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| Arcite Valeheart's Monk and Champion Guide; version 1.0 | |
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| Tweet Topic Started: Mar 3 2007, 10:03 PM (7,306 Views) | |
| Arcite | Mar 3 2007, 10:03 PM Post #1 |
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Superior Evolutionary Element Destined-factor
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This guide is written by me, Arcite Valeheart, and is considered as my own personal intellectual property. Should you have any questions or other forms of inquiries not answered by this personal guide, I will be happy to provide answer(s) to the best of my knowledge and capabilities. This is the guide's first version. Comments, corrections and criticisms are very much welcome, as long as they are valid and not just mere insults and bogus. Added contributions are also very much appreciated. Expect some flaws as the guide was created by informal means, and the author himself devised a sample format only for all of the information that was to be included here. Thank you. Arcite's Personal Guide for the Monk/Champion Class v1.0 1.0 Introduction to Monks and Champions This is my personal guide for the Monk and the Champion classes of pRO. Originally, I have started the development of this guide so as to record all of the useful information I have researched and tested, and to serve as a guide to others who are posting "Please help me on my build" threads on various forums. The Monk class, along with the other alternate classes was implemented on October of 2004, and on the consecutive year, the transcendent classes were also implemented - and that includes the Champion class Anyway, the Monk class - as well as the other alternate job classes, took pride in their new and unique characteristics that came unparalleled with. For sure, the victory in the past was determined often by numbers, but by the implementation of the rebirth classes, the near immortal days of the previous classes were nigh gone. Battlefield is now determined by tactics, skills and of course, teamwork, although numbers still count in. The Monk class was very well known for their dreaded signature skill - the Extremity Fist aka Asura Strike. This skill takes up all of the spirit energy of the Monk and unleashes it in a single devastating attack that deals huge damage to a target, often killing it in an instant - hence the term "one shot wonder". My foreword is that I will use this skill most of the time on the following sections as many monk/champ players based their variations and/or builds on this skill alone often. 2.0 Stats Explanation 2.1 STR - Strength Strength, or STR for short, is the Monk/Champ's best friend in terms of damage dealing capabilities in so many situations. This determines their damage in all of their offensive skills except in the use of Holy Light. This stat GREATLY affects the player's Extremity Fist damage(this will be explained on the skills section). Choose to invest here if you aim to increase your EF damage by dramatic increments, as well as your other skills. General benefits of STR: - A bonus of (STR/10)^2 total (i.e. 50 STR = 25 bonus ATK) for melee weapons where STR/10 is rounded down. - Increases weight capacity (1 Base STR = +30 to weight limit) (STR bonus from equips do not count). - +1 base damage per 5 points for missile type weapons. - Increases damage of all Monk/Champ's offensive skills except Holy Light. 10 STR: +1 Min/Max Damage 20 STR: +4 Min/Max Damage 30 STR: +5 Min/Max Damage 40 STR: +8 Min/Max Damage 50 STR: +10 Min/Max Damage 60 STR: +12 Min/Max Damage 70 STR: +13 Min/Max Damage 80 STR: +15 Min/Max Damage 90 STR: +17 Min/Max Damage 100 STR: +19 Min/Max Damage The bonus adds up in such a way that once you reach that certain amount of strength, the pluses add to your Min/Max damage. It means that when you have 60 STR, you have a +40 Min/Max damage bonus. This is how your raw base ATK is determined: STR + Weapon Attack + Bonus + Weapon upgrade. 2.2 AGI - Agility Agility, or AGI, is very useful if you choose to create a Monk/Champion that is easier to level-up, or if you are aiming to become a Combo-Crusher type. A Combo-Crusher type relies mostly on fast execution of punches and combos to deal huge amounts of damage on their enemies. Combos, if used properly, connect in consecutively and if the timing is right, the dreaded Extremity Fist can be chained as the final killing blow. Agility, with respect to combo skills, reduced the delay time for each succeeding chained combo. This can proved to be either beneficial or disadvantageous to the player as reduced delay time between combos simply means smaller available time for the player to activate a certain combo, but in exchange faster execution of the said skills, leaving the target either sprawling or knocked back before it has a chance to react. General benefits of AGI: - Increases Flee (1 AGI = 1 Flee) - Increases ATK speed (4 AGI = 1 ASPD) (General assumption) - Increased attack speed variously(complicated, but based on the atk speed of the weapon you are using in the class you are in). 2.3 VIT - Vitality Vitality (VIT) basically increases the chance of any player to survive in various situations. Obviously, higher investment in VIT means higher HP. It is recommended for Monks/Champs who want to give his own avatar higher chances of survivability when dealing with enemy attacks. It also increases resistance against various status ailments. Correct me if I'm wrong with this one but I barely remember hearing out that a max VIT of 80 or 90 means total resistance against Stun, Silence and Poison - meaning that you are immune to them. General benefits of VIT: - Increases maximum natural defense (1 VIT = 1 DEF) - +0.8 weapon damage reduction (defensive) per point. - Increases HP regeneration (5 VIT = +1 to HP regen) - Every 1 point of VIT invested means added 2% extra recovery from HP items. - There is a hidden bonus of +1 Int style MDEF per 2 points. - Increasing VIT also decreases the chance of being afflicted by the negative status affects of Poison, Silence and Stun. 2.4 INT - Intelligence Intelligence or INT basically tends to increase the resistance of a player to withstand magical attacks cast against him. Like VIT, higher INT investment means higher SP output. Also, this stat increases a player's Magical Attack or MATK(counterpart of Strength's ATK), which means the higher your INT is, the higher your magical damage. However, since we are focused on the monk and champ classes, the only offensive skill that it can directly affect with is the Holy Light skill, with exception of the Extremity Fist skill. In terms of Extremity Fist damage, it boosts the damage by lesser increments compared to what STR can do, but still very beneficial in the sense that a higher INT will still increase EF damage decently. General benefits of INT: - Increases maximum SP (+1% to max SP per point) - Increases magical attack or MATK (1 INT = 1 minimum MATK, 5 INT = bonus to max MATK) - Increases maximum natural magical defense (1 INT = 1 MDEF) - Increases SP regeneration (6 INT = +1 to SP regen) - Past 120 INT, every 2 INT gives a bonus to SP regeneration by 1. - Every 1 point of INT invested means added 2% extra recovery from SP items. - Increasing INT also decreases the chance of being afflicted by the negative status affects of Blind, Sleep and Stone Curse. 