPing and get great exp and loot. If your in a guild, I’ve heard that the payon dungeon and the aldebaran has probably the best experience in the game, though I’m not sure what monsters are in there now. Be in a party, the mobs inlcude mini-bosses as well (hard ones).
90 – 99 = If your agi and wish to go solo, fur seals is the way to go. Their exp is as great as ever.
Vit Spear knights can stay at High orcs or glast helm, I do realise there is a turtle dungeon but I will never go there with any knight, the monsters there have great exp but are extremely hard, because of high hp, and def. plus they hit hard.
Levelling places for vit spear knight, you can go MvPing strong MvP’s with a party, or you can solo ones like Garm and orc hero if your have rich man items and a lot of whites, though the drops will normally be worth the whites you use, along with the great experience.
There are much more places I haven’t mentioned such as amutsu, umbala, and some of the new places that came out recently, mostly because I don’t level there because those I mention above work fine for me. But don’t let that spoil the fun of travelling to new places, you might find an even better place to level.
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Post by Krazilid on Jan 2, 2005 3:58:55 GMT -5
16. PvP Ah... finally a change to prove if you are the better fighter or not. I will list the final job classes only, such as knights, assasins, wizards, but I will not have swordsman/swordswomen, thief, mages, etc. Also I will go to explain the best of the best of that type, so I won’t accept a assassin with no whisper card. And they will all be level 99/50, nothing less.
This section among the elemental and the WoE will be largely undone, which is a good thing in a way, since I want to hear people’s comments on PvP and WoE. I will list the classes in a almost random path, within the class I will add the most popular types such as crit assasins instead of a perfect dodge one. If you disagree or wish to add something, have a detailed explanation, and I’ll let people have debates over this to see which one is the better one, if you just add something like “OMGWTFIMOBBQSAUCE!!11SHifT+11!! teh wizzie napalm rulz!!! y? cause I say so, plz add!” I will call you an idiot and ignore you, at least have some meaning. Also, I won’t add it unless it’s utmost perfect detail if you have the word ‘plz’ in it or have useless ‘CaPiTuLaTiOnS’. Though it depends if I know that you actually know something or some random incoherent jerk that spawn from the jaws of ‘1337’ hell.
I will not include 2nd advanced classes, so dont' say a cetain skill on one of them can 'pwn' everyone, i dont' care. Until the skills are fixed (for me at least) and i've tested it out, i won't be including anything about them unless it's highly intresting.
One last thing before you tell me about something, I don’t care if their your favourite class, if your going to say that your build can beat a str/vit spear knight then go ahead, I know spears knights aren’t invincible, and can be beaten, what I don’t want is me typing in favour of a certain class with no details into what makes them so good. (Details, I don’t want vague one line explanations.) And if you have a most ‘different’ build besides the normal cookie cutter build then please explain how they fight and why their so good. Take in consideration that your build might not be as godly as you might think, if it was, it would be a stable build. Don’t assume that you have suddenly discovered a brand new build, unless some major patch comes out that dramatically changes everything we know about RO, chances are your build will only work for you, though if your explain how well yours is and makes great scene (such as having at least on defence stat for a knight). And I want PvP, WoE builds, not PvM. I’m sorry to attack those who like their own unique build, it’s just that I don’t want to have lots of builds that are not effective or not known (for a good reason). Please suggest your ideas, don’t demand I must change something, I will read your explanations and if it is good I will mention that build, and your username in the credits.
Some things you might like to know about PvP, whether you come out the winner depends on a few things. Level- Self-explanatory. Type of build - This is very important as generally PvM and PvP do not go together, though some might (such as wizards). Stats and skills - This goes along with type of build. Equipment – This is extremely important, without these, your chances of winning go down by a lot. Having great equip can mean you winning or losing, eg. Two spear knights are going at each other, same build, level, items except one has a cranial shield, the won with the cranial shield will almost always win though there is a major factor…<br>Your skills – Face it, you can be level 99/50 and someone gives you a very well build class with the best of it’s items and lose if you don’t know what your doing. This includes, knowing what skill to use when the situation arises, spamming the appropriate skills and pots, knowing your enemy and what sort (Such as realising your enemy has ghostring and switching to an elemental pike, or stun bashing low vit high agi chars) and so on. This one is the hardest to learn since you need to PvP a lot to learn these things.