2.5 DEX - Dexterity Dexterity or DEX is one of the most defining stat of the Monk/Champ. It decreases the casting time of all vital skills that are normally difficult to cast with. The rule is this: Every 15 DEX you have means 10% reduced casting time for your skills. So when I say that I have a total of 120 DEX, it means that the casting time of my skills is 80% reduced; I have to cast my skills 20% of the normal casting time only. This is the best friend of the PvP addicts/soloists or what we call as the Fast Caster types. If you want to be ensured of a half-casting time for your skills, obtain a total of 75 DEX. DEX also increases a player's accuracy rate(hit rate or HIT in layman's term), meaning a higher DEX investment equals higher chances to hit enemies with your attack). It also stabilizes your minimum to maximum ATK damage, as it increases your minimum ATK. This simply means that if your maximum normal attack damage is 100, you can constantly deal 100 damage every attack on normal situations. If your Finger Offensive Skill can dish out a maximum of 5,000 damage, with a high DEX investment you can deal out that damage constantly most of the time you use the skill. The stat can be very useful also for the Combo Crusher Types(accuracy rate). General benefits of DEX: - Increases accuracy rate or HIT (1 DEX = 1 HIT) - Increases ATK speed (first 12 DEX = 1 ASPD then every 15~16 DEX = 1 ASPD) - +1 base damage per 5 points for melee weapons. - +1 minimum damage per point for melee weapons. If Dex exceeds the ATK value of the melee weapon, use the ATK of the melee weapon for the min value (i.e. max and min values become the same) - Reduces spell casting time by a percentage calculated as Dex/1.5 - Establishes constant damage for ranged and melee weapons. 2.6 LUK - Luck Luck(LUK) is the stat mostly invested for gearing up on critical attacks and higher chances of lucky dodges in avoiding attacks perfectly. Quite useful if you coupled it with AGI for added flee, and if you are also planning to utilize critical type/carded weapons. This stat can be very useful for critical monks/champs (theoretical builds that I have thought of - see section 5.0 or the "Theoretical Builds" section for details) who want to serve unique purposes in RO. Critical champs aren't as much as efficient as the Assassin class does, as their Katar type weapons have double critical rating. However, the monk/champ class can alleviate this problem by using Vigor Explosion, and by using equips such as Quadruple Critical Waghnak. Take in mind that a 100% critical character will have a weaker critical damage output but higher critical rating. General benefits of LUK: - Increases critical rate of attacks (Every 3 LUK = 1 critical rate or CRIT) - Increases attack speed (Every 10 LUK = 1 ASPD) - Increases chances of lucky dodges (Every 3 LUK = 1 Lucky Dodge) - Increases base damage for range and melee weapons (5 LUK = +1 Base Damage) - Increasing LUK also decreases the chance of being afflicted by any negative status affect. 3.0 Skills Skills, with respect to stat points allocated, will define a character's overall type and purpose. Variations in builds can also be traced with the skills obtained, and can serve various purposes in different situations as well. 3.1 The Monk skills Posted Image IRON HAND - A passive skill that increases knuckle type weapons and bare hands' damage. Can be mastered at Level 10. Requires Demon Bane Level 10 and Divine Protection Level 10(both are Acolyte skills). This skill DOESN'T increase Extremity Fist damage. Posted Image VIGOR CONDENSATION - This skill summon spirit sphere(s) after cast. Each use of the skill summons one sphere. When mastered at Level 5, the player can summon up to a maximum of 5 spirit spheres. Duration of each sphere is 10 minutes. This skill cannot be interrupted when cast, and takes up 2 seconds of casting time. However, casting time is DEX dependent, and the skill consumes 8 SP per use. The skill can also be automatically activated with the use of a Greatest General card, which gives a chance to summon a spirit sphere every time the user deals physical attack. Added information about this skill is that each sphere adds +3 to your weapon ATK, ignoring defense and enemy flee (player will always hit for 3*(Number of Spirit Spheres)). Spirit spheres tend to increase the accuracy rate of the one bestowed by this skill(although not shown in your Alt+A window), and can also be used by Rogues/Stalkers who plagiarized spirit sphere-based skills (i.e. Infiltration and Finger Offensive). The spirit spheres can also be transferred to other players by means of the skill "Spiritual Bestowment", and all of the said benefits of spirit spheres can also be used favorably by the one bestowed. Spirit spheres works like Star Crumbs. If you manage to summon all 5 spheres, as I have said, you will be granted 15 additional weapon bonus damage that is equivalent to one Very Very Strong weapon. It also works like one, as if you miss in your attack, you will have a 15 damage instead of a MISS. Requires Iron Hand at Level 2. Posted Image VIGOR ABSORPTION - This skill absorbs 10 sp per use by absorbing one spirit sphere. Has a 2 second casting time, and cannot be interrupted. Consumes 5 SP per usage. Can be mastered at Level 1 only. You do not really gain any SP from summoning 5 spheres from the Vigor Condensation skill as the cost to cast and absorb 5 spheres (45 SP) is more than the amount of SP gained (35 SP). However, if you want to REALLY gain SP from this, the Champion skill Zen must be used instead of Vigor Condensation. Posted Image This skill can be used against other characters with spirit spheres revolving around them(either fellow monks/champs or other characters with spirit spheres obtained from Greatest General card or Spiritual Bestowment skill). This is in terms of PvP and WoE only. This skill can now be used on monsters to recover your SP however, the chances are low(I think 10% only). Requires Vigor Condensation Level 5. Can be mastered at Level 1 only. Posted Image VIGOR EXPLOSION - Requires Vigor Absorption Level 1, and can be mastered at Level 5. No casting time. Upon activation, this skill increases critical attack rate in a 3-minute skill duration and consumes 5 spirit spheres. During the skill duration, SP regeneration is halted but can be restored via Vigor Recovery(aka Spiritual Cadence), the Spirit of the Monk buff by a Soul Linker class, via "I'll sacrifice myself for you" skill of a married female partner, via SP recovery items or via Spirit Sphere-Vigor Absorption combo. Posted Image Consumes 15 SP per skill use. This skill, together with 5 spirit spheres allows a monk/champ to use the skill Extremity fist, as well as the Champion skill Raging Palm Strike. Also, this skill mastered at Level 5 allows a Champion to obtain the skill Zen. The skill also will allow a monk/champ to use Body Relocation without the need for spirit spheres anymore if Vigor Explosion is still in effect. Lv.1 Additional critical rate + 10% Lv.2 Additional critical rate + 12.5% Lv.3 Additional critical rate + 15% Lv.4 Additional critical rate + 17.5% Lv.5 Additional critical rate + 20% Posted Image INFILTRATION - A neutral attack that delivers a psychic blow to a target. VIT DEF and equipment DEF of the target tends to increase the overall damage of the skill, and the damage works in direct proportion. The higher the total DEF of the target has, the higher the skill's damage. Can be cast from 1 to 2 cells away from the target. Damage can also be increased significantly via damage-increasing carded equipments(i.e. racial, element and size cards). The skill isn't affected by the property of the weapon utilized, hence utilizing forged elemental weapons doesn't deal the significant damage as carded weapons does. Damage tends to increase greatly against other players (PvP or WoE) with the Angelus, Steel Body and other DEF increasing buffs. Has a 1 second casting time and is DEX dependent. Base damage is based from strength's ATK(as well as bonus from every 10 STR). You can use this skill with any type of weapon a monk/champ can wield with, and even by bare hands only. Damage with respect to the VIT and DEF of the target are calculated as follows: [100% + 75%*Skill Level] * [(Target VIT + Target DEF) * 1%] Posted Image Infiltration actually does less damage then the specified ATK modifier when the total VIT + DEF of the target is less than 100, but can do A LOT more when it is above 100. Card modifiers do apply to this skill, but elemental modifiers do not. Requires Vigor Condensation Level 5 and can be mastered at Level 5. Lv.1 Base damage = [100% + 75%*1] * [(Target VIT + Target DEF) * 1%], 10 SP Lv.2 Base damage = [100% + 75%*2] * [(Target VIT + Target DEF) * 1%], 14 SP Lv.3 Base damage = [100% + 75%*3] * [(Target VIT + Target DEF) * 1%], 17 SP Lv.4 Base damage = [100% + 75%*4] * [(Target VIT + Target DEF) * 1%], 19 SP Lv.5 Base damage = [100% + 75%*5] * [(Target VIT + Target DEF) * 1%], 20 SP Posted Image FINGER OFFENSIVE - A ranged spiritual attack that throws summoned spirit spheres to a target. This skill has an ATK modifier of [125% + (Skill Level*25%)]. Amount of spirit spheres thrown depends on the skill level (skill level = max number of spirit spheres) and also the availability of left spirit spheres. The ATK modifier accounts for each spirit sphere thrown. Also, since this skill counts as a ranged attack, Pneuma can block it. This skill has a long casting time but cannot be interrupted. Posted Image Casting time takes as much as [1 second+(no. of spirit spheres x 1 second)] and is DEX dependent. Has a 0.5 second delay time after a use. This skill also consumes 10 SP per cast, regardless of level. Also affected by your hit rate so it can miss against high flee characters. High amount of DEX is highly recommended for you to use its power efficiently. Skill level affects the damage of each sphere, so if you have 100 ATK and use the skill at Level 1, it would do 150 damage. At Level 5 it would do 250 damage times 5 which equals to 1250 damage. If you miss, each ball will do a paltry 15 damage. Highly recommended against other characters/monsters with low HP and/or low DEF. One remarkable thing about this skill is that it can dish out status effects against opponents: Example - Freeze! /heh Posted Image You can use this skill with any type of weapons a monk/champ can wield with, and even by bare hands only. Requires Infiltration Level 3 and can be mastered at Level 5. Lv.1 Base damage = [125% + (1*25%)], 1 spirit sphere consumed Lv.2 Base damage = [125% + (2*25%)], 2 spirit spheres consumed Lv.3 Base damage = [125% + (3*25%)], 3 spirit spheres consumed Lv.4 Base damage = [125% + (4*25%)], 4 spirit spheres consumed Lv.5 Base damage = [125% + (5*25%)], 5 spirit spheres consumed Posted Image DODGE - A passive skill that increases flee per level. Flee increased is rated by percentage of your total flee, and this skill isn't similar with that of the Thief's Increase Dodge. The skill is somewhat a 50% effectiveness version, nevertheless, a good skill to highly invest with if you are planning to create a Combo Crusher or Critical monk/champ. Requires Iron Hand Level 5 and Vigor Condensation Level 5. Can be mastered at Level 10. At level 10, provides 15% flee rate. Posted Image TRIPLE ATTACK - A passive skill that gives a small chance to deliver 3 consecutive blows(counted as one attack) whenever a normal attack is made. After hitting with the 3 blows, the user cannot move for a short period of time(delay time). This skill has an ATK modifier of (100% + 20%)*(skill level). The chance for a triple attack to activate is 30% minus skill level, decreasing down by a segment of one percent as level goes higher. For short, higher skill levels reduced chances to trigger but does significantly higher damage. Base skill damage(based on ATK) increases by 20% every succeeding level. Posted Image The delay time is affected by DEX and AGI of the user. Delay time of the skill: 1.3 - [(AGI*0.004) - (DEX*0.002)] seconds, regardless of skill level. This means that the higher your AGI and/or DEX stat is, the lesser the delay time. The skill also does not consume SP, and works with any type of weapon a monk/champ can use. Even using bare hands can still activate Triple Attack. Spirit spheres obtained from Vigor Condensation, Zen, Spiritual Bestowment or Greatest General card can increase the skill's damage by a maximum of 15. If the user has 5 spirit spheres summoned, and his Triple Attack misses on a target, a 15 damage will be displayed instead of a MISS. Requires Dodge Level 5, and can be mastered at Level 10. Lv.1 29% activation rate, 120% ATK Lv.2 28% activation rate, 140% ATK Lv.3 27% activation rate, 160% ATK Lv.4 26% activation rate, 180% ATK Lv.5 25% activation rate, 200% ATK Lv.6 24% activation rate, 220% ATK Lv.7 23% activation rate, 240% ATK Lv.8 22% activation rate, 260% ATK Lv.9 21% activation rate, 280% ATK Lv.10 20% activation rate, 300% ATK Posted Image CHAIN COMBO - An active skill that deals 4 blows consecutively on a target(counted as one attack). This is only usable during the delay time that is caused by the skill Triple Attack. Delay time is even longer after this skill is chained from Triple Attack, and is also affected by AGI and DEX of the user. Delay time of the skill: 1.3 - [(AGI*0.004) - (DEX*0.002)] seconds, regardless of skill level. This means that the higher your AGI and/or DEX stat is, the lesser the delay time. Base skill damage(based on ATK) increases by 50% every succeeding level. SP consumption increases by 2 SP per level. Has an ATK modifier of (150% + 50%)*(skill level). Posted Image Chain Combo can be used by either within Triple Attack's delay time or by Stop Blade Level 4. Requires Triple Attack Level 5, and can be mastered at Level 5. Lv.1 200% ATK, 17 SP consumed Lv.2 250% ATK, 19 SP consumed Lv.3 300% ATK, 21 SP consumed Lv.4 350% ATK, 23 SP consumed Lv.5 400% ATK, 25 SP consumed Posted Image COMBO FINISH Posted Image - An active skill that damages a target heavily and knocks it back 5 cells at the same time. This is only usable during the delay time after Chain Combo was executed. SP used and base skill damage varies with each succeeding level - SP consumption increments by 1, and base skill damage increments by 60% per increase in the skill's level. This is the last of the combo skills series. This skill consumes a spirit sphere upon activation, and extra delay time for Extremity Fist will occur. Extremity Fist can be chained as the final killing blow without any casting time after this skill is successfully activated. However, in order for the user to activate Extremity Fist after this skill, the user must be in Vigor Explosion status and at least carrying 4 spirit spheres. Requires Chain Combo Level 3, and can be mastered at Level 5. Lv.1 300% ATK, 11 SP consumed Lv.2 360% ATK, 12 SP consumed Lv.3 420% ATK, 13 SP consumed Lv.4 480% ATK, 14 SP consumed Lv.5 540% ATK, 15 SP consumed Posted Image STEEL BODY - This is an active skill that raises both DEF and MDEF to a fixed 90. During the skill duration, this skill negates the usage of all active skills, and Triple Attack is the only offensive skill the monk/champ can use afterwards(as the skill is a passive one). When used, ASPD and movement speed are cut by 25%. Has a 5 second casting time that cannot be interrupted(even when frozen). Also, this skill consumes 5 spirit spheres, and also consumes 200 SP regardless of skill level. This skill, upon activation, drastically reduces all received damage by 90%, except in the case of Acid Bomb, Infiltration, and even Extremity Fist that ignores DEF of the target. This simply means that if you are normally receiving 1000 worth of damage from an opponent, with Steel Body you can now only receive just an ample 100 damage. This skill is very, very useful especially if you have a very high HP limit, as you can be an effective tanker from enemy mobs, or a very good decoy for sieging purposes Requires Combo Finish Level 3, and is mastered at Level 5. There is a 30 secs increase of duration per skill level. Posted Image STOP BLADE - An active skill that neutralizes both the player's and the target's movement for the entire skill's duration. This is signified by the sudden petrified - like stance (like a victim of Stone Curse) that both the party will be enduring with. However, the skill at higher levels will allow the monk/champion to use certain skills in advantage against the other player who is "petrified", and then the movement-neutralizing effect will be gone. This is indeed very useful against very aggressive melee opponents, as this skill works very much like the Counter