Even with a cookie cutter build, you can still lose to an unorthodox, i'll stress that this is one of the most important things you will need to learn before you get good at PvP.
Moving on, I’ll make this into different sections.
(a) Knight Ah.. a mirror match.. kinda. Since there are three main sorts of knights, the high agi sword knight, the str/vit knight, and the hybrid knight. I won’t discuss the hybrid because I believe they are a cross of PvP and PvM. Though if you’re an expert on hybrid knights and want to prove me wrong, go for it, I want to learn more.
The high agi knight – They may level better then spear knights, but they pale in comparison to the spear knight. Their main strengths are high flee and can attack stronger then their assassin counter part. However, they will never have flee as high as an assassin so you can hit them quite often as their flee rarely goes above 220. If you went for a dex of 70 then you will have 169 hit at level 99 and with an extra 50 hit from bash and pierce, you should hit them most of the time and be allowed to use the double bloody double boned pike to do massive damage. Since agi knights main defence will be their flee, their vit will normally be low, if they made theirs for WoE they will most likely have enough vit to make stun useless, if not, use bash to stun them making their flee useless as well as them not being able to attack.
The stun bash – this is quite easy to do, with players with low vit (mostly high agi chars) simple use bash on them to stun them. There is something some people may not know, and that is that very strong does not miss at all (except maybe perfect dodge) which means you can simple use bash on a low vit player, switch to your double bloody, double boned pike and do massive damage while they are stuck there stunned. If they have some vit, this trick is no longer that useful and a ancient weapon is much more useful.
Another thing you can do is try to spear stab then spear boom, rinse and repeat, though it’s not longer as good as it used to due to the increase of cast delay spear boomerang has. Otherwise, equip an ancient weapon (you can have double ancient, double bloody if you want more damage, though only if your rich enough to do this) and just spam pierce, since agi knights use two handed because of the skill two hand quicken they won’t have a cranial shield so they will take a lot of damage from you while doing very little back. You will almost always win against agi sword knights.
Vit spear knight against vit spear knights are mostly just spamming pierce on each other as well as spamming whites. Who ever has the better equipment and more whites will most likely win.
Assassins Though some may find it debatable, Vit chars will normally beat Agi chars, especially in WoE where survivability is the most important thing.
Assassins are the masters of flee and agi, their flee can reach to extremely high amounts around 250+ flee making it very hard for physical chars to hit (besides hunters who can easily have 130 dex without any buffs.) But a spear knight shouldn’t really have a problem with them, as long as you’re well equipped.
If their flee is less then 20 vit (You can’t really check but you can try to stun them a few times with bash, if it only lasts 1 second or so or it takes a lot of bash to stun, then chances are they have a bit of vit. If that ever happens, have a quad ancient pike on hand, your hit will be enough to hit them 95% of the time with pierce which adds another +50 hit.
Generally, there are two main types, a crit katar sin, or a dagger sin.
The crit katar sin, will bypass your heavy defence but if you can hit them, you will most likely to more damage then they will, even though assassins have the second highest hp to vit ratio, they invest in agi so their hp will be quite low.
I’ve never really seen a dagger assassin fight before, though I know they can do a lot of damage even though they most likely won’t have criticals.
Thier is also sin's who use poisen which is deadly to knights, since it does more damage due to your hp recovery which knights happen to have a lot of. The best advice i can say is green green pots, though i dont 'know how effective this class is, and i havn't seen anyone talk about it much in the forums on other RO sites. But if your vit is very high (90-100) then poison won’t really effect you (as in you getting poisoned) as vit does to poison as it does for stun and silence. But, if you do happen to be poisoned, get green pots/herb pancreas, or else the sin will just hide and you’ll be poisoned to 1 hp due to you godly hp regin (it’s not godly, but compared to other classes it is). If you have a sight clip, you can easily kill them before they can kill you with anything they have.