Attack skill of the Knight, where the player needs to activate the Stop Blade stance at the right moment (e.g. the exact moment/0.5 second before the actual opponent's attack will hit the player). This skill consumes 1 spirit sphere upon usage. Posted Image This skill cannot be used against MVP/mini boss type monsters. Also, this skill works only against melee attacks, and it cannot neutralize magic spells and long range skills aimed at the player. This skill can catch all normal attacks as long as the said attacks are in the distance of 1-2 cells away from the player. Efficiency with this skill takes timing and practice but once mastered, you can almost take on anything melee(assuming your Stop Blade is at Level 5 and EF is enabled). The skill uses 10 SP regardless of skill level. Requires Dodge Level 5 and can be mastered at Level 5. Lv.1 20 seconds duration, no skill usable Lv.2 30 seconds duration, Finger Offensive usable Lv.3 40 seconds duration, Infiltration usable Lv.4 50 seconds duration, Chain Combo usable Lv.5 60 seconds duration, Extremity Fist usable Posted Image VIGOR RECOVERY Posted Image - A passive skill that works like both Increase HP Recovery(Swordsman) and Increase SP Recovery skill(Mage/Priest)fused into a single skill. Same rule applies(as in the mentioned skills), the higher your max HP and SP, the higher the recovery rate. The skill restores HP and SP every 10 seconds when the player is sitting. However, you can still recover HP/SP even while Vigor Explosion/Extremity Fist have been activated. Also works at 1/2 the speed when overweight. The skill stacks with the natural HP/SP regeneration rate of the player; that is, the skill provides extra regeneration rate aside from the natural HP/SP regeneration of the player. This skill doesn't work while standing. Requires Stop Blade Level 2 and can be mastered at Level 5. Lv.1 HP recovery = [(Max HP/500)+4 HP], SP recovery = [(MaxSP/500)+2 SP] Lv.2 HP recovery = [(Max HP/250)+8 HP], SP recovery = [(MaxSP/250)+4 SP] Lv.3 HP recovery = [(Max HP/166)+12 HP], SP recovery = [(MaxSP/166)+6 SP] Lv.4 HP recovery = [(Max HP/125)+16 HP], SP recovery = [(MaxSP/125)+8 SP] Lv.5 HP recovery = [(Max HP/100)+20 HP], SP recovery = [(MaxSP/100)+10 SP] Posted Image BODY RELOCATION - An active skill that lets a monk/champ to "teleport instantaneously" anywhere on the screen, as long as there are no obstructions in the way (trees, walls, etc). Pretty useful for sieges since a monk/champ can dash over traps and defenses fairly easily. The skill requires 1 spirit sphere to cast, and also consumes 10 SP. However, the skill will not consume any spirit sphere anymore if the player is in Vigor Explosion mode, but SP regeneration is halted due to Vigor Explosion's side effect. Posted Image The skill can be used on a range of 12 cells, and can be landed on 1 tile only. No casting time induced, and can be used repeatedly as long as the player has spirit spheres/SP remaining on him. Players with this skill can cross over AoE skills like Lord of Vermillion, Storm Gust, Meteor Storm, Heaven's Drive and even Fire Walls, Fire Pillars, all traps, Venom Dust, Grand Cross and Spider Webs. Also, the player can escape crit locks of Assassins, and also other skills cast on him(i.e. Soul Destroyer, Level 10 Bolts, FO etc) if the player manage to relocate away from the opponent's view. Requires Vigor Recovery Level 2, Steel Body Level 3 and Extremity Fist Level 3, and can be mastered at Level 1 only. 3.2 The Champion skills Posted Image ZEN Posted Image - An active skill that allows the champion to summon all 5 spirit spheres at one cast. Casting time takes up to 2 seconds, and is DEX dependent. However, casting time can get interrupted unlike in using Vigor Condensation, either by attacks or by the Spell Breaker skill. The skill consumes 20 SP per cast, and with this skill, a player can recover SP afterwards by using Vigor Absorption skill(10 SP recovered every Zen-Absorption combo). Posted Image RAGING PALM STRIKE - An active skill that knocks back a target by 3 cells and then damages it heavily after 1.5 seconds. This skill can only be used under the Vigor Explosion status, and this skill doesn't consume any spirit spheres in order to be used. This has a 0.3 second delay time after each use, and has no casting time. The skill is considered spammable on WoE periods, as there are no knockbacks on agits. Requires Level 7 Iron Hand, Level 5 Vigor Explosion and can be mastered at Level 5. Lv.1 300% ATK, 22 SP consumed Lv.2 400% ATK, 24 SP consumed Lv.3 500% ATK, 26 SP consumed Lv.4 600% ATK, 28 SP consumed Lv.5 700% ATK, 30 SP consumed Posted Image TIGER KNUCKLE FIST - I cannot mention much about this skill, as well as Chain Crush Combo since I don't have these ones on my skill list. But allow me to share what I have researched on some sites(Credits section). This active skill can only be used during the delay time generated from Combo Finish, and is recommended to be initiated immediately after the first 3 combo skills for heavy damage. This skill has no casting time, and consumes 1 spirit sphere after every use. Another fascinating fact about this skill that it has the ability to momentarily freeze or stun a target, based on some testimonials and researches, hence this skill is also called Glacier Fist on other versions. However, here in pRO, the target is not frozen or stunned, but immobilized momentarily. Requires Level 5 Iron Hand, Level 5 Triple Attack, Level 5 Chain Combo, Level 3 Combo Finish. Can be mastered at Level 5. Lv.1 140% ATK, Chance to freeze = 20%, 4 SP consumed Lv.2 240% ATK, Chance to freeze = 30%, 6 SP consumed Lv.3 340% ATK, Chance to freeze = 40%, 8 SP consumed Lv.4 440% ATK, Chance to freeze = 50%, 10 SP consumed Lv.5 540% ATK, Chance to freeze = 60%, 12 SP consumed Posted Image CHAIN CRUSH COMBO - An active skill that can only be used during the delay time generated after activating Tiger Knuckle Fist. The skill has certain number of hits that varies with each succeeding skill level, and the skill level also affects the damage dealt. It has a delay time that is affected by AGI and DEX. Extremity Fist can still be initiated after this skill as long as you are still in Vigor Explosion mode (even if you have only 3 spirit spheres left available). Delay time from Level 1 to Level 5 is by 0.8 second, and 1 second from Level 6 to Level 10. This delay time is the very actual moment to cast Extremity Fist directly to your target. The skill does not have a cast time, and does not consume any spirit sphere. Requires Level 5 Iron Hand, Level 2 Tiger Knuckle Fist, and Level 5 Vigor Condensation. Can be mastered at Level 10. Lv.1 500% ATK, 1 hit, 4 SP consumed Lv.2 600% ATK, 1 hit, 6 SP consumed Lv.3 700% ATK, 2 hits, 8 SP consumed Lv.4 800% ATK, 2 hits, 10 SP consumed Lv.5 900% ATK, 3 hits, 12 SP consumed Lv.6 1000% ATK, 3 hits, 14 SP consumed Lv.7 1100% ATK, 4 hits, 16 SP consumed Lv.8 1200% ATK, 4 hits, 18 SP consumed Lv.9 1300% ATK, 5 hits, 20 SP consumed Lv.10 1400% ATK, 5 hits, 22 SP consumed 3.3 Excruciating Palm and Spiritual Bestowment The first skill that is the Excruciating Palm(Ki Explosion in iRO) is the offensive type among the two. This skill deals damage equivalent to a Level 5 Triple Attack(200% of ATK. This skill also knocks back nearby enemies from the target, allowing a high chance of stunning them for a brief period of time. It has no casting time and has a 1 second skill delay, and as far as I know, it doesn't miss regardless of flee level of target. The skill can still be used with any type of weapon a monk/champ can wield with. It has no skill requirements, and can be used independently from combo skills. Also works even with bare hands only. Very usable against mobs of enemies. Needs to be cast from 1 cell range only. The second skill, Spiritual Bestowment, is already mentioned a lot of times above. This skill simply transfers spirit spheres (one at a cast) to a friendly target (party mate only), and casting cannot be interrupted. Costs 40 SP each cast, and if you wonder what this skill does, see the functions of the Vigor Condensation skill. 3.4 Extremity Fist 101 Posted Image - I have personally dedicated this section for the ultimate skill the monk/champ is widely renowned with. Extremity Fist is considered the class' most powerful skill in terms of damaging capabilities, be it in the offense or defensive schemes, and be it in different situations. This is also known as Guillotine Fist, but is more popularly recognized as the deadly Asura Strike. Facts about the skill: - Requires 1 SP to cast, and 5 spirit spheres to be consumed, and at least 4 spirit spheres in case of chaining the skill from the combo skills or when connecting the skill from Stop Blade stance. Also requires user to be in Vigor Explosion status before allowed to be used. - Has a casting time of 2 seconds by default(at max level which is level 5), and is DEX dependent. Casting time penalty can be reduced by higher DEX(see DEX at Stats Explanation section). Skill's default casting time also varies with skill level - the higher the skill level, the lesser the casting time. Also, DEX stabilizes Extremity Fist minimum-maximum damage range. - Casting time formula: 4.5 - (0.5*skill level) seconds. Casting delay: 3.5 - (0.5*skill level) seconds. Casting period can be interrupted, either by any normal attack, any offensive skills, or the worst, by Spell Breaker and even by a simple Provoke (lol). - Has a 5 minute cooldown after each use. During the cooldown duration, natural SP regeneration is halted, meaning you cannot regenerate SP normally during the entire cooldown duration. However, SP recovery will resume again after the 5 minute cooldown period ends. While in the cooldown state, you can still recover SP from the passive skill Vigor Recovery or Zen-Vigor Absorption combo. - The passive skill Iron Hand, regardless of level doesn't raise EF damage. Also counted here is the raised ATK from the Provoke skill(Swordsman class), and even weapon upgrade(yes, normal weapon upgrade doesn't raise your EF damage). However, extra damage can be obtained from the weapon upgrade, if the said upgrade is PAST THE WEAPON'S BREAKING POINT. Try using a rod that has no upgrade, a rod that is upgraded seven times and a rod that is upgraded eight times or more and then use EF. You'll see the difference(I used a rod as an example as the said weapon as far as I know deals its maximum damage regardless of enemy size). The passive skill Demon Bane also doesn't raise EF damage. With no upgrade Rod: Posted Image Upgraded to safety limit(no change in damage): Posted Image Overupgraded once to +8(damage has increased): Posted Image Maximum weapon upgrade +10(damage is considerably increased): Posted Image - The skill is neutral regardless of the element of the weapon used, so using a forged elemental weapon is not advisable, as well as endowment skills. Also, the skill will miss on Safety Walls and from targets that has taken safety from obstacles(i.e. walls etc). It can also possibly miss on the following skills: Auto Guard, Parrying and Fog Wall. - The skill doesn't miss(on normal circumstances) since it ignores flee rate of the target. Also, it ignores the target's overall defense rate, but the skill DOESN'T IGNORE THE TARGET'S SIZE(against the game's definition of the skill). - Formula of the skill's damage: [(Base ATK + [Weapon ATK*Size Mod] + Dangerous Upgrade) * (8 + [(SP-1)/10]) + [250 + (150 * EF skill level)]] * Card multiplier. 4.0 Known Builds - This section is created so that I can list down all known official builds used by many players nowadays, be it in different scenarios like MvP, PvP, WoE or by even a simple PvM. These builds are recognized as functional and useful not only by me, but other individuals as well(Credits section). Job 70 Champion Stat bonuses: Posted Image 4.1 DEX STR type - Fast Caster/PvP Type - How fast can you pull of a killing strike to eliminate a target the quickest way possible? This is the challenge many monk and champ players wanted to answer aggressively, as faster EF means faster kill. This build is designated so as to pull the Extremity Fist skill the fastest way possible. This is done so as to overcome the possible drawbacks of using Extremity Fist on some situations(notably PvP). Since there are no damage reductions on the monk/champion classes on PvP(meaning full EF damage), a good aspect to focus with is the cast time of your EF. I recommend obtaining total DEX with increments of 15, as I've said that every 15 DEX reduces any skill's casting time by 10%. 120 DEX should be good enough, however, some players would want to have faster cast time compared to other players. Well, back to the topic - I myself simulated my own variation of this build. However, I have simulated this with the champion class so as to have a broader build. I am using the calculator for all of my simulations: Skills: Acolyte High: Demon Bane 10 Divine Protection 10 Blessing 10 Increase Agi 8 Ruwach 1 Teleportation 2 Warp Portal 4 Pneuma 1 Heal 3 Champion: Iron Hand 7 Vigor Condensation 5 Vigor Absorption 1 Vigor Recovery 2 Vigor Explosion 5 Zen 1 Infiltration 5 Finger Offensive 5 Extremity Fist 5 Steel Body 3 Body Relocation 1 Stop Blade 5 Triple Attack 5 Chain Combo 3 Combo Finish 3 Raging Palm Strike 1 Dodge 5 Remaining champion skill points: 7 Equips: Upper Headgear - Apple 'o Archer Middle Headgear - Masquerade Armor - Unfrozen Saint's Robe Garment - Immune Muffler Weapon - +7 or higher Double Bloody Boned Chain Shield - Cranial Buckler Footgear - +9 or higher High-level shoes Accessories - 2 Nimble Gloves Final stat points allocation(with Blessing 10, Increase Agi 8 and equips mentioned) STR - 79 + 21 = 100 AGI - 1 + 19 = 20 VIT - 53 + 7 = 60 INT - 23 + 17 = 40 DEX - 99 + 31 = 130 LUK - 2 + 3 = 5 Other info on this build(with Blessing 10, Increase Agi 8 and equips mentioned) Max HP - 11,300 Max SP - 913 DEF - depends on your upgrade MDEF - 5 Hit - 229 Flee - 126 Perfect Dodge - 1.5 Critical - 2.5 MATK - 65~104 ASPD - 154.5 HP regen - 68 SP regen - 18 Vigor Recovery - 53 HP and 7 SP every 10 secs Extremity Fist cast time - 0.26 secs Extremity Fist average damage(Demi human, medium size, target with no equips, PvP) = 53,683 This is just my own variation of a fast caster PvP type champ. Anyone of you out there who has a better version, please tell me. ^^ 4.2 AGI STR/STR AGI type - Combo Crusher/Combo EF Type - The beauty and majesty of chaining combos altogether with the Extremity Fist skill sounds very cool at some hardcore players who are very fond of difficulties and of facing close-combat battles. Combo skills, when activated in proper order, can unleash devastating amounts of damage and can even kill a target in an instant without the need for Extremity Fist. This is executed with the purpose of either saving more time in crippling enemies, saving more SP, using EF, or just plain fun, as the execution of all the combo skills can be amusing to watch. One good advantage of this build is that you can use Extremity Fist without casting it anymore if you connect the said skill after either Combo Finish or Tiger Knuckle Fist. Also, combo skills can save you more time and SP if you want to deal decent damage instead of using spirit skills like Finger Offensive repetitively. This build is also much easier to level up due to its high AGI, coupled with the right equipments. Skills: Acolyte High: Demon Bane 10 Divine Protection 10 Blessing 10 Increase Agi 10 Ruwach 1 Teleportation 2 Warp Portal 3 Heal 3 Champion: Iron Hand 5 Vigor Condensation 5 Vigor Absorption 1 Vigor Explosion 5 Zen 1 Infiltration 3 Finger Offensive 3 Extremity Fist 1 Stop Blade 5 Triple Attack 5 Chain Combo 5 Combo Finish 5 Tiger Knuckle Fist 5 Chain Crush Combo 10 Dodge 10 Equips: Upper Headgear - Ghost Bandanna Middle Headgear - Phantom of Opera Mask Armor - Unfrozen Saint's Robe/Ghost Saint's Robe Garment - Mocking Muffler Weapon - +10 Double Bloody Boned Waghnak, +10 Double Bloody Boned Knuckle Duster, elemental fists Shield - Cranial Buckler Footgear - +9 or higher High-level shoes Accessories - 2 Brooch of Flash Final stat points allocation(with Blessing 10, Increase Agi 10 and equips mentioned) STR - 79 + 21 = 100 AGI - 83 + 27 = 110 VIT - 33 + 7 = 40 INT - 28 + 17 = 45 DEX - 60 + 20 = 80 LUK - 2 + 3 = 5 Other info on this build(with Blessing 10, Increase Agi 10 and equips mentioned) Max HP - 9,887 Max SP - 944 DEF - depends on your upgrade MDEF - 5 Hit - 179 Flee - 244 Perfect Dodge - 11.5 Critical - 2.5 MATK - 81~126 ASPD - 180.62(Awakening potion) HP regen - 57 SP regen - 17 Vigor Recovery - 47 HP and 7 SP every 10 secs Weight limit - 4970 Extremity Fist cast time - 0.93 secs Extremity Fist average damage(Demi human, medium size, target with no equips, PvP) = 45,996 Additional notes by Haretsu, a friend(Credits section): Using Steel Body in conjunction with the Blacksmith's Adrenaline Rush and having a mace type as your weapon, you can break emperiums with more endurance. Just be sure that you have good communications with your party and lots of potions. Imagine under Steel Body Status, 173 ASPD already with Adrenaline Rush isn't that bad for emperium breaking. 