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Post by Krazilid on Jan 2, 2005 5:56:07 GMT -5
(c) Hunter Hunters are the masters of PvP, though some might say Monks are. There are a two types of hunters I know off.
1. Dex/Agi hunter ¡V Most hunters in official are these type, they shoot fast for high damage and can dodge as well making them very dangerous for many classes. A spear knight with very good items should be able to handle them quite easily. Reason being that knights have a very high def and health, plus we do no necessarily need to get close to do lots of damage as we have spear boomerang. If you do manage to get close, try to stun them, if they have vit ancient and just spam pierce. You should NOT wear ghosting if you have it, most hunters use silver arrows.
Well a 150 dex hunter will put the hurt on you, since if done to a poring they¡¦ll do more damage. Then thing is, compared to hunters, you have more def, more hp, raydric garment (depends what arrows they use) and most importantly a cranial shield. The damage will be much lower then yours and can¡¦t take as much damage as well.
Well at first when I felt the effects of the spear boomerang nerf where they put a delay on it, it was the end for spear knights against hunters. Well the more I played the more I was used to the delay, and if timed right you can spam it (well a time spam if that makes scene.) And can attack at almost the same speed before the patch. In fact it¡¦s better, since you have to time it, it discourages you from spamming just one hotkey, so you can do other stuff as your patiently wait to the next spear boom (which isn¡¦t as long if you get high dex and agi).
2. Falconers ¡V These types are quite good against knights since blitz beat ignores defence. Though your spear boom and blitz beat should be around the same damage, if not more.
Well both spear boomerang and blitz beat were nerfed, however blitz was nerfed even more in my opinion. Reasons being is that I can still use spear boom at the same speed before with 70 dex, problem is just the timing which I¡¦ve mastered (not bragging, just use the skill and you¡¦ll get used to it easily.) However blitz is a certain time frame which can¡¦t be changed. So it¡¦s always going to be as slow. These guys are kinda easy now, so I wouldn¡¦t worry about them.
3. Trapper ¡V Well having an encounter with one, I can say they can kill you in mere seconds, due to their heavy 1k dmg per trap and the fact it¡¦s spammable and it can be cast under the person (it is in this server, not sure about official), though these guys need to sneak on you to actually hit you. Otherwise, if you see them coming you can 1.) Spear boom and spear stab them. 2.) Just run around and spear boom if it¡¦s WoE or GvG rules, your faster then they are and they flinch when you hit them with spear boom.
However if it¡¦s free for all in a pvp room, watch out for stealthy ones with a clock/hide card as they¡¦ll be a pain in the ass. Just make sure they don¡¦t get near you and you¡¦ll win.
(d) Wizard Well all the wizards kinda fight the same, you might encounter a different one but chances are its stupid. i.e. trying to cast a level 10 sg on a player. Well most wizards in pvp will try FD „³ JT, or Frost driver, you get frozen, then they cast Jupiter Thunder for lots of damage. Or if you have marc card they might try Stone Curse „³ Firebolt. Otherway, if they succeed you¡¦ll be in a world of hurt.
But if you have a marc card, you¡¦ve basically won (well almost) in a one on one pvp match. As FD is useless, and JT by itself is too long and the dmg will only be in the 5k area if you have good items. Stone curse ¡¥might¡¦ work, but the thing is they have to get quite close to you. So try to spam spear boomerang on them a few times, and even if their carrying a crainal shield with hp gear to get around 8k hp, you¡¦ll still manage to kill them in a few hits before they should do any real damage. If they do, just spear stab them away.
Careful if your laggy though, as they can cast a level 1 Storm gust quite fast, but the damage isn¡¦t that strong but it¡¦s better the FD for freezing at times so just be wary to run or stear stab them away as most will (need) phen or else even an agi knight with a marc can just run about and stop it from doing anything.
Waterball will destroy you easily, but then since it¡¦s a one on one, you shouldn¡¦t care about it, since if they¡¦re allowed a sage, then I¡¦m allowed a priest, who can silence them which means even the priest can kill them with holy light alone.
( (e) Priest There¡¦s a few types on priest, but some of them are strictly pvm/mvp, such as a ME priest. But these guys will be the hardest guys to take down for ANY class. 1. Battle priest ¡V<br>These guys will try to attack you physically, the thing is, they can¡¦t kill a vit spear knight. Though you might argue that you can¡¦t kill them either, depends if their more on the full support side or battle really, the more battle they are the less they can heal and the less times they can heal. So you¡¦ll be able to kill them. (though it¡¦ll take awhile)
Sometimes these guys like to Safty wall themselves, a nice little trick is to brandish them out, spear stab them away. And step in the Safety wall and spear boom away, they have a ranged attack too, but since holy light is weak without int, then you¡¦ll be doing a lot more damage then they will and also, you¡¦re in the safety wall so they can¡¦t hurt you with their melee. Quite nice to see.
2. Full support priest ¡V I hate vs. them, no other way to say it. These guys will go basically 99 int/vit for a Pure full support. So we¡¦ll take this into consideration: 1. They have high int/vit defence, you might get the impression that this is useless, if your have bad equipment it doesn¡¦t change much, but if you have very good items, then that 99 can do wonders as¡K. 200 attack after everything thing, such as real defence, cranial, poopoo hat, raydric ¡V 105 vit def = 95 damage. So you can half your final damage even more, a difference of 1500 to 1600 isn¡¦t much, but a 100 to 200 difference is. 2. Hardly and status effects get to them. With 99 int AND vit, they¡¦ve just bascilly cut out 80% of all status effects. Even more maybe, so you can¡¦t stun, blind, poison, silence (oh how I wish it would work on them), sleep or stun curse. In fact, the only thing that will work is Frozen, and on a one on one fight that won¡¦t help much, especially if their using marc. In which case their basically immune to ANY status effects. 3. They can buff themselves and safety wall, If you¡¦ve played RO you¡¦ll know what these skills mean. Enough to cause you a pain. 4. HEAL ¡V this skill alone is why you can¡¦t beat them, they¡¦ll just heal themselves for 2k+ each time outdoing anything you¡¦ve done to them. 5. A very good sp regin - one of the best out there if not the best (if they¡¦ve bothered to put more then 4 points into sp recovery. So you can¡¦t force them to outheal them selves before you run out of sp yourself. 6. They can silence you, even with high Vit they¡¦ve still got a chance to silence you and a spear knight without skills is just as useless as a wizard except you can still be a tank.
I wish I could list something that will beat them, none except them lagging or them being stupid. If you see a FS priest, leave them alone, even if they holy light you, then just spear boom them once so they¡¦ll heal themselves instead of annoying you.
(f) Blacksmith These guys/gals are the powerhouses of Ragnarok, they can do damage in 3-4k region all due to the skill mammonite, at a cost of 1k zeny, you can improve your damage 7 fold. To make things worse the build most blacksmiths use add agi to their build so they can spam this skills to no end. (Well sp is only 5, however the 1k zeny is a bit steep.) Skill-wise all blacksmith or hence battle smith from now on are the same, all get mammonite, hammer fall, their combat buffs and weapon research. (this is for a pure combat guy, a battle forger or a pure forger wont’ survive.)
Stat wise it varies, not much though, it’s either vit, agi or hybrid, though in terms of pvp, vit is better. Most would go around 80 vit, 50 agi. Good hp and fast mammonite speed.
Well for a vit spear knight, these guys can either be easy or hard, it all depends if your allowed pots or not, if your not, then easy win. Due to their much lesser hp and less def then yours, you can just spear boom, spear stab then to kill them long before you run out of sp. However pots are a different matter, not only can they carry an extra 1000 weight on themselves, but they have a cart which can carry another 8000 weight. They can carry 500 whites compared to about your 100, even though your going to get more hp per white, the fact they have five times the amount does little to help ease that fact. Chances are they’ll win in an one on one.
However, since the majority of their pots will be in the cart, they have to stop everything and open it up to transfer pots, depending how good they are at transferring and when during the fight they do it, you could use that extra time to try and kill them before they can chug down any more whites. Since most battlesmiths in pvp aren’t frugal, since they can bring 500+ whites and use mammonite to no end, chances are their equip will be extremely good or else they won’t waste zeny on mammonite and pots in pvp. This fight really depends on zeny, equip, level more then anything else you’ll encounter as it’s just basically a battle of who has more whites.