4.3 STR INT type - MVP Type - This build is designed for maximum EF damage possible over MVP monsters. This build also can be seen on WoE scenes and even sometimes on PvP, as it boasts over 6 digits of damage in a single blow(on normal circumstances). The MVP type build is created with the sole purpose of a sure kill from a target, or at least a very crippling damage on enemies(specifically MVPs). Rinse and repeat method, this build will only have to cast EF simultaneously on designated monsters with very high HP rating. In PvP and/or WoE, this build can be seen at the back of the frontlines, serving as a charging weapon that is meant to cripple either opposing or defending players. The user is presumed that he is well aware that this build has a horrible casting rate and low HP, so the user will not face enemies head on directly. This build is meant to be joining parties, as it cannot endure well handful of enemies. This build also is sometimes feared in PvP battles when in a party, as the player will at first stay away from any direct collisions, and then pawn a vital target when the heat of the battle is ongoing already(assuming that the player knows that he is not at a dangerous position to use EF). The build's final stats will be focusing more on maximizing STR and INT, rather on other crucial stats like DEX and VIT. The build's purpose is not to survive, but to kill, so the user must assume that dying is inevitable in most cases, and he will be depending on a Priest/party and in using EF forever. Skills: Acolyte High: Demon Bane 10 Divine Protection 10 Blessing 10 Increase Agi 8 Ruwach 1 Teleportation 2 Warp Portal 4 Pneuma 1 Heal 3 Champion: Iron Hand 5 Vigor Condensation 5 Vigor Absorption 1 Vigor Explosion 5 Zen 1 Infiltration 5 Finger Offensive 5 Extremity Fist 5 Stop Blade 5 Triple Attack 5 Chain Combo 3 Combo Finish 3 Dodge 5 Steel Body 3 Body Relocation 1(mobility purposes) Vigor Recovery 2 Heal 7(maxing out Heal) Remaining champion skill points: 3 Equips: Upper Headgear - Biretta with Incubus card Middle Headgear - Masquerade/Phantom of Opera Mask Armor - Saint's Robe with Succubus card Garment - Immune Muffler Weapon - +10 Mace with 2 Abysmal Knight cards and any 2 size cards/+10 Double Bloody Double Boned Mace Shield - Cranial Buckler/any damage from race-reducing carded Buckler Footgear - Soul enchanted Shoes Accessories - 2 Ring of Muscle Final stat points allocation(with Blessing 10, Increase Agi 8 and equips mentioned) STR - 99 + 27 = 126 AGI - 1 + 19 = 20 VIT - 2 + 8 = 10 INT - 99 + 18 = 117 DEX - 25 + 20 = 45(30% reduced casting time for most skills) LUK - 1 + 3 = 4 Other info on this build(with Blessing 10, Increase Agi 10 and equips mentioned) Max HP - 8,063 Max SP - 1,651 DEF - depends on your upgrade MDEF - 5 Hit - 144 Flee - 126 Perfect Dodge - 1.4 Critical - 2.2 MATK - 373~646 ASPD - 149.6 HP regen - 46 SP regen - 40 Vigor Recovery - 40 HP and 10 SP every 10 secs Weight limit - 5570 Extremity Fist cast time - 1.4 secs, 0.77 secs with Suffragium level 3 Extremity Fist average damage(against all MvPs, used +10 Mace with 2 Abysmal Knight cards and 2 size cards) = 122,046 (with Impositio Manus level 5) Extremity Fist average damage(Demi human, medium size, target with no equips, PvP, +10 double bloody double boned mace) = 116,35(with Impositio Manus level 5) 4.4 STR DEX VIT type - War of Emperium Type - Many players nowadays develop characters geared up for sieging purposes, be it for the service to their respective guilds or be it for their own fame, or to experience the action of every sieges in various agits. The thrill of attempting to capture other guild's agit or the breath-taking defense of your own would prove to be action-packed and fun at the same time. The WoE type build was designed to be strong enough to kill targets efficiently - with the right balance of EF damage and cast rate, and at the same time tough enough to endure handful of attacks so as to be more competitive in dealing crippling damage to enemy targets. The build always aims at very crucial targets like guildmasters, key character classes like Land Protector/Dispell/Burner Professors, breaker build classes like Sin Xs, Lord Knights and the like, and even the very annoying team-up of Bards and Dancers (for those in the offensive scheme). The build is assumed to at least take a huge chunk of the target's HP(in terms of boss-carded targets), and take out instantly low HP type characters like those in the High Wizard, Sniper and Sin X classes. Skills: Acolyte High: Demon Bane 10 Divine Protection 10 Blessing 10 Increase Agi 1(faster walking purposes only) Ruwach 1 Teleportation 2 Warp Portal 3 Heal 3 Angelus 10 Champion: Iron Hand 5 Vigor Condensation 5 Vigor Absorption 1 Vigor Explosion 5 Zen 1 Infiltration 5 Finger Offensive 5 Extremity Fist 5 Stop Blade 5 Triple Attack 5 Chain Combo 3 Combo Finish 3 Dodge 5 Steel Body 3 Body Relocation 1 Vigor Recovery 2 Remaining champion skill points: 10 Equips: Upper Headgear - +9 or higher High-level Biretta Middle Headgear - Masquerade Armor - Unfrozen Saint's Robe Garment - Immune Muffler Weapon - +10 Double Bloody Double Boned Mace Shield - Cranial Buckler Footgear - +9 or higher High-level shoes Accessories - 2 Ring of Muscle Final stat points allocation(with Blessing 10, Increase Agi 1, Angelus 10 and equips mentioned) STR - 91 + 29 = 120 AGI - 8 + 12 = 20(Level 1 Increase AGI; can tend to increase the higher the Increase AGI skill level you have) VIT - 58 + 7 = 65 INT - 31 + 19 = 50 DEX - 80 + 20 = 100 LUK - 1 + 3 = 4 Other info on this build(with Blessing 10, Increase Agi 1, Angelus 10 and equips mentioned) Max HP - 11,653 Max SP - 1,142 DEF - depends on your upgrade MDEF - 5 Hit - 199 Flee - 126 Perfect Dodge - 1.4 Critical - 2.2 MATK - 99~150 ASPD - 152.8 HP regen - 71 SP regen - 20 Vigor Recovery - 54 HP and 8 SP every 10 secs Weight limit - 5330 Extremity Fist cast time - 0.66 secs Extremity Fist average damage(Demi human, medium size, target with no equips, PvP) = 78,124 5.0 Theoretical Builds - This section is created so that I can post all potential builds that I have not confirmed in my very own eyes yet if existing already or whether they are really useful or what. You can laugh all the way starting from here (lol) but at least try to see the following builds' overall purpose, 'coz I won't include them here if I haven't though of any good purpose associated with the said types. Some builds here are not mine(just informing you beforehand), and the individuals that contributed this to me explained already what their proposed build is capable of, so I included them here also. 5.1 VIT INT DEX type - Ultimate Defensive/Tanker Type - Imagine this: a character with a high natural VIT DEF rating, a max HP of more than 16K, a large SP pool of about 1.4K, a high Vigor Recovery regeneration rate of HP and SP, a fast recovery from the natural HP and SP regeneration, very high recovery from all HP and SP items, and the incredible ability to absorb tons of damage from many attackers. Not mentioned here is the ability to increase both DEF and MDEF to a fixed 90, the capability to survive in mobs and mobs of monsters, and the capability to topple down overall DEF of Paladins and Lord Knights and even overall MDEF of High Wizards and High Priests. Just imagine that the Infiltration, Acid Bomb and any other skill that cripples, pierces or ignores DEF never existed at all; being a Man of Steel aka Superman is a reality in Ragnarok Online XD! I am generalizing that this build is for defensive purposes ONLY, to act as a very hard tanker for weaker friends, to divert the heat of heavy damages from vital characters in a party or guild, to absorb all damage from all Biolab or Juperos entities while your friend High wizard will do the massive killings, or to act as a very, very convincing decoy during siege ambushes or offensive schemes for your Cloaking/Chase Walking guildmasters to infiltrate the emperium room sneakily and cast Emergency Call. Indeed, you will build this type not to kill, but to survive only. Skills: Acolyte High: Demon Bane 10 Divine Protection 10 Blessing 10 Increase Agi 1(faster walking purposes only) Ruwach 1 Teleportation 2 Warp Portal 4 Pneuma 1 Heal 3 Angelus 7 Champion: Iron Hand 5 Vigor Condensation 5 Vigor Absorption 1 Vigor Explosion 5 Zen 1 Infiltration 3 Finger Offensive 3 Extremity Fist 3 Stop Blade 2 Triple Attack 5 Chain Combo 3 Combo Finish 3 Dodge 9 Steel Body 5 Body Relocation 1 Vigor Recovery 5 Heal 7 Angelus 3 Equips: Upper Headgear - +9 or higher High-level Biretta/Poopoo hat Middle Headgear - Phantom of Opera Mask Armor - +8 Saint's Robe compounded with PecoPeco card, Ghost Saint's Robe Garment - +8 Immune Muffler Weapon - Quadruple Vital Rod Shield - +8 Cranial Buckler Footgear - +8 Matyr shoes Accessories - 2 Necklace of Spores Final stat points allocation(with Blessing 10, Increase Agi 1, Angelus 10 and equips mentioned) STR - 1 + 29 = 20 AGI - 1 + 13 = 14 VIT - 99 + 17 = 116 INT - 99 + 19 = 118 DEX - 25 + 20 = 45 LUK - 1 + 3 = 4 Other info on this build(with Blessing 10, Increase Agi 1, Angelus 10 and equips mentioned) Max HP - 17,125 Max SP - 1,442 DEF - 48 (90 in Steel Body) MDEF - 5 (90 in Steel Body) Hit - 144 Flee - 126 Perfect Dodge - 1.4 Critical - 2.2 MATK - 430~744 ASPD - 148.2 HP regen - 108 SP regen - 34 Vigor Recovery - 191 HP and 24 SP every 10 secs Weight limit - 2630 5.2 STR AGI LUK type - Critical-Combo/Breaker Type - Assassin Crosses are the number 1 rated in terms of critical rating and critical damage, due to double activation rate of critical attacks from Katar type weapons and due to the nature of their build. However, the monk/champ class can have their own version of a breaker build. What qualities does a good breaker have? High damage, high ASPD, high critical rating, high critical damage, high flee, and good endurance to withstand attacks. These are what various breaker classes such as Lord Knights and Sin Xs possessed that other classes cannot parallel with. High damage? Look at the high STR and the Iron Hand ability of the monk/champ. High ASPD? The class can have very high AGI, and can use Increase Agi level 10, Awakening pots, and knuckle-type weapons that are one of the fastest weapons around. High critical rating? Monks/champs can have a decent LUK for extra crit rate, and the Vigor Explosion skill that when mastered, can provide a critical rating of 20%. High critical damage? Couple a good type of weapon with Soldier Skeleton cards and high STR, this is not impossible. High flee? Just get a high AGI value, max out your passive skill Dodge and wear some flee increasing equips, and high flee can be yours. Good endurance? Get some VIT, some overupgraded defensive equips, Angelus, Assumptio from a friend High Priest and you can also use Steel Body and have a friend Blacksmith cast Adrenaline Rush while wielding a +10 quadruple critical mace. Skills: Acolyte High: Demon Bane 10 Divine Protection 10 Blessing 10 Increase Agi 10 Ruwach 1 Teleportation 2 Warp Portal 3 Heal 3 Champion: Iron Hand 10 Vigor Condensation 5 Vigor Absorption 1 Vigor Explosion 5 Zen 1 Infiltration 3 Finger Offensive 3 Extremity Fist 3 Stop Blade 2 Triple Attack 10 Chain Combo 5 Combo Finish 5 Dodge 10 Steel Body 3 Body Relocation 1 Vigor Recovery 2 Equips: Upper Headgear - Ghost Bandana Middle Headgear - Phantom of Opera Mask Armor - Unfrozen Saint's Robe, Ghost Saint's Robe Garment - Mocking Muffler Weapon - +10 Quadruple Critical Mace Shield - Cranial Buckler Footgear - Matyr shoes Accessories - 2 Brooch of Flash Final stat points allocation(with Blessing 10, Increase Agi 10, and equips mentioned) STR - 81 + 19 = 100 AGI - 82 + 28 = 110 VIT - 28 + 7 = 35 INT - 14 + 17 = 31 DEX - 30 + 20 = 50 LUK - 57 + 3 = 60 (With Gloria = 90) Other info on this build(with Blessing 10, Increase Agi 10, Awakening Potion and equips mentioned) Max HP - 9,534 Max SP - 776 DEF - depends on your upgrade MDEF - 5 Hit - 149 Flee - 244 Perfect Dodge - 17 (20 with Gloria) Critical - 55 (75 with Vigor Explosion level 5, 84 with Gloria) MATK - 47~67 ASPD - 175.01 (182.36 with Adrenaline Rush) HP regen - 54 SP regen - 13 Vigor Recovery - 46 HP and 7 SP every 10 secs Weight limit - 5030 Extremity Fist cast time - 1 sec Extremity Fist average damage(Demi human, medium size, target with no equips, PvP, +8 Double Bloody Boned Chain) - 43,457 6.0 Credits Haretsu - a personal close friend of mine that helps in defining some stat's definitions, as well as helping me try out what spirit spheres can do for a player. Also contributed a lot in the theoretical builds' proposals, and gave me some tips and advice on gearing up various builds as well. My fellow pal during the beta days period. Wolfgang - also, a personal close pal of mine that contributed well in the theoretical builds section, as well as the function of some equipments and new items. This guy gave me a lot of lessons in various battle schemes, and he is the one who told me that Finger Offensive can inflict status ailments to opponents as well. Lady Aduka/ladyofthor - this person gave me all the inspirations and hope, and also taught me that I can achieve anything when I put all of my efforts and spirit in it. Contributed well in the issues regarding the Sage and the Professor classes, since she is very efficient and effective in using her bolter-semi support customized build in most situations. The most dedicated Sage/Professor player I ever knew, and is also my classmate during my entire college days too. Calx Zinra(from neoseeker.com) - for some good definition of the monk/champion skills, as well as some good builds. Also, for the idea of using a build calculator for simulating builds accurately. Aerondight(from rofrance.net - for one of the ideas of a critical build monk/champ, and for the definition of some equipments. Gave me also many stat definitions I didn't know. Thanks dude. |
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| [Moderator]Aya Ninna | Mar 3 2007, 11:22 PM Post #2 |
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Hunter Fly
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Weeh! Matagal-tagal din bago mo nailabas kuya! Well, congrats po. :lol: Uhm, suggestion lang po, the guide is quite long and uhm, baka 'yung iba eh ma-bore sa pagbabasa. Why not use colors kuya in highlighting titles? Para cute hehe. :P Hindi ko pa nababasa ng buo eh. Later i will. :) OT: Kawawa naman 'yung picky. :( |
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| Arcite | Mar 3 2007, 11:25 PM Post #3 |
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Superior Evolutionary Element Destined-factor
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okay babawasan ko pag naka OL ako this guide..and i will use proper formatting lols. minadali ko lang kasi dito eh. aayusin ko agad asap. thanks miss aya. ^^ |
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| [Moderator]Aya Ninna | Mar 3 2007, 11:31 PM Post #4 |
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Hunter Fly
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Waah! Don't get me wrong kuya ah. What I mean with baka mabore sila is kasi plain white lang 'yung text. Hmm, siguro mas okay kung may colors, 'di ba? :lol: Suggestion lang po 'yan kuya. Wah! Natakot naman ako bigla baka ano isipin mo haha! :P |
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| Cancel | Mar 3 2007, 11:33 PM Post #5 |
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Im blind not deaf
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Nice Guide. Dalawa Champ mo? Bakit dun sa EF mo w/ +7 Rod ang layo nung hp/sp bar sa character =)) Bat ganon? Kung nag Hide yun mawawala yung "Extrimity Fist !!" Hahaha. O baka noob ako? Nice Guide! /no1 |
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| Arcite | Mar 3 2007, 11:41 PM Post #6 |
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Superior Evolutionary Element Destined-factor
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sa pagkakaprintscreen lang un lols, kaya parang malayo ung HP/SP bar lols. Isa lang champ ko haha. Poor lang tyo dude. :lolwave: |
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| Cancel | Mar 3 2007, 11:52 PM Post #7 |
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Im blind not deaf
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Ahh. Gusto ko lang maliwanagan. Ganda guide. Kasi meron kang say sa bawat skill =)) |
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| BerserkerzCrit | Mar 4 2007, 12:01 AM Post #8 |
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Critical Rampage
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good guide dude. /no1 |
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| [Admin]Hikaru Mithcristien | Mar 4 2007, 02:32 PM Post #9 |
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Coalescence [CD]
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Guide pinned. |
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| Arcite | Mar 5 2007, 11:12 AM Post #10 |
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Superior Evolutionary Element Destined-factor
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@Cancel and BC Thank you po for reading my humble guide. :lol: @Hikaru Thanks for pinning it. :P Thanks din po for proofreading it, naayos ko na madami sa grammar lols. ^^ @Aya Thanks for the tip. Yan, naayos ko na somehow, much better looking na kesa dati. =)) @ladyofthor Thanks shuu very much sa corrections sa grammar and compositions. /kis @All monk/champ fanatics or newbies Please post any of your ideas or insghts about the guide. Share notes tayo, baka may alam kayo na d ko pa alam lols. :lolwave: |
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| Farfarello | Mar 14 2007, 09:36 AM Post #11 |
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Poporing
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Very well-explained!! Nice guide dude!!! /no1 |
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| Arcite | Mar 14 2007, 09:09 PM Post #12 |
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Superior Evolutionary Element Destined-factor
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Soon to be added here:
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| crossquo | Mar 15 2007, 02:12 AM Post #13 |
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certified good boy
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nice guide bro very help full... may champ kc ako sa loki eh... w8 ko na lng mag merge...lvl 80 pa lng cya |
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| JosepH-KilluaZ | Mar 15 2007, 02:21 AM Post #14 |
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Caramel
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pede ba suggest sna naman post ka rin san maganda pa lvl if u r manual player heheh ^^.. and mumu player ehhehe ^^ e2 pa san maganda pa lvl ang lvl 49 High Aco STR60 DEX40 INT 15 ^^... plz help |
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| Arcite | Mar 15 2007, 10:06 PM Post #15 |
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Superior Evolutionary Element Destined-factor
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Thanks for the suggestion, cge ilalagay ko sa susunod. gandang suggestion yan ha? Really, thanks man. :lolwave: |
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| Farfarello | Apr 3 2007, 11:37 AM Post #16 |
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Poporing
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PvP Type STR - 79 + 21 = 100 AGI - 1 + 19 = 20 VIT - 53 + 7 = 60 INT - 23 + 17 = 40 DEX - 99 + 31 = 130 LUK - 2 + 3 = 5 WoE Type STR - 91 + 29 = 120 AGI - 8 + 12 = 20 VIT - 58 + 7 = 65 INT - 31 + 19 = 50 DEX - 80 + 20 = 100 LUK - 1 + 3 = 4 one question master arcite ...bkit po baba ng int? khit po cla master lep at master pao sabi ok n daw yang gnyang int ...db po pag mataas int mas mtaas EF damage combined w/ str? noob kc ako sa champs at monk ...sinX kc ako originally (ever since) mas challenging kc pag champ gamit /no1 pki explain nman po /? thanks /thx |
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| Arcite | Apr 3 2007, 08:29 PM Post #17 |
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Superior Evolutionary Element Destined-factor
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Kasi kahit magdagdag ka dyan ng ilang increments pa ng INT, hindi naman ganun kataas ang itataas ng EF mo(except kung sobra talaga ilalagay mo like 30 pataas na INT), kung damage ang pinag-uusapan natin - kumbaga sayang lang sa stat points yung INT na sobra, na pwedeng-pwede mo naman mailagay sa iba pang mahalagang stat like either VIT or DEX(especially VIT for added survival rate). Kung gusto mo tumaas EF damage mo without increasing further your INT as specified in my proposed builds, pwedeng pwede mo daanin sa gamit, especially ATK or damage increasing carded equips and the like. With the said scheme, itaga mo sa ulo ng kalaban mo, tataas EF damage mo ng malaki hamak, kumpara sa paglalagay mo ng sobra sa INT pero hindi naman ganun kataas ang damage na output. For example, using a +9 High Level Birreta can increase your EF significantly, kumpara sa paglalagay sa INT ng sobra. Pwede mo din taasan INT mo ng todo at magsuot ka pa ng pampalakas na EF na gamit, but feasible yun sa mga MVP at overkillers type na champs. Hindi sa nagyayabang but ako hindi naman ganun kataas INT but I am capable of generating devastating EF damage kahit sa WoE, kasi may gamit ako somehow, kahit poor lang. kung ilan yung damage, medyo secret muna hehe at mataas talaga, baka maakusahan ako na hambog at MVP type kuno kahit hindi. :lol: |
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| Arcite | Apr 3 2007, 09:31 PM Post #18 |
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Superior Evolutionary Element Destined-factor
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oh guys, bwt, malapit na 2nd part nung guide, lalo na sa mga topics ng: - Where to level up? - Equipments - Build Flexibility - Choosing your targets just wait lang po, waiting pa for further tests and anaylsis ng mga nagawa ko na hihi :lol: |
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| "pmpm" | Apr 4 2007, 01:43 AM Post #19 |
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mahal ko to eh... wala nang iba sia lang
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^yan sana ung rerequest ko nung indi ko pa nababasa hehe.. add mo nga rin pala paps ung mga weapons na pdeng pagpilian nila.. and ung mga cards na dapat ilagay.. sa mga leveling place para mas madali sa kanila /no1 suggestion lng po OT:lakas ng FO ni fafa hehe |
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| Farfarello | Apr 4 2007, 10:20 AM Post #20 |
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Poporing
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Salamat po sa explanation Master Arcite a million thanks and more power /thx /thx /thx /thx /no1 |
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8:22 AM Jul 11