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Post by Krazilid on Jan 2, 2005 19:42:42 GMT -5
(g) Crusader These swordy’s are those who weren’t strong enough to become a knight (heh, just a in –joke for those who play RO and consider it’s theme). Anyway, these guys can go quite different paths. Since both are common I’ll list both, even though one is much more superior then the other. (or at least I think so)
1. Grand Cross crusaders (GC saders) These guys can kill many chars in one Grand cross; the trouble is hitting them in the first place. Genrally, they’ll stun bash for agi. But with those with vit, it gets harder. They’ll generally stun for agi, and use a quad sleep weapon for vit chars. Well for a knight, you’ll have lots of vit, so stun bash won’t really help them much. So they’ll try to use sleep on you, the thing is, even if they manage to make you sleep, one GC will not kill you, so they’ll try to run up to you again and sleep. So the best way is to spear boom spear stab them. That is if they do have a sleep weapon, any GC saders who just waltz up to you and GC without effecting you with status cards deserves to feel the effect or pierce, spear stab, pierce. Either way, GC saders are easy, especially if you can make them waste their sp as GC is 100 per pop. Though they get 99+int so just try to kill them quickly.
Some GC saders get heal, but in no way can they sustain it like priest do, so it shouldn’t be a problem for you. Quite an easy fight, especially if they don’t use sleep.
2. Shield Saders Where as GC saders are easy in pvp, Shield saders are a nightmare. They have guard which blocks around 30% of your attacks which is kinda annoying, and they have Reflect which reflects damage back to you, 40% at level 10, which really hurts you. These guys are incredible hard to kill, as they can block and dmg you back, as well as using Holy cross which (should) do more damage then pierce though it’s quite expensive to use it non-stop. The stragies are kinda hard too, if you pierce them, they have guard and can reflect 40% of your attack back, as well as using Holy cross which is a expensive (sp) but great. The other way, is to spear boomerang them so they can’t reflect your damage. However, there’s a problem to this. They have defender, which means 80% or your attack is gone, which is horrible, and have a boomerang of their own! Shield boomerang, it does less damage and more sp cost, but it’s still there and it doesn’t have a nerf like spear boom does (though it shouldn’t bother you too much if your used to it), so they ‘might’ out damage you. Like the blacksmiths, equip and level depend greatly for this one, but this one takes a lot of skill as their quite versatile.
One of my favourite classes to verse, not because his easy (his as hard as battle smiths except their for defence as to offence for blacksmiths. But because their so much like knights except their not one. So it’s quite fun to verse them. I like them ever more so as dex/agi huters (which is like 80% of the population) can barely scratch them as the saders laugh and shield boom them.
Just some extra stuff to add, even with faith (which shield saders don’t max [or else they suck]) you’ll be having much much more hp then they will since their vit-hp ratio is much less then a knights. But they do tend to have more sp which they need as their skills are very expensive. (sp wise)
(h) Rogue The king of pvp, well they can be.
Some type of builds and char require lots of players skill, some not as much. Rogue is one of those that you need to know what your doing or else your just a weak sin. There are two pvp types. A backstap-strip or a bow strip. Each can have their pros and cons. I’ll list both and try to have an analysis of them.
1. Backstab rogues Their backstab skill does as much damage as mammonite but can’t be as effective in some scene as they can only use it from behind, plus in some RO’s the target gets knocked back and turns around. Still they can be annoying, gernally their dex is somewhat high enough to strip you, but not really that high as they need vit to survive and str to attack. In my opinion I find these guys weaker then their bow counterpart for the reason of stripping. 2. Bow Rogue These guys are quite hard, some might say their a weak hunter, and they are, but the fact that they can strip you easily with 120 dex means they can kill you faster then a hunter does, plus these guys can hide. With 120 dex, your items really don’t stand much of a chance against them. They won’t really use Backstab as it does only half the damage with bows, DS is better, especially since it can be spammed quite fast.
I really don’t know too much about them due to lack of experience against them since their not very common to other chars. However, I think they’ll be seriously weakened if you have a sight clip around, since they can no longer sneak behind you and backstab or strip, which means their really weakened.
They have more skills, but until I find out more, I won’t be posting much abour rogues for now.
(i) Bard Well for me, both the bard and dancer is a weaker form of the hunter, but with support skills. The only thing that the bard has in order to be effective in pvp one on one is probably Unbarring Octave, it has a small chance to freeze a target. A good strategy would be to freeze your opponent and to use wind arrows to hurt the frozen guy.
I don’t know how effective they are but they still have double staif and arrow repel, so just spear boom them.
(j) Dancer Like the Bard, but instead of a frozen skill, they have a stun one, dancer’s would be very very good against agi charas, but since we have vit, they should be weaker then bards (also they don’t have good stat bonus as the bards).
Just spear boom, or you can go in to pierce if you want, just be careful if they use arrow charge.
(k)Sage Well there are a few types of sages, the few I know are, battlesage, support sage, anti wizard sages, and cast sages. Support sages don’t pvp solo, so don’t worry about them. Anti wizards normally spend a lot on dex in order to counter a wizard, so they may also be a caster at the same time. Battle sages use hindsight to cast bolts at random to hurt the opponent, but it’s more of a pvm build so I wouldn’t worry too much. I guess they might do well against agi chars, but I really don’t see how they could take on a spear knight unless they go for stone curse to firebolt. I guess either pierce of spear boomerang would do.
(l) Monk There are a few types of monks (as most builds have a few types as well), Mental strength, combo, crit, asura, TSS.
Mental strength monks are mostly in the game to tank anything from normal monsters to the top grade mvp’s. In pvp, it’ll take you quite a long time to kill one, but they have to chance of killing you either, since they can’t use active skills, no healing themselves. Just run up and pierce them.
Combo and crit monks are like sins, but I consider them weaker, they shouldn’t bother you too much, just run up and pierce them.
Asura… I hate these guys, they are the only class that can basically one hit kill any class that’s not wearing a ghostring. The only stragy I can think of is to kept them far far away from you, with spear stab then spear boomerang them. Mind you, if it’s a pure pvp build, they’ll have 100+ dex (to kill hunters and wizards) and use snap to get right next to them. The thing about this build is that it’s almost instant cast and can kill pvp hunters and wizards, however with the lack of str and int, it mostly won’t kill a knight in one hit. And once asura is gone, they need to jam their sp pots or else their dead. TSS monks can do quite good damage with this skill, it’s also ranged, however if you meet a TSS monk with less then 100 dex, then chances are his dead. There is no way he can summon spheres and cast TSS to kill you. If he does have 100+ dex, just see how much damage it does, you could run in and pierce until he dies.
Just a warning though, monks have a skill called blade stop (at least in this server), it makes the attacking person turn to stone (like stone curse), actually both monk and the other person are like this. During this, you can’t do anything, while the monk can cast spells at his leisure, depending on his blade stop skill level. Normally I wouldn’t care too much except they have asura available, if you see a monk just rushing towards you with 5 spheres and fury on, yet not casting asura, push him back and spear boom him, he wants to trap you. Otherwise, if he is casting asura, knock him back anyway.
(m) Alchemist These guys can be a really big pain, they can throw pots on themselves and if they have a decent vit, they can heal themselves more then a priest can. Plus their still merchants hence the ol’ mighty mammonite. But their mammo will be weaker then a blacksmiths due to lack of combat buffs. However, they can also break your armour and weapon (armour is more easy to break, and the actually skill does more damage too.), which is very annoying as your def drops as well as whatever card you had in there. The thing is, they can break any armour (cept middle 2 and 3 I think), which means you might also lose your cranial shield, helm/bone helm, raydric garment, matyr boots, it’s rare you’ll lose them all, but they do what strippers do except instead of making it not unusable, the break it, if you have another pair it’s fine, but chances are you won’t.
Still, as annoying as they are, you won’t meet many, even if you do, I dout they’ll last too long again’t pierce.
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Post by Krazilid on Jan 2, 2005 19:43:07 GMT -5
This is just used in case i go over to anonying 10k word limit for my pvp section.
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Post by Krazilid on Jan 2, 2005 19:44:29 GMT -5
17. War of Emperium, Guild war, castle taking, etc. Woe is very complicated and requires a lot of teamwork, if you don’t help your guild, your guild is weaker one person, and that could mean a slip of your defence or attack and fail. Attacking and defending are very different roles that different classes can excel or do badly in. For example, a wizard is the best defence as they can cast storm gust, Lord of Vermillion or Meteor storm, however in attack, their very useless as they die far to easily. Maybe with a sacrifices sader it might work, but it gets very messy. (this without weaking the defence first mind you, when the defence is clearing up, wizards can cast FD and JT.)
Attacking I can’t really say too much about Woe for knights now, but what I do know, is that your guild will ALWAYS make you go in first as you’re the one with the highest hp, and can archive high def or mdef easily. Once you do get in, prepared to be hit my wizards precasts, normally they’ll go Storm Gust, but since SG doesn’t overlap with each other, only one wizard will be casting Storm Gust, the others will most likely be casting Meteor storm for the simple fact that’s it’s an Area of effect, very high damage, and they can overlap with each other, having 5 wizards casting Meteor storm on a spawn point is very nasty.
Anyway, once you do get it, find and target the wizards, your job is to kill all the wizards, then hunters, then let your guilds hard hitters, such as blacksmiths, hunters and wizards to step in, and help clear the defence. Though it’ll be very hard to get past them all, which is why you need a lot of vit knights to go in first along with maybe shield crusaders and possible FS priest and high vit blacksmiths.
Defending Well though knights are absolutely essential in attacking to soften the defence and to have everyone target you instead of your hard-hitters, but in defending, your not as useful, not to say your not needed as your defenders still need a meat shield as front line fighters. The big defenders are wizards, but you can’t just have one class which is why every class has it’s use. Though I would say priest more then anything else, but they can’t do everything on their own.
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Post by Krazilid on Jan 2, 2005 19:45:02 GMT -5
This is post if for any extra strategies i will add to WoE.
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Post by Krazilid on Jan 2, 2005 20:05:24 GMT -5
Acknowledgements: Myself - For writing this guide, even though I enjoyed it, I don’t like my fingers leaving blood marks on the keyboard.
Kivoen – His the one who got me into the world of Ragnarok (against my will). He is also the one who got me interested in knights, particularly spear knights. Also he provided some information I needed.
Kentai – For allowing me to post my guide on this forum. Also for making me a moderator for the job guide so I can fix my guide even better.
Mr. Forever’s Guide – Pretty much anything I know about spear knights I learned from his guide. I’d say his know the most about spear knights then any other person or guide I know off.
Maruko's Unofficial Hybrid Knight Guide – Most of the information about spear knights I had already learnt from Mr. Forever’s guide. However, his guide provided a lot of information about stat uses and other miscellaneous things.
Weggy – Mostly for stat bonuses only, though it was my first guide to the world of RO so it did help quite a bit.
Ro Empire – For giving so many information that I needed, especially the quests.
Gravity – I added them last for a reason, and it’s not because of ‘last but not least’. They did make a great game, but the company is far from great. Still, I hope you live long enough to make RO better.
Updates: 1.0 The opening of the guide. 1.1 Change the boots for cards, since i had to go over 10k words i got rid of the mvp descriptions, but added more abour verit cards. Also some in the intro about vit knights being easy to level at high levels (who was i kidding, i hate leveling them) 1.2 Updated the leveling thing, i've included spnix because it gives good exp and items that's great for knights. 1.3 Big update on pvp section, changed some on the existing ones, and added information about the ones i was to lazy to do before. Where i guess the pvp section is done for now, i'll still change it if someone offers something intresting. Also added stuff on WoE, even thought it's VERY incompleted.
I should have enough posts for any updates, so i will now open up the topic for anyone to comment on. Thank you for waiting for this guide to be open and i hope you enjoyed reading it as much as i enjoyed writing it.
Cheers